Removed item_tester_tval from global variables. Only fix_inventory () and fix_equip () are not supported.
msg_print(_("明るく輝いている...", "It glows brightly..."));
detect_all(user_ptr, DETECT_RAD_DEFAULT);
probing(user_ptr);
- identify_fully(user_ptr, FALSE);
+ identify_fully(user_ptr, FALSE, 0);
break;
}
case ACT_ID_FULL:
{
msg_print(_("黄色く輝いている...", "It glows yellow..."));
- identify_fully(user_ptr, FALSE);
+ identify_fully(user_ptr, FALSE, 0);
break;
}
case ACT_ID_PLAIN:
{
- if (!ident_spell(user_ptr, FALSE)) return FALSE;
+ if (!ident_spell(user_ptr, FALSE, 0)) return FALSE;
break;
}
case SV_SCROLL_IDENTIFY:
{
- if (!ident_spell(creature_ptr, FALSE)) used_up = FALSE;
+ if (!ident_spell(creature_ptr, FALSE, 0)) used_up = FALSE;
ident = TRUE;
break;
}
case SV_SCROLL_STAR_IDENTIFY:
{
- if (!identify_fully(creature_ptr, FALSE)) used_up = FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) used_up = FALSE;
ident = TRUE;
break;
}
object_type *o_ptr;
concptr q, s;
+ OBJECT_TYPE_VALUE tval = 0;
/* Warriors are illiterate */
if (!(caster_ptr->realm1 || caster_ptr->realm2) && (caster_ptr->pclass != CLASS_SORCERER) && (caster_ptr->pclass != CLASS_RED_MAGE))
}
/* Restrict choices to "useful" books */
- if (caster_ptr->realm2 == REALM_NONE) item_tester_tval = mp_ptr->spell_book;
+ if (caster_ptr->realm2 == REALM_NONE) tval = mp_ptr->spell_book;
else item_tester_hook = item_tester_learn_spell;
q = _("どの本を読みますか? ", "Browse which book? ");
s = _("読める本がない。", "You have no books that you can read.");
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR | (caster_ptr->pclass == CLASS_FORCETRAINER ? USE_FORCE : 0)), item_tester_tval);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR | (caster_ptr->pclass == CLASS_FORCETRAINER ? USE_FORCE : 0)), tval);
- item_tester_tval = 0;
item_tester_hook = NULL;
if (!o_ptr)
{
concptr p = spell_category_name(mp_ptr->spell_book);
object_type *o_ptr;
concptr q, s;
+ OBJECT_TYPE_VALUE tval = 0;
+
if (!caster_ptr->realm1)
{
/* Restrict choices to "useful" books */
- if (caster_ptr->realm2 == REALM_NONE) item_tester_tval = mp_ptr->spell_book;
+ if (caster_ptr->realm2 == REALM_NONE) tval = mp_ptr->spell_book;
else item_tester_hook = item_tester_learn_spell;
q = _("どの本から学びますか? ", "Study which book? ");
s = _("読める本がない。", "You have no books that you can read.");
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), item_tester_tval);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), tval);
- item_tester_tval = 0;
if (!o_ptr) return;
/* Access the item's sval */
case SV_STAFF_IDENTIFY:
{
if (powerful) {
- if (!identify_fully(creature_ptr, FALSE)) *use_charge = FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) *use_charge = FALSE;
}
else {
- if (!ident_spell(creature_ptr, FALSE)) *use_charge = FALSE;
+ if (!ident_spell(creature_ptr, FALSE, 0)) *use_charge = FALSE;
}
ident = TRUE;
break;
case SV_ROD_IDENTIFY:
{
if (powerful) {
- if (!identify_fully(creature_ptr, FALSE)) *use_charge = FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) *use_charge = FALSE;
}
else {
- if (!ident_spell(creature_ptr, FALSE)) *use_charge = FALSE;
+ if (!ident_spell(creature_ptr, FALSE, 0)) *use_charge = FALSE;
}
ident = TRUE;
break;
* @param to_ac ACをアップさせる量
* @return 実際に行ったらTRUE
*/
-static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
+static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac, OBJECT_TYPE_VALUE item_tester_tval)
{
clear_bldg(4, 18);
int maxenchant = (player_ptr->lev / 5);
/* Do nothing */
break;
case BACT_RESEARCH_ITEM:
- paid = identify_fully(player_ptr, FALSE);
+ paid = identify_fully(player_ptr, FALSE, 0);
break;
case BACT_TOWN_HISTORY:
town_history(player_ptr);
break;
case BACT_ENCHANT_WEAPON:
item_tester_hook = object_allow_enchant_melee_weapon;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, 0);
break;
case BACT_ENCHANT_ARMOR:
item_tester_hook = object_is_armour;
- enchant_item(player_ptr, bcost, 0, 0, 1);
+ enchant_item(player_ptr, bcost, 0, 0, 1, 0);
break;
case BACT_RECHARGE:
building_recharge(player_ptr);
paid = TRUE;
break;
case BACT_IDENT_ONE:
- paid = ident_spell(player_ptr, FALSE);
+ paid = ident_spell(player_ptr, FALSE, 0);
break;
case BACT_LEARN:
