* Bless a weapon
* @return ターン消費を要する処理を行ったならばTRUEを返す
*/
-bool bless_weapon(void)
+bool bless_weapon(player_type *caster_ptr)
{
OBJECT_IDX item;
object_type *o_ptr;
q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
s = _("祝福できる武器がありません。", "You have weapon to bless.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->feeling = FEEL_NONE;
/* Recalculate the bonuses */
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_EQUIP);
+ caster_ptr->update |= (PU_BONUS);
+ caster_ptr->window |= (PW_EQUIP);
}
/*
}
}
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_EQUIP | PW_PLAYER);
- calc_android_exp(p_ptr);
+ caster_ptr->update |= (PU_BONUS);
+ caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
+ calc_android_exp(caster_ptr);
return TRUE;
}
extern bool perilous_secrets(player_type *user_ptr);
extern void get_bloody_moon_flags(object_type *o_ptr);
extern void phlogiston(player_type *caster_ptr);
-extern bool bless_weapon(void);
+extern bool bless_weapon(player_type *caster_ptr);
extern bool pulish_shield(void);
/*