#include "angband.h"
+static void one_sustain(object_type *o_ptr);
+
+
static cptr const kaji_tips[5] =
{
#ifdef JP
};
/*!
+ * @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 o_idx 削除対象のオブジェクト構造体ポインタ
* @return なし
* @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, IDX 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;
* 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)
{
- HIT_PROB tohit1 = randint1(5) + m_bonus(5, level);
- HIT_POINT 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);
- HIT_PROB tohit2 = m_bonus(10, level);
- HIT_POINT 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)
{
- ARMOUR_CLASS toac1 = randint1(5) + m_bonus(5, level);
- ARMOUR_CLASS 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)
o_ptr->to_d -= 6;
o_ptr->to_h -= 6;
break;
- case EGO_NAZGUL:
+ case EGO_NAZGUL:
o_ptr->to_d -= 3;
o_ptr->to_h -= 3;
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
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++;
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);
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)
}
/* 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)))
* @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];
bool make_object(object_type *j_ptr, BIT_FLAGS mode)
{
int prob, base;
- DEPTH obj_level;
/* Chance of "special object" */
}
}
- obj_level = k_info[j_ptr->k_idx].level;
- if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
-
if (cheat_peek) object_mention(j_ptr);
/* Success */
{
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--)
* 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];
* @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;
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);
}
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;
TIME_EFFECT old_timeout;
- u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
object_type *o_ptr;
cptr q, s;
POSITION iy, ix;
byte_hack marked;
ITEM_NUMBER number;
- s16b next_o_idx, weight;
+ OBJECT_IDX next_o_idx;
+ WEIGHT weight;
for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
drain_value[i] = 0;
* @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)
{
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;
choice = (always_show_list || use_menu) ? ESCAPE:1;
while (!flag)
{
- bool able[22];
+ bool able[22] = {0};
if( choice==ESCAPE ) choice = ' ';
else if( !get_com(out_val, &choice, FALSE) )break;
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
*/
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;
*/
void do_cmd_kaji(bool only_browse)
{
- IDX 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)
{