do_cmd_study(player_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, 0);
break;
case BACT_ENCHANT_BOW:
- item_tester_tval = TV_BOW;
- enchant_item(player_ptr, bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
break;
case BACT_RECALL:
if (plev < 25)
return psychometry(caster_ptr);
else
- return ident_spell(caster_ptr, FALSE);
+ return ident_spell(caster_ptr, FALSE, 0);
case 8:
/* Mindwave */
msg_print(_("精神を捻じ曲げる波動を発生させた!", "Mind-warping forces emanate from your brain!"));
break;
}
case 7:
- return ident_spell(caster_ptr, FALSE);
+ return ident_spell(caster_ptr, FALSE, 0);
case 8:
set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
break;
*/
bool(*item_tester_hook)(object_type*);
-/*
- * Here is a "pseudo-hook" used during calls to "get_item()" and
- * "show_inven()" and "show_equip()", and the choice window routines.
- */
-OBJECT_TYPE_VALUE item_tester_tval;
-
/*!
* @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
* Check an item against the item tester info
};
extern bool(*item_tester_hook)(object_type *o_ptr);
-extern OBJECT_TYPE_VALUE item_tester_tval;
extern bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
/* object1.c */
* @param i 選択アイテムID
* @return 正規のIDならばTRUEを返す。
*/
-bool get_item_okay(player_type *owner_ptr, OBJECT_IDX i)
+bool get_item_okay(player_type *owner_ptr, OBJECT_IDX i, OBJECT_TYPE_VALUE item_tester_tval)
{
/* Illegal items */
if ((i < 0) || (i >= INVEN_TOTAL)) return FALSE;
return TRUE;
OBJECT_IDX floor_list[23];
- ITEM_NUMBER floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03);
+ ITEM_NUMBER floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03, tval);
return floor_num != 0;
}
/* Look up the tag and validate the item */
if (!get_tag(owner_ptr, &k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN, tval)) /* Reject */;
else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
- else if (!get_item_okay(owner_ptr, k)) /* Reject */;
+ else if (!get_item_okay(owner_ptr, k, tval)) /* Reject */;
else
{
/* Accept that choice */
}
/* Verify the item */
- else if (get_item_okay(owner_ptr, *cp))
+ else if (get_item_okay(owner_ptr, *cp, tval))
{
/* Forget restrictions */
tval = 0;
if (item_tester_okay(owner_ptr, &owner_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_inven++;
}
- while ((i1 <= i2) && (!get_item_okay(owner_ptr, i1))) i1++;
- while ((i1 <= i2) && (!get_item_okay(owner_ptr, i2))) i2--;
+ while ((i1 <= i2) && (!get_item_okay(owner_ptr, i1, tval))) i1++;
+ while ((i1 <= i2) && (!get_item_okay(owner_ptr, i2, tval))) i2--;
/* Full equipment */
}
/* Restrict equipment indexes */
- while ((e1 <= e2) && (!get_item_okay(owner_ptr, e1))) e1++;
- while ((e1 <= e2) && (!get_item_okay(owner_ptr, e2))) e2--;
+ while ((e1 <= e2) && (!get_item_okay(owner_ptr, e1, tval))) e1++;
+ while ((e1 <= e2) && (!get_item_okay(owner_ptr, e2, tval))) e2--;
if (equip && owner_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
{
else
{
/* Validate the item */
- if (!get_item_okay(owner_ptr, get_item_label))
+ if (!get_item_okay(owner_ptr, get_item_label, tval))
{
bell();
break;
}
/* Validate the item */
- if (!get_item_okay(owner_ptr, k))
+ if (!get_item_okay(owner_ptr, k, tval))
{
bell();
break;
}
/* Validate the item */
- else if (!get_item_okay(owner_ptr, k))
+ else if (!get_item_okay(owner_ptr, k, tval))
{
not_found = TRUE;
}
}
/* Validate the item */
- if (!get_item_okay(owner_ptr, k))
+ if (!get_item_okay(owner_ptr, k, tval))
{
bell();
break;
* mode & 0x02 -- Marked items only
* mode & 0x04 -- Stop after first
*/
-ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
+ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, OBJECT_TYPE_VALUE item_tester_tval)
{
/* Sanity */
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
* @return 選択したアイテムの添え字
* @details
*/
-COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
+COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, OBJECT_TYPE_VALUE item_tester_tval)
{
COMMAND_CODE i, m;
int j, k, l;
int len = MAX((*min_width), 20);
/* Scan for objects in the grid, using item_tester_okay() */
- floor_num = scan_floor(owner_ptr, floor_list, y, x, 0x03);
+ floor_num = scan_floor(owner_ptr, floor_list, y, x, 0x03, item_tester_tval);
/* Display the floor objects */
