* @param dam 現在算出中のダメージ値
* @return クリティカル修正が入ったダメージ値
*/
-hit_point critical_shot(int weight, int plus_ammo, int plus_bow, hit_point dam)
+HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
int i, k;
object_type *j_ptr = &inventory[INVEN_BOW];
* @param mode オプションフラグ
* @return クリティカル修正が入ったダメージ値
*/
-hit_point critical_norm(int weight, int plus, hit_point dam, s16b meichuu, int mode)
+HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
{
int i, k;
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct slay_table_t {
int slay_flag;
- u32b affect_race_flag;
- int slay_mult;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
size_t flag_offset;
size_t r_flag_offset;
} slay_table[] = {
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct brand_table_t {
int brand_flag;
- u32b resist_mask;
- u32b hurt_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
} brand_table[] = {
{TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
{TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
* Note that most brands and slays are x3, except Slay Animal (x2),\n
* Slay Evil (x2), and Kill dragon (x5).\n
*/
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
{
- int mult = 10;
+ MULTIPLY mult = 10;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Extract the flags */
object_flags(o_ptr, flgs);
* @param x 対象となるマスのX座標
* @return なし
*/
-static void discover_hidden_things(int y, int x)
+static void discover_hidden_things(POSITION y, POSITION x)
{
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
/* Access the grid */
*/
void search(void)
{
- int i, chance;
+ DIRECTION i;
+ PERCENTAGE chance;
/* Start with base search ability */
chance = p_ptr->skill_srh;
*/
static void hit_trap_pit(int trap_feat_type)
{
- int dam;
+ HIT_POINT dam;
cptr trap_name = "";
cptr spike_name = "";
* @param turn 状態異常の追加ターン量
* @return なし
*/
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int), int turn_aux)
+static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(IDX), IDX turn_aux)
{
msg_print(trap_message);
hit_trap_set_abnormal_status(
_("黒いガスに包み込まれた!", "A black gas surrounds you!"),
p_ptr->resist_blind,
- set_blind, p_ptr->blind + (time_effect)randint0(50) + 25);
+ set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
break;
}
hit_trap_set_abnormal_status(
_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
p_ptr->resist_conf,
- set_confused, p_ptr->confused + (time_effect)randint0(20) + 10);
+ set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
break;
}
hit_trap_set_abnormal_status(
_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
p_ptr->resist_pois || IS_OPPOSE_POIS(),
- set_poisoned, p_ptr->poisoned + (time_effect)randint0(20) + 10);
+ set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
break;
}
* @return なし
*/
static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
+ int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*/
static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
{
- hit_point k;
+ HIT_POINT k;
int bonus, chance;
int n_weight = 0;
monster_type *m_ptr = &m_list[m_idx];
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
+static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
{
int num = 0, bonus, chance, vir;
- hit_point k;
+ HIT_POINT k;
cave_type *c_ptr = &cave[y][x];
{
if ((r_ptr->level + 10) > p_ptr->lev)
{
- int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+hand].sval;
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+hand].sval;
int now_exp = p_ptr->weapon_exp[tval][sval];
if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
{
- sub_exp amount = 0;
+ SUB_EXP amount = 0;
if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
}
if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- weight += (p_ptr->magic_num1[0]/30);
+ weight += (P_PTR_KI / 30);
if (weight > 20) weight = 20;
}
mult++;
}
- k *= (hit_point)mult;
+ k *= (HIT_POINT)mult;
/* Ouch! */
if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
{
if (is_human)
{
- hit_prob to_h = o_ptr->to_h;
- hit_point to_d = o_ptr->to_d;
+ HIT_PROB to_h = o_ptr->to_h;
+ HIT_POINT to_d = o_ptr->to_d;
int i, flag;
flag = 1;
p_ptr->redraw |= (PR_MANA);
mult = mult * 3 / 2 + 20;
}
- k *= (hit_point)mult;
+ k *= (HIT_POINT)mult;
k /= 10;
}
mult++;
}
- k *= (hit_point)mult;
+ k *= (HIT_POINT)mult;
}
k += (p_ptr->to_d[hand] + o_ptr->to_d);
if (k < 0) k = 0;
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-bool py_attack(int y, int x, int mode)
+bool py_attack(int y, int x, BIT_FLAGS mode)
{
bool fear = FALSE;
bool mdeath = FALSE;
* @param mpe_mode 移動オプションフラグ
* @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(position ny, position nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!(mpe_mode & MPE_STAYING))
{
- position oy = p_ptr->y;
- position ox = p_ptr->x;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- int om_idx = oc_ptr->m_idx;
- idx nm_idx = c_ptr->m_idx;
+ IDX om_idx = oc_ptr->m_idx;
+ IDX nm_idx = c_ptr->m_idx;
/* Move the player */
p_ptr->y = ny;
* any monster which might be in the destination grid. Previously,\n
* moving into walls was "free" and did NOT hit invisible monsters.\n
*/
-void move_player(direction dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
{
/* Find the result of moving */
- position y = p_ptr->y + ddy[dir];
- position x = p_ptr->x + ddx[dir];
+ POSITION y = p_ptr->y + ddy[dir];
+ POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
cave_type *c_ptr = &cave[y][x];
/*
* The direction we are running
*/
-static byte find_current;
+static DIRECTION find_current;
/*
* The direction we came from
*/
-static byte find_prevdir;
+static DIRECTION find_prevdir;
/*
* We are looking for open area
/* Hack -- do not start silly run */
if (see_wall(dir, p_ptr->y, p_ptr->x))
{
+ sound(SOUND_HITWALL);
+
/* Message */
msg_print(_("その方向には走れません。", "You cannot run in that direction."));