#include "world.h"
#include "sort.h"
+#include "avatar.h"
#include "mutation.h"
#include "quest.h"
+#include "artifact.h"
+#include "cmd-spell.h"
+#include "rumor.h"
+#include "player-status.h"
+#include "spells-status.h"
/*!
* ループ中で / hack as in leave_store in store.c
object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
apply_magic(&forge, object_level, AM_NO_FIXED_ART);
- /* Identify it fully */
object_aware(&forge);
object_known(&forge);
#else
msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
#endif
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Give feedback */
msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
msg_print(NULL);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
- sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
prt(buf, 5 + i, 5);
num++;
}
"Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
{
- /* Restore */
screen_load();
return (FALSE);
if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
{
temp[0]=0;
-
- /* Restore */
screen_load();
return FALSE;
/* Display the result */
prt(buf, 16, 10);
-
/* Allocate the "who" array */
C_MAKE(who, max_r_idx, MONRACE_IDX);
{
/* Free the "who" array */
C_KILL(who, max_r_idx, MONRACE_IDX);
-
- /* Restore */
screen_load();
return (FALSE);
/* Free the "who" array */
C_KILL(who, max_r_idx, MONRACE_IDX);
-
- /* Restore */
screen_load();
return (!notpicked);
{
if(p_ptr->wild_mode) return;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
{
if(p_ptr->wild_mode) return;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
{
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
return;
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
return;
}