hex_spelling(HEX_CURE_SERIOUS) ||
hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
- if (p_ptr->magic_num2[2])
+ if (HEX_REVENGE_TURN(p_ptr))
{
- if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
- if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
}
}
}
else
{
- if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
- else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
+ if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
+ else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
/* Get color of level based on feeling -JSV- */
switch (p_ptr->feeling)
}
/* Rest until healed */
- else if (resting == -1)
+ else if (resting == COMMAND_ARG_REST_FULL_HEALING)
{
text[0] = text[1] = text[2] = text[3] = '*';
}
/* Rest until done */
- else if (resting == -2)
+ else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
{
text[0] = text[1] = text[2] = text[3] = '&';
}
static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
char buf[256];
int i;
- int r_idx = m_ptr->ap_r_idx;
+ MONRACE_IDX r_idx = m_ptr->ap_r_idx;
monster_race* r_ptr = &r_info[r_idx];
Term_gotoxy(x, y);
Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
//LV
if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
- sprintf(buf, " %2d", r_ptr->level);
+ sprintf(buf, " %2d", (int)r_ptr->level);
}else{
strcpy(buf, " ??");
}
if(!m_ptr->r_idx)continue;//dead?
{
/*
- int r_idx = m_ptr->ap_r_idx;
+ MONRACE_IDX r_idx = m_ptr->ap_r_idx;
monster_race* r_ptr = &r_info[r_idx];
cptr name = (r_name + r_ptr->name);
cptr ename = (r_name + r_ptr->name);
int num_boukyaku = 0;
const magic_type *s_ptr;
- int which;
+ REALM_IDX which;
int bonus = 0;
* Computes current weight limit.
* @return 制限重量(ポンド)
*/
-u32b weight_limit(void)
+WEIGHT weight_limit(void)
{
- u32b i;
+ WEIGHT i;
/* Weight limit based only on strength */
- i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
+ i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
/* Return the result */
int extra_shots = 0;
int i;
int num = 0;
- int tval_ammo = bow_tval_ammo(o_ptr);
+ OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
object_type *q_ptr;
u32b flgs[TR_FLAG_SIZE];
/* Hex bonuses */
if (p_ptr->realm1 == REALM_HEX)
{
- if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
+ if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
if (hex_spelling(HEX_BUILDING))
if (blow_base > 31) p_ptr->num_blow[0]++;
if (blow_base > 44) p_ptr->num_blow[0]++;
if (blow_base > 58) p_ptr->num_blow[0]++;
- if (p_ptr->magic_num1[0])
+ if (P_PTR_KI)
{
- p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
- p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
+ p_ptr->to_d[0] += P_PTR_KI / 5;
+ p_ptr->dis_to_d[0] += P_PTR_KI / 5;
}
}
else
{
if (buki_motteruka(INVEN_RARM+i))
{
- int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+i].sval;
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
if (p_ptr->icky_wield[i])
{
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
- if (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_FAITH, -1);
}
if (heavy_armor())
{
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
- if (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_HARMONY, -1);
}
*/
bool heavy_armor(void)
{
- u16b monk_arm_wgt = 0;
+ WEIGHT monk_arm_wgt = 0;
if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;