* 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;
* 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))
{
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))
*/
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)
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;
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)
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++;
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;
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)
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;
}
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;
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;
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)
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)
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)
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)
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 */
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)
/* 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)
/* 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);
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;
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)