#include "angband.h"
-#include "kajitips.h"
+static void one_sustain(object_type *o_ptr);
+
+
+static cptr const kaji_tips[5] =
+{
+#ifdef JP
+ "現在持っているエッセンスの一覧を表示する。",
+ "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
+ "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
+ "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
+ "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
+#else
+ "Display essences you have.",
+ "Extract essences from an item. The item become non magical.",
+ "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
+ "Add essences to an item. The improved items or artifacts cannot be reimprove.",
+ "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
+#endif
+};
+
+/*!
+ * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
+ * @details 重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+static void one_sustain(object_type *o_ptr)
+{
+ switch (randint0(6))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
+ case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
+ case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
+ case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
+ case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
+ case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
+ }
+}
/*!
* @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
* @param i2 整理したい配列の終点
* @return なし
*/
-static void compact_objects_aux(int i1, int i2)
+static void compact_objects_aux(IDX i1, IDX i2)
{
- int i;
-
+ IDX i;
cave_type *c_ptr;
-
object_type *o_ptr;
-
/* Do nothing */
if (i1 == i2) return;
*/
void compact_objects(int size)
{
- int i, y, x, num, cnt;
+ IDX i;
+ int y, x, num, cnt;
int cur_lev, cur_dis, chance;
object_type *o_ptr;
}
/* Nearby objects start out "immune" */
- if ((cur_dis > 0) && (distance(py, px, y, x) < cur_dis)) continue;
+ if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
/* Saving throw */
chance = 90;
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
-s16b o_pop(void)
+IDX o_pop(void)
{
- int i;
+ IDX i;
/* Initial allocation */
* @param sval 検索したいベースアイテムのsval
* @return なし
*/
-s16b lookup_kind(int tval, int sval)
+IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
{
- int k;
+ IDX k;
int num = 0;
- int bk = 0;
+ IDX bk = 0;
/* Look for it */
for (k = 1; k < max_k_idx; k++)
* @param k_idx 新たに作成したいベースアイテム情報のID
* @return なし
*/
-void object_prep(object_type *o_ptr, int k_idx)
+void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
o_ptr->ds = k_ptr->ds;
/* Default activation */
- if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
+ if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
/* Hack -- worthless items are always "broken" */
if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
* 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
* 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
*/
-s16b m_bonus(int max, int level)
+int m_bonus(int max, DEPTH level)
{
int bonus, stand, extra, value;
{
char o_name[MAX_NLEN];
- /*!
- * @note アイテム名取得後アイテムの価値に応じたデバッグメッセージを出力する。
- * Get Describe and view, Artifact, Random Artifact, Ego-item, and Normal item.
- */
- object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
+ object_aware(o_ptr);
+ object_known(o_ptr);
- if (object_is_fixed_artifact(o_ptr))
- {
- msg_format(_("伝説のアイテム (%s)", "Artifact (%s)"), o_name);
- }
- else if (o_ptr->art_name)
- {
- msg_print(_("ランダム・アーティファクト", "Random artifact"));
- }
- else if (object_is_ego(o_ptr))
- {
- msg_format(_("名のあるアイテム (%s)", "Ego-item (%s)"), o_name);
- }
- else
- {
- msg_format(_("アイテム (%s)", "Object (%s)"), o_name);
- }
+ /* Mark the item as fully known */
+ o_ptr->ident |= (IDENT_MENTAL);
+
+ /* Description */
+ object_desc(o_name, o_ptr, 0);
+ msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
}
/*!
