#include "player-class.h"
#include "player-move.h"
#include "player-effects.h"
-#include "player-race.h"
+#include "player/race-info-table.h"
#include "player-class.h"
#include "player-personality.h"
#include "player-sex.h"
{
object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
- if (o_ptr->ident & (IDENT_MENTAL)) continue;
+ if (OBJECT_IS_FULL_KNOWN(o_ptr)) continue;
o_ptr->feeling = FEEL_NONE;
o_ptr->ident &= ~(IDENT_EMPTY);
screen_load();
return TRUE;
}
+
+bool_hack drop_weapons(player_type *creature_ptr)
+{
+ INVENTORY_IDX slot = 0;
+ object_type *o_ptr = NULL;
+
+ if (creature_ptr->wild_mode) return FALSE;
+
+ msg_print(NULL);
+ if (has_melee_weapon(creature_ptr, INVEN_RARM))
+ {
+ slot = INVEN_RARM;
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+
+ if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ }
+ else if (has_melee_weapon(creature_ptr, INVEN_LARM))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+
+ if (slot && !object_is_cursed(o_ptr))
+ {
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
+ drop_from_inventory(creature_ptr, slot, 1);
+ return TRUE;
+ }
+
+ return FALSE;
+}