* @param i2 整理したい配列の終点
* @return なし
*/
-static void compact_objects_aux(int i1, int i2)
+static void compact_objects_aux(IDX i1, IDX i2)
{
- int i;
-
+ IDX i;
cave_type *c_ptr;
-
object_type *o_ptr;
-
/* Do nothing */
if (i1 == i2) return;
*/
void compact_objects(int size)
{
- int i, y, x, num, cnt;
+ IDX i;
+ int y, x, num, cnt;
int cur_lev, cur_dis, chance;
object_type *o_ptr;
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
-s16b o_pop(void)
+IDX o_pop(void)
{
- int i;
+ IDX i;
/* Initial allocation */
* @param sval 検索したいベースアイテムのsval
* @return なし
*/
-s16b lookup_kind(int tval, int sval)
+IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
{
- int k;
+ IDX k;
int num = 0;
- int bk = 0;
+ IDX bk = 0;
/* Look for it */
for (k = 1; k < max_k_idx; k++)
* @param k_idx 新たに作成したいベースアイテム情報のID
* @return なし
*/
-void object_prep(object_type *o_ptr, int k_idx)
+void object_prep(object_type *o_ptr, OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
*/
static bool make_artifact_special(object_type *o_ptr)
{
- int i;
- int k_idx = 0;
+ IDX i;
+ IDX k_idx = 0;
/*! @note 地上ではキャンセルする / No artifacts in the town */
if (!dun_level) return (FALSE);
*/
static bool make_artifact(object_type *o_ptr)
{
- int i;
+ IDX i;
/* No artifacts in the town */
*/
static void a_m_aux_1(object_type *o_ptr, int level, int power)
{
- hit_prob tohit1 = randint1(5) + m_bonus(5, level);
- hit_point todam1 = randint1(5) + m_bonus(5, level);
+ HIT_PROB tohit1 = randint1(5) + m_bonus(5, level);
+ HIT_POINT todam1 = randint1(5) + m_bonus(5, level);
- hit_prob tohit2 = m_bonus(10, level);
- hit_point todam2 = m_bonus(10, level);
+ HIT_PROB tohit2 = m_bonus(10, level);
+ HIT_POINT todam2 = m_bonus(10, level);
if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
{
*/
static void a_m_aux_2(object_type *o_ptr, int level, int power)
{
- int toac1 = randint1(5) + m_bonus(5, level);
-
- int toac2 = m_bonus(10, level);
+ ARMOUR_CLASS toac1 = randint1(5) + m_bonus(5, level);
+ ARMOUR_CLASS toac2 = m_bonus(10, level);
/* Good */
if (power > 0)
* @param r_idx チェックしたいモンスター種族のID
* @return 人形にできるならTRUEを返す
*/
-static bool item_monster_okay(int r_idx)
+static bool item_monster_okay(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
case TV_FIGURINE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
int check;
monster_race *r_ptr;
case TV_CORPSE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
int check;
u32b match = 0;
case TV_STATUE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
monster_race *r_ptr;
case TV_CHEST:
{
- byte obj_level = k_info[o_ptr->k_idx].level;
+ DEPTH obj_level = k_info[o_ptr->k_idx].level;
/* Hack -- skip ruined chests */
if (obj_level <= 0) break;
* "good" and "great" arguments are false. As a total hack, if "great" is\n
* true, then the item gets 3 extra "attempts" to become an artifact.\n
*/
-void apply_magic(object_type *o_ptr, int lev, u32b mode)
+void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
{
int i, rolls, f1, f2, power;
* This routine uses "object_level" for the "generation level".\n
* We assume that the given object has been "wiped".\n
*/
-bool make_object(object_type *j_ptr, u32b mode)
+bool make_object(object_type *j_ptr, BIT_FLAGS mode)
{
int prob, base;
- byte obj_level;
+ DEPTH obj_level;
/* Chance of "special object" */
/* Generate a special object, or a normal object */
if (!one_in_(prob) || !make_artifact_special(j_ptr))
{
- int k_idx;
+ IDX k_idx;
/* Good objects */
if ((mode & AM_GOOD) && !get_obj_num_hook)
* This routine uses "object_level" for the "generation level".\n
* This routine requires a clean floor grid destination.\n
*/
-void place_object(position y, position x, u32b mode)
+void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
{
- idx o_idx;
+ IDX o_idx;
/* Acquire grid */
cave_type *c_ptr = &cave[y][x];
* @details
* The location must be a legal, clean, floor grid.
