#include "cmd-basic.h"
#include "artifact.h"
-#include "floor.h"
+#include "floor/floor.h"
#include "grid.h"
-#include "spells.h"
+#include "spell/spells3.h"
#include "spells-object.h"
-#include "object-boost.h"
-#include "object-hook.h"
-#include "object-flavor.h"
-#include "object-ego.h"
+#include "object/object-boost.h"
+#include "object/object-hook.h"
+#include "object/object-flavor.h"
+#include "object/object-ego.h"
#include "player-damage.h"
#include "player-status.h"
#include "avatar.h"
#include "player-effects.h"
#include "player-class.h"
#include "player-inventory.h"
-#include "objectkind.h"
-#include "autopick.h"
+#include "object/object-kind.h"
+#include "autopick/autopick.h"
#include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
typedef struct
{ TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
{ TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
- { 0, 0, 0 }
+ { 0, 0, 0, 0 }
};
/*!
DIRECTION dir;
grid_type *g_ptr;
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE;
y = creature_ptr->y + ddy[dir];
x = creature_ptr->x + ddx[dir];
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
{
- msg_print(_("そこには岩石がない。", "You need pile of rubble."));
+ msg_print(_("そこには岩石がない。", "You need a pile of rubble."));
return FALSE;
}
slot = inven_carry(creature_ptr, q_ptr);
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, 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);
+ if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
/* Destroy the wall */
cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK);
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
vary_item(creature_ptr, item, -1);
slot = inven_carry(creature_ptr, q_ptr);
/* Auto-inscription */
- if (slot >= 0) autopick_alter_item(slot, FALSE);
+ if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
return TRUE;
}
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
vary_item(creature_ptr, item, -1);
slot = inven_carry(creature_ptr, q_ptr);
/* Auto-inscription */
- if (slot >= 0) autopick_alter_item(slot, FALSE);
+ if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE);
}
return TRUE;
OBJECT_IDX item;
object_type *o_ptr;
o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr) return (FALSE);
+ if (!o_ptr) return FALSE;
if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
{
}
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(user_ptr, 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(user_ptr, item, -999);
if (!o_ptr->k_idx) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw for artifacts */
if (object_is_artifact(o_ptr) && (randint0(100) < 50))
if (!o_ptr->k_idx) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw */
if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
bool perilous_secrets(player_type *user_ptr)
{
- if (!ident_spell(user_ptr, FALSE)) return FALSE;
+ if (!ident_spell(user_ptr, FALSE, 0)) return FALSE;
if (mp_ptr->spell_book)
{
void phlogiston(player_type *caster_ptr)
{
GAME_TURN max_flog = 0;
- object_type * o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
+ object_type *o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
/* It's a lamp */
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
*/
bool pulish_shield(player_type *caster_ptr)
{
- /* Assume enchant weapon */
- item_tester_tval = TV_SHIELD;
-
concptr q = _("どの盾を磨きますか?", "Pulish which weapon? ");
concptr s = _("磨く盾がありません。", "You have weapon to pulish.");
OBJECT_IDX item;
object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), TV_SHIELD);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
}
/* Failure */
- if (!res) return (FALSE);
+ if (!res) return FALSE;
caster_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp(caster_ptr);
/* Success */
- return (TRUE);
+ return TRUE;
}
OBJECT_IDX item;
object_type *o_ptr;
o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr) return (FALSE);
+ if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s は明るく輝いた!", o_name);
#else
bool is_special_item = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
!object_is_cursed(o_ptr) &&
- !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
+ !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) &&
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
if (!is_special_item)
/* Let's get the name before it is changed... */
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
concptr act = NULL;
switch (brand_type)