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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...
authorDeskull <desull@users.sourceforge.jp>
Sat, 2 Dec 2017 14:38:02 +0000 (23:38 +0900)
committerDeskull <desull@users.sourceforge.jp>
Sat, 2 Dec 2017 14:38:02 +0000 (23:38 +0900)
src/externs.h
src/h-type.h
src/object2.c
src/racial.c
src/spells3.c
src/types.h

index b8c0c6a..cae54a0 100644 (file)
@@ -997,7 +997,7 @@ extern bool player_place(POSITION y, POSITION x);
 extern void monster_drop_carried_objects(monster_type *m_ptr);
 
 /* object1.c */
-extern s16b m_bonus(int max, int level);
+extern int m_bonus(int max, DEPTH level);
 
 extern void reset_visuals(void);
 extern void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]);
index d9da989..c01dd2c 100644 (file)
@@ -200,6 +200,9 @@ typedef byte BLOW_EFFECT; /*!< モンスターの打撃効果ID */
 
 typedef int EFFECT_ID; /*!< 効果属性ID */
 
+typedef s16b QUEST_TYPE;  /*!< クエストの種別ID */
+typedef s16b QUEST_STATUS;  /*!< クエストの状態ID */
+
 
 /*** Pointers to all the basic types defined above ***/
 
index d811438..fca25a6 100644 (file)
@@ -2025,7 +2025,7 @@ void object_prep(object_type *o_ptr, KIND_OBJECT_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)
index 54a4bf1..5173afa 100644 (file)
@@ -115,7 +115,7 @@ static bool do_cmd_archer(void)
                        q_ptr = &forge;
 
                        /* Hack -- Give the player some small firestones */
-                       object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
+                       object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
                        q_ptr->number = (byte)rand_range(15,30);
                        object_aware(q_ptr);
                        object_known(q_ptr);
@@ -166,7 +166,7 @@ static bool do_cmd_archer(void)
                q_ptr = &forge;
 
                /* Hack -- Give the player some small firestones */
-               object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
+               object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
                q_ptr->number = (byte)rand_range(5, 10);
                object_aware(q_ptr);
                object_known(q_ptr);
@@ -225,7 +225,7 @@ static bool do_cmd_archer(void)
                q_ptr = &forge;
 
                /* Hack -- Give the player some small firestones */
-               object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
+               object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
                q_ptr->number = (byte)rand_range(4, 8);
                object_aware(q_ptr);
                object_known(q_ptr);
index 09539fc..978e579 100644 (file)
@@ -1347,7 +1347,7 @@ void brand_weapon(int brand_type)
                                act = _("は鋭さを増した!", "becomes very sharp!");
 
                                o_ptr->name2 = EGO_SHARPNESS;
-                               o_ptr->pval = m_bonus(5, dun_level) + 1;
+                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
 
                                if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
                                        o_ptr->pval = 2;
@@ -1356,7 +1356,7 @@ void brand_weapon(int brand_type)
                        {
                                act = _("は破壊力を増した!", "seems very powerful.");
                                o_ptr->name2 = EGO_EARTHQUAKES;
-                               o_ptr->pval = m_bonus(3, dun_level);
+                               o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
                        }
                        break;
                case 16:
index 2aa9ad1..dec1508 100644 (file)
@@ -690,9 +690,8 @@ typedef struct quest_type quest_type;
 
 struct quest_type
 {
-       s16b status;            /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
-
-       s16b type;              /*!< クエストの種別 / The quest type */
+       QUEST_STATUS status;          /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
+       QUEST_TYPE type;              /*!< クエストの種別 / The quest type */
 
        char name[60];          /*!< クエスト名 / Quest name */
        DEPTH level;            /*!< 処理階層 / Dungeon level */