q = _("どのアイテムを始動させますか? ", "Activate which item? ");
s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
- if (!choose_object(p_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
+ if (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
/* Activate the item */
exe_activate(user_ptr, item);
case ACT_CURE_MANA_FULL:
{
msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
- restore_mana(p_ptr, TRUE);
+ restore_mana(user_ptr, TRUE);
break;
}
msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
chg_virtue(user_ptr, V_KNOWLEDGE, 1);
chg_virtue(user_ptr, V_ENLIGHTEN, 1);
- wiz_lite(p_ptr, FALSE);
+ wiz_lite(user_ptr, FALSE);
msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
{
take_turn(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
else if (o_idx)
{
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Close the door */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Try digging */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Disarm chest */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Bash a closed door */
if (g_ptr->m_idx)
{
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Locked doors */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
- py_attack(p_ptr, y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
/* Go for it */
break;
case SV_POTION_LIFE:
- ident = life_stream(p_ptr, TRUE, TRUE);
+ ident = life_stream(creature_ptr, TRUE, TRUE);
break;
case SV_POTION_RESTORE_MANA:
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(creature_ptr, V_KNOWLEDGE, 1);
chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
- wiz_lite(p_ptr, FALSE);
+ wiz_lite(creature_ptr, FALSE);
ident = TRUE;
break;
chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
chg_virtue(creature_ptr, V_ENLIGHTEN, 2);
msg_print(NULL);
- wiz_lite(p_ptr, FALSE);
+ wiz_lite(creature_ptr, FALSE);
(void)do_inc_stat(creature_ptr, A_INT);
(void)do_inc_stat(creature_ptr, A_WIS);
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
q = _("どの薬を飲みますか? ", "Quaff which potion? ");
s = _("飲める薬がない。", "You have no potions to quaff.");
- if (!choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
+ if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0)) return;
/* Quaff the potion */
exe_quaff_potion(creature_ptr, item);