*/
static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
{
- int prob = randint1(100);
+ PERCENTAGE prob = randint1(100);
if (prob <= SINDARIN_NAME)
{
extern bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev);
extern void call_chaos(void);
extern bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
-extern bool fire_bolt_or_beam(int prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool lite_line(DIRECTION dir, HIT_POINT dam);
extern bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam);
extern bool death_ray(DIRECTION dir, int plev);
* @param prob 基本確率(%)
* @return 適した選択を取るならばTRUEを返す。
*/
-static bool int_outof(monster_race *r_ptr, int prob)
+static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
{
/* Non-Smart monsters are half as "smart" */
if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
*/
bool make_object(object_type *j_ptr, BIT_FLAGS mode)
{
- int prob, base;
+ PERCENTAGE prob;
+ DEPTH base;
/* Chance of "special object" */
{
OBJECT_TYPE_VALUE tval;
OBJECT_SUBTYPE_VALUE sval;
- int prob;
+ PERCENTAGE prob;
byte flag;
} amuse_type;
*/
bool teleport_swap(DIRECTION dir)
{
- int tx, ty;
- cave_type * c_ptr;
- monster_type * m_ptr;
- monster_race * r_ptr;
+ POSITION tx, ty;
+ cave_type* c_ptr;
+ monster_type* m_ptr;
+ monster_race* r_ptr;
if ((dir == 5) && target_okay())
{
* Affect monsters, grids and objects.
* </pre>
*/
-bool fire_bolt_or_beam(int prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
+bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam)
{
if (randint0(100) < prob)
{
*/
void do_cmd_rerate(bool display)
{
- int percent;
+ PERCENTAGE percent;
/* Rerate */
do_cmd_rerate_aux();
int total_frac = 0;
for (j = 0; j < alloc_kind_size; j++)
{
- int prob = 0;
+ PERCENTAGE prob = 0;
if (table[j].level <= i)
{