#include "angband.h"
#include "core.h"
#include "util.h"
+#include "main/sound-definitions-table.h"
-#include "realm-song.h"
-#include "autopick.h"
+#include "realm/realm-song.h"
+#include "autopick/autopick.h"
#include "dungeon.h"
#include "floor.h"
#include "melee.h"
#include "player-move.h"
#include "player-status.h"
#include "player-effects.h"
+#include "player-race.h"
#include "player-class.h"
#include "player-inventory.h"
#include "player-personality.h"
#include "monster-status.h"
#include "object-hook.h"
#include "object-flavor.h"
-#include "spells.h"
+#include "spell/spells-type.h"
#include "cmd-basic.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "world.h"
-#include "objectkind.h"
-#include "autopick.h"
+#include "object/object-kind.h"
+#include "autopick/autopick.h"
#include "targeting.h"
-#ifdef TRAVEL
- /* for travel */
travel_type travel;
-#endif
/*!
* @brief 地形やその上のアイテムの隠された要素を全て明かす /
o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
#ifdef JP
- object_desc(old_name, o_ptr, OD_NAME_ONLY);
+ object_desc(owner_ptr, old_name, o_ptr, OD_NAME_ONLY);
object_desc_kosuu(kazu_str, o_ptr);
hirottakazu = o_ptr->number;
#endif
if (o_ptr->marked & OM_AUTODESTROY) return;
}
- object_desc(o_name, o_ptr, 0);
+ object_desc(owner_ptr, o_name, o_ptr, 0);
#ifdef JP
if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
{
object_type *o_ptr;
o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
-
-#ifdef ALLOW_EASY_SENSE /* TNB */
-
- /* Option: Make item sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void)sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE -- TNB */
-
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(creature_ptr, o_name, o_ptr, 0);
next_o_idx = o_ptr->next_o_idx;
disturb(creature_ptr, FALSE, FALSE);
py_attack(creature_ptr, y, x, 0);
can_move = FALSE;
}
- else if (monster_can_cross_terrain(floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(creature_ptr, floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat, r_ptr, 0))
{
do_past = TRUE;
}
}
-#ifdef TRAVEL
-
/*!
* @brief トラベル機能の判定処理 /
* Test for traveling
/* Travel Delay */
Term_xtra(TERM_XTRA_DELAY, delay_factor);
}
-#endif
-#ifdef TRAVEL
-/*
- * Hack: travel command
- */
#define TRAVEL_UNABLE 9999
static int flow_head = 0;
static POSITION temp2_x[MAX_SHORT];
static POSITION temp2_y[MAX_SHORT];
-
/*!
* @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
* @param creature_ptr プレーヤーへの参照ポインタ
if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
}
}
-#endif
/*
*/
void disturb(player_type *creature_ptr, bool stop_search, bool stop_travel)
{
-#ifndef TRAVEL
- /* Unused */
- stop_travel = stop_travel;
-#endif
-
/* Cancel repeated commands */
if (command_rep)
{
creature_ptr->update |= (PU_FLOW);
}
-#ifdef TRAVEL
if (stop_travel)
{
/* Cancel */
/* Calculate torch radius */
creature_ptr->update |= (PU_TORCH);
}
-#endif
if (flush_disturb) flush();
}