/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
- /* Oops */
return (0);
}
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
return FALSE;
/* Hack -- blend "feelings" */
if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
- /* Hack -- could average discounts XXX XXX XXX */
- /* Hack -- save largest discount XXX XXX XXX */
+ /* Hack -- could average discounts */
+ /* Hack -- save largest discount */
if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
/* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
}
#if 0
- /* Oops */
msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
#endif
- /* Oops */
return (0);
}
msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
}
- /* XXX XXX XXX */
/* Result */
return (o_idx);
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Hack -- Clear temporary elemental brands if player takes off weapons */
/* Erase the "final" slot */
object_wipe(&inventory[i]);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
}
/* Recalculate mana XXX */
p_ptr->update |= (PU_MANA);
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
}
- /* Window stuff */
p_ptr->window |= (PW_SPELL);
}
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Success */
/* Combine and Reorder pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Return the slot */
}
}
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Take note */
/* Insert the moving item */
object_copy(&inventory[j], q_ptr);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
}
item_tester_hook = object_is_weapon_armour_ammo;
item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
}
item_tester_hook = object_is_weapon_armour_ammo;
item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムを改良しますか?", "Improve which item? ");
s = _("改良できるアイテムがありません。", "You have nothing to improve.");
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
}
item_tester_hook = object_is_smith;
- /* Get an item */
q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
/* Combine the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
}
{
while (!mode)
{
+ prt(_(" a) エッセンス一覧", " a) List essences"), 2, 14);
+ prt(_(" b) エッセンス抽出", " b) Extract essence"), 3, 14);
+ prt(_(" c) エッセンス消去", " c) Remove essence"), 4, 14);
+ prt(_(" d) エッセンス付加", " d) Add essence"), 5, 14);
+ prt(_(" e) 武器/防具強化", " e) Enchant weapon/armor"), 6, 14);
#ifdef JP
- prt(" a) エッセンス一覧", 2, 14);
- prt(" b) エッセンス抽出", 3, 14);
- prt(" c) エッセンス消去", 4, 14);
- prt(" d) エッセンス付加", 5, 14);
- prt(" e) 武器/防具強化", 6, 14);
if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
#else
- prt(" a) List essences", 2, 14);
- prt(" b) Extract essence", 3, 14);
- prt(" c) Remove essence", 4, 14);
- prt(" d) Add essence", 5, 14);
- prt(" e) Enchant weapon/armor", 6, 14);
if (!get_com("Command :", &choice, TRUE))
#endif
{
* @param flgs 特別に追加するフラグを返す参照ポインタ
* @return なし
*/
-void torch_flags(object_type *o_ptr, u32b *flgs)
+void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
{
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
{
* @param ds 特別なダイス面数を返す参照ポインタ
* @return なし
*/
-void torch_dice(object_type *o_ptr, int *dd, int *ds)
+void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
{
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
{