*/
static bool make_artifact_special(object_type *o_ptr)
{
- int i;
- int k_idx = 0;
+ IDX i;
+ IDX k_idx = 0;
/*! @note 地上ではキャンセルする / No artifacts in the town */
if (!dun_level) return (FALSE);
*/
static bool make_artifact(object_type *o_ptr)
{
- int i;
+ IDX i;
/* No artifacts in the town */
* Hack -- note special base damage dice boosting\n
* Hack -- note special processing for weapon/digger\n
*/
-static void a_m_aux_1(object_type *o_ptr, int level, int power)
+static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
{
- int tohit1 = randint1(5) + m_bonus(5, level);
- int todam1 = randint1(5) + m_bonus(5, level);
+ HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
+ HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
- int tohit2 = m_bonus(10, level);
- int todam2 = m_bonus(10, level);
+ HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
+ HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
{
add_flag(o_ptr->art_flags, TR_RES_FEAR);
break;
case EGO_SHARPNESS:
- o_ptr->pval = m_bonus(5, level) + 1;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
break;
case EGO_EARTHQUAKES:
if (one_in_(3) && (level > 60))
add_flag(o_ptr->art_flags, TR_BLOWS);
else
- o_ptr->pval = m_bonus(3, level);
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
break;
case EGO_VAMPIRIC:
if (one_in_(5))
*/
static void a_m_aux_2(object_type *o_ptr, int level, int power)
{
- int toac1 = randint1(5) + m_bonus(5, level);
-
- int toac2 = m_bonus(10, level);
+ ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
+ ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
/* Good */
if (power > 0)
{
if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
create_artifact(o_ptr, FALSE);
-
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
-
break;
}
switch (o_ptr->name2)
{
- case EGO_DWARVEN:
- if (o_ptr->tval != TV_HARD_ARMOR)
- {
- okay_flag = FALSE;
- break;
- }
- case EGO_DRUID:
- if (o_ptr->tval != TV_SOFT_ARMOR)
- {
- okay_flag = FALSE;
- break;
- }
- default:
+ case EGO_DWARVEN:
+ if (o_ptr->tval != TV_HARD_ARMOR)
+ {
+ okay_flag = FALSE;
+ }
+ break;
+ case EGO_DRUID:
+ if (o_ptr->tval != TV_SOFT_ARMOR)
+ {
+ okay_flag = FALSE;
+ }
+ break;
+ default:
break;
}
- if (okay_flag)
- break;
+ if (okay_flag) break;
}
switch (o_ptr->name2)
{
if (o_ptr->sval == SV_DRAGON_SHIELD)
{
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
{
if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
{
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
{
if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
{
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
{
if (o_ptr->sval == SV_DRAGON_HELM)
{
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
dragon_resist(o_ptr);
if (!one_in_(3)) break;
}
break;
}
}
+
}
case SV_RING_ATTACKS:
{
/* Stat bonus */
- o_ptr->pval = m_bonus(2, level);
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
if (one_in_(15)) o_ptr->pval++;
if (o_ptr->pval < 1) o_ptr->pval = 1;
case SV_RING_DEX:
{
/* Stat bonus */
- o_ptr->pval = 1 + m_bonus(5, level);
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
/* Cursed */
if (power < 0)
case SV_RING_SPEED:
{
/* Base speed (1 to 10) */
- o_ptr->pval = randint1(5) + m_bonus(5, level);
+ o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
/* Super-charge the ring */
while (randint0(100) < 50) o_ptr->pval++;
break;
}
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
-
break;
}
while (one_in_(4));
/* Bonus to armor class */
- o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
+ o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
}
break;
case SV_RING_SEARCHING:
{
/* Bonus to searching */
- o_ptr->pval = 1 + m_bonus(5, level);
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
/* Cursed */
if (power < 0)
case SV_RING_ELEC:
{
/* Bonus to armor class */
- o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
+ o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
break;
}
o_ptr->curse_flags |= TRC_CURSED;
/* Penalize */
- o_ptr->pval = 0 - (1 + m_bonus(5, level));
+ o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
o_ptr->curse_flags |= TRC_CURSED;
/* Penalize */
- o_ptr->to_a = 0 - (5 + m_bonus(10, level));
- o_ptr->pval = 0 - (1 + m_bonus(5, level));
+ o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
+ o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
case SV_RING_DAMAGE:
{
/* Bonus to damage */
- o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
+ o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
/* Cursed */
if (power < 0)
case SV_RING_ACCURACY:
{
/* Bonus to hit */
- o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
+ o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
/* Cursed */
if (power < 0)
case SV_RING_PROTECTION:
{
/* Bonus to armor class */
- o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
+ o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
/* Cursed */
if (power < 0)
case SV_RING_SLAYING:
{
/* Bonus to damage and to hit */
- o_ptr->to_d = randint1(5) + m_bonus(12, level);
- o_ptr->to_h = randint1(5) + m_bonus(12, level);
+ o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
+ o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
/* Cursed */
if (power < 0)
case SV_RING_MUSCLE:
{
- o_ptr->pval = 1 + m_bonus(3, level);
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
if (one_in_(4)) o_ptr->pval++;
/* Cursed */
case SV_AMULET_WISDOM:
case SV_AMULET_CHARISMA:
{
- o_ptr->pval = 1 + m_bonus(5, level);
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
/* Cursed */
if (power < 0)
/* Amulet of searching */
case SV_AMULET_SEARCHING:
{
- o_ptr->pval = randint1(2) + m_bonus(4, level);
+ o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
/* Cursed */
if (power < 0)
/* Amulet of the Magi -- never cursed */
case SV_AMULET_THE_MAGI:
{
- o_ptr->pval = randint1(5) + m_bonus(5, level);
- o_ptr->to_a = randint1(5) + m_bonus(5, level);
+ o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
+ o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
/* gain one low ESP */
add_esp_weak(o_ptr, FALSE);
- /* Mention the item */
- if (cheat_peek) object_mention(o_ptr);
-
break;
}
o_ptr->curse_flags |= (TRC_CURSED);
/* Penalize */
- o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
- o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
+ o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
+ o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
if (power > 0) power = 0 - power;
break;
case SV_AMULET_MAGIC_MASTERY:
{
- o_ptr->pval = 1 + m_bonus(4, level);
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
/* Cursed */
if (power < 0)
* @param r_idx チェックしたいモンスター種族のID
* @return 人形にできるならTRUEを返す
*/
-static bool item_monster_okay(int r_idx)
+static bool item_monster_okay(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
case TV_FIGURINE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
int check;
monster_race *r_ptr;
/* Some figurines are cursed */
if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
- if (cheat_peek)
- {
- msg_format(_("%sの人形, 深さ +%d%s", "Figurine of %s, depth +%d%s"),
- r_name + r_ptr->name, check - 1,
- !object_is_cursed(o_ptr) ? "" : " {cursed}");
- }
-
break;
}
case TV_CORPSE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
int check;
u32b match = 0;
o_ptr->pval = i;
- if (cheat_peek)
- {
- msg_format(_("%sの死体, 深さ +%d", "Corpse of %s, depth +%d"),
- r_name + r_ptr->name, check - 1);
- }
object_aware(o_ptr);
object_known(o_ptr);
case TV_STATUE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
monster_race *r_ptr;
case TV_CHEST:
{
- byte obj_level = k_info[o_ptr->k_idx].level;
+ DEPTH obj_level = k_info[o_ptr->k_idx].level;
/* Hack -- skip ruined chests */
if (obj_level <= 0) break;
* "good" and "great" arguments are false. As a total hack, if "great" is\n
* true, then the item gets 3 extra "attempts" to become an artifact.\n
*/
-void apply_magic(object_type *o_ptr, int lev, u32b mode)
+void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
{
int i, rolls, f1, f2, power;
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
-
- /* Cheat -- peek at the item */
- if (cheat_peek) object_mention(o_ptr);
-
/* Done */
return;
}
}
/* Hack -- apply activatin index if needed */
- if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
+ if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
/* Hack -- apply extra penalties if needed */
if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
o_ptr->pval = 2;
}
-
- /* Cheat -- describe the item */
- if (cheat_peek) object_mention(o_ptr);
/* Done */
return;
if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
}
+
+
}
* @param k_idx 判定したいベースアイテムのID
* @return ベースアイテムが上質ならばTRUEを返す。
*/
-static bool kind_is_good(int k_idx)
+static bool kind_is_good(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
* This routine uses "object_level" for the "generation level".\n
* We assume that the given object has been "wiped".\n
*/
-bool make_object(object_type *j_ptr, u32b mode)
+bool make_object(object_type *j_ptr, BIT_FLAGS mode)
{
int prob, base;
- byte obj_level;
+ DEPTH obj_level;
/* Chance of "special object" */
/* Generate a special object, or a normal object */
if (!one_in_(prob) || !make_artifact_special(j_ptr))
{
- int k_idx;
+ IDX k_idx;
/* Good objects */
if ((mode & AM_GOOD) && !get_obj_num_hook)
obj_level = k_info[j_ptr->k_idx].level;
if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
- /* Notice "okay" out-of-depth objects */
- if (!object_is_cursed(j_ptr) && !object_is_broken(j_ptr) &&
- (obj_level > dun_level))
- {
- /* Cheat -- peek at items */
- if (cheat_peek) object_mention(j_ptr);
- }
+ if (cheat_peek) object_mention(j_ptr);
/* Success */
return (TRUE);
* This routine uses "object_level" for the "generation level".\n
* This routine requires a clean floor grid destination.\n
*/
-void place_object(int y, int x, u32b mode)
+void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
{
- s16b o_idx;
+ IDX o_idx;
/* Acquire grid */
cave_type *c_ptr = &cave[y][x];
* @details
* The location must be a legal, clean, floor grid.
