#include "artifact/random-art-generator.h"
#include "game-option/cheat-options.h"
#include "inventory/inventory-slot-types.h"
+#include "monster-floor/place-monster-types.h"
#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-indice-types.h"
*/
void OtherItemsEnchanter::apply_magic()
{
- switch (this->o_ptr->tval) {
+ const auto tval = this->o_ptr->bi_key.tval();
+ switch (tval) {
case ItemKindType::FLASK:
this->o_ptr->fuel = this->o_ptr->pval;
this->o_ptr->pval = 0;
this->enchant_wand_staff();
break;
case ItemKindType::ROD:
- this->o_ptr->pval = baseitems_info[this->o_ptr->k_idx].pval;
+ this->o_ptr->pval = this->o_ptr->get_baseitem().pval;
break;
case ItemKindType::CAPTURE:
this->o_ptr->pval = 0;
*/
void OtherItemsEnchanter::enchant_wand_staff()
{
- auto *k_ptr = &baseitems_info[this->o_ptr->k_idx];
- this->o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
+ const auto &baseitem = this->o_ptr->get_baseitem();
+ this->o_ptr->pval = baseitem.pval / 2 + randint1((baseitem.pval + 1) / 2);
}
/*
*/
void OtherItemsEnchanter::generate_corpse()
{
- const std::unordered_map<OBJECT_SUBTYPE_VALUE, MonsterDropType> match = {
+ const std::unordered_map<int, MonsterDropType> match = {
{ SV_SKELETON, MonsterDropType::DROP_SKELETON },
{ SV_CORPSE, MonsterDropType::DROP_CORPSE },
};
auto *floor_ptr = this->player_ptr->current_floor_ptr;
MonsterRaceId r_idx;
while (true) {
- r_idx = get_mon_num(this->player_ptr, 0, floor_ptr->dun_level, 0);
+ r_idx = get_mon_num(this->player_ptr, 0, floor_ptr->dun_level, PM_NONE);
auto &r_ref = monraces_info[r_idx];
auto check = (floor_ptr->dun_level < r_ref.level) ? (r_ref.level - floor_ptr->dun_level) : 0;
- if ((r_ref.rarity == 0) || (match.find(o_ptr->sval) != match.end() && r_ref.drop_flags.has_not(match.at(o_ptr->sval))) || (randint0(check) > 0)) {
+ const auto sval = this->o_ptr->bi_key.sval();
+ if (!sval.has_value()) {
+ continue;
+ }
+
+ if ((r_ref.rarity == 0) || (match.find(sval.value()) != match.end() && r_ref.drop_flags.has_not(match.at(sval.value()))) || (randint0(check) > 0)) {
continue;
}
*/
void OtherItemsEnchanter::generate_chest()
{
- auto obj_level = baseitems_info[this->o_ptr->k_idx].level;
+ auto obj_level = this->o_ptr->get_baseitem().level;
if (obj_level <= 0) {
return;
}
this->o_ptr->pval = randint1(obj_level