*/
#include "angband.h"
-#include "floor.h"
#include "selfinfo.h"
#include "patron.h"
#include "mutation.h"
#include "object-hook.h"
#include "monster-status.h"
+#include "floor.h"
+#include "floor-save.h"
+
#ifdef ALLOW_WIZARD
/*!
* thus accepting the default-values for the remaining values.
* pval comes first now, since it is most important.
* - wiz_reroll_item()
- * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
+ * apply some magic to the item or turn it into an artifact.
* - wiz_roll_item()
* Get some statistics about the rarity of an item:
* We create a lot of fake items and see if they are of the
/*!
* @brief アイテムの質を選択して再生成する /
- * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
+ * Apply magic to an item or turn it into an artifact. -Bernd-
* @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
* @return なし
*/
{
/* Extract */
tmp_int = atoi(tmp_val);
-
- /* Paranoia */
if (tmp_int < 1) tmp_int = 1;
if (tmp_int > 99) tmp_int = 99;
p_ptr->dungeon_idx = tmp_dungeon_type;
}
-
- /* Paranoia */
if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip the mount */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
-
- /* Paranoia -- Skip dead monsters */
if (!monster_is_valid(m_ptr)) continue;
/* Skip the mount */
note_spot(y, x);
lite_spot(y, x);
-
- /* Update some things */
p_ptr->update |= (PU_FLOW);
prev_feat = tmp_feat;