{
int b = 0;
int dir;
+ time_effect t;
player_level plev = p_ptr->lev;
/* spell code */
hp_player(plev);
}
- b = 10 + randint1((plev * 3) / 2);
- set_hero(b, FALSE);
+ t = 10 + randint1((plev * 3) / 2);
+ set_hero(t, FALSE);
/* Haste */
- (void)set_fast(b, FALSE);
+ (void)set_fast(t, FALSE);
break;
case 10:
/* Telekinesis */
int dir;
int plev = p_ptr->lev;
int tmp;
+ time_effect t;
int x,y;
/* spell code */
tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
if( plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
if( plev + tmp > 18 )detect_monsters_invis(DETECT_RAD_DEFAULT);
- if( plev + tmp > 28 )set_tim_esp(plev,FALSE);
+ if( plev + tmp > 28 )set_tim_esp((time_effect)plev, FALSE);
if( plev + tmp > 38 )map_area(DETECT_RAD_MAP);
if( tmp == 0 && plev < 5 ){
msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
break;
/* shield of water */
case 12:
- tmp = 20+randint1(20);
- set_shield(tmp, FALSE);
- if( plev > 31 )set_tim_reflect(tmp, FALSE);
- if( plev > 39 )set_resist_magic(tmp,FALSE);
+ t = 20 + randint1(20);
+ set_shield(t, FALSE);
+ if( plev > 31 )set_tim_reflect(t, FALSE);
+ if( plev > 39 )set_resist_magic(t, FALSE);
break;
/* super ray */
case 13:
*/
static bool cast_berserk_spell(int spell)
{
- int y, x;
- int dir;
+ position y, x;
+ direction dir;
/* spell code */
switch (spell)
case 9:
fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
teleport_player(30, 0L);
- set_oppose_fire(plev, FALSE);
+ set_oppose_fire((time_effect)plev, FALSE);
break;
case 10:
return rush_attack(NULL);
break;
case 16:
(void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
- set_oppose_acid(plev, FALSE);
+ set_oppose_acid((time_effect)plev, FALSE);
break;
case 17:
fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);