*/
-void place_gold(int y, int x)
+void place_gold(POSITION y, POSITION x)
{
s16b o_idx;
{
object_type *i_ptr;
object_type object_type_body;
- u32b mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
+ BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
/* Acquirement */
while (num--)
typedef struct
{
- int tval;
- int sval;
+ OBJECT_TYPE_VALUE tval;
+ OBJECT_SUBTYPE_VALUE sval;
int prob;
byte flag;
} amuse_type;
/* Acquirement */
while (num)
{
- int i, k_idx, a_idx = 0;
+ int i;
+ IDX k_idx, a_idx = 0;
int r = randint0(t);
bool insta_art, fixed_art;
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (ITEM_NUMBER)o_ptr->number;
/* Change the number and weight */
if (num)
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (int)o_ptr->number;
/* Change the number */
- o_ptr->number += num;
+ o_ptr->number += (ITEM_NUMBER)num;
}
*/
s16b inven_carry(object_type *o_ptr)
{
- int i, j, k;
- int n = -1;
+ INVENTORY_IDX i, j, k;
+ INVENTORY_IDX n = -1;
object_type *j_ptr;
* to fall to the ground.\n
* Return the inventory slot into which the item is placed.\n
*/
-s16b inven_takeoff(int item, int amt)
+INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
{
- int slot;
+ INVENTORY_IDX slot;
object_type forge;
object_type *q_ptr;
* @details
* The object will be dropped "near" the current location
*/
-void inven_drop(int item, int amt)
+void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
{
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
char o_name[MAX_NLEN];
msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
/* Drop it near the player */
- (void)drop_near(q_ptr, 0, py, px);
+ (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
/* Modify, Describe, Optimize */
inven_item_increase(item, -amt);
* @details
* Include list of usable spells for readible books
*/
-void display_koff(int k_idx)
+void display_koff(IDX k_idx)
{
int y;
object_type forge;
object_type *q_ptr;
int sval;
- int use_realm;
+ REALM_IDX use_realm;
char o_name[MAX_NLEN];
{
int spell = -1;
int num = 0;
- byte spells[64];
+ SPELL_IDX spells[64];
/* Extract spells */
for (spell = 0; spell < 32; spell++)
* @param max 算出した最大ダメージを返すポインタ
* @return なし
*/
-static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int *max)
+static void spell_damcalc(monster_type *m_ptr, int typ, HIT_POINT dam, int *max)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int rlev = r_ptr->level;
* @param max 算出した最大ダメージを返すポインタ
* @return なし
*/
-void spell_damcalc_by_spellnum(int spell_num, int typ, int m_idx, int *max)
+void spell_damcalc_by_spellnum(int spell_num, int typ, MONSTER_IDX m_idx, int *max)
{
monster_type *m_ptr = &m_list[m_idx];
- int dam = monspell_damage((spell_num), m_idx, DAM_MAX);
+ HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
spell_damcalc(m_ptr, typ, dam, max);
}
if (projectable(my, mx, yy, xx))
{
u32b f4 = r_ptr->flags4;
- u32b f5 = r_ptr->flags5;
- u32b f6 = r_ptr->flags6;
+ u32b f5 = r_ptr->a_ability_flags1;
+ u32b f6 = r_ptr->a_ability_flags2;
if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
{
if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
- if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIA, c_ptr->m_idx, &dam_max0);
+ if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
typedef struct {
int add; /* TR flag number or special essence id */
cptr add_name; /* Name of this ability */
- int type; /* Menu number */
+ ESSENCE_IDX type; /* Menu number */
int essence; /* Index for carrying essences */
