* the item to be destroyed? Should it do any damage at all?
* </pre>
*/
-bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
+bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken)
{
DIRECTION dir;
OBJECT_IDX item;
cptr q, s;
- int need_switch_wielding = 0;
+ OBJECT_IDX need_switch_wielding = 0;
if (p_ptr->special_defense & KATA_MUSOU)
{
*/
void do_cmd_study(void)
{
- int i, item;
+ int i;
+ OBJECT_IDX item;
OBJECT_SUBTYPE_VALUE sval;
int increment = 0;
bool learned = FALSE;
*/
void do_cmd_cast(void)
{
- int item;
+ OBJECT_IDX item;
OBJECT_SUBTYPE_VALUE sval;
SPELL_IDX spell;
REALM_IDX realm;
}
/* Prompt */
- sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), min_level, max_level);
+ sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
sprintf(tmp_val, "%d", (int)dun_level);
*/
bool psychometry(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
byte feel;
extern FEAT_IDX feat_wall_solid;
extern FEAT_IDX floor_type[100], fill_type[100];
extern bool now_damaged;
-extern s16b now_message;
+extern COMMAND_CODE now_message;
extern bool use_menu;
/* autopick.c */
extern void do_cmd_fire(void);
extern void do_cmd_fire_aux(int item, object_type *j_ptr);
extern void do_cmd_throw(void);
-extern bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken);
+extern bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken);
#ifdef TRAVEL
extern void do_cmd_travel(void);
#endif
extern errr macro_add(cptr pat, cptr act);
extern sint macro_find_exact(cptr pat);
extern char inkey(void);
-extern cptr quark_str(s16b num);
+extern cptr quark_str(STR_OFFSET num);
extern void quark_init(void);
extern s16b quark_add(cptr str);
extern s32b message_num(void);
typedef s16b PERCENTAGE; /*!< ゲーム中のパーセント表記の型定義 */
typedef u32b BIT_FLAGS; /*!< 32ビットのフラグ配列の型定義 */
+typedef u16b BIT_FLAGS16; /*!< 16ビットのフラグ配列の型定義 */
typedef byte BIT_FLAGS8; /*!< 8ビットのフラグ配列の型定義 */
typedef s16b XTRA16; /*!< 汎用変数16ビットの型定義 */
if (1 == sscanf(s, "POWER_%d", &i))
{
/* Extract a "power" */
- f_ptr->power = i;
+ f_ptr->power = (FEAT_POWER)i;
/* Start at next entry */
s = t;
&level, &extra, &wgt, &cost)) return (1);
/* Save the values */
- k_ptr->level = level;
+ k_ptr->level = (DEPTH)level;
k_ptr->extra = extra;
k_ptr->weight = (WEIGHT)wgt;
k_ptr->cost = (PRICE)cost;
&min_lev, &max_lev, &min_plev, &mode, &min_alloc, &max_chance, &obj_good, &obj_great, (unsigned int *)&pit, (unsigned int *)&nest)) return (1);
/* Save the values */
- d_ptr->mindepth = min_lev;
- d_ptr->maxdepth = max_lev;
- d_ptr->min_plev = min_plev;
+ d_ptr->mindepth = (DEPTH)min_lev;
+ d_ptr->maxdepth = (DEPTH)max_lev;
+ d_ptr->min_plev = (PLAYER_LEVEL)min_plev;
d_ptr->mode = mode;
d_ptr->min_m_alloc_level = min_alloc;
d_ptr->max_m_alloc_chance = max_chance;
d_ptr->obj_good = obj_good;
d_ptr->obj_great = obj_great;
- d_ptr->pit = pit;
- d_ptr->nest = nest;
+ d_ptr->pit = (BIT_FLAGS16)pit;
+ d_ptr->nest = (BIT_FLAGS16)nest;
}
/* Process 'P' for "Place Info" */
/* Read the player_hp array */
for (i = 0; i < tmp16u; i++)
{
- rd_s16b(&p_ptr->player_hp[i]);
+ rd_s16b(&tmp16s);
+ p_ptr->player_hp[i] = (HIT_POINT)tmp16s;
}
/* Important -- Initialize the sex */
int i;
for (i = 0; i < 8; i++)
{
- int slot;
+ OBJECT_IDX slot;
for (slot = 0; slot < INVEN_PACK; slot++)
{
static bool get_tag(COMMAND_CODE *cp, char tag, int mode)
{
COMMAND_CODE i;
- int start, end;
+ COMMAND_CODE start, end;
cptr s;
/* Extract index from mode */
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;
*/
static void add_essence(int mode)
{
- int item, max_num = 0;
+ OBJECT_IDX item;
+ int max_num = 0;
COMMAND_CODE i;
bool flag,redraw;
char choice;
*/
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;
/**********Create arrows*********/
else if (ext == 2)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
s16b slot;
/**********Create bolts*********/
else if (ext == 3)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
s16b slot;
*/
bool gain_magic(void)
{
- int item;
+ OBJECT_IDX item;
PARAMETER_VALUE pval;
int ext = 0;
cptr q, s;
DEPTH mindepth; /* Minimal depth */
DEPTH maxdepth; /* Maximal depth */
- byte min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
- s16b pit;
- s16b nest;
+ PLAYER_LEVEL min_plev; /* Minimal plev needed to enter -- it's an anti-cheating mesure */
+ BIT_FLAGS16 pit;
+ BIT_FLAGS16 nest;
byte mode; /* Mode of combinaison of the monster flags */
int min_m_alloc_level; /* Minimal number of monsters per level */
int max_m_alloc_chance; /* There is a 1/max_m_alloc_chance chance per round of creating a new monster */
- u32b flags1; /* Flags 1 */
-
- u32b mflags1; /* The monster flags that are allowed */
- u32b mflags2;
- u32b mflags3;
- u32b mflags4;
- u32b mflags7;
- u32b mflags8;
- u32b mflags9;
- u32b mflagsr;
-
- u32b m_a_ability_flags1;
- u32b m_a_ability_flags2;
- u32b m_a_ability_flags3;
- u32b m_a_ability_flags4;
+ BIT_FLAGS flags1; /* Flags 1 */
+
+ BIT_FLAGS mflags1; /* The monster flags that are allowed */
+ BIT_FLAGS mflags2;
+ BIT_FLAGS mflags3;
+ BIT_FLAGS mflags4;
+ BIT_FLAGS mflags7;
+ BIT_FLAGS mflags8;
+ BIT_FLAGS mflags9;
+ BIT_FLAGS mflagsr;
+
+ BIT_FLAGS m_a_ability_flags1;
+ BIT_FLAGS m_a_ability_flags2;
+ BIT_FLAGS m_a_ability_flags3;
+ BIT_FLAGS m_a_ability_flags4;
char r_char[5]; /* Monster race allowed */
int final_object; /* The object you'll find at the bottom */
/*
* This function looks up a quark
*/
-cptr quark_str(s16b i)
+cptr quark_str(STR_OFFSET i)
{
cptr q;
FEAT_IDX floor_type[100], fill_type[100];
bool now_damaged;
-s16b now_message;
+COMMAND_CODE now_message;
bool use_menu;
#ifdef CHUUKEI