1 #include "mind/mind-chaos-warrior.h"
2 #include "floor/floor-object.h"
3 #include "object-enchant/object-boost.h"
4 #include "object-enchant/object-ego.h"
5 #include "object/object-kind-hook.h"
6 #include "sv-definition/sv-weapon-types.h"
7 #include "system/floor-type-definition.h"
8 #include "system/object-type-definition.h"
9 #include "system/player-type-definition.h"
11 void acquire_chaos_weapon(PlayerType *player_ptr)
14 object_type *q_ptr = &forge;
15 auto dummy = ItemKindType::SWORD;
16 OBJECT_SUBTYPE_VALUE dummy2;
17 switch (randint1(player_ptr->lev)) {
24 dummy2 = SV_MAIN_GAUCHE;
35 dummy2 = SV_SMALL_SWORD;
39 dummy2 = SV_BASILLARD;
44 dummy2 = SV_SHORT_SWORD;
55 dummy2 = SV_WAKIZASHI;
64 dummy2 = SV_BROAD_SWORD;
68 dummy2 = SV_LONG_SWORD;
82 dummy2 = SV_BASTARD_SWORD;
85 dummy2 = SV_GREAT_SCIMITAR;
94 dummy2 = SV_TWO_HANDED_SWORD;
97 dummy2 = SV_FLAMBERGE;
100 dummy2 = SV_NO_DACHI;
103 dummy2 = SV_EXECUTIONERS_SWORD;
106 dummy2 = SV_ZWEIHANDER;
109 dummy2 = SV_HAYABUSA;
112 dummy2 = SV_BLADE_OF_CHAOS;
115 q_ptr->prep(lookup_kind(dummy, dummy2));
116 q_ptr->to_h = 3 + randint1(player_ptr->current_floor_ptr->dun_level) % 10;
117 q_ptr->to_d = 3 + randint1(player_ptr->current_floor_ptr->dun_level) % 10;
118 one_resistance(q_ptr);
119 q_ptr->name2 = EGO_CHAOTIC;
120 (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);