int value; /* Needed value to add this ability */
} essence_type;
static void drain_essence(void)
{
int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
- int i, item;
+ int i;
+ OBJECT_IDX item;
int dec = 4;
bool observe = FALSE;
- int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
- u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
+ int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
+ TIME_EFFECT old_timeout;
+ BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- cptr q, s;
- byte iy, ix, marked, number;
- s16b next_o_idx, weight;
+ cptr q, s;
+ POSITION iy, ix;
+ byte_hack marked;
+ ITEM_NUMBER number;
+ OBJECT_IDX next_o_idx;
+ WEIGHT weight;
for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
drain_value[i] = 0;
if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
object_flags(o_ptr, old_flgs);
if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
for (i = 0; essence_info[i].add_name; i++)
{
essence_type *es_ptr = &essence_info[i];
- int pval = 0;
+ PARAMETER_VALUE pval = 0;
if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
* @brief 付加するエッセンスの大別を選択する
* @return 選んだエッセンスの大別ID
*/
-static int choose_essence(void)
+static COMMAND_CODE choose_essence(void)
{
- int mode = 0;
+ COMMAND_CODE mode = 0;
char choice;
- int menu_line = (use_menu ? 1 : 0);
+ COMMAND_CODE menu_line = (use_menu ? 1 : 0);
#ifdef JP
cptr menu_name[] = {
"Others"
};
#endif
- const int mode_max = 7;
+ const COMMAND_CODE mode_max = 7;
#ifdef ALLOW_REPEAT
if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
return 0;
}
- if (isupper(choice)) choice = tolower(choice);
+ if (isupper(choice)) choice = (char)tolower(choice);
if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
mode = (int)choice - 'a' + 1;
* @param mode エッセンスの大別ID
* @return なし
*/
-static void add_essence(int mode)
+static void add_essence(ESSENCE_IDX mode)
{
- int item, max_num = 0;
- int i;
+ OBJECT_IDX item;
+ int max_num = 0;
+ COMMAND_CODE i;
bool flag,redraw;
char choice;
cptr q, s;
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
{
char tmp[80];
char tmp_val[160];
- int pval;
- int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
+ PARAMETER_VALUE pval;
+ PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
strcpy(tmp_val, "1");
if (!get_string(tmp, tmp_val, 1)) return;
- pval = atoi(tmp_val);
+ pval = (PARAMETER_VALUE)atoi(tmp_val);
if (pval > limit) pval = limit;
else if (pval < 1) pval = 1;
o_ptr->pval += pval;
{
char tmp_val[160];
int val;
- int get_to_h, get_to_d;
+ HIT_PROB get_to_h;
+ HIT_POINT get_to_d;
strcpy(tmp_val, "1");
if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
{
msg_print(_("改良に失敗した。", "You failed to enchant."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
else
if (o_ptr->to_a >= p_ptr->lev/5+5)
{
msg_print(_("改良に失敗した。", "You failed to enchant."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
else
}
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
#ifdef JP
msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
*/
static void erase_essence(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
object_type *o_ptr;
char o_name[MAX_NLEN];
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
item_tester_hook = object_is_smith;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
{
*/
void do_cmd_kaji(bool only_browse)
{
- int mode = 0;
+ COMMAND_CODE mode = 0;
char choice;
- int menu_line = (use_menu ? 1 : 0);
+ COMMAND_CODE menu_line = (use_menu ? 1 : 0);
if (!only_browse)
{