* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
+static int get_hissatsu_power(PlayerType *player_ptr, SPELL_IDX *sn)
{
SPELL_IDX i;
int j = 0;
}
/* Dump the spell --(-- */
- strcat(psi_desc, format(" %-18s%2d %3d", exe_spell(player_ptr, REALM_HISSATSU, i, SPELL_NAME), spell.slevel, spell.smana));
+ strcat(psi_desc, format(" %-18s%2d %3d", exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME), spell.slevel, spell.smana));
prt(psi_desc, y + (line % 17) + (line >= 17), x + (line / 17) * 30);
prt("", y + (line % 17) + (line >= 17) + 1, x + (line / 17) * 30);
}
char tmp_val[160];
/* Prompt */
- (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), exe_spell(player_ptr, REALM_HISSATSU, j, SPELL_NAME));
+ (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), exe_spell(player_ptr, REALM_HISSATSU, j, SpellProcessType::NAME));
/* Belay that order */
if (!get_check(tmp_val))
/*!
* @brief 剣術コマンドのメインルーチン
*/
-void do_cmd_hissatsu(player_type *player_ptr)
+void do_cmd_hissatsu(PlayerType *player_ptr)
{
SPELL_IDX n = 0;
magic_type spell;
return;
}
- PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU, SamuraiStance::IAI, SamuraiStance::FUUJIN, SamuraiStance::KOUKIJIN });
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::IAI, SamuraiStanceType::FUUJIN, SamuraiStanceType::KOUKIJIN });
if (!get_hissatsu_power(player_ptr, &n))
return;
sound(SOUND_ZAP);
- if (!exe_spell(player_ptr, REALM_HISSATSU, n, SPELL_CAST))
+ if (!exe_spell(player_ptr, REALM_HISSATSU, n, SpellProcessType::CAST))
return;
PlayerEnergy(player_ptr).set_player_turn_energy(100);
/*!
* @brief 剣術コマンドの学習
*/
-void do_cmd_gain_hissatsu(player_type *player_ptr)
+void do_cmd_gain_hissatsu(PlayerType *player_ptr)
{
OBJECT_IDX item;
int i, j;
bool gain = false;
- PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU, SamuraiStance::KOUKIJIN });
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
if (cmd_limit_blind(player_ptr))
return;
q = _("どの書から学びますか? ", "Study which book? ");
s = _("読める書がない。", "You have no books that you can read.");
- o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemPrimaryType::TV_HISSATSU_BOOK));
+ o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemKindType::HISSATSU_BOOK));
if (!o_ptr)
return;
player_ptr->spell_learned1 |= (1UL << i);
player_ptr->spell_worked1 |= (1UL << i);
- msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(player_ptr, REALM_HISSATSU, i, SPELL_NAME));
+ msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME));
for (j = 0; j < 64; j++) {
/* Stop at the first empty space */
if (player_ptr->spell_order[j] == 99)