#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 "object/object-kind.h"
#include "autopick/autopick.h"
#include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
typedef struct
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)
{
*/
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];