#include "autopick/autopick.h"
#include "cmd-building/cmd-building.h"
#include "core/asking-player.h"
+#include "core/player-redraw-types.h"
#include "core/stuff-handler.h"
#include "dungeon/dungeon.h"
-#include "floor/floor.h"
+#include "flavor/flavor-describer.h"
#include "inventory/inventory-object.h"
+#include "inventory/inventory-slot-types.h"
#include "io/input-key-acceptor.h"
#include "market/bounty-prize-table.h"
#include "market/building-util.h"
+#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags7.h"
#include "monster-race/race-flags9.h"
#include "monster-race/race-indice-types.h"
-#include "monster-race/monster-race-hook.h"
#include "monster/monster-list.h"
#include "monster/monster-util.h"
#include "object-enchant/apply-magic.h"
#include "object-enchant/item-apply-magic.h"
-#include "object/object-flavor.h"
#include "object/object-generator.h"
-#include "object/object-kind-hook.h"
#include "object/object-info.h"
+#include "object/object-kind-hook.h"
#include "perception/object-perception.h"
#include "player/avatar.h"
#include "sv-definition/sv-other-types.h"
+#include "system/floor-type-definition.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
#include "view/display-messages.h"
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO)) {
char buf[MAX_NLEN + 20];
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf)) {
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO)) {
char buf[MAX_NLEN + 20];
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf)) {
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO)) {
char buf[MAX_NLEN + 20];
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf)) {
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
char buf[MAX_NLEN + 20];
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf)) {
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name))) {
char buf[MAX_NLEN + 20];
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf)) {
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
INVENTORY_IDX item_new;
object_type forge;
- object_desc(player_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
if (!get_check(buf))
continue;
msg_format(_("これで合計 %d ポイント獲得しました。", "You earned %d point%s total."), num, (num > 1 ? "s" : ""));
- object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
+ object_prep(player_ptr, &forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
object_aware(player_ptr, &forge);
* there is at least one empty slot.
*/
item_new = store_item_to_inventory(player_ptr, &forge);
- object_desc(player_ptr, o_name, &forge, 0);
+ describe_flavor(player_ptr, o_name, &forge, 0);
msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
autopick_alter_item(player_ptr, item_new, FALSE);