if (get_check(_("本当に使いますか?", "Are you sure?!")))
{
msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
- do_inc_stat(A_STR);
+ do_inc_stat(p_ptr, A_STR);
if (one_in_(2))
{
msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
break;
case SV_POTION_INC_STR:
- if (do_inc_stat(A_STR)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_STR)) ident = TRUE;
break;
case SV_POTION_INC_INT:
- if (do_inc_stat(A_INT)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_INT)) ident = TRUE;
break;
case SV_POTION_INC_WIS:
- if (do_inc_stat(A_WIS)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_WIS)) ident = TRUE;
break;
case SV_POTION_INC_DEX:
- if (do_inc_stat(A_DEX)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_DEX)) ident = TRUE;
break;
case SV_POTION_INC_CON:
- if (do_inc_stat(A_CON)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_CON)) ident = TRUE;
break;
case SV_POTION_INC_CHR:
- if (do_inc_stat(A_CHR)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_AUGMENTATION:
- if (do_inc_stat(A_STR)) ident = TRUE;
- if (do_inc_stat(A_INT)) ident = TRUE;
- if (do_inc_stat(A_WIS)) ident = TRUE;
- if (do_inc_stat(A_DEX)) ident = TRUE;
- if (do_inc_stat(A_CON)) ident = TRUE;
- if (do_inc_stat(A_CHR)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_STR)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_INT)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_WIS)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_DEX)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_CON)) ident = TRUE;
+ if (do_inc_stat(p_ptr, A_CHR)) ident = TRUE;
break;
case SV_POTION_ENLIGHTENMENT:
chg_virtue(V_ENLIGHTEN, 2);
msg_print(NULL);
wiz_lite(FALSE);
- (void)do_inc_stat(A_INT);
- (void)do_inc_stat(A_WIS);
+ (void)do_inc_stat(p_ptr, A_INT);
+ (void)do_inc_stat(p_ptr, A_WIS);
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
+ do_inc_stat(p_ptr, chaos_stats[p_ptr->chaos_patron]);
else
- do_inc_stat(randint0(6));
+ do_inc_stat(p_ptr, randint0(6));
reward = _("能力値が上がった。", "increasing a stat");
break;
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)do_inc_stat(dummy);
+ (void)do_inc_stat(p_ptr, dummy);
}
reward = _("全能力値が上がった。", "increasing all stats");
break;
/*
* Gain a "point" in a stat
*/
-bool do_inc_stat(int stat)
+bool do_inc_stat(player_type *creature_ptr, int stat)
{
bool res;
/* Restore strength */
- res = res_stat(p_ptr, stat);
+ res = res_stat(creature_ptr, stat);
/* Attempt to increase */
- if (inc_stat(p_ptr, stat))
+ if (inc_stat(creature_ptr, stat))
{
if (stat == A_WIS)
{
extern bool hp_player(player_type *creature_ptr, int num);
extern bool do_dec_stat(player_type *creature_ptr, int stat);
extern bool do_res_stat(player_type *creature_ptr, int stat);
-extern bool do_inc_stat(int stat);
+extern bool do_inc_stat(player_type *creature_ptr, int stat);
extern bool restore_level(void);
extern bool lose_all_info(void);
extern void gain_exp_64(s32b amount, u32b amount_frac);
prt("", n + 2, 14);
if (get_check(_("よろしいですか?", "Are you sure? "))) break;
}
- do_inc_stat(choice - 'a');
+ do_inc_stat(p_ptr, choice - 'a');
screen_load();
}
else if (!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
+ do_inc_stat(p_ptr, randint0(6));
}
if (level_mutation)