*/
void do_cmd_destroy(void)
{
- OBJECT_IDX item, amt = 1;
- int old_number;
-
- bool force = FALSE;
+ OBJECT_IDX item;
+ QUANTITY amt = 1;
+ QUANTITY old_number;
- object_type *o_ptr;
- object_type forge;
- object_type *q_ptr = &forge;
+ bool force = FALSE;
- char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ object_type forge;
+ object_type *q_ptr = &forge;
- char out_val[MAX_NLEN+40];
+ char o_name[MAX_NLEN];
+ char out_val[MAX_NLEN+40];
cptr q, s;
#ifdef JP
sprintf(rand_tmp_str," %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n",
quest[i].name, (int)quest[i].level,
- quest[i].max_num, name, quest[i].max_num - quest[i].cur_num);
+ (MONSTER_NUMBER)quest[i].max_num, name, (MONSTER_NUMBER)(quest[i].max_num - quest[i].cur_num));
#else
plural_aux(name);
sprintf(rand_tmp_str," %s (Dungeon level: %d)\n Kill %d %s, have killed %d.\n",
quest[i].name, (idx)quest[i].level,
- quest[i].max_num, name, quest[i].cur_num);
+ (MONSTER_NUMBER)quest[i].max_num, name, (MONSTER_NUMBER)quest[i].cur_num);
#endif
}
else
*/
void do_cmd_pet(void)
{
- SPELL_IDX i = 0;
+ COMMAND_CODE i = 0;
int num;
int powers[36];
cptr power_desc[36];
extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
extern void object_wipe(object_type *o_ptr);
-extern void object_prep(object_type *o_ptr, OBJECT_IDX k_idx);
+extern void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx);
extern void object_copy(object_type *o_ptr, object_type *j_ptr);
extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
extern void do_cmd_hissatsu(void);
extern void do_cmd_hissatsu_browse(void);
extern void do_cmd_gain_hissatsu(void);
-extern s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode);
+extern MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, int mode);
/* mutation.c */
-extern int count_bits(u32b x);
+extern int count_bits(BIT_FLAGS x);
extern bool gain_random_mutation(int choose_mut);
extern bool lose_mutation(int choose_mut);
extern void dump_mutations(FILE *OutFile);
typedef s32b GAME_TURN; /*!< ゲーム中のターンの型定義 */
-typedef s16b PERCENTAGE; /*!< ゲーム中のパーセント表記の型定義 */
+typedef s16b PERCENTAGE; /*!< ゲーム中のパーセント表記の型定義 */
+typedef s16b MULTIPLY; /*!< ゲーム中の倍率の型定義(/10倍) */
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 */
* @param mode 剣術のスレイ型ID
* @return スレイの倍率(/10倍)
*/
-s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode)
+MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, int mode)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (1 == sscanf(s, "FINAL_ARTIFACT_%d", &artif))
{
/* Extract a "Final Artifact" */
- d_ptr->final_artifact = artif;
+ d_ptr->final_artifact = (ARTIFACT_IDX)artif;
/* Start at next entry */
s = t;
if (1 == sscanf(s, "FINAL_OBJECT_%d", &artif))
{
/* Extract a "Final Artifact" */
- d_ptr->final_object = artif;
+ d_ptr->final_object = (KIND_OBJECT_IDX)artif;
/* Start at next entry */
s = t;
if (1 == sscanf(s, "FINAL_GUARDIAN_%d", &monst))
{
/* Extract a "Artifact Guardian" */
- d_ptr->final_guardian = monst;
+ d_ptr->final_guardian = (MONRACE_IDX)monst;
/* Start at next entry */
s = t;
*/
bool alloc_guardian(bool def_val)
{
- int guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
* @param x ビット数を調べたい変数
* @return ビット数
*/
-int count_bits(u32b x)
+int count_bits(BIT_FLAGS x)
{
int n = 0;
* @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, OBJECT_IDX k_idx)
+void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
BIT_FLAGS m_a_ability_flags4;
char r_char[5]; /* Monster race allowed */
- int final_object; /* The object you'll find at the bottom */
- int final_artifact; /* The artifact you'll find at the bottom */
- int final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
+ KIND_OBJECT_IDX final_object; /* The object you'll find at the bottom */
+ ARTIFACT_IDX final_artifact; /* The artifact you'll find at the bottom */
+ MONRACE_IDX final_guardian; /* The artifact's guardian. If an artifact is specified, then it's NEEDED */
byte special_div; /* % of monsters affected by the flags/races allowed, to add some variety */
int tunnel_percent;