*/
bool activate_random_artifact(object_type *o_ptr)
{
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int k, dummy = 0;
+ DIRECTION dir;
cptr name = k_name + k_info[o_ptr->k_idx].name;
const activation_type* const act_ptr = find_activation_info(o_ptr);
}
for (; i < EATER_EXT*3; i++)
{
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
/* Unique activation */
case ACT_CAST_OFF:
{
- int inv, o_idx, t;
+ int inv, t;
+ OBJECT_IDX o_idx;
char o_name[MAX_NLEN];
object_type forge;
u32b flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
- int dam, base, s_evil, forced, vorpal;
+ HIT_POINT dam, base, s_evil, forced, vorpal;
dam = base = s_evil = forced = vorpal = 0;
dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
static int weakening_artifact(object_type *o_ptr)
{
- int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
+ KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
object_kind *k_ptr = &k_info[k_idx];
if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))