floor_type *floor_ptr = owner_ptr->current_floor_ptr;
if (prev_tag && command_cmd)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03);
+ floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03, tval);
/* Look up the tag */
if (get_tag_floor(owner_ptr->current_floor_ptr, &k, prev_tag, floor_list, floor_num))
/* Look up the tag and validate the item */
if (!get_tag(owner_ptr, &k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN, tval)) /* Reject */;
else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
- else if (!get_item_okay(owner_ptr, k)) /* Reject */;
+ else if (!get_item_okay(owner_ptr, k, tval)) /* Reject */;
else
{
/* Accept that choice */
}
/* Verify the item */
- else if (get_item_okay(owner_ptr, *cp))
+ else if (get_item_okay(owner_ptr, *cp, tval))
{
/* Forget restrictions */
tval = 0;
if (item_tester_okay(owner_ptr, &owner_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_inven++;
}
- while ((i1 <= i2) && (!get_item_okay(owner_ptr, i1))) i1++;
- while ((i1 <= i2) && (!get_item_okay(owner_ptr, i2))) i2--;
+ while ((i1 <= i2) && (!get_item_okay(owner_ptr, i1, tval))) i1++;
+ while ((i1 <= i2) && (!get_item_okay(owner_ptr, i2, tval))) i2--;
/* Full equipment */
}
/* Restrict equipment indexes */
- while ((e1 <= e2) && (!get_item_okay(owner_ptr, e1))) e1++;
- while ((e1 <= e2) && (!get_item_okay(owner_ptr, e2))) e2--;
+ while ((e1 <= e2) && (!get_item_okay(owner_ptr, e1, tval))) e1++;
+ while ((e1 <= e2) && (!get_item_okay(owner_ptr, e2, tval))) e2--;
if (equip && owner_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
{
if (floor)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03);
+ floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03, tval);
}
if (i1 <= i2) allow_inven = TRUE;
n2 = I2A(k - floor_top);
/* Redraw if needed */
- if (command_see) get_item_label = show_floor(owner_ptr, menu_line, owner_ptr->y, owner_ptr->x, &min_width);
+ if (command_see) get_item_label = show_floor(owner_ptr, menu_line, owner_ptr->y, owner_ptr->x, &min_width, tval);
}
if (command_wrk == (USE_INVEN))
else
{
/* Validate the item */
- if (!get_item_okay(owner_ptr, get_item_label))
+ if (!get_item_okay(owner_ptr, get_item_label, tval))
{
bell();
break;
owner_ptr->current_floor_ptr->o_list[i].next_o_idx = o_idx;
/* Re-scan floor list */
- floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03);
+ floor_num = scan_floor(owner_ptr, floor_list, owner_ptr->y, owner_ptr->x, 0x03, tval);
/* Hack -- Fix screen */
if (command_see)
}
/* Validate the item */
- if (!get_item_okay(owner_ptr, k))
+ if (!get_item_okay(owner_ptr, k, tval))
{
bell();
break;
}
/* Validate the item */
- else if (!get_item_okay(owner_ptr, k))
+ else if (!get_item_okay(owner_ptr, k, tval))
{
not_found = TRUE;
}
}
/* Validate the item */
- if ((command_wrk != USE_FLOOR) && !get_item_okay(owner_ptr, k))
+ if ((command_wrk != USE_FLOOR) && !get_item_okay(owner_ptr, k, tval))
{
bell();
break;
extern object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, OBJECT_TYPE_VALUE tval);
extern bool can_get_item(player_type *owner_ptr, OBJECT_TYPE_VALUE tval);
extern bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
-extern ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode);
-extern COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width);
+extern ITEM_NUMBER scan_floor(player_type *owner_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, OBJECT_TYPE_VALUE item_tester_tval);
+extern COMMAND_CODE show_floor(player_type *owner_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, OBJECT_TYPE_VALUE item_tester_tval);
extern bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
extern void py_pickup_floor(player_type *creature_ptr, bool pickup);
}
else if (command == -4)
{
- if (!identify_fully(creature_ptr, FALSE)) return FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
}
break;
}
{
if (creature_ptr->lev > 29)
{
- if (!identify_fully(creature_ptr, TRUE)) return FALSE;
+ if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
}
else
{
- if (!ident_spell(creature_ptr, TRUE)) return FALSE;
+ if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
}
break;
}
{
if (cast)
{
- if (!ident_spell(caster_ptr, FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (randint1(50) > plev)
{
- if (!ident_spell(caster_ptr, FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
}
else
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
}
{
if (plev > 44)
{
- if (!identify_fully(caster_ptr, TRUE)) return NULL;
+ if (!identify_fully(caster_ptr, TRUE, 0)) return NULL;
}
else
{
- if (!ident_spell(caster_ptr, TRUE)) return NULL;
+ if (!ident_spell(caster_ptr, TRUE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!ident_spell(caster_ptr, FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!ident_spell(caster_ptr, FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
{
if (cast)
{
- if (!identify_fully(caster_ptr, FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
}
}
break;
bool perilous_secrets(player_type *user_ptr)
{
- if (!ident_spell(user_ptr, FALSE)) return FALSE;
+ if (!ident_spell(user_ptr, FALSE, 0)) return FALSE;
if (mp_ptr->spell_book)
{
*/
bool pulish_shield(player_type *caster_ptr)
{
- /* Assume enchant weapon */
- item_tester_tval = TV_SHIELD;
-
concptr q = _("どの盾を磨きますか?", "Pulish which weapon? ");
concptr s = _("磨く盾がありません。", "You have weapon to pulish.");
OBJECT_IDX item;
object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), TV_SHIELD);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
extern bool alchemy(player_type *caster_ptr);
extern bool artifact_scroll(player_type *caster_ptr);
-extern bool ident_spell(player_type *caster_ptr, bool only_equip);
+extern bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
extern bool mundane_spell(player_type *ownner_ptr, bool only_equip);
extern bool identify_item(player_type *owner_ptr, object_type *o_ptr);
-extern bool identify_fully(player_type *caster_ptr, bool only_equip);
+extern bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval);
extern bool recharge(player_type *caster_ptr, int power);
extern void display_spell_list(player_type *caster_ptr);
extern EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm);
* This routine does *not* automatically combine objects.
* Returns TRUE if something was identified, else FALSE.
*/
-bool ident_spell(player_type *caster_ptr, bool only_equip)
+bool ident_spell(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
{
if (only_equip)
item_tester_hook = item_tester_hook_identify_weapon_armour;
* Fully "identify" an object in the inventory -BEN-
* This routine returns TRUE if an item was identified.
*/
-bool identify_fully(player_type *caster_ptr, bool only_equip)
+bool identify_fully(player_type *caster_ptr, bool only_equip, OBJECT_TYPE_VALUE item_tester_tval)
{
if (only_equip)
item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
/* Scan all objects in the grid */
if (easy_floor)
{
- floor_num = scan_floor(subject_ptr, floor_list, y, x, 0x02);
+ floor_num = scan_floor(subject_ptr, floor_list, y, x, 0x02, 0);
if (floor_num)
{
/* Display */
show_gold_on_floor = TRUE;
- (void)show_floor(subject_ptr, 0, y, x, &min_width);
+ (void)show_floor(subject_ptr, 0, y, x, &min_width, 0);
show_gold_on_floor = FALSE;
/* Prompt */
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void fix_inventory(player_type *player_ptr)
+static void fix_inventory(player_type *player_ptr, OBJECT_TYPE_VALUE item_tester_tval)
{
/* Scan windows */
for (int j = 0; j < 8; j++)
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void fix_equip(player_type *player_ptr)
+static void fix_equip(player_type *player_ptr, OBJECT_TYPE_VALUE item_tester_tval)
{
/* Scan windows */
for (int j = 0; j < 8; j++)
if (player_ptr->window & (PW_INVEN))
{
player_ptr->window &= ~(PW_INVEN);
- fix_inventory(player_ptr);
+ fix_inventory(player_ptr, 0); // TODO:2.2.2 まともなtval参照手段を確保
}
/* Display equipment */
if (player_ptr->window & (PW_EQUIP))
{
player_ptr->window &= ~(PW_EQUIP);
- fix_equip(player_ptr);
+ fix_equip(player_ptr, 0); // TODO:2.2.2 まともなtval参照手段を確保
}
/* Display spell list */
/* View item info */
case 'f':
- identify_fully(creature_ptr, FALSE);
+ identify_fully(creature_ptr, FALSE, 0);
break;
/* Create desired feature */
/* Identify */
case 'i':
- (void)ident_spell(creature_ptr, FALSE);
+ (void)ident_spell(creature_ptr, FALSE, 0);
break;
/* Go up or down in the dungeon */