*/
#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 "perception/object-perception.h"
-#include "object/object-flavor.h"
+#include "object-enchant/special-object-flags.h"
+#include "object-hook/hook-checker.h"
+#include "object-hook/hook-enchant.h"
#include "object/object-generator.h"
-#include "object/object-hook.h"
+#include "object/object-info.h"
#include "object/object-kind-hook.h"
#include "object/object-kind.h"
#include "object/object-stack.h"
-#include "object-enchant/special-object-flags.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 "view/object-describer.h"
+#include "target/projection-path-calculator.h"
+#include "util/bit-flags-calculator.h"
+#include "view/display-messages.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);
}
/*!
if (!k_idx)
return FALSE;
- object_prep(j_ptr, k_idx);
+ object_prep(owner_ptr, j_ptr, k_idx);
}
apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
* @details
* The location must be a legal, clean, floor grid.
*/
-bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
+bool make_gold(player_type *player_ptr, object_type *j_ptr)
{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
if (one_in_(GREAT_OBJ)) {
i += randint1(floor_ptr->object_level + 1);
i = coin_type;
if (i >= MAX_GOLD)
i = MAX_GOLD - 1;
- object_prep(j_ptr, OBJ_GOLD_LIST + i);
+ object_prep(player_ptr, j_ptr, OBJ_GOLD_LIST + i);
s32b base = k_info[OBJ_GOLD_LIST + i].cost;
j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
floor_type *floor_ptr = player_ptr->current_floor_ptr;
excise_object_idx(floor_ptr, o_idx);
j_ptr = &floor_ptr->o_list[o_idx];
- if (!OBJECT_IS_HELD_MONSTER(j_ptr)) {
+ if (!object_is_held_monster(j_ptr)) {
POSITION y, x;
y = j_ptr->iy;
x = j_ptr->ix;
object_type *j_ptr;
j_ptr = &floor_ptr->o_list[o_idx];
- if (OBJECT_IS_HELD_MONSTER(j_ptr)) {
+ if (object_is_held_monster(j_ptr)) {
monster_type *m_ptr;
m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
#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);
+}