#include "sv-definition/sv-scroll-types.h"
#include "system/artifact-type-definition.h"
#include "system/floor-type-definition.h"
-#include "system/system-variables.h"
+#include "system/monster-race-definition.h"
+#include "system/monster-type-definition.h"
+#include "system/player-type-definition.h"
#include "window/main-window-util.h"
#include "world/world-object.h"
#include "world/world.h"
o_ptr->ix = x;
o_ptr->held_m_idx = 0;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- o_ptr->next_o_idx = g_ptr->o_idx;
- g_ptr->o_idx = o_idx;
+ g_ptr->o_idx_list.push_front(o_idx);
}
static void generate_artifact(player_type *player_ptr, qtwg_type *qtwg_ptr, const ARTIFACT_IDX artifact_index)
place_monster_aux(player_ptr, 0, *qtwg_ptr->y, *qtwg_ptr->x, monster_index, (PM_ALLOW_SLEEP | PM_NO_KAGE));
if (clone) {
- floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
+ floor_ptr->m_list[hack_m_idx_ii].mflag2.set(MFLAG2::CLONED);
r_info[monster_index].cur_num = old_cur_num;
r_info[monster_index].max_num = old_max_num;
}
coin_type = 0;
}
- apply_magic(player_ptr, o_ptr, floor_ptr->base_level, AM_NO_FIXED_ART | AM_GOOD);
+ apply_magic_to_object(player_ptr, o_ptr, floor_ptr->base_level, AM_NO_FIXED_ART | AM_GOOD);
drop_here(floor_ptr, o_ptr, *qtwg_ptr->y, *qtwg_ptr->x);
}
r_ptr->flags1 |= RF1_QUESTOR;
a_ptr = &a_info[q_ptr->k_idx];
- a_ptr->gen_flags |= TRG_QUESTITEM;
+ a_ptr->gen_flags.set(TRG::QUESTITEM);
return TRUE;
}
-/**
+/*!
* @todo 処理がどうなっているのかいずれチェックする
*/
static bool parse_qtw_QR(quest_type *q_ptr, char **zz, int num)
if (reward_idx) {
q_ptr->k_idx = (KIND_OBJECT_IDX)reward_idx;
- a_info[reward_idx].gen_flags |= TRG_QUESTITEM;
+ a_info[reward_idx].gen_flags.set(TRG::QUESTITEM);
} else {
q_ptr->type = QUEST_TYPE_KILL_ALL;
}