* @brief クエストの導入メッセージを表示する / Discover quest
* @param q_idx 開始されたクエストのID
*/
-void quest_discovery(int q_idx)
+void quest_discovery(QUEST_IDX q_idx)
{
quest_type *q_ptr = &quest[q_idx];
monster_race *r_ptr = &r_info[q_ptr->r_idx];
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX quest_number(DEPTH level)
+QUEST_IDX quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
/* Check quests */
if (p_ptr->inside_quest)
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX random_quest_number(DEPTH level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;
extern bool mundane_spell(bool only_equip);
extern bool identify_item(object_type *o_ptr);
extern bool identify_fully(bool only_equip);
-extern bool recharge(int num);
+extern bool recharge(int power);
extern bool bless_weapon(void);
extern bool pulish_shield(void);
extern bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx);
extern void battle_monsters(void);
extern void do_cmd_bldg(void);
extern void do_cmd_quest(void);
-extern void quest_discovery(int q_idx);
-extern IDX quest_number(DEPTH level);
-extern IDX random_quest_number(DEPTH level);
+extern void quest_discovery(QUEST_IDX q_idx);
+extern QUEST_IDX quest_number(DEPTH level);
+extern QUEST_IDX random_quest_number(DEPTH level);
extern bool tele_town(void);
extern HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow);
extern HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo,int plus_bow, HIT_POINT dam);
bool recharge(int power)
{
OBJECT_IDX item;
- int lev;
+ DEPTH lev;
int recharge_strength;
TIME_EFFECT recharge_amount;
if (o_ptr->tval == TV_ROD)
{
/* Extract a recharge strength by comparing object level to power. */
- recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
+ recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
/* Back-fire */
* Divide up a stack of wands' charges to calculate charge penalty.
*/
if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval / o_ptr->number)) / 15;
+ recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
/* All staffs, unstacked wands. */
- else recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval)) / 15;
+ else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
/* Paranoia */
if (recharge_strength < 0) recharge_strength = 0;