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#37287 #37353 (2.2.0.89) QUEST_TYPE, QUEST_STATUS型を定義し、型の置換を継続中。 / Define QUEST_TYPE...
[hengband/hengband.git] / src / object2.c
index 7ce0343..fca25a6 100644 (file)
@@ -1933,7 +1933,7 @@ void object_copy(object_type *o_ptr, object_type *j_ptr)
  * @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, IDX k_idx)
+void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -2025,7 +2025,7 @@ void object_prep(object_type *o_ptr, IDX k_idx)
  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72\n
  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07\n
  */
-s16b m_bonus(int max, int level)
+int m_bonus(int max, DEPTH level)
 {
        int bonus, stand, extra, value;
 
@@ -2281,13 +2281,13 @@ static byte get_random_ego(byte slot, bool good)
  * Hack -- note special base damage dice boosting\n
  * Hack -- note special processing for weapon/digger\n
  */
-static void a_m_aux_1(object_type *o_ptr, int level, int power)
+static void a_m_aux_1(object_type *o_ptr, DEPTH 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) + (HIT_PROB)m_bonus(5, level);
+       HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
 
-       HIT_PROB tohit2 = m_bonus(10, level);
-       HIT_POINT todam2 = m_bonus(10, level);
+       HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
+       HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
 
        if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
        {
@@ -2452,13 +2452,13 @@ static void a_m_aux_1(object_type *o_ptr, int level, int power)
                                                add_flag(o_ptr->art_flags, TR_RES_FEAR);
                                        break;
                                case EGO_SHARPNESS:
-                                       o_ptr->pval = m_bonus(5, level) + 1;
+                                       o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
                                        break;
                                case EGO_EARTHQUAKES:
                                        if (one_in_(3) && (level > 60))
                                                add_flag(o_ptr->art_flags, TR_BLOWS);
                                        else
-                                               o_ptr->pval = m_bonus(3, level);
+                                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
                                        break;
                                case EGO_VAMPIRIC:
                                        if (one_in_(5))
@@ -2671,8 +2671,8 @@ static void add_esp_weak(object_type *o_ptr, bool extra)
  */
 static void a_m_aux_2(object_type *o_ptr, int level, int power)
 {
-       ARMOUR_CLASS toac1 = randint1(5) + m_bonus(5, level);
-       ARMOUR_CLASS toac2 = m_bonus(10, level);
+       ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
+       ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
 
        /* Good */
        if (power > 0)
@@ -3150,7 +3150,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_ATTACKS:
                                {
                                        /* Stat bonus */
-                                       o_ptr->pval = m_bonus(2, level);
+                                       o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
                                        if (one_in_(15)) o_ptr->pval++;
                                        if (o_ptr->pval < 1) o_ptr->pval = 1;
 
@@ -3181,7 +3181,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_DEX:
                                {
                                        /* Stat bonus */
-                                       o_ptr->pval = 1 + m_bonus(5, level);
+                                       o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3203,7 +3203,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_SPEED:
                                {
                                        /* Base speed (1 to 10) */
-                                       o_ptr->pval = randint1(5) + m_bonus(5, level);
+                                       o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
 
                                        /* Super-charge the ring */
                                        while (randint0(100) < 50) o_ptr->pval++;
@@ -3235,7 +3235,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                        while (one_in_(4));
 
                                        /* Bonus to armor class */
-                                       o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
+                                       o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
                                }
                                break;
 
@@ -3249,7 +3249,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_SEARCHING:
                                {
                                        /* Bonus to searching */
-                                       o_ptr->pval = 1 + m_bonus(5, level);
+                                       o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3274,7 +3274,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_ELEC:
                                {
                                        /* Bonus to armor class */
-                                       o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
+                                       o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
                                        break;
                                }
 
@@ -3289,7 +3289,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                        o_ptr->curse_flags |= TRC_CURSED;
 
                                        /* Penalize */
-                                       o_ptr->pval = 0 - (1 + m_bonus(5, level));
+                                       o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
                                        if (power > 0) power = 0 - power;
 
                                        break;
@@ -3305,8 +3305,8 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                        o_ptr->curse_flags |= TRC_CURSED;
 
                                        /* Penalize */
-                                       o_ptr->to_a = 0 - (5 + m_bonus(10, level));
-                                       o_ptr->pval = 0 - (1 + m_bonus(5, level));
+                                       o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
+                                       o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
                                        if (power > 0) power = 0 - power;
 
                                        break;
@@ -3316,7 +3316,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_DAMAGE:
                                {
                                        /* Bonus to damage */
-                                       o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
+                                       o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3338,7 +3338,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_ACCURACY:
                                {
                                        /* Bonus to hit */
-                                       o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
+                                       o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3360,7 +3360,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_PROTECTION:
                                {
                                        /* Bonus to armor class */
-                                       o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
+                                       o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3382,8 +3382,8 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_RING_SLAYING:
                                {
                                        /* Bonus to damage and to hit */
-                                       o_ptr->to_d = randint1(5) + m_bonus(12, level);
-                                       o_ptr->to_h = randint1(5) + m_bonus(12, level);
+                                       o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
+                                       o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3404,7 +3404,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
 
                                case SV_RING_MUSCLE:
                                {
-                                       o_ptr->pval = 1 + m_bonus(3, level);
+                                       o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
                                        if (one_in_(4)) o_ptr->pval++;
 
                                        /* Cursed */
@@ -3641,7 +3641,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                case SV_AMULET_WISDOM:
                                case SV_AMULET_CHARISMA:
                                {
-                                       o_ptr->pval = 1 + m_bonus(5, level);
+                                       o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3700,7 +3700,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                /* Amulet of searching */
                                case SV_AMULET_SEARCHING:
                                {
-                                       o_ptr->pval = randint1(2) + m_bonus(4, level);
+                                       o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -3721,8 +3721,8 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                /* Amulet of the Magi -- never cursed */
                                case SV_AMULET_THE_MAGI:
                                {
-                                       o_ptr->pval = randint1(5) + m_bonus(5, level);
-                                       o_ptr->to_a = randint1(5) + m_bonus(5, level);
+                                       o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
+                                       o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
 
                                        /* gain one low ESP */
                                        add_esp_weak(o_ptr, FALSE);
@@ -3740,8 +3740,8 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
                                        o_ptr->curse_flags |= (TRC_CURSED);
 
                                        /* Penalize */
-                                       o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
-                                       o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
+                                       o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
+                                       o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
                                        if (power > 0) power = 0 - power;
 
                                        break;
@@ -3749,7 +3749,7 @@ static void a_m_aux_3(object_type *o_ptr, int level, int power)
 
                                case SV_AMULET_MAGIC_MASTERY:
                                {
-                                       o_ptr->pval = 1 + m_bonus(4, level);
+                                       o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
 
                                        /* Cursed */
                                        if (power < 0)
@@ -4195,7 +4195,7 @@ static void a_m_aux_4(object_type *o_ptr, int level, int power)
 
                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;
@@ -4661,7 +4661,7 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
  * @param k_idx 判定したいベースアイテムのID
  * @return ベースアイテムが上質ならばTRUEを返す。
  */
-static bool kind_is_good(int k_idx)
+static bool kind_is_good(KIND_OBJECT_IDX k_idx)
 {
        object_kind *k_ptr = &k_info[k_idx];
 
@@ -4755,7 +4755,7 @@ static bool kind_is_good(int k_idx)
 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
 {
        int prob, base;
-       byte obj_level;
+       DEPTH obj_level;
 
 
        /* Chance of "special object" */
@@ -6154,8 +6154,8 @@ bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
  */
 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;
 
@@ -6628,7 +6628,7 @@ void display_koff(IDX k_idx)
        object_type forge;
        object_type *q_ptr;
        int         sval;
-       int         use_realm;
+       REALM_IDX   use_realm;
 
        char o_name[MAX_NLEN];
 
@@ -6675,7 +6675,7 @@ void display_koff(IDX k_idx)
        {
                int     spell = -1;
                int     num = 0;
-               byte    spells[64];
+               SPELL_IDX    spells[64];
 
                /* Extract spells */
                for (spell = 0; spell < 32; spell++)
@@ -6735,7 +6735,7 @@ object_type *choose_warning_item(void)
  * @param max 算出した最大ダメージを返すポインタ
  * @return なし
  */
-static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int *max)
+static void spell_damcalc(monster_type *m_ptr, int typ, HIT_POINT dam, int *max)
 {
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
        int          rlev = r_ptr->level;
@@ -6983,7 +6983,7 @@ static void spell_damcalc(monster_type *m_ptr, int typ, int dam, 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);
+    HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
     spell_damcalc(m_ptr, typ, dam, max);
 }
 
@@ -7718,7 +7718,8 @@ static void display_essence(void)
 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;
@@ -7959,9 +7960,9 @@ static void drain_essence(void)
  */
 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[] = {
@@ -8053,7 +8054,7 @@ static int choose_essence(void)
                                return 0;
                        }
 
-                       if (isupper(choice)) choice = tolower(choice);
+                       if (isupper(choice)) choice = (char)tolower(choice);
 
                        if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
                                mode = (int)choice - 'a' + 1;
@@ -8074,8 +8075,9 @@ static int choose_essence(void)
  */
 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;
@@ -8303,7 +8305,7 @@ static void add_essence(int mode)
                        ask = (isupper(choice));
 
                        /* Lowercase */
-                       if (ask) choice = tolower(choice);
+                       if (ask) choice = (char)tolower(choice);
 
                        /* Extract request */
                        i = (islower(choice) ? A2I(choice) : -1);
@@ -8587,11 +8589,11 @@ static void add_essence(int mode)
  */
 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;
 
@@ -8645,7 +8647,7 @@ static void erase_essence(void)
  */
 void do_cmd_kaji(bool only_browse)
 {
-       int mode = 0;
+       IDX mode = 0;
        char choice;
 
        int menu_line = (use_menu ? 1 : 0);