#define USE_FORCE 0x08 /*!< \93Á\8eê: w\83L\81[\82Å\98B\8bC\8fp\82Ö\82Ì\90Ø\82è\91Ö\82¦\82ð\8b\96\89Â\82·\82é */
#define IGNORE_BOTHHAND_SLOT 0x10 /*!< \83A\83C\83e\83\80\95\\8e¦/\91I\91ð\94Í\88Í: \97¼\8eè\8e\9d\82¿\83X\83\8d\83b\83g\82ð\91I\91ð\82É\8aÜ\82ß\82È\82¢ */
#define USE_FULL 0x20 /*!< \83A\83C\83e\83\80\95\\8e¦/\91I\91ð\94Í\88Í: \8bó\97\93\82Ü\82Å\82·\82×\82Ä\95\\8e¦\82·\82é*/
-extern bool can_get_item(void);
+extern bool can_get_item(OBJECT_TYPE_VALUE tval);
extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type);
* @return アイテムを拾えるならばTRUEを返す。
* @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
*/
-bool can_get_item(void)
+bool can_get_item(OBJECT_TYPE_VALUE tval)
{
int j;
OBJECT_IDX floor_list[23];
ITEM_NUMBER floor_num = 0;
for (j = 0; j < INVEN_TOTAL; j++)
- if (item_tester_okay(&p_ptr->inventory_list[j], item_tester_tval))
+ if (item_tester_okay(&p_ptr->inventory_list[j], tval))
return TRUE;
floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
else
item_tester_hook = item_tester_hook_identify;
- if (can_get_item())
+ if (can_get_item(item_tester_tval))
{
q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
}
else
item_tester_hook = item_tester_hook_identify_fully;
- if (can_get_item())
+ if (can_get_item(item_tester_tval))
{
q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
}