bool create_artifact(object_type *o_ptr, bool a_scroll)
{
char new_name[1024];
- int has_pval = 0;
+ PARAMETER_VALUE has_pval = 0;
int powers = randint1(5) + 1;
int max_powers;
int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
{
- int pre_dd = o_ptr->dd;
- int pre_ds = o_ptr->ds;
+ DICE_NUMBER pre_dd = o_ptr->dd;
+ DICE_SID pre_ds = o_ptr->ds;
if (o_ptr->dd > o_ptr->ds)
{
if (o_ptr->to_d > 10)
{
- int pre_damage = o_ptr->to_d;
+ HIT_POINT pre_damage = o_ptr->to_d;
o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
if (o_ptr->to_d < 10)
* @brief モンスターへの命中率の計算
* @param to_h 命中値
* @param ac 敵AC
- * @return なし
+ * @return 命中確率
*/
-static int hit_chance(int to_h, int ac)
+static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
{
- int chance = 0;
+ PERCENTAGE chance = 0;
int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
if (meichuu <= 0) return 5;
* various info about the player's +to_dam and number of blows.
* @return なし
*/
-static void list_weapon(object_type *o_ptr, int row, int col)
+static void list_weapon(object_type *o_ptr, TERM_POSITION row, TERM_POSITION col)
{
char o_name[MAX_NLEN];
char tmp_str[80];
/* Effective dices */
- int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
- int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+ DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
/* Print the weapon name */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
static void building_recharge_all(void)
{
INVENTORY_IDX i;
- int lev;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- int price = 0;
- int total_cost = 0;
+ PRICE price = 0;
+ PRICE total_cost = 0;
/* Display some info */
{\r
int k;\r
int ident = FALSE;\r
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;\r
- int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;\r
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;\r
+ POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;\r
\r
/* Analyze the staff */\r
switch (sval)\r
int rod_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
POSITION rad = powerful ? 3 : 2;
/* Unused */
int wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
{
int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
POSITION rad = powerful ? 3 : 2;
/* XXX Hack -- Wand of wonder can do anything before it */
*/
bool eat_magic(int power)
{
- object_type * o_ptr;
+ object_type *o_ptr;
object_kind *k_ptr;
- int lev;
+ DEPTH lev;
OBJECT_IDX item;
int recharge_strength = 0;