{
if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
if (!get_aim_dir(&dir)) return FALSE;
- rod_effect(sval, dir, &use_charge, powerful, TRUE);
+ rod_effect(p_ptr, sval, dir, &use_charge, powerful, TRUE);
if (!use_charge) return FALSE;
}
else if (tval == TV_WAND)
* @param magic 魔道具術上の処理ならばTRUE
* @return 発動により効果内容が確定したならばTRUEを返す
*/
-int rod_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic)
+int rod_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
- PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
POSITION rad = powerful ? 3 : 2;
case SV_ROD_RECALL:
{
- if (!recall_player(p_ptr, randint0(21) + 15)) *use_charge = FALSE;
+ if (!recall_player(creature_ptr, randint0(21) + 15)) *use_charge = FALSE;
ident = TRUE;
break;
}
case SV_ROD_CURING:
{
if (true_healing(0)) ident = TRUE;
- if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
+ if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
break;
}
case SV_ROD_RESTORATION:
{
- if(restore_level(p_ptr)) ident = TRUE;
+ if(restore_level(creature_ptr)) ident = TRUE;
if(restore_all_status()) ident = TRUE;
break;
}
case SV_ROD_SPEED:
{
- if (set_fast(p_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
+ if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
break;
}
sound(SOUND_ZAP);
- ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
+ ident = rod_effect(creature_ptr, o_ptr->sval, dir, &use_charge, FALSE, FALSE);
/* Increase the timeout by the rod kind's pval. -LM- */
if (use_charge) o_ptr->timeout += k_ptr->pval;
-extern int rod_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic);
+extern int rod_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool *use_charge, bool powerful, bool magic);
extern void exe_zap_rod(player_type *creature_ptr, INVENTORY_IDX item);
extern void do_cmd_zap_rod(player_type *creature_ptr);