extern byte value_check_aux2(object_type *o_ptr);
extern PRICE object_value(object_type *o_ptr);
extern PRICE object_value_real(object_type *o_ptr);
-extern bool can_player_destroy_object(object_type *o_ptr);
extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
extern void reduce_charges(object_type *o_ptr, int amt);
extern int object_similar_part(object_type *o_ptr, object_type *j_ptr);
return (FALSE);
}
+
+/*!
+ * @brief 破壊可能なアイテムかを返す /
+ * Determines whether an object can be destroyed, and makes fake inscription.
+ * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
+ * @return オブジェクトが破壊可能ならばTRUEを返す
+ */
+bool can_player_destroy_object(object_type *o_ptr)
+{
+ /* Artifacts cannot be destroyed */
+ if (!object_is_artifact(o_ptr)) return TRUE;
+
+ /* If object is unidentified, makes fake inscription */
+ if (!object_is_known(o_ptr))
+ {
+ byte feel = FEEL_SPECIAL;
+
+ /* Hack -- Handle icky artifacts */
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
+
+ /* Hack -- inscribe the artifact */
+ o_ptr->feeling = feel;
+
+ /* We have "felt" it (again) */
+ o_ptr->ident |= (IDENT_SENSE);
+ p_ptr->update |= (PU_COMBINE);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ return FALSE;
+ }
+
+ /* Identified artifact -- Nothing to do */
+ return FALSE;
+}
extern bool object_is_nameless(object_type *o_ptr);
extern bool object_allow_two_hands_wielding(object_type *o_ptr);
extern bool object_can_refill_torch(object_type *o_ptr);
+extern bool can_player_destroy_object(object_type *o_ptr);
-/*!
- * @brief 破壊可能なアイテムかを返す /
- * Determines whether an object can be destroyed, and makes fake inscription.
- * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが破壊可能ならばTRUEを返す
- */
-bool can_player_destroy_object(object_type *o_ptr)
-{
- /* Artifacts cannot be destroyed */
- if (!object_is_artifact(o_ptr)) return TRUE;
-
- /* If object is unidentified, makes fake inscription */
- if (!object_is_known(o_ptr))
- {
- byte feel = FEEL_SPECIAL;
-
- /* Hack -- Handle icky artifacts */
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
-
- /* Hack -- inscribe the artifact */
- o_ptr->feeling = feel;
-
- /* We have "felt" it (again) */
- o_ptr->ident |= (IDENT_SENSE);
- p_ptr->update |= (PU_COMBINE);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return FALSE;
- }
-
- /* Identified artifact -- Nothing to do */
- return FALSE;
-}
-
/*!
* @brief 魔法棒やロッドのスロット分割時に使用回数を分配する /