#include "status/experience.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
#include "system/player-type-definition.h"
#include "system/terrain-type-definition.h"
#include "target/target-getter.h"
{
for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
auto *o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->bi_id) {
continue;
}
do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
} else {
PlayerEnergy(player_ptr).set_player_turn_energy(100);
- msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), terrains_info[feat].name.c_str());
+ msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), terrains_info[feat].name.data());
cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::SPIKE);
vary_item(player_ptr, item, -1);
}