* @param magic 魔道具術上の処理ならばTRUE
* @return 発動により効果内容が確定したならばTRUEを返す
*/
-int rod_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool *use_charge, bool powerful, bool magic)
+int rod_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
- int rad = powerful ? 3 : 2;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+ POSITION rad = powerful ? 3 : 2;
/* Unused */
(void)magic;
* pvals are defined for each rod in k_info. -LM-
* </pre>
*/
-void do_cmd_zap_rod_aux(int item)
+void do_cmd_zap_rod_aux(INVENTORY_IDX item)
{
int ident, chance, lev, fail;
- int dir = 0;
+ DIRECTION dir = 0;
object_type *o_ptr;
bool success;
}
- /* Take a turn */
p_ptr->energy_use = 100;
/* Extract the item level */
return;
}
- /* Sound */
sound(SOUND_ZAP);
ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
}
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
/* Restrict choices to rods */
item_tester_tval = TV_ROD;
- /* Get an item */
q = _("どのロッドを振りますか? ", "Zap which rod? ");
s = _("使えるロッドがない。", "You have no rod to zap.");