#include "angband.h"
#include "object-hook.h"
#include "melee.h"
+#include "player-status.h"
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
/* Forget the counter target */
reset_target(m_ptr);
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
void teleport_level(MONSTER_IDX m_idx)
{
bool go_up;
- char m_name[160];
+ GAME_TEXT m_name[160];
bool see_m = TRUE;
if (m_idx <= 0) /* To player */
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
/* Accept request */
#ifdef JP
-msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
+ msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif
{
int t = 0;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
/* Pick a random slot */
chg_virtue(V_HARMONY, 1);
chg_virtue(V_ENCHANT, -2);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_melee_weapon;
- item_tester_no_ryoute = TRUE;
q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
s = _("強化できる武器がない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* you can never modify artifacts / ego-items */
/* you can never modify cursed items */
cptr act = NULL;
/* Let's get the name before it is changed... */
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
switch (brand_type)
cave_type *c_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Prevent vasishing of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
}
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
return TRUE;
#ifdef JP
msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
- msg_print("大きな爆発音があった!");
#else
msg_format("You %s the %s too close to a wall!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
- msg_print("There is a loud explosion!");
#endif
+ msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
if (one_in_(666))
{
OBJECT_IDX i;
cave_type *c_ptr;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Check to see if an object is already there */
if (cave[p_ptr->y][p_ptr->x].o_idx)
}
else
{
- /* Use a direction */
- ty = p_ptr->y; /* Where to drop the item */
+ ty = p_ptr->y;
tx = p_ptr->x;
-
do
{
ty += ddy[dir];
cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
o_ptr->next_o_idx = 0;
- o_ptr->iy = (byte)p_ptr->y;
- o_ptr->ix = (byte)p_ptr->x;
+ o_ptr->iy = p_ptr->y;
+ o_ptr->ix = p_ptr->x;
object_desc(o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
note_spot(p_ptr->y, p_ptr->x);
-
lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
note_spot(p_ptr->y, p_ptr->x);
-
lite_spot(p_ptr->y, p_ptr->x);
-
update_local_illumination(p_ptr->y, p_ptr->x);
return TRUE;
cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
- note_spot(p_ptr->y, p_ptr->x);
-
+ note_spot(p_ptr->y, p_ptr->x);
lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
- /* Identify it */
identify_item(o_ptr);
/* Auto-inscription */
PRICE price;
bool force = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
cptr q, s;
q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* See how many items */
if (o_ptr->number > 1)
if (amt <= 0) return FALSE;
}
-
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
-
/* Large piles resist enchantment */
prob = o_ptr->number * 100;
/* Failure */
if (!res) return (FALSE);
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
-
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
- item_tester_no_ryoute = TRUE;
/* Enchant armor if requested */
if (num_ac) item_tester_hook = object_is_armour;
q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
bool artifact_scroll(void)
{
OBJECT_IDX item;
- bool okay = FALSE;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
-
- item_tester_no_ryoute = TRUE;
+ bool okay = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ cptr q, s;
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
#ifdef JP
msg_format("%sは既に強化されています!", o_name );
#else
- msg_format("The %s %s already %s!",
- o_name, ((o_ptr->number > 1) ? "are" : "is"),
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
{
if (o_ptr->number > 1)
{
+ msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
#ifdef JP
- msg_print("複数のアイテムに魔法をかけるだけのエネルギーはありません!");
msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
#else
- msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
#endif
if (item >= 0)
{
- inven_item_increase(item, 1-(o_ptr->number));
+ inven_item_increase(item, 1 - (o_ptr->number));
}
else
{
- floor_item_increase(0-item, 1-(o_ptr->number));
+ floor_item_increase(0 - item, 1 - (o_ptr->number));
}
}
okay = create_artifact(o_ptr, TRUE);
bool identify_item(object_type *o_ptr)
{
bool old_known = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
/* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
strcpy(record_o_name, o_name);
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
-
if (only_equip)
item_tester_hook = item_tester_hook_identify_weapon_armour;
else
s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* Identify it */
old_known = identify_item(o_ptr);
object_desc(o_name, o_ptr, 0);
cptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
- item_tester_no_ryoute = TRUE;
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing you can use.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
{
POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
POSITION ix = o_ptr->ix; /* X-position on map, or zero */
- s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
byte marked = o_ptr->marked; /* Object is marked */
- s16b weight = o_ptr->number * o_ptr->weight;
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
u16b inscription = o_ptr->inscription;
/* Wipe it clean */
bool identify_fully(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ cptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
if (only_equip)
item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
else
s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* Identify it */
old_known = identify_item(o_ptr);
/* Mark the item as fully known */
byte fail_type = 1;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* Get the object kind. */
k_ptr = &k_info[o_ptr->k_idx];
}
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Something was done */
bool bless_weapon(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
- cptr q, s;
-
- item_tester_no_ryoute = TRUE;
+ GAME_TEXT o_name[MAX_NLEN];
+ cptr q, s;
/* Bless only weapons */
item_tester_hook = object_is_weapon;
q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
s = _("祝福できる武器がありません。", "You have weapon to bless.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s は既に祝福されている。",
- o_name );
+ msg_format("%s は既に祝福されている。", o_name);
#else
msg_format("%s %s %s blessed already.",
((item >= 0) ? "Your" : "The"), o_name,
msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
#ifdef JP
-msg_format("%s は劣化した!",
- o_name );
+ msg_format("%s は劣化した!", o_name);
#else
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
#endif
}
}
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
calc_android_exp();
return TRUE;
OBJECT_IDX item;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
- item_tester_no_ryoute = TRUE;
/* Assume enchant weapon */
item_tester_tval = TV_SHIELD;
q = _("どの盾を磨きますか?", "Pulish which weapon? ");
s = _("磨く盾がありません。", "You have weapon to pulish.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
TERM_LEN y, x;
int m[9];
const magic_type *s_ptr;
- char name[80];
+ GAME_TEXT name[MAX_NLEN];
char out_val[160];
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
+ cptr q, s;
- item_tester_no_ryoute = TRUE;
/* Select a piece of armour */
item_tester_hook = object_is_armour;
q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
int i;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Curse the body armor */
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Recalculate mana */
bool curse_weapon_object(bool force, object_type *o_ptr)
{
int i;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Recalculate mana */
* @details
* Note that this function is one of the more "dangerous" ones...
*/
-static IDX poly_r_idx(MONRACE_IDX r_idx)
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
byte fail_type = 1;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
item_tester_hook = item_tester_hook_recharge;
q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return FALSE;
k_ptr = &k_info[o_ptr->k_idx];
lev = k_info[o_ptr->k_idx].level;
/* Redraw mana and hp */
p_ptr->redraw |= (PR_MANA);
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
return TRUE;
}
-/*!
- * @brief 同族召喚(援軍)処理
- * @param level 召喚基準レベル
- * @param y 召喚先Y座標
- * @param x 召喚先X座標
- * @param mode 召喚オプション
- * @return ターンを消費した場合TRUEを返す
- */
-bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
-{
- bool pet = (bool)(mode & PM_FORCE_PET);
- if (!pet) mode |= PM_NO_PET;
-
- switch (p_ptr->mimic_form)
- {
- case MIMIC_NONE:
- switch (p_ptr->prace)
- {
- case RACE_HUMAN:
- case RACE_AMBERITE:
- case RACE_BARBARIAN:
- case RACE_BEASTMAN:
- case RACE_DUNADAN:
- summon_kin_type = 'p';
- break;
- case RACE_HALF_ELF:
- case RACE_ELF:
- case RACE_HOBBIT:
- case RACE_GNOME:
- case RACE_DWARF:
- case RACE_HIGH_ELF:
- case RACE_NIBELUNG:
- case RACE_DARK_ELF:
- case RACE_MIND_FLAYER:
- case RACE_KUTAR:
- case RACE_S_FAIRY:
- summon_kin_type = 'h';
- break;
- case RACE_HALF_ORC:
- summon_kin_type = 'o';
- break;
- case RACE_HALF_TROLL:
- summon_kin_type = 'T';
- break;
- case RACE_HALF_OGRE:
- summon_kin_type = 'O';
- break;
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- summon_kin_type = 'P';
- break;
- case RACE_YEEK:
- summon_kin_type = 'y';
- break;
- case RACE_KLACKON:
- summon_kin_type = 'K';
- break;
- case RACE_KOBOLD:
- summon_kin_type = 'k';
- break;
- case RACE_IMP:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case RACE_DRACONIAN:
- summon_kin_type = 'd';
- break;
- case RACE_GOLEM:
- case RACE_ANDROID:
- summon_kin_type = 'g';
- break;
- case RACE_SKELETON:
- if (one_in_(13)) summon_kin_type = 'L';
- else summon_kin_type = 's';
- break;
- case RACE_ZOMBIE:
- summon_kin_type = 'z';
- break;
- case RACE_VAMPIRE:
- summon_kin_type = 'V';
- break;
- case RACE_SPECTRE:
- summon_kin_type = 'G';
- break;
- case RACE_SPRITE:
- summon_kin_type = 'I';
- break;
- case RACE_ENT:
- summon_kin_type = '#';
- break;
- case RACE_ANGEL:
- summon_kin_type = 'A';
- break;
- case RACE_DEMON:
- summon_kin_type = 'U';
- break;
- default:
- summon_kin_type = 'p';
- break;
- }
- break;
- case MIMIC_DEMON:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case MIMIC_DEMON_LORD:
- summon_kin_type = 'U';
- break;
- case MIMIC_VAMPIRE:
- summon_kin_type = 'V';
- break;
- }
- return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
-}
/*!
* @brief 皆殺し(全方向攻撃)処理
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);