* This command may NOT be repeated
* </pre>
*/
-void do_cmd_spike(void)
+void do_cmd_spike(player_type *creature_ptr)
{
DIRECTION dir;
- if (p_ptr->wild_mode) return;
-
- if (p_ptr->special_defense & KATA_MUSOU)
+ if (creature_ptr->wild_mode) return;
+ if (creature_ptr->special_defense & KATA_MUSOU)
{
- set_action(p_ptr, ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
/* Get a "repeated" direction */
grid_type *g_ptr;
FEAT_IDX feat;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Feature code (applying "mimic" field) */
/* Is a monster in the way? */
else if (g_ptr->m_idx)
{
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Go for it */
else
{
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
/* Successful jamming */
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
extern void do_cmd_disarm(void);
extern void do_cmd_bash(void);
extern void do_cmd_alter(void);
-extern void do_cmd_spike(void);
+extern void do_cmd_spike(player_type *creature_ptr);
extern void do_cmd_walk(bool pickup);
extern void do_cmd_stay(bool pickup);
extern void do_cmd_run(void);