#include "player/player-effects.h"
#include "player/player-status.h"
#include "spell/spells3.h"
+#include "sv-definition/sv-food-types.h"
#include "util/util.h"
#include "view/display-main-window.h"
chg_virtue(caster_ptr, V_ENCHANT, 2);
calc_android_exp(caster_ptr);
}
+
+bool create_ration(player_type *creature_ptr)
+{
+ object_type *q_ptr;
+ object_type forge;
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+ (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
+ return TRUE;
+}
void phlogiston(player_type *caster_ptr);
bool bless_weapon(player_type *caster_ptr);
bool pulish_shield(player_type *caster_ptr);
+bool create_ration(player_type *crature_ptr);
/*
* Bit flags for the "enchant()" function
}
-bool create_ration(player_type *creature_ptr)
-{
- object_type *q_ptr;
- object_type forge;
- q_ptr = &forge;
-
- /* Create the food ration */
- object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
-
- /* Drop the object from heaven */
- (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
- msg_print(_("食事を料理して作った。", "You cook some food."));
- return TRUE;
-}
-
-
void hayagake(player_type *creature_ptr)
{
if (creature_ptr->action == ACTION_HAYAGAKE)
void cast_wonder(player_type* caster_ptr, DIRECTION dir);
bool vampirism(player_type* caster_ptr);
bool android_inside_weapon(player_type* creature_ptr);
-bool create_ration(player_type* crature_ptr);
void hayagake(player_type* creature_ptr);
bool double_attack(player_type* creature_ptr);
bool comvert_hp_to_mp(player_type* creature_ptr);