return true;
}
- concptr q, s;
- if (!this->check_throw_boomerang(&q, &s)) {
- return false;
+ if (this->boomerang) {
+ return this->check_throw_boomerang();
}
+ concptr q, s;
q = _("どのアイテムを投げますか? ", "Throw which item? ");
s = _("投げるアイテムがない。", "You have nothing to throw.");
this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
return true;
}
-bool ObjectThrowEntity::check_throw_boomerang(concptr *q, concptr *s)
+bool ObjectThrowEntity::check_throw_boomerang()
{
- if (!this->boomerang) {
- return true;
- }
-
if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
- *q = _("どの武器を投げますか? ", "Throw which item? ");
- *s = _("投げる武器がない。", "You have nothing to throw.");
- this->o_ptr = choose_object(this->player_ptr, &this->item, *q, *s, USE_EQUIP, FuncItemTester(&ObjectType::is_throwable));
+ concptr q, s;
+ q = _("どの武器を投げますか? ", "Throw which item? ");
+ s = _("投げる武器がない。", "You have nothing to throw.");
+ this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_EQUIP, FuncItemTester(&ObjectType::is_throwable));
if (!this->o_ptr) {
flush();
return false;
bool super_boomerang{};
bool check_what_throw();
- bool check_throw_boomerang(concptr *q, concptr *s);
+ bool check_throw_boomerang();
bool check_racial_target_bold();
void check_racial_target_seen();
bool check_racial_target_monster();