GAME_TEXT dummy_name[MAX_NLEN] = "";
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_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
apply_magic(&forge, object_level, AM_NO_FIXED_ART);
- /* Identify it fully */
object_aware(&forge);
object_known(&forge);
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
p_ptr->total_weight += q_ptr->weight;
SPELL_IDX spells[64];
char temp[62*4];
- object_type *o_ptr;
+ object_type *o_ptr;
concptr q, s;
MANA_POINT need_mana;
concptr prayer;
- object_type *o_ptr;
+ object_type *o_ptr;
const magic_type *s_ptr;
concptr q, s;
}
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
/* Set the "inscription" */
int shots, shot_frac;
bool dokubari;
- object_type *o_ptr;
+ object_type *o_ptr;
if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
static void show_info(void)
{
int i, j, k, l;
- object_type *o_ptr;
+ object_type *o_ptr;
store_type *st_ptr;
/* Hack -- Know everything in the inven/equip */
/* Wield equipment */
if (n >= INVEN_RARM)
{
- /* Player touches it */
q_ptr->marked |= OM_TOUCHED;
-
object_copy(&inventory[n], q_ptr);
/* Add the weight */
/* Get a slot */
n = slot++;
- /* Player touches it */
q_ptr->marked |= OM_TOUCHED;
-
object_copy(&inventory[n], q_ptr);
/* Add the weight */
COMMAND_CODE i;
int j, k, l, z = 0;
int col, cur_col, len;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
COMMAND_CODE i;
int j, k, l;
int col, cur_col, len;
- object_type *o_ptr;
+ object_type *o_ptr;
char tmp_val[80];
GAME_TEXT o_name[MAX_NLEN];
COMMAND_CODE out_index[23];
break;
}
}
- /* Uncurse it */
o_ptr->curse_flags = 0L;
}
else if ((power == -2) && one_in_(2))
}
}
}
- /* Uncurse it */
o_ptr->curse_flags = 0L;
}
else if ((power == -2) && one_in_(2))
void combine_pack(void)
{
int i, j, k;
- object_type *o_ptr;
+ object_type *o_ptr;
object_type *j_ptr;
bool flag = FALSE, combined;
s32b o_value;
object_type forge;
object_type *q_ptr;
- object_type *o_ptr;
+ object_type *o_ptr;
bool flag = FALSE;
{
int msp, levels, cur_wgt, max_wgt;
- object_type *o_ptr;
+ object_type *o_ptr;
/* Hack -- Must be literate */
bool psychometry(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
byte feel;
concptr q, s;
#endif
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
-
- /* "Inscribe" it */
o_ptr->feeling = feel;
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */
bool apply_disenchant(BIT_FLAGS mode)
{
int t = 0;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
/* Perma-Cursed Items can NEVER be uncursed */
if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
- /* Uncurse it */
o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
continue;
}
- /* Uncurse it */
o_ptr->curse_flags = 0L;
-
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->feeling = FEEL_NONE;
p_ptr->update |= (PU_BONUS);
chg_virtue(V_KNOWLEDGE, 1);
}
- /* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
+
p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
bool ident_spell(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
concptr q, s;
bool old_known;
bool mundane_spell(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
- concptr q, s;
+ object_type *o_ptr;
+ concptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
#endif
- /* Uncurse it */
o_ptr->curse_flags = 0L;
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->feeling = FEEL_NONE;
/* Recalculate the bonuses */
bool pulish_shield(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
concptr q, s;
static void display_entry(int pos)
{
int i, cur_col;
- object_type *o_ptr;
+ object_type *o_ptr;
s32b x;
GAME_TEXT o_name[MAX_NLEN];