* <pre>
* Certain scrolls can be "aborted" without losing the scroll. These
* include scrolls with no effects but recharge or identify, which are
- * cancelled before use. XXX Reading them still takes a current_world_ptr->game_turn, though.
+ * cancelled before use. XXX Reading them still takes a turn, though.
* </pre>
*/
void exe_read(player_type *creature_ptr, INVENTORY_IDX item, bool known)
case SV_SCROLL_TELEPORT_LEVEL:
{
- (void)teleport_level(0);
+ (void)teleport_level(creature_ptr, 0);
ident = TRUE;
break;
}
case SV_SCROLL_REMOVE_CURSE:
{
- if (remove_curse())
+ if (remove_curse(creature_ptr))
{
ident = TRUE;
}
case SV_SCROLL_STAR_REMOVE_CURSE:
{
- if (remove_all_curse())
+ if (remove_all_curse(creature_ptr))
{
ident = TRUE;
}
case SV_SCROLL_STAR_DESTRUCTION:
{
- if (destroy_area(creature_ptr->y, creature_ptr->x, 13 + randint0(5), FALSE))
+ if (destroy_area(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x, 13 + randint0(5), FALSE))
ident = TRUE;
else
msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));