* of invisible monsters.
* </pre>
*/
-void do_cmd_alter(void)
+void do_cmd_alter(player_type *creature_ptr)
{
POSITION y, x;
DIRECTION dir;
grid_type *g_ptr;
bool more = FALSE;
- if (p_ptr->special_defense & KATA_MUSOU)
+ if (creature_ptr->special_defense & KATA_MUSOU)
{
- set_action(p_ptr, ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
/* Allow repeated command */
{
/* Set repeat count */
command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
FEAT_IDX feat;
feature_type *f_ptr;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
g_ptr = ¤t_floor_ptr->grid_array[y][x];
feat = get_feat_mimic(g_ptr);
f_ptr = &f_info[feat];
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
if (g_ptr->m_idx)
{
/* Locked doors */
else if (have_flag(f_ptr->flags, FF_OPEN))
{
- more = exe_open(p_ptr, y, x);
+ more = exe_open(creature_ptr, y, x);
}
/* Bash jammed doors */
else if (have_flag(f_ptr->flags, FF_BASH))
{
- more = do_cmd_bash_aux(p_ptr, y, x, dir);
+ more = do_cmd_bash_aux(creature_ptr, y, x, dir);
}
/* Tunnel through walls */
else if (have_flag(f_ptr->flags, FF_TUNNEL))
{
- more = exe_tunnel(p_ptr, y, x);
+ more = exe_tunnel(creature_ptr, y, x);
}
/* Close open doors */
else if (have_flag(f_ptr->flags, FF_CLOSE))
{
- more = exe_close(p_ptr, y, x);
+ more = exe_close(creature_ptr, y, x);
}
/* Disarm traps */
else if (have_flag(f_ptr->flags, FF_DISARM))
{
- more = exe_disarm(p_ptr, y, x, dir);
+ more = exe_disarm(creature_ptr, y, x, dir);
}
else
extern void do_cmd_tunnel(player_type *creature_ptr);
extern void do_cmd_disarm(player_type *creature_ptr);
extern void do_cmd_bash(player_type *creature_ptr);
-extern void do_cmd_alter(void);
+extern void do_cmd_alter(player_type *creature_ptr);
extern void do_cmd_spike(player_type *creature_ptr);
extern void do_cmd_walk(player_type *creature_ptr, bool pickup);
extern void do_cmd_stay(player_type *creature_ptr, bool pickup);
extern void do_cmd_rest(player_type *creature_ptr);
extern void do_cmd_fire(player_type *creature_ptr, SPELL_IDX snipe_type);
extern void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type);
+extern void do_cmd_suicide(player_type *creature_ptr);
extern bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_IDX shuriken);
extern bool easy_open_door(player_type *creature_ptr, POSITION y, POSITION x);
extern bool exe_disarm(player_type *creature_ptr, POSITION y, POSITION x, DIRECTION dir);