char out_val[160];
SPELL_IDX sentaku[32];
cptr p = _("必殺剣", "special attack");
-
+ COMMAND_CODE code;
magic_type spell;
bool flag, redraw;
int menu_line = (use_menu ? 1 : 0);
#ifdef ALLOW_REPEAT /* TNB */
/* Get the spell, if available */
- if (repeat_pull(sn))
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev)
{
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
#ifdef ALLOW_REPEAT /* TNB */
- repeat_push(*sn);
+ repeat_push((COMMAND_CODE)j);
#endif /* ALLOW_REPEAT -- TNB */
*/
void do_cmd_gain_hissatsu(void)
{
- int item, i, j;
+ OBJECT_IDX item;
+ int i, j;
object_type *o_ptr;
cptr q, s;
* @param mode 剣術のスレイ型ID
* @return スレイの倍率(/10倍)
*/
-s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode)
+MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Bloody Maelstrom */
if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
{
- int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+ MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
if (mult < tmp) mult = tmp;
}