#include "avatar.h"
#include "player-status.h"
#include "player-effects.h"
+#include "player-class.h"
#include "spells.h"
#include "spells-status.h"
#include "spells-floor.h"
case SV_STAFF_EARTHQUAKES:
{
- if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
+ if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10), 0))
ident = TRUE;
else
msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
case SV_STAFF_NOTHING:
{
msg_print(_("何も起らなかった。", "Nothing happen."));
- if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
- prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
+ if (PRACE_IS_(RACE_SKELETON) || PRACE_IS_(RACE_GOLEM) ||
+ PRACE_IS_(RACE_ZOMBIE) || PRACE_IS_(RACE_SPECTRE))
msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste. It's your food!"));
break;
}
object_type forge;
object_type *q_ptr;
q_ptr = &forge;
-
- /* Obtain a local object */
object_copy(q_ptr, o_ptr);
/* Modify quantity */
set_action(ACTION_NONE);
}
- /* Restrict choices to wands */
- item_tester_tval = TV_STAFF;
-
q = _("どの杖を使いますか? ", "Use which staff? ");
s = _("使える杖がない。", "You have no staff to use.");
-
- if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+ if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
do_cmd_use_staff_aux(item);
}