* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void curse_artifact(object_type * o_ptr)
+static void curse_artifact(object_type *o_ptr)
{
if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void random_plus(object_type * o_ptr)
+static void random_plus(object_type *o_ptr)
{
int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void random_resistance(object_type * o_ptr)
+static void random_resistance(object_type *o_ptr)
{
switch (o_ptr->artifact_bias)
{
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void random_misc(object_type * o_ptr)
+static void random_misc(object_type *o_ptr)
{
switch (o_ptr->artifact_bias)
{
* @param a_ptr 生成する固定アーティファクト構造体ポインタ
* @return なし
*/
-void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
+void random_artifact_resistance(object_type *o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
extern bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll);
extern int activation_index(object_type *o_ptr);
extern const activation_type* find_activation_info(object_type *o_ptr);
-extern void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr);
+extern void random_artifact_resistance(object_type *o_ptr, artifact_type *a_ptr);
extern bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x);
extern bool make_artifact(object_type *o_ptr);
extern bool make_artifact_special(object_type *o_ptr);
extern void do_cmd_activate(player_type *user_ptr);
extern void exe_activate(player_type *user_ptr, INVENTORY_IDX item);
-extern bool activate_artifact(player_type *user_ptr, object_type * o_ptr);
+extern bool activate_artifact(player_type *user_ptr, object_type *o_ptr);
typedef struct {
concptr flag;
if (creature_ptr->inventory_list[INVEN_LITE].tval && (creature_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
!creature_ptr->resist_lite)
{
- object_type * o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
GAME_TEXT o_name [MAX_NLEN];
char ouch [MAX_NLEN+40];
* @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
* @return なし
*/
-void dragon_resist(object_type * o_ptr)
+void dragon_resist(object_type *o_ptr)
{
do
{
extern void one_dragon_ele_resistance(object_type *o_ptr);
extern void one_high_resistance(object_type *o_ptr);
extern void one_ele_resistance(object_type *o_ptr);
-extern void dragon_resist(object_type * o_ptr);
+extern void dragon_resist(object_type *o_ptr);
extern void one_resistance(object_type *o_ptr);
extern void one_low_esp(object_type *o_ptr);
extern void one_ability(object_type *o_ptr);
void phlogiston(player_type *caster_ptr)
{
GAME_TURN max_flog = 0;
- object_type * o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
+ object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
/* It's a lamp */
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
extern void store_shuffle(int which);
extern void store_maint(player_type *player_ptr, int town_num, int store_num);
extern void store_init(int town_num, int store_num);
-extern void move_to_black_market(object_type * o_ptr);
+extern void move_to_black_market(object_type *o_ptr);
extern const owner_type owners[MAX_STORES][MAX_OWNERS];