* @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 wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
+int wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
{
int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int rad = powerful ? 3 : 2;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ POSITION rad = powerful ? 3 : 2;
/* XXX Hack -- Wand of wonder can do anything before it */
if (sval == SV_WAND_WONDER)
case SV_WAND_DRAGON_BREATH:
{
HIT_POINT dam;
- int typ;
+ EFFECT_ID typ;
switch (randint1(5))
{
}
target_pet = old_target_pet;
- /* Take a turn */
p_ptr->energy_use = 100;
/* Get the level */
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
}
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);