*/
#include "angband.h"
+#include "monster-hook.h"
#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)
{
SPELL_IDX i;
int j = 0;
- int num = 0;
- int y = 1;
- int x = 15;
- int plev = p_ptr->lev;
- int ask = TRUE;
- char choice;
- char out_val[160];
+ int num = 0;
+ POSITION y = 1;
+ POSITION x = 15;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int ask = TRUE;
+ char choice;
+ char out_val[160];
SPELL_IDX sentaku[32];
- cptr p = _("必殺剣", "special attack");
-
+ cptr p = _("必殺剣", "special attack");
+ COMMAND_CODE code;
magic_type spell;
- bool flag, redraw;
+ bool flag, redraw;
int menu_line = (use_menu ? 1 : 0);
/* Assume cancelled */
*sn = (-1);
-#ifdef ALLOW_REPEAT /* TNB */
-
/* Get the spell, if available */
- if (repeat_pull(sn))
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev)
{
}
}
-#endif /* ALLOW_REPEAT -- TNB */
-
/* Nothing chosen yet */
flag = FALSE;
/* Show choices */
p_ptr->window |= (PW_SPELL);
- /* Window stuff */
window_stuff();
/* Save the choice */
(*sn) = j;
-#ifdef ALLOW_REPEAT /* TNB */
-
- repeat_push(*sn);
-
-#endif /* ALLOW_REPEAT -- TNB */
+ repeat_push((COMMAND_CODE)j);
/* Success */
return (TRUE);
SPELL_IDX n = 0;
magic_type spell;
-
/* not if confused */
if (p_ptr->confused)
{
/* Cast the spell */
if (!do_spell(REALM_HISSATSU, n, SPELL_CAST)) return;
- /* Take a turn */
p_ptr->energy_use = 100;
/* Use some mana */
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
item_tester_tval = TV_HISSATSU_BOOK;
- /* Get an item */
q = _("どの書から学びますか? ", "Study which book? ");
s = _("読める書がない。", "You have no books that you can read.");
if (!gain)
msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
- /* Take a turn */
else
p_ptr->energy_use = 100;
* @param mode 剣術のスレイ型ID
* @return スレイの倍率(/10倍)
*/
-MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, int mode)
+MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];