* @param mode オプション
* @return テレポート先として妥当ならばtrue
*/
-static bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, int y, int x, u32b mode)
+static bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, int y, int x, BIT_FLAGS mode)
{
monster_type *m_ptr = &m_list[m_idx];
cave_type *c_ptr = &cave[y][x];
* Attempt to move the monster at least "dis/2" grids away.
* But allow variation to prevent infinite loops.
*/
-bool teleport_away(MONSTER_IDX m_idx, int dis, u32b mode)
+bool teleport_away(MONSTER_IDX m_idx, int dis, BIT_FLAGS mode)
{
int oy, ox, d, i, min;
int tries = 0;
* @param mode オプション
* @return なし
*/
-void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, u32b mode)
+void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
* @param mode オプション
* @return テレポート先として妥当ならばtrue
*/
-bool cave_player_teleportable_bold(int y, int x, u32b mode)
+bool cave_player_teleportable_bold(int y, int x, BIT_FLAGS mode)
{
cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
* </pre>
*/
-bool teleport_player_aux(int dis, u32b mode)
+bool teleport_player_aux(int dis, BIT_FLAGS mode)
{
int candidates_at[MAX_TELEPORT_DISTANCE + 1];
int total_candidates, cur_candidates;
* @param mode オプション
* @return なし
*/
-void teleport_player(int dis, u32b mode)
+void teleport_player(int dis, BIT_FLAGS mode)
{
int yy, xx;
{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
* This function allows teleporting into vaults (!)
* </pre>
*/
-void teleport_player_to(POSITION ny, POSITION nx, u32b mode)
+void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
{
POSITION y, x;
int dis = 0, ctr = 0;
/*!
- * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\99ã\82\8b
+ * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\97ã\80\81é\81¸æ\8a\9eã\81\95ã\81\9bã\82\8bã\80\82
* @param note ダンジョンに施す処理記述
* @param y コンソールY座標
* @param x コンソールX座標
- * @return なし
+ * @return 選択されたダンジョンID
*/
-IDX choose_dungeon(cptr note, int y, int x)
+DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
{
- int select_dungeon;
- int i, num = 0;
- s16b *dun;
+ DUNGEON_IDX select_dungeon;
+ DUNGEON_IDX i;
+ int num = 0;
+ DUNGEON_IDX *dun;
/* Hack -- No need to choose dungeon in some case */
if (lite_town || vanilla_town || ironman_downward)
else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
- 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
prt(buf, y + num, x);
dun[num++] = i;
}
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(int turns)
+bool recall_player(TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
{
if (!dun_level)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
p_ptr->recall_dungeon = select_dungeon;
if (!select_dungeon) return FALSE;
/* Prompt */
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
+ sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
+ (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
/* Default */
sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
* @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
* Return "TRUE" if the player notices anything
*/
-bool apply_disenchant(int mode)
+bool apply_disenchant(BIT_FLAGS mode)
{
int t = 0;
object_type *o_ptr;
*/
void phlogiston(void)
{
- int max_flog = 0;
+ GAME_TURN max_flog = 0;
object_type * o_ptr = &inventory[INVEN_LITE];
/* It's a lamp */
}
/* Refuel */
- o_ptr->xtra4 += (max_flog / 2);
+ o_ptr->xtra4 += (XTRA16)(max_flog / 2);
/* Message */
msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
/* Comment */
if (o_ptr->xtra4 >= max_flog)
{
- o_ptr->xtra4 = max_flog;
+ o_ptr->xtra4 = (XTRA16)max_flog;
msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
}
*/
void brand_weapon(int brand_type)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
act = _("は鋭さを増した!", "becomes very sharp!");
o_ptr->name2 = EGO_SHARPNESS;
- o_ptr->pval = m_bonus(5, dun_level) + 1;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
o_ptr->pval = 2;
{
act = _("は破壊力を増した!", "seems very powerful.");
o_ptr->name2 = EGO_EARTHQUAKES;
- o_ptr->pval = m_bonus(3, dun_level);
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
}
break;
case 16:
* @param require_los 射線の通りを要求するならばTRUE
* @return なし
*/
-void fetch(int dir, int wgt, bool require_los)
+void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
{
- int ty, tx;
- DEPTH i;
- cave_type *c_ptr;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
+ POSITION ty, tx;
+ OBJECT_IDX i;
+ cave_type *c_ptr;
+ object_type *o_ptr;