*/
-void place_gold(position y, position x)
+void place_gold(POSITION y, POSITION x)
{
s16b o_idx;
typedef struct
{
- int tval;
- int sval;
+ OBJECT_TYPE_VALUE tval;
+ OBJECT_SUBTYPE_VALUE sval;
int prob;
byte flag;
} amuse_type;
/* Acquirement */
while (num)
{
- int i, k_idx, a_idx = 0;
+ int i;
+ IDX k_idx, a_idx = 0;
int r = randint0(t);
bool insta_art, fixed_art;
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (ITEM_NUMBER)o_ptr->number;
/* Change the number and weight */
if (num)
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (int)o_ptr->number;
/* Change the number */
- o_ptr->number += num;
+ o_ptr->number += (ITEM_NUMBER)num;
}
*/
s16b inven_carry(object_type *o_ptr)
{
- int i, j, k;
- int n = -1;
+ INVENTORY_IDX i, j, k;
+ INVENTORY_IDX n = -1;
object_type *j_ptr;
* @details
* Include list of usable spells for readible books
*/
-void display_koff(int k_idx)
+void display_koff(IDX k_idx)
{
int y;
object_type forge;
object_type *q_ptr;
int sval;
- int use_realm;
+ REALM_IDX use_realm;
char o_name[MAX_NLEN];
{
int spell = -1;
int num = 0;
- byte spells[64];
+ SPELL_IDX spells[64];
/* Extract spells */
for (spell = 0; spell < 32; spell++)
* @param max 算出した最大ダメージを返すポインタ
* @return なし
*/
-void spell_damcalc_by_spellnum(int spell_num, int typ, int m_idx, int *max)
+void spell_damcalc_by_spellnum(int spell_num, int typ, MONSTER_IDX m_idx, int *max)
{
monster_type *m_ptr = &m_list[m_idx];
int dam = monspell_damage((spell_num), m_idx, DAM_MAX);
static void drain_essence(void)
{
int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
- int i, item;
+ int i;
+ OBJECT_IDX item;
int dec = 4;
bool observe = FALSE;
- int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
+ int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
+ TIME_EFFECT old_timeout;
u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- cptr q, s;
- byte iy, ix, marked, number;
+ cptr q, s;
+ POSITION iy, ix;
+ byte_hack marked;
+ ITEM_NUMBER number;
s16b next_o_idx, weight;
for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
for (i = 0; essence_info[i].add_name; i++)
{
essence_type *es_ptr = &essence_info[i];
- int pval = 0;
+ PARAMETER_VALUE pval = 0;
if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
*/
static int choose_essence(void)
{
- int mode = 0;
+ COMMAND_CODE mode = 0;
char choice;
- int menu_line = (use_menu ? 1 : 0);
+ COMMAND_CODE menu_line = (use_menu ? 1 : 0);
#ifdef JP
cptr menu_name[] = {
*/
static void add_essence(int mode)
{
- int item, max_num = 0;
- int i;
+ OBJECT_IDX item;
+ int max_num = 0;
+ COMMAND_CODE i;
bool flag,redraw;
char choice;
cptr q, s;
{
char tmp[80];
char tmp_val[160];
- int pval;
- int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
+ PARAMETER_VALUE pval;
+ PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
strcpy(tmp_val, "1");
if (!get_string(tmp, tmp_val, 1)) return;
- pval = atoi(tmp_val);
+ pval = (PARAMETER_VALUE)atoi(tmp_val);
if (pval > limit) pval = limit;
else if (pval < 1) pval = 1;
o_ptr->pval += pval;
{
char tmp_val[160];
int val;
- int get_to_h, get_to_d;
+ HIT_PROB get_to_h;
+ HIT_POINT get_to_d;
strcpy(tmp_val, "1");
if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
*/
static void erase_essence(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
object_type *o_ptr;
char o_name[MAX_NLEN];
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
item_tester_hook = object_is_smith;
*/
void do_cmd_kaji(bool only_browse)
{
- int mode = 0;
+ IDX mode = 0;
char choice;
int menu_line = (use_menu ? 1 : 0);