int number;
bool small;
- u32b mode = AM_GOOD;
+ BIT_FLAGS mode = AM_GOOD;
object_type forge;
object_type *q_ptr;
* Note that the chest itself is never destroyed.
* </pre>
*/
-static void chest_trap(int y, int x, s16b o_idx)
+static void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)
{
int i, trap;
}
/* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
+ if (get_rep_dir(&dir, FALSE))
{
/* Take a turn */
p_ptr->energy_use = 100;
set_action(ACTION_NONE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
+ if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
{
stop_singing();
}
/* Rest until done */
if (out_val[0] == '&')
{
- command_arg = (-2);
+ command_arg = COMMAND_ARG_REST_UNTIL_DONE;
}
/* Rest a lot */
else if (out_val[0] == '*')
{
- command_arg = (-1);
+ command_arg = COMMAND_ARG_REST_FULL_HEALING;
}
/* Rest some */