extern bool make_gold(object_type *j_ptr);
extern void place_gold(POSITION y, POSITION x);
extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
-extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
extern void inven_item_charges(INVENTORY_IDX item);
extern void inven_item_describe(INVENTORY_IDX item);
extern void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num);
return (o_idx);
}
-
-/*!
- * @brief 獲得ドロップを行う。
- * Scatter some "great" objects near the player
- * @param y1 配置したいフロアのY座標
- * @param x1 配置したいフロアのX座標
- * @param num 獲得の処理回数
- * @param great TRUEならば必ず高級品以上を落とす
- * @param special TRUEならば必ず特別品を落とす
- * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
- * @return なし
- */
-void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
-{
- object_type *i_ptr;
- object_type object_type_body;
- BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
-
- /* Acquirement */
- while (num--)
- {
- i_ptr = &object_type_body;
- object_wipe(i_ptr);
-
- /* Make a good (or great) object (if possible) */
- if (!make_object(i_ptr, mode)) continue;
-
- if (known)
- {
- object_aware(i_ptr);
- object_known(i_ptr);
- }
-
- /* Drop the object */
- (void)drop_near(i_ptr, -1, y1, x1);
- }
-}
-
-
-
/*!
* @brief 魔道具の使用回数の残量を示すメッセージを表示する /
* Describe the charges on an item in the inventory.
#include "object-curse.h"
#include "monsterrace-hook.h"
#include "objectkind-hook.h"
-#include "spells-summon.h"
#include "mutation.h"
#include "artifact.h"
#include "player-status.h"
+#include "spells-summon.h"
+#include "spells-object.h"
+
#ifdef JP
/*!
* @brief カオスパトロン名テーブル
num--;
}
}
+
+
+
+/*!
+ * @brief 獲得ドロップを行う。
+ * Scatter some "great" objects near the player
+ * @param y1 配置したいフロアのY座標
+ * @param x1 配置したいフロアのX座標
+ * @param num 獲得の処理回数
+ * @param great TRUEならば必ず高級品以上を落とす
+ * @param special TRUEならば必ず特別品を落とす
+ * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
+ * @return なし
+ */
+void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
+{
+ object_type *i_ptr;
+ object_type object_type_body;
+ BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
+
+ /* Acquirement */
+ while (num--)
+ {
+ i_ptr = &object_type_body;
+ object_wipe(i_ptr);
+
+ /* Make a good (or great) object (if possible) */
+ if (!make_object(i_ptr, mode)) continue;
+
+ if (known)
+ {
+ object_aware(i_ptr);
+ object_known(i_ptr);
+ }
+
+ /* Drop the object */
+ (void)drop_near(i_ptr, -1, y1, x1);
+ }
+}
extern bool create_ammo(void);
extern bool import_magic_device(void);
extern void amusement(POSITION y1, POSITION x1, int num, bool known);
+extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
#include "angband.h"
#include "floor.h"
#include "selfinfo.h"
-#include "spells-summon.h"
#include "patron.h"
#include "mutation.h"
#include "quest.h"
#include "artifact.h"
#include "player-status.h"
+#include "spells-object.h"
+#include "spells-summon.h"
/*!
* @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()