* @brief 防具の錆止め防止処理
* @return ターン消費を要する処理を行ったならばTRUEを返す
*/
-bool rustproof(void)
+bool rustproof(player_type *caster_ptr)
{
OBJECT_IDX item;
object_type *o_ptr;
q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
- 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));
msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
#endif
- calc_android_exp(p_ptr);
+ calc_android_exp(caster_ptr);
return TRUE;
}
extern bool curse_armor(player_type *owner_ptr);
extern bool curse_weapon_object(player_type *creature_ptr, bool force, object_type *o_ptr);
extern bool curse_weapon(bool force, int slot);
-extern bool rustproof(void);
+extern bool rustproof(player_type *caster_ptr);
extern bool brand_bolts(void);
extern bool perilous_secrets(player_type *user_ptr);
extern void get_bloody_moon_flags(object_type *o_ptr);