+ char o_name[MAX_NLEN];
/* Check to see if an object is already there */
if (cave[p_ptr->y][p_ptr->x].o_idx)
i = c_ptr->o_idx;
c_ptr->o_idx = o_ptr->next_o_idx;
cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
+
o_ptr->next_o_idx = 0;
o_ptr->iy = (byte)p_ptr->y;
o_ptr->ix = (byte)p_ptr->x;
if (!p_ptr->alter_reality)
{
- int turns = randint0(21) + 15;
+ TIME_EFFECT turns = randint0(21) + 15;
p_ptr->alter_reality = turns;
msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
*/
bool alchemy(void)
{
- int item, amt = 1;
+ OBJECT_IDX item;
+ int amt = 1;
ITEM_NUMBER old_number;
- long price;
+ PRICE price;
bool force = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
* Note that "num_ac" requires armour, else weapon
* Returns TRUE if attempted, FALSE if cancelled
*/
-bool enchant_spell(int num_hit, int num_dam, int num_ac)
+bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool artifact_scroll(void)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool ident_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool mundane_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
*/
bool identify_fully(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool recharge(int power)
{
- int item, lev;
- int recharge_strength, recharge_amount;
+ OBJECT_IDX item;
+ int lev;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
object_type *o_ptr;
object_kind *k_ptr;
*/
if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
{
- recharge_amount /= o_ptr->number;
+ recharge_amount /= (TIME_EFFECT)o_ptr->number;
if (recharge_amount < 1) recharge_amount = 1;
}
*/
bool bless_weapon(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
cptr q, s;
*/
bool pulish_shield(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
* o_ptr --- pointer to the potion object.
* </pre>
*/
-bool potion_smash_effect(int who, POSITION y, POSITION x, int k_idx)
+bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
{
int radius = 2;
int dt = 0;
* @return 失敗率(%)
* @todo 統合を検討
*/
-int mod_spell_chance_1(int chance)
+PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
{
chance += p_ptr->to_m_chance;
* Note: variable "chance" cannot be negative.
* @todo 統合を検討
*/
-int mod_spell_chance_2(int chance)
+PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
{
if (p_ptr->dec_mana) chance--;
* @param use_realm 魔法領域ID
* @return 失敗率(%)
*/
-s16b spell_chance(int spell, int use_realm)
+PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
{
- int chance, minfail;
+ PERCENTAGE chance, minfail;
const magic_type *s_ptr;
- int need_mana;
- int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
+ MANA_POINT need_mana;
+ PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
/* Paranoia -- must be literate */
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int acid_dam(int dam, cptr kb_str, int monspell, bool aura)
+int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int elec_dam(int dam, cptr kb_str, int monspell, bool aura)
+int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int fire_dam(int dam, cptr kb_str, int monspell, bool aura)
+int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int cold_dam(int dam, cptr kb_str, int monspell, bool aura)
+int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
*/
bool rustproof(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
{
monster_race *r_ptr = &r_info[r_idx];
- int i, r;
+ int i;
+ MONRACE_IDX r;
DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
* @param x 指定のX座標
* @return 実際に変身したらTRUEを返す
*/
-bool polymorph_monster(int y, int x)
+bool polymorph_monster(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
bool polymorphed = FALSE;
- int new_r_idx;
- int old_r_idx = m_ptr->r_idx;
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;
/* Handle polymorph */
if (new_r_idx != old_r_idx)
{
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
s16b this_o_idx, next_o_idx = 0;
*/
bool mirror_tunnel(void)
{
- int x = 0, y = 0;
+ POSITION x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
{
object_type * o_ptr;
object_kind *k_ptr;
- int lev, item;
+ int lev;
+ OBJECT_IDX item;
int recharge_strength = 0;
bool fail = FALSE;
* @param mode 召喚オプション
* @return ターンを消費した場合TRUEを返す
*/
-bool summon_kin_player(int level, int y, int x, u32b mode)
+bool summon_kin_player(int level, int y, int x, BIT_FLAGS mode)
{
bool pet = (bool)(mode & PM_FORCE_PET);
if (!pet) mode |= PM_NO_PET;