#include "angband.h"
#include "util.h"
-#include "world.h"
-#include "term.h"
+#include "main/sound-definitions-table.h"
+#include "world/world.h"
+#include "gameterm.h"
#include "object.h"
-#include "cmd-dump.h"
-#include "cmd-spell.h"
-#include "spells.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
+#include "cmd/cmd-spell.h"
+#include "spell/spells3.h"
#include "dungeon.h"
#include "floor.h"
#include "grid.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "object-boost.h"
#include "object-ego.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "object-curse.h"
-#include "objectkind-hook.h"
+#include "object/object-kind-hook.h"
#include "artifact.h"
#include "feature.h"
#include "player-status.h"
#include "monster.h"
#include "monsterrace-hook.h"
#include "object-ego.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
/*
* todo この説明長すぎ。何とかしたい
{
if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
}
+ /* Fall through */
case TV_BOLT:
case TV_ARROW:
case TV_SHOT:
if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
}
- if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
+ if (OBJECT_IS_FULL_KNOWN(j_ptr)) o_ptr->ident |= (IDENT_FULL_KNOWN);
if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
object_aware(owner_ptr, o_ptr);
object_known(o_ptr);
- o_ptr->ident |= (IDENT_MENTAL);
+ 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);
/*!
- *
+ *
* @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
* Choose random ego type
* @param slot 取得したいエゴの装備部位
* Apply magic to an item known to be "boring"
* @param owner_ptr プレーヤーへの参照ポインタ
* @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
- * @param level 生成基準階
* @param power 生成ランク
* @return なし
* @details
* Hack -- note the special code for various items
*/
-static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
+static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
- /* Unused */
- (void)level;
-
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
switch (o_ptr->tval)
{
get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
while (TRUE)
{
- i = get_mon_num(owner_ptr, floor_ptr->dun_level);
+ i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
r_ptr = &r_info[i];
check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
if (!r_ptr->rarity) continue;
}
default:
{
- a_m_aux_4(owner_ptr, o_ptr, lev, power);
+ a_m_aux_4(owner_ptr, o_ptr, power);
break;
}
}