* cmd6.cより分離。
*/
-#include "angband.h"
+#include "system/angband.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
-#include "birth.h"
+#include "birth/birth.h"
#include "selfinfo.h"
-#include "object-hook.h"
-#include "mutation.h"
+#include "object/object-hook.h"
+#include "mutation/mutation.h"
#include "avatar.h"
-#include "spells.h"
+#include "spell/spells2.h"
+#include "spell/spells3.h"
#include "spells-status.h"
-#include "player-effects.h"
-#include "player-status.h"
-#include "player-damage.h"
-#include "player-race.h"
+#include "player/player-effects.h"
+#include "player/player-status.h"
+#include "player/player-damage.h"
+#include "player/mimic-info-table.h"
#include "player-inventory.h"
-#include "realm-hex.h"
-#include "realm-song.h"
+#include "realm/realm-hex.h"
#include "spells-floor.h"
-#include "object-broken.h"
+#include "object/object-broken.h"
#include "cmd-basic.h"
-#include "floor.h"
-#include "objectkind.h"
-#include "view-mainwindow.h"
-#include "player-class.h"
+#include "floor/floor.h"
+#include "object/object-kind.h"
+#include "view/display-main-window.h"
+#include "player/player-class.h"
/*!
* @brief 薬を飲むコマンドのサブルーチン /
* Quaff a potion (from the pack or the floor)
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @param item 飲む薬オブジェクトの所持品ID
* @return なし
*/
if (creature_ptr->timewalk)
{
if (flush_failure) flush();
- msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
+ msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from the bottle."));
sound(SOUND_FAIL);
return;
if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
if (hex_spelling_any(creature_ptr))
{
- if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
+ if (!hex_spelling(creature_ptr, HEX_INHAIL)) stop_hex_spell_all(creature_ptr);
}
- o_ptr = REF_ITEM(creature_ptr, current_floor_ptr, item);
+ o_ptr = REF_ITEM(creature_ptr, creature_ptr->current_floor_ptr, item);
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
/* Single object */
q_ptr->number = 1;
- /* Reduce and describe creature_ptr->inventory_list */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Reduce and describe floor item */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
+ vary_item(creature_ptr, item, -1);
sound(SOUND_QUAFF);
break;
case SV_POTION_POISON:
- if (!(creature_ptr->resist_pois || IS_OPPOSE_POIS()))
+ if (!(creature_ptr->resist_pois || is_oppose_pois(creature_ptr)))
{
if (set_poisoned(creature_ptr, creature_ptr->poisoned + randint0(15) + 10))
{
break;
case SV_POTION_HEROISM:
- ident = heroism(p_ptr, 25);
+ ident = heroism(creature_ptr, 25);
break;
case SV_POTION_BESERK_STRENGTH:
- ident = berserk(randint1(25) + 25);
+ ident = berserk(creature_ptr, randint1(25) + 25);
break;
case SV_POTION_CURE_LIGHT:
- ident = cure_light_wounds(2, 8);
+ ident = cure_light_wounds(creature_ptr, 2, 8);
break;
case SV_POTION_CURE_SERIOUS:
- ident = cure_serious_wounds(4, 8);
+ ident = cure_serious_wounds(creature_ptr, 4, 8);
break;
case SV_POTION_CURE_CRITICAL:
- ident = cure_critical_wounds(damroll(6, 8));
+ ident = cure_critical_wounds(creature_ptr, damroll(6, 8));
break;
case SV_POTION_HEALING:
- ident = cure_critical_wounds(300);
+ ident = cure_critical_wounds(creature_ptr, 300);
break;
case SV_POTION_STAR_HEALING:
- ident = cure_critical_wounds(1200);
+ ident = cure_critical_wounds(creature_ptr, 1200);
break;
case SV_POTION_LIFE:
wiz_lite(creature_ptr, FALSE);
(void)do_inc_stat(creature_ptr, A_INT);
(void)do_inc_stat(creature_ptr, A_WIS);
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- (void)detect_treasure(DETECT_RAD_DEFAULT);
- (void)detect_objects_gold(DETECT_RAD_DEFAULT);
- (void)detect_objects_normal(DETECT_RAD_DEFAULT);
- identify_pack();
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_treasure(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_objects_gold(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_objects_normal(creature_ptr, DETECT_RAD_DEFAULT);
+ identify_pack(creature_ptr);
self_knowledge(creature_ptr);
ident = TRUE;
break;
if (PRACE_IS_(creature_ptr, RACE_SKELETON))
{
msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
- (void)potion_smash_effect(0, creature_ptr->y, creature_ptr->x, q_ptr->k_idx);
+ (void)potion_smash_effect(creature_ptr, 0, creature_ptr->y, creature_ptr->x, q_ptr->k_idx);
}
creature_ptr->update |= (PU_COMBINE | PU_REORDER);
/* An identification was made */
if (ident && !object_is_aware(q_ptr))
{
- object_aware(q_ptr);
+ object_aware(creature_ptr, q_ptr);
gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
}