static void do_cmd_wiz_play(void)
{
OBJECT_IDX item;
-
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
char ch;
cptr q, s;
- item_tester_no_ryoute = TRUE;
q = "Play with which object? ";
s = "You have nothing to play with.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
/* Get the item (in the pack) */
if (item >= 0)
}
}
q_ptr = &forge;
-
- /* Create the item */
object_prep(q_ptr, k_idx);
- /* Apply magic */
apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
/* Drop the object from heaven */
/* Paranoia */
if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
-
- /* Paranoia */
if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
/* Accept request */
*/
static void do_cmd_wiz_learn(void)
{
- IDX i;
+ KIND_OBJECT_IDX i;
object_type forge;
object_type *q_ptr;
if (k_ptr->level <= command_arg)
{
q_ptr = &forge;
-
- /* Prepare object */
object_prep(q_ptr, i);
-
- /* Awareness */
object_aware(q_ptr);
}
}
{
MONSTER_IDX i;
-
/* Genocide everyone nearby */
for (i = 1; i < m_max; i++)
{
/* For temporary test. */
case 'X':
+ {
+ INVENTORY_IDX i;
+ for(i = INVEN_TOTAL - 1; i >= 0; i--)
+ {
+ if(inventory[i].k_idx) inven_drop(i, 999);
+ }
player_outfit();
break;
+ }
/* Not a Wizard Command */
default: