* Changed for ZAngband by Robert Ruehlmann
*/
-#include "angband.h"
+#include "system/angband.h"
#include "util.h"
#include "main/music-definitions-table.h"
#include "gameterm.h"
-#include "core.h"
+#include "system/system-variables.h" // 暫定、init_flags のため。後で消すかも.
+#include "core/stuff-handler.h"
#include "core/show-file.h"
+#include "core/special-internal-keys.h"
#include "cmd/cmd-dump.h"
#include "cmd/cmd-inn.h"
-#include "floor.h"
-#include "floor-events.h"
-#include "floor-save.h"
+#include "floor/floor.h"
+#include "floor/floor-events.h"
+#include "floor/floor-save.h"
#include "autopick/autopick.h"
#include "object/object-kind.h"
-#include "object-boost.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "monster.h"
-#include "monsterrace-hook.h"
+#include "object/object-boost.h"
+#include "object/object-flavor.h"
+#include "object/object-hook.h"
+#include "monster/monster.h"
+#include "monster/monsterrace-hook.h"
#include "melee.h"
#include "wild.h"
-#include "world.h"
+#include "world/world.h"
#include "sort.h"
#include "avatar.h"
#include "market/building.h"
-#include "dungeon.h"
-#include "mutation.h"
+#include "dungeon/dungeon.h"
+#include "mutation/mutation.h"
#include "quest.h"
#include "artifact.h"
#include "cmd-spell.h"
-#include "spells.h"
+#include "spell/spells3.h"
#include "spells-object.h"
#include "spells-status.h"
#include "realm/realm-hex.h"
-#include "dungeon-file.h"
+#include "dungeon/dungeon-file.h"
#include "files.h"
-#include "player-status.h"
-#include "player-effects.h"
-#include "player-class.h"
-#include "player-personality.h"
+#include "player/player-status.h"
+#include "player/player-effects.h"
+#include "player/player-class.h"
+#include "player/player-personality.h"
#include "player-inventory.h"
#include "scores.h"
#include "shoot.h"
#include "view/display-main-window.h"
-#include "monsterrace.h"
+#include "monster/monsterrace.h"
#include "autopick/autopick.h"
#include "market/poker.h"
* @param to_ac ACをアップさせる量
* @return 実際に行ったらTRUE
*/
-static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
+static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac, OBJECT_TYPE_VALUE item_tester_tval)
{
clear_bldg(4, 18);
int maxenchant = (player_ptr->lev / 5);
/* Do nothing */
break;
case BACT_RESEARCH_ITEM:
- paid = identify_fully(player_ptr, FALSE);
+ paid = identify_fully(player_ptr, FALSE, 0);
break;
case BACT_TOWN_HISTORY:
town_history(player_ptr);
break;
case BACT_ENCHANT_WEAPON:
item_tester_hook = object_allow_enchant_melee_weapon;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, 0);
break;
case BACT_ENCHANT_ARMOR:
item_tester_hook = object_is_armour;
- enchant_item(player_ptr, bcost, 0, 0, 1);
+ enchant_item(player_ptr, bcost, 0, 0, 1, 0);
break;
case BACT_RECHARGE:
building_recharge(player_ptr);
paid = TRUE;
break;
case BACT_IDENT_ONE:
- paid = ident_spell(player_ptr, FALSE);
+ paid = ident_spell(player_ptr, FALSE, 0);
break;
case BACT_LEARN:
do_cmd_study(player_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, 0);
break;
case BACT_ENCHANT_BOW:
- item_tester_tval = TV_BOW;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
break;
case BACT_RECALL: