* on the level on which the chest is generated.\r
* </pre>\r
*/\r
-void chest_death(bool scatter, int y, int x, s16b o_idx)\r
+void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx)\r
{\r
int number;\r
\r
* Note that the chest itself is never destroyed.\r
* </pre>\r
*/\r
-void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)\r
+void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx)\r
{\r
- int i, trap;\r
+ int i, trap;\r
\r
object_type *o_ptr = &o_list[o_idx];\r
\r
\r
-extern void chest_death(bool scatter, int y, int x, s16b o_idx);\r
-extern void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx);\r
+extern void chest_death(bool scatter, POSITION y, POSITION x, OBJECT_IDX o_idx);\r
+extern void chest_trap(POSITION y, POSITION x, OBJECT_IDX o_idx);\r
\r
/*!
* @brief 突然変異のレイシャル効果実装
- * @return 発動させる突然変異レイシャルのID
+ * @param power 発動させる突然変異レイシャルのID
* @return レイシャルを実行した場合TRUE、キャンセルした場合FALSEを返す
*/
-bool mutation_power_aux(u32b power)
+bool mutation_power_aux(int power)
{
- int dir = 0;
- int lvl = p_ptr->lev;
-
+ DIRECTION dir = 0;
+ PLAYER_LEVEL lvl = p_ptr->lev;
switch (power)
{
if (!get_aim_dir(&dir)) return FALSE;
stop_mouth();
msg_print(_("酸を吐きかけた...", "You spit acid..."));
-
fire_ball(GF_ACID, dir, lvl, 1 + (lvl / 30));
break;
if (!get_aim_dir(&dir)) return FALSE;
stop_mouth();
msg_print(_("あなたは火炎のブレスを吐いた...", "You breathe fire..."));
-
fire_breath(GF_FIRE, dir, lvl * 2, 1 + (lvl / 20));
break;
case MUT1_HYPN_GAZE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたの目は幻惑的になった...", "Your eyes look mesmerizing..."));
-
(void)charm_monster(dir, lvl);
break;
case MUT1_TELEKINES:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("集中している...", "You concentrate..."));
-
fetch(dir, lvl * 10, TRUE);
break;
case MUT1_VTELEPORT:
msg_print(_("集中している...", "You concentrate..."));
-
teleport_player(10 + 4 * lvl, 0L);
break;
case MUT1_MIND_BLST:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("集中している...", "You concentrate..."));
-
fire_bolt(GF_PSI, dir, damroll(3 + ((lvl - 1) / 5), 3));
break;
case MUT1_RADIATION:
msg_print(_("体から放射能が発生した!", "Radiation flows from your body!"));
-
fire_ball(GF_NUKE, 0, (lvl * 2), 3 + (lvl / 20));
break;
case MUT1_EAT_ROCK:
{
- int x, y;
+ POSITION x, y;
cave_type *c_ptr;
feature_type *f_ptr, *mimic_f_ptr;
case MUT1_BANISH:
{
- int x, y;
+ POSITION x, y;
cave_type *c_ptr;
monster_type *m_ptr;
monster_race *r_ptr;
case MUT1_COLD_TOUCH:
{
- int x, y;
+ POSITION x, y;
cave_type *c_ptr;
if (!get_rep_dir2(&dir)) return FALSE;