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[Fix] #39587 misc_english_usage_patch.txt に従い英文校正 / Proofreading English in complianc...
[hengband/hengband.git] / src / spells-object.c
index 4bb90d9..28fcc32 100644 (file)
@@ -127,6 +127,7 @@ bool create_ammo(player_type *creature_ptr)
        object_type     forge;
        object_type *q_ptr;
        q_ptr = &forge;
+
        /**********Create shots*********/
        if (ext == 1)
        {
@@ -144,39 +145,41 @@ bool create_ammo(player_type *creature_ptr)
                        msg_print(_("そこには岩石がない。", "You need pile of rubble."));
                        return FALSE;
                }
-               else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
+               
+               if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
                {
                        msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
+                       return TRUE;
                }
-               else
-               {
-                       s16b slot;
-                       q_ptr = &forge;
+               
+               s16b slot;
+               q_ptr = &forge;
 
-                       /* Hack -- Give the player some small firestones */
-                       object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
-                       q_ptr->number = (byte)rand_range(15, 30);
-                       object_aware(q_ptr);
-                       object_known(q_ptr);
-                       apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
-                       q_ptr->discount = 99;
+               /* Hack -- Give the player some small firestones */
+               object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
+               q_ptr->number = (byte)rand_range(15, 30);
+               object_aware(creature_ptr, q_ptr);
+               object_known(q_ptr);
+               apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
+               q_ptr->discount = 99;
 
-                       slot = inven_carry(q_ptr);
+               slot = inven_carry(creature_ptr, q_ptr);
 
-                       object_desc(o_name, q_ptr, 0);
-                       msg_format(_("%sを作った。", "You make some ammo."), o_name);
+               object_desc(o_name, q_ptr, 0);
+               msg_format(_("%sを作った。", "You make some ammo."), o_name);
 
-                       /* Auto-inscription */
-                       if (slot >= 0) autopick_alter_item(slot, FALSE);
+               /* Auto-inscription */
+               if (slot >= 0) autopick_alter_item(slot, FALSE);
 
-                       /* Destroy the wall */
-                       cave_alter_feat(y, x, FF_HURT_ROCK);
+               /* Destroy the wall */
+               cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK);
 
-                       creature_ptr->update |= (PU_FLOW);
-               }
+               creature_ptr->update |= (PU_FLOW);
+               return TRUE;
        }
+
        /**********Create arrows*********/
-       else if (ext == 2)
+       if (ext == 2)
        {
                OBJECT_IDX item;
                concptr q, s;
@@ -194,23 +197,25 @@ bool create_ammo(player_type *creature_ptr)
                /* Hack -- Give the player some small firestones */
                object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
                q_ptr->number = (byte)rand_range(5, 10);
-               object_aware(q_ptr);
+               object_aware(creature_ptr, q_ptr);
                object_known(q_ptr);
-               apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
+               apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
 
                q_ptr->discount = 99;
 
                object_desc(o_name, q_ptr, 0);
                msg_format(_("%sを作った。", "You make some ammo."), o_name);
 
-               vary_item(item, -1);
-               slot = inven_carry(q_ptr);
+               vary_item(creature_ptr, item, -1);
+               slot = inven_carry(creature_ptr, q_ptr);
 
                /* Auto-inscription */
                if (slot >= 0) autopick_alter_item(slot, FALSE);
+               return TRUE;
        }
+
        /**********Create bolts*********/
-       else if (ext == 3)
+       if (ext == 3)
        {
                OBJECT_IDX item;
                concptr q, s;
@@ -229,22 +234,23 @@ bool create_ammo(player_type *creature_ptr)
                /* Hack -- Give the player some small firestones */
                object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
                q_ptr->number = (byte)rand_range(4, 8);
-               object_aware(q_ptr);
+               object_aware(creature_ptr, q_ptr);
                object_known(q_ptr);
-               apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
+               apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
 
                q_ptr->discount = 99;
 
                object_desc(o_name, q_ptr, 0);
                msg_format(_("%sを作った。", "You make some ammo."), o_name);
 
-               vary_item(item, -1);
+               vary_item(creature_ptr, item, -1);
 
-               slot = inven_carry(q_ptr);
+               slot = inven_carry(creature_ptr, q_ptr);
 
                /* Auto-inscription */
                if (slot >= 0) autopick_alter_item(slot, FALSE);
        }
+
        return TRUE;
 }
 
@@ -323,7 +329,7 @@ bool import_magic_device(player_type *user_ptr)
        object_desc(o_name, o_ptr, 0);
        msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
 
-       vary_item(item, -999);
+       vary_item(user_ptr, item, -999);
        take_turn(user_ptr, 100);
        return TRUE;
 }
@@ -331,13 +337,14 @@ bool import_magic_device(player_type *user_ptr)
 
 /*!
  * @brief 誰得ドロップを行う。
+ * @param creature_ptr プレーヤーへの参照ポインタ
  * @param y1 配置したいフロアのY座標
  * @param x1 配置したいフロアのX座標
  * @param num 誰得の処理回数
  * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
  * @return なし
  */
-void amusement(POSITION y1, POSITION x1, int num, bool known)
+void amusement(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known)
 {
        int t = 0;
        for (int n = 0; amuse_info[n].tval != 0; n++)
@@ -389,7 +396,7 @@ void amusement(POSITION y1, POSITION x1, int num, bool known)
                /* Make an object (if possible) */
                object_prep(i_ptr, k_idx);
                if (a_idx) i_ptr->name1 = a_idx;
-               apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
+               apply_magic(creature_ptr, i_ptr, 1, AM_NO_FIXED_ART);
 
                if (amuse_info[i].flag & AMS_NO_UNIQUE)
                {
@@ -401,14 +408,14 @@ void amusement(POSITION y1, POSITION x1, int num, bool known)
 
                if (known)
                {
-                       object_aware(i_ptr);
+                       object_aware(creature_ptr, i_ptr);
                        object_known(i_ptr);
                }
 
                /* Paranoia - reroll if nothing */
                if (!(i_ptr->k_idx)) continue;
 
-               (void)drop_near(i_ptr, -1, y1, x1);
+               (void)drop_near(creature_ptr, i_ptr, -1, y1, x1);
 
                num--;
        }
@@ -418,6 +425,7 @@ void amusement(POSITION y1, POSITION x1, int num, bool known)
 /*!
  * @brief 獲得ドロップを行う。
  * Scatter some "great" objects near the player
+ * @param caster_ptr プレーヤーへの参照ポインタ
  * @param y1 配置したいフロアのY座標
  * @param x1 配置したいフロアのX座標
  * @param num 獲得の処理回数
@@ -426,7 +434,7 @@ void amusement(POSITION y1, POSITION x1, int num, bool known)
  * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
  * @return なし
  */
-void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
+void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
 {
        object_type *i_ptr;
        object_type object_type_body;
@@ -439,15 +447,15 @@ void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bo
                object_wipe(i_ptr);
 
                /* Make a good (or great) object (if possible) */
-               if (!make_object(i_ptr, mode)) continue;
+               if (!make_object(caster_ptr, i_ptr, mode)) continue;
 
                if (known)
                {
-                       object_aware(i_ptr);
+                       object_aware(caster_ptr, i_ptr);
                        object_known(i_ptr);
                }
 
-               (void)drop_near(i_ptr, -1, y1, x1);
+               (void)drop_near(caster_ptr, i_ptr, -1, y1, x1);
        }
 }
 
@@ -550,7 +558,7 @@ void acquire_chaos_weapon(player_type *creature_ptr)
        q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
        one_resistance(q_ptr);
        q_ptr->name2 = EGO_CHAOTIC;
-       (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
+       (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
 }
 
 
@@ -1301,7 +1309,7 @@ void brand_weapon(player_type *caster_ptr, int brand_type)
        {
                if (flush_failure) flush();
 
-               msg_print(_("属性付加に失敗した。", "The Branding failed."));
+               msg_print(_("属性付加に失敗した。", "The branding failed."));
                chg_virtue(caster_ptr, V_ENCHANT, -2);
                calc_android_exp(caster_ptr);
                return;