* @param item 飲む薬オブジェクトの所持品ID
* @return なし
*/
-void exe_quaff_potion(INVENTORY_IDX item)
+void exe_quaff_potion(player_type *creature_ptr, INVENTORY_IDX item)
{
bool ident;
DEPTH lev;
object_type forge;
object_type *q_ptr;
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
- if (p_ptr->timewalk)
+ if (creature_ptr->timewalk)
{
if (flush_failure) flush();
msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
return;
}
- if (music_singing_any(p_ptr)) stop_singing(p_ptr);
- if (hex_spelling_any(p_ptr))
+ if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
+ if (hex_spelling_any(creature_ptr))
{
if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
}
- o_ptr = REF_ITEM(p_ptr, current_floor_ptr, item);
+ o_ptr = REF_ITEM(creature_ptr, current_floor_ptr, item);
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
/* Single object */
q_ptr->number = 1;
- /* Reduce and describe p_ptr->inventory_list */
+ /* Reduce and describe creature_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -1);
break;
case SV_POTION_SLOWNESS:
- if (set_slow(p_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
+ if (set_slow(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
break;
case SV_POTION_SALT_WATER:
msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
- if (!(PRACE_IS_(p_ptr, RACE_GOLEM) ||
- PRACE_IS_(p_ptr, RACE_ZOMBIE) ||
- PRACE_IS_(p_ptr, RACE_DEMON) ||
- PRACE_IS_(p_ptr, RACE_ANDROID) ||
- PRACE_IS_(p_ptr, RACE_SPECTRE) ||
- (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
+ if (!(PRACE_IS_(creature_ptr, RACE_GOLEM) ||
+ PRACE_IS_(creature_ptr, RACE_ZOMBIE) ||
+ PRACE_IS_(creature_ptr, RACE_DEMON) ||
+ PRACE_IS_(creature_ptr, RACE_ANDROID) ||
+ PRACE_IS_(creature_ptr, RACE_SPECTRE) ||
+ (mimic_info[creature_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
{
/* Only living creatures get thirsty */
- (void)set_food(p_ptr, PY_FOOD_STARVE - 1);
+ (void)set_food(creature_ptr, PY_FOOD_STARVE - 1);
}
- (void)set_poisoned(p_ptr, 0);
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 4);
+ (void)set_poisoned(creature_ptr, 0);
+ (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 4);
ident = TRUE;
break;
case SV_POTION_POISON:
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
+ if (!(creature_ptr->resist_pois || IS_OPPOSE_POIS()))
{
- if (set_poisoned(p_ptr, p_ptr->poisoned + randint0(15) + 10))
+ if (set_poisoned(creature_ptr, creature_ptr->poisoned + randint0(15) + 10))
{
ident = TRUE;
}
break;
case SV_POTION_BLINDNESS:
- if (!p_ptr->resist_blind)
+ if (!creature_ptr->resist_blind)
{
- if (set_blind(p_ptr, p_ptr->blind + randint0(100) + 100))
+ if (set_blind(creature_ptr, creature_ptr->blind + randint0(100) + 100))
{
ident = TRUE;
}
break;
case SV_POTION_BOOZE:
- ident = booze(p_ptr);
+ ident = booze(creature_ptr);
break;
case SV_POTION_SLEEP:
- if (!p_ptr->free_act)
+ if (!creature_ptr->free_act)
{
msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
/* Have some nightmares */
- sanity_blast(p_ptr, NULL, FALSE);
+ sanity_blast(creature_ptr, NULL, FALSE);
}
- if (set_paralyzed(p_ptr, p_ptr->paralyzed + randint0(4) + 4))
+ if (set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(4) + 4))
{
ident = TRUE;
}
break;
case SV_POTION_LOSE_MEMORIES:
- if (!p_ptr->hold_exp && (p_ptr->exp > 0))
+ if (!creature_ptr->hold_exp && (creature_ptr->exp > 0))
{
msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
- chg_virtue(p_ptr, V_KNOWLEDGE, -5);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
- lose_exp(p_ptr, p_ptr->exp / 4);
+ lose_exp(creature_ptr, creature_ptr->exp / 4);
ident = TRUE;
}
break;
case SV_POTION_RUINATION:
msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
- take_hit(p_ptr, DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
-
- (void)dec_stat(p_ptr, A_DEX, 25, TRUE);
- (void)dec_stat(p_ptr, A_WIS, 25, TRUE);
- (void)dec_stat(p_ptr, A_CON, 25, TRUE);
- (void)dec_stat(p_ptr, A_STR, 25, TRUE);
- (void)dec_stat(p_ptr, A_CHR, 25, TRUE);
- (void)dec_stat(p_ptr, A_INT, 25, TRUE);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
+
+ (void)dec_stat(creature_ptr, A_DEX, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_WIS, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_CON, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_STR, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_CHR, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_INT, 25, TRUE);
ident = TRUE;
break;
case SV_POTION_DEC_STR:
- if (do_dec_stat(p_ptr, A_STR)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_STR)) ident = TRUE;
break;
case SV_POTION_DEC_INT:
- if (do_dec_stat(p_ptr, A_INT)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_INT)) ident = TRUE;
break;
case SV_POTION_DEC_WIS:
- if (do_dec_stat(p_ptr, A_WIS)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_WIS)) ident = TRUE;
break;
case SV_POTION_DEC_DEX:
- if (do_dec_stat(p_ptr, A_DEX)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_DEX)) ident = TRUE;
break;
case SV_POTION_DEC_CON:
- if (do_dec_stat(p_ptr, A_CON)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_CON)) ident = TRUE;
break;
case SV_POTION_DEC_CHR:
- if (do_dec_stat(p_ptr, A_CHR)) ident = TRUE;
+ if (do_dec_stat(creature_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_DETONATIONS:
- ident = detonation(p_ptr);
+ ident = detonation(creature_ptr);
break;
case SV_POTION_DEATH:
- chg_virtue(p_ptr, V_VITALITY, -1);
- chg_virtue(p_ptr, V_UNLIFE, 5);
+ chg_virtue(creature_ptr, V_VITALITY, -1);
+ chg_virtue(creature_ptr, V_UNLIFE, 5);
msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
- take_hit(p_ptr, DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
ident = TRUE;
break;
case SV_POTION_INFRAVISION:
- if (set_tim_infra(p_ptr, p_ptr->tim_infra + 100 + randint1(100), FALSE))
+ if (set_tim_infra(creature_ptr, creature_ptr->tim_infra + 100 + randint1(100), FALSE))
{
ident = TRUE;
}
break;
case SV_POTION_DETECT_INVIS:
- if (set_tim_invis(p_ptr, p_ptr->tim_invis + 12 + randint1(12), FALSE))
+ if (set_tim_invis(creature_ptr, creature_ptr->tim_invis + 12 + randint1(12), FALSE))
{
ident = TRUE;
}
break;
case SV_POTION_SLOW_POISON:
- if (set_poisoned(p_ptr, p_ptr->poisoned / 2)) ident = TRUE;
+ if (set_poisoned(creature_ptr, creature_ptr->poisoned / 2)) ident = TRUE;
break;
case SV_POTION_CURE_POISON:
- if (set_poisoned(p_ptr, 0)) ident = TRUE;
+ if (set_poisoned(creature_ptr, 0)) ident = TRUE;
break;
case SV_POTION_BOLDNESS:
- if (set_afraid(p_ptr, 0)) ident = TRUE;
+ if (set_afraid(creature_ptr, 0)) ident = TRUE;
break;
case SV_POTION_SPEED:
- if (!p_ptr->fast)
+ if (!creature_ptr->fast)
{
- if (set_fast(p_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
+ if (set_fast(creature_ptr, randint1(25) + 15, FALSE)) ident = TRUE;
}
else
{
- (void)set_fast(p_ptr, p_ptr->fast + 5, FALSE);
+ (void)set_fast(creature_ptr, creature_ptr->fast + 5, FALSE);
}
break;
case SV_POTION_RESIST_HEAT:
- if (set_oppose_fire(p_ptr, p_ptr->oppose_fire + randint1(10) + 10, FALSE))
+ if (set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(10) + 10, FALSE))
{
ident = TRUE;
}
break;
case SV_POTION_RESIST_COLD:
- if (set_oppose_cold(p_ptr, p_ptr->oppose_cold + randint1(10) + 10, FALSE))
+ if (set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(10) + 10, FALSE))
{
ident = TRUE;
}
break;
case SV_POTION_RESTORE_EXP:
- if (restore_level(p_ptr)) ident = TRUE;
+ if (restore_level(creature_ptr)) ident = TRUE;
break;
case SV_POTION_RES_STR:
- if (do_res_stat(p_ptr, A_STR)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_STR)) ident = TRUE;
break;
case SV_POTION_RES_INT:
- if (do_res_stat(p_ptr, A_INT)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
break;
case SV_POTION_RES_WIS:
- if (do_res_stat(p_ptr, A_WIS)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_WIS)) ident = TRUE;
break;
case SV_POTION_RES_DEX:
- if (do_res_stat(p_ptr, A_DEX)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_DEX)) ident = TRUE;
break;
case SV_POTION_RES_CON:
- if (do_res_stat(p_ptr, A_CON)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_CON)) ident = TRUE;
break;
case SV_POTION_RES_CHR:
- if (do_res_stat(p_ptr, A_CHR)) ident = TRUE;
+ if (do_res_stat(creature_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_INC_STR:
- if (do_inc_stat(p_ptr, A_STR)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
break;
case SV_POTION_INC_INT:
- if (do_inc_stat(p_ptr, A_INT)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
break;
case SV_POTION_INC_WIS:
- if (do_inc_stat(p_ptr, A_WIS)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
break;
case SV_POTION_INC_DEX:
- if (do_inc_stat(p_ptr, A_DEX)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
break;
case SV_POTION_INC_CON:
- if (do_inc_stat(p_ptr, A_CON)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
break;
case SV_POTION_INC_CHR:
- if (do_inc_stat(p_ptr, A_CHR)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_AUGMENTATION:
- if (do_inc_stat(p_ptr, A_STR)) ident = TRUE;
- if (do_inc_stat(p_ptr, A_INT)) ident = TRUE;
- if (do_inc_stat(p_ptr, A_WIS)) ident = TRUE;
- if (do_inc_stat(p_ptr, A_DEX)) ident = TRUE;
- if (do_inc_stat(p_ptr, A_CON)) ident = TRUE;
- if (do_inc_stat(p_ptr, A_CHR)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_STR)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_INT)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_WIS)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_DEX)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_CON)) ident = TRUE;
+ if (do_inc_stat(creature_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_ENLIGHTENMENT:
msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));
- chg_virtue(p_ptr, V_KNOWLEDGE, 1);
- chg_virtue(p_ptr, V_ENLIGHTEN, 1);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
wiz_lite(FALSE);
ident = TRUE;
break;
case SV_POTION_STAR_ENLIGHTENMENT:
msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
- chg_virtue(p_ptr, V_KNOWLEDGE, 1);
- chg_virtue(p_ptr, V_ENLIGHTEN, 2);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, 2);
msg_print(NULL);
wiz_lite(FALSE);
- (void)do_inc_stat(p_ptr, A_INT);
- (void)do_inc_stat(p_ptr, A_WIS);
+ (void)do_inc_stat(creature_ptr, A_INT);
+ (void)do_inc_stat(creature_ptr, A_WIS);
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
break;
case SV_POTION_EXPERIENCE:
- if (p_ptr->prace == RACE_ANDROID) break;
- chg_virtue(p_ptr, V_ENLIGHTEN, 1);
- if (p_ptr->exp < PY_MAX_EXP)
+ if (creature_ptr->prace == RACE_ANDROID) break;
+ chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
+ if (creature_ptr->exp < PY_MAX_EXP)
{
- EXP ee = (p_ptr->exp / 2) + 10;
+ EXP ee = (creature_ptr->exp / 2) + 10;
if (ee > 100000L) ee = 100000L;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(p_ptr, ee);
+ gain_exp(creature_ptr, ee);
ident = TRUE;
}
break;
case SV_POTION_RESISTANCE:
- (void)set_oppose_acid(p_ptr, p_ptr->oppose_acid + randint1(20) + 20, FALSE);
- (void)set_oppose_elec(p_ptr, p_ptr->oppose_elec + randint1(20) + 20, FALSE);
- (void)set_oppose_fire(p_ptr, p_ptr->oppose_fire + randint1(20) + 20, FALSE);
- (void)set_oppose_cold(p_ptr, p_ptr->oppose_cold + randint1(20) + 20, FALSE);
- (void)set_oppose_pois(p_ptr, p_ptr->oppose_pois + randint1(20) + 20, FALSE);
+ (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid + randint1(20) + 20, FALSE);
+ (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec + randint1(20) + 20, FALSE);
+ (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire + randint1(20) + 20, FALSE);
+ (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold + randint1(20) + 20, FALSE);
+ (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois + randint1(20) + 20, FALSE);
ident = TRUE;
break;
break;
case SV_POTION_INVULNERABILITY:
- (void)set_invuln(p_ptr, p_ptr->invuln + randint1(4) + 4, FALSE);
+ (void)set_invuln(creature_ptr, creature_ptr->invuln + randint1(4) + 4, FALSE);
ident = TRUE;
break;
case SV_POTION_NEW_LIFE:
- roll_hitdice(p_ptr, 0L);
- get_max_stats(p_ptr);
- p_ptr->update |= PU_BONUS;
- lose_all_mutations(p_ptr);
+ roll_hitdice(creature_ptr, 0L);
+ get_max_stats(creature_ptr);
+ creature_ptr->update |= PU_BONUS;
+ lose_all_mutations(creature_ptr);
ident = TRUE;
break;
case SV_POTION_NEO_TSUYOSHI:
- (void)set_image(p_ptr, 0);
- (void)set_tsuyoshi(p_ptr, p_ptr->tsuyoshi + randint1(100) + 100, FALSE);
+ (void)set_image(creature_ptr, 0);
+ (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi + randint1(100) + 100, FALSE);
ident = TRUE;
break;
case SV_POTION_TSUYOSHI:
msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
msg_print(NULL);
- p_ptr->tsuyoshi = 1;
- (void)set_tsuyoshi(p_ptr, 0, TRUE);
- if (!p_ptr->resist_chaos)
+ creature_ptr->tsuyoshi = 1;
+ (void)set_tsuyoshi(creature_ptr, 0, TRUE);
+ if (!creature_ptr->resist_chaos)
{
- (void)set_image(p_ptr, 50 + randint1(50));
+ (void)set_image(creature_ptr, 50 + randint1(50));
}
ident = TRUE;
break;
case SV_POTION_POLYMORPH:
- if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
+ if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && one_in_(23))
{
- lose_all_mutations(p_ptr);
+ lose_all_mutations(creature_ptr);
}
else
{
{
if (one_in_(2))
{
- if(gain_mutation(p_ptr, 0)) ident = TRUE;
+ if(gain_mutation(creature_ptr, 0)) ident = TRUE;
}
- else if (lose_mutation(p_ptr, 0)) ident = TRUE;
+ else if (lose_mutation(creature_ptr, 0)) ident = TRUE;
} while(!ident || one_in_(2));
}
break;
}
}
- if (PRACE_IS_(p_ptr, RACE_SKELETON))
+ if (PRACE_IS_(creature_ptr, RACE_SKELETON))
{
msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
- (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
+ (void)potion_smash_effect(0, creature_ptr->y, creature_ptr->x, q_ptr->k_idx);
}
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ creature_ptr->update |= (PU_COMBINE | PU_REORDER);
if (!(object_is_aware(q_ptr)))
{
- chg_virtue(p_ptr, V_PATIENCE, -1);
- chg_virtue(p_ptr, V_CHANCE, 1);
- chg_virtue(p_ptr, V_KNOWLEDGE, -1);
+ chg_virtue(creature_ptr, V_PATIENCE, -1);
+ chg_virtue(creature_ptr, V_CHANCE, 1);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
}
/* The item has been tried */
if (ident && !object_is_aware(q_ptr))
{
object_aware(q_ptr);
- gain_exp(p_ptr, (lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
}
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Potions can feed the player */
- switch (p_ptr->mimic_form)
+ switch (creature_ptr->mimic_form)
{
case MIMIC_NONE:
- switch (p_ptr->prace)
+ switch (creature_ptr->prace)
{
case RACE_VAMPIRE:
- (void)set_food(p_ptr, p_ptr->food + (q_ptr->pval / 10));
+ (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
break;
case RACE_SKELETON:
/* Do nothing */
case RACE_ZOMBIE:
case RACE_DEMON:
case RACE_SPECTRE:
- set_food(p_ptr, p_ptr->food + ((q_ptr->pval) / 20));
+ set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
break;
case RACE_ANDROID:
if (q_ptr->tval == TV_FLASK)
{
msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
- set_food(p_ptr, p_ptr->food + 5000);
+ set_food(creature_ptr, creature_ptr->food + 5000);
}
else
{
- set_food(p_ptr, p_ptr->food + ((q_ptr->pval) / 20));
+ set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
}
break;
case RACE_ENT:
msg_print(_("水分を取り込んだ。", "You are moistened."));
- set_food(p_ptr, MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
+ set_food(creature_ptr, MIN(creature_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
break;
default:
- (void)set_food(p_ptr, p_ptr->food + q_ptr->pval);
+ (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
break;
}
break;
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
- set_food(p_ptr, p_ptr->food + ((q_ptr->pval) / 20));
+ set_food(creature_ptr, creature_ptr->food + ((q_ptr->pval) / 20));
break;
case MIMIC_VAMPIRE:
- (void)set_food(p_ptr, p_ptr->food + (q_ptr->pval / 10));
+ (void)set_food(creature_ptr, creature_ptr->food + (q_ptr->pval / 10));
break;
default:
- (void)set_food(p_ptr, p_ptr->food + q_ptr->pval);
+ (void)set_food(creature_ptr, creature_ptr->food + q_ptr->pval);
break;
}
}
if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
/* Quaff the potion */
- exe_quaff_potion(item);
+ exe_quaff_potion(p_ptr, item);
}