bool level_mutation = FALSE;
bool level_inc_stat = FALSE;
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- int old_lev = p_ptr->lev;
+ PLAYER_LEVEL old_lev = p_ptr->lev;
/* Hack -- lower limit */
if (p_ptr->exp < 0) p_ptr->exp = 0;
{
if (r_ptr->blow[i].method == RBM_EXPLODE)
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
DICE_SID d_side = r_ptr->blow[i].d_side;
{
int wy = y, wx = x;
bool pet = is_pet(m_ptr);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (pet) mode |= PM_FORCE_PET;
if (attempts > 0)
{
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (pet) mode |= PM_FORCE_PET;
if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
case MON_UNMAKER:
/* One more ultra-hack: An Unmaker goes out with a big bang! */
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
(void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
}
break;
case MON_ROLENTO:
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
(void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
}
break;
{
int dummy_y = m_ptr->fy;
int dummy_x = m_ptr->fx;
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
/*
* Monster health description
*/
-cptr look_mon_desc(monster_type *m_ptr, u32b mode)
+cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
bool living;
/*
* Hack -- help "select" a location (see below)
*/
-static s16b target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
+static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
{
- int i, v;
-
- int x2, y2, x3, y3, x4, y4;
-
- int b_i = -1, b_v = 9999;
+ POSITION_IDX i, v;
+ POSITION x2, y2, x3, y3, x4, y4;
+ POSITION_IDX b_i = -1, b_v = 9999;
/* Scan the locations */
*
* Return the number of target_able monsters in the set.
*/
-static void target_set_prepare(int mode)
+static void target_set_prepare(BIT_FLAGS mode)
{
int y, x;
int min_hgt, max_hgt, min_wid, max_wid;
*
* This function must handle blindness/hallucination.
*/
-static int target_set_aux(int y, int x, int mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
{
cave_type *c_ptr = &cave[y][x];
s16b this_o_idx, next_o_idx = 0;
bool boring = TRUE;
s16b feat;
feature_type *f_ptr;
- int query = '\001';
+ char query = '\001';
char out_val[MAX_NLEN+80];
#ifdef ALLOW_EASY_FLOOR
- int floor_list[23], floor_num = 0;
+ OBJECT_IDX floor_list[23];
+ ITEM_NUMBER floor_num = 0;
/* Scan all objects in the grid */
if (easy_floor)
/* Display rough information about items */
#ifdef JP
sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
- s1, floor_num, s2, s3, info);
+ s1, (int)floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
- s1, s2, s3, floor_num, info);
+ s1, s2, s3, (int)floor_num, info);
#endif
prt(out_val, 0, 0);
/* Prompt */
#ifdef JP
sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
- s1, floor_num, s2, s3, info);
+ s1, (int)floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
- s1, s2, s3, floor_num, info);
+ s1, s2, s3, (int)floor_num, info);
#endif
prt(out_val, 0, 0);
* This command will cancel any old target, even if used from
* inside the "look" command.
*/
-bool target_set(int mode)
+bool target_set(BIT_FLAGS mode)
{
int i, d, m, t, bd;
POSITION y = p_ptr->y;
strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
/* Describe and Prompt (enable "TARGET_LOOK") */
- while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
+ while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
/* Cancel tracking */
/* health_track(0); */
}
-/*
- * Return bow energy
+/*!
+ * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
+ * @param sval 射撃武器のアイテム副分類ID
+ * @return 消費する基本エネルギー
*/
-s16b bow_energy(OBJECT_SUBTYPE_VALUE sval)
+ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
{
- int energy = 100;
+ ENERGY energy = 10000;
/* Analyze the launcher */
switch (sval)
void display_rumor(bool ex)
{
- bool err;
+ errr err;
int section = 0;
char Rumor[1024];