bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
- int dir;
- int plev = p_ptr->lev;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
switch (spell)
{
if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
if (desc) return _("近くの全ての扉と罠を感知する。", "Detects traps, doors, and stairs in your vicinity.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
{
- int dice = 2;
- int sides = plev / 2;
- int rad = plev / 10 + 1;
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = plev / 2;
+ POSITION rad = plev / 10 + 1;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("モンスター1体を混乱させる。抵抗されると無効。", "Attempts to confuse a monster.");
{
- int power = (plev * 3) / 2;
+ PLAYER_LEVEL power = (plev * 3) / 2;
if (info) return info_power(power);
if (desc) return _("周辺の地形を感知する。", "Maps nearby area.");
{
- int rad = DETECT_RAD_MAP;
+ POSITION rad = DETECT_RAD_MAP;
if (info) return info_radius(rad);
{
int base = plev;
- int sides = 20 + plev;
+ DICE_SID sides = 20 + plev;
if (info) return info_duration(base, sides);
"Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
if (desc) return _("近くの全てのアイテムと財宝を感知する。", "Detects all treasures and items in your vicinity.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
{
if (!get_aim_dir(&dir)) return NULL;
- charm_monster(dir, power);
+ charm_monster(dir, plev);
}
}
break;
{
int base = 25;
- int sides = 30;
+ DICE_SID sides = 30;
if (info) return info_duration(base, sides);
{
int base = 15;
- int sides = 20;
+ DICE_SID sides = 20;
if (info) return info_delay(base, sides);
"Sets a glyph under you. The glyph will explode when a monster moves on it.");
{
- int dice = 7;
- int sides = 7;
+ DICE_NUMBER dice = 7;
+ DICE_SID sides = 7;
int base = plev;
if (info) return info_damage(dice, sides, base);
if (desc) return _("アイテムを自分の足元へ移動させる。", "Pulls a distant item close to you.");
{
- int weight = plev * 15;
+ WEIGHT weight = plev * 15;
if (info) return info_weight(weight);
{
int base = 25;
- int sides = 30;
+ DICE_SID sides = 30;
if (info) return info_duration(base, sides);