paid = cure_critical_wounds(p_ptr, 200);
break;
case BACT_RESTORE: /* needs work */
- paid = restore_all_status();
+ paid = restore_all_status(p_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
case ACT_REST_ALL:
{
msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
- (void)restore_all_status();
+ (void)restore_all_status(user_ptr);
(void)restore_level(user_ptr);
break;
}
case SV_FOOD_RESTORING:
{
- ident = restore_all_status();
+ ident = restore_all_status(creature_ptr);
break;
}
case SV_ROD_RESTORATION:
{
if(restore_level(creature_ptr)) ident = TRUE;
- if(restore_all_status()) ident = TRUE;
+ if(restore_all_status(creature_ptr)) ident = TRUE;
break;
}
{
case PATTERN_TILE_END:
(void)set_image(creature_ptr, 0);
- (void)restore_all_status();
+ (void)restore_all_status(creature_ptr);
(void)restore_level(creature_ptr);
(void)cure_critical_wounds(creature_ptr, 1000);
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
(void)restore_level(creature_ptr);
- (void)restore_all_status();
+ (void)restore_all_status(creature_ptr);
(void)true_healing(creature_ptr, 5000);
reward = _("体力が回復した。", "healing");
break;
msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
(void)true_healing(creature_ptr, 0);
- (void)restore_all_status();
+ (void)restore_all_status(creature_ptr);
(void)restore_level(creature_ptr);
}
break;
{
if (cast)
{
- (void)restore_all_status();
+ (void)restore_all_status(caster_ptr);
restore_level(caster_ptr);
}
}
{
msg_print(_("暗黒の中に光と美をふりまいた。体が元の活力を取り戻した。",
"You strewed light and beauty in the dark as you sing. You feel refreshed."));
- (void)restore_all_status();
+ (void)restore_all_status(caster_ptr);
(void)restore_level(caster_ptr);
}
}
(void)set_image(creature_ptr, 0);
(void)set_stun(creature_ptr, 0);
(void)set_cut(creature_ptr,0);
- (void)restore_all_status();
+ (void)restore_all_status(creature_ptr);
(void)set_shero(creature_ptr, 0, TRUE);
handle_stuff();
hp_player(creature_ptr, 5000);
return ident;
}
-bool restore_all_status(void)
+bool restore_all_status(player_type *creature_ptr)
{
bool ident = FALSE;
- if (do_res_stat(p_ptr, A_STR)) ident = TRUE;
- if (do_res_stat(p_ptr, A_INT)) ident = TRUE;
- if (do_res_stat(p_ptr, A_WIS)) ident = TRUE;
- if (do_res_stat(p_ptr, A_DEX)) ident = TRUE;
- if (do_res_stat(p_ptr, A_CON)) ident = TRUE;
- if (do_res_stat(p_ptr, A_CHR)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_STR)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_WIS)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_DEX)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_CON)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_CHR)) ident = TRUE;
return ident;
}
extern bool_hack cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow);
extern bool_hack true_healing(player_type *creature_ptr, HIT_POINT pow);
extern bool_hack restore_mana(player_type *creature_ptr, bool_hack magic_eater);
-extern bool restore_all_status(void);
+extern bool restore_all_status(player_type *creature_ptr);
extern bool fishing(player_type *creature_ptr);
extern bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr);