object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
bool hit_body = FALSE;
else
{
char m_name[80];
-
- /* Get "the monster" or "it" */
monster_desc(m_name, m_ptr, 0);
-
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (m_ptr->ml)
/* Take note */
if (fear && m_ptr->ml)
{
- char m_name[80];
-
sound(SOUND_FLEE);
/* Get the monster name (or "it") */
+ char m_name[80];
monster_desc(m_name, m_ptr, 0);
-
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
}
{
j = 100;
- if (!(summon_named_creature(0, y, x, q_ptr->pval,
- !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+ if (!(summon_named_creature(0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
else if (object_is_cursed(q_ptr))
msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
/* Increment the equip counter by hand */
equip_cnt++;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
/* Recalculate torch */
- p_ptr->update |= (PU_TORCH);
-
- /* Recalculate mana XXX */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
p_ptr->window |= (PW_EQUIP);
}
else
calc_android_exp();
}
- /* Drop (or break) near that location */
if (do_drop)
{
if (cave_have_flag_bold(y, x, FF_PROJECT))
{
- /* Drop (or break) near that location */
(void)drop_near(q_ptr, j, y, x);
}
else
{
- /* Drop (or break) near that location */
(void)drop_near(q_ptr, j, prev_y, prev_x);
}
}
void forget_travel_flow(void)
{
POSITION x, y;
-
- /* Check the entire dungeon */
+ /* Check the entire dungeon / Forget the old data */
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
- /* Forget the old data */
+
travel.cost[y][x] = MAX_SHORT;
}
}
-
travel.y = travel.x = 0;
}