*/
#include "angband.h"
+
+#include "avatar.h"
#include "cmd-activate.h"
#include "object-curse.h"
+#include "artifact.h"
static bool has_extreme_damage_rate(object_type *o_ptr);
static bool weakening_artifact(object_type *o_ptr);
}
else
{
- cptr filename;
+ concptr filename;
switch (armour)
{
}
/* ダメージ抑制処理を行う */
- while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK));
+ while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
{
weakening_artifact(o_ptr);
}
if (a_scroll)
{
GAME_TEXT dummy_name[MAX_NLEN] = "";
- cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
+ concptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
- /* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
object_flags(o_ptr, flgs);
HIT_POINT dam, base, s_evil, forced, vorpal;
- dam = base = s_evil = forced = vorpal = 0;
-
+ s_evil = forced = vorpal = 0;
dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
if(have_flag(flgs, TR_KILL_EVIL))