*/
static void shuffle_flavors(byte tval)
{
- s16b *k_idx_list;
- int k_idx_list_num = 0;
- int i;
+ IDX *k_idx_list;
+ IDX k_idx_list_num = 0;
+ IDX i;
/* Allocate an array for a list of k_idx */
C_MAKE(k_idx_list, max_k_idx, s16b);
*/
void flavor_init(void)
{
- int i;
+ KIND_OBJECT_IDX i;
u32b state_backup[4];
/* Hack -- Backup the RNG state */
* OD_NO_FLAVOR : Allow to hidden flavor\n
* OD_FORCE_FLAVOR : Get un-shuffled flavor name\n
*/
-void object_desc(char *buf, object_type *o_ptr, u32b mode)
+void object_desc(char *buf, object_type *o_ptr, BIT_FLAGS mode)
{
/* Extract object kind name */
cptr kindname = k_name + k_info[o_ptr->k_idx].name;
{
int avgdam = o_ptr->dd * (o_ptr->ds + 1) * 10 / 2;
int tmul = bow_tmul(bow_ptr->sval);
- s16b energy_fire = bow_energy(bow_ptr->sval);
+ ENERGY energy_fire = bow_energy(bow_ptr->sval);
/* See if the bow is "known" - then set damage bonus */
if (object_is_known(bow_ptr)) avgdam += (bow_ptr->to_d * 10);