*/
#include "floor/floor-object.h"
+#include "artifact/fixed-art-generator.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "floor/cave.h"
#include "game-option/birth-options.h"
#include "game-option/cheat-options.h"
#include "game-option/cheat-types.h"
#include "grid/feature.h"
#include "grid/grid.h"
+#include "inventory/inventory-slot-types.h"
+#include "inventory/item-getter.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "object-enchant/apply-magic.h"
-#include "object-enchant/artifact.h"
#include "object-enchant/item-apply-magic.h"
#include "object-enchant/special-object-flags.h"
#include "object-hook/hook-checker.h"
#include "object-hook/hook-enchant.h"
-#include "object/object-flavor.h"
#include "object/object-generator.h"
#include "object/object-info.h"
#include "object/object-kind-hook.h"
#include "object/object-stack.h"
#include "perception/object-perception.h"
#include "system/alloc-entries.h"
+#include "system/artifact-type-definition.h"
+#include "system/floor-type-definition.h"
#include "system/system-variables.h"
+#include "target/projection-path-calculator.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
-#include "view/object-describer.h"
+#include "wizard/wizard-messages.h"
#include "world/world-object.h"
#include "world/world.h"
o_ptr->ident |= (IDENT_FULL_KNOWN);
GAME_TEXT o_name[MAX_NLEN];
- object_desc(owner_ptr, o_name, o_ptr, 0);
- msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
+ describe_flavor(owner_ptr, o_name, o_ptr, 0);
+ msg_format_wizard(owner_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
}
/*!
#else
bool plural = (j_ptr->number != 1);
#endif
- object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ describe_flavor(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) {
#ifdef JP
msg_format("%sは消えた。", o_name);
{
object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
GAME_TEXT o_name[MAX_NLEN];
- object_desc(owner_ptr, o_name, o_ptr, 0);
+ describe_flavor(owner_ptr, o_name, o_ptr, 0);
#ifdef JP
if (o_ptr->number <= 0) {
msg_format("床上には、もう%sはない。", o_name);
msg_format("You see %s.", o_name);
#endif
}
+
+/*
+ * Choose an item and get auto-picker entry from it.
+ */
+object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval)
+{
+ OBJECT_IDX item;
+
+ if (idx)
+ *idx = INVEN_NONE;
+
+ if (!get_item(owner_ptr, &item, q, s, option, tval))
+ return NULL;
+
+ if (idx)
+ *idx = item;
+
+ if (item == INVEN_FORCE)
+ return NULL;
+
+ return ref_item(owner_ptr, item);
+}