concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
object_type *o_ptr;
OBJECT_IDX item;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), TV_NONE);
if (!o_ptr)
return FALSE;
o_ptr->marked |= OM_TOUCHED;
caster_ptr->update |= (PU_COMBINE | PU_REORDER);
- caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ caster_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
bool okay = FALSE;
switch (o_ptr->tval) {
*/
bool cast_mindcrafter_spell(player_type *caster_ptr, mind_mindcrafter_type spell)
{
- int b = 0;
+ bool b = FALSE;
+ int dam = 0;
DIRECTION dir;
TIME_EFFECT t;
PLAYER_LEVEL plev = caster_ptr->lev;
if (plev < 25)
return psychometry(caster_ptr);
else
- return ident_spell(caster_ptr, FALSE, 0);
+ return ident_spell(caster_ptr, FALSE, TV_NONE);
case MIND_WAVE:
msg_print(_("精神を捻じ曲げる波動を発生させた!", "Mind-warping forces emanate from your brain!"));
if (plev < 25)
if (!get_aim_dir(caster_ptr, &dir))
return FALSE;
- b = damroll(plev / 2, 6);
- if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
+ dam = damroll(plev / 2, 6);
+ if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, dam, 0))
caster_ptr->energy_need += randint1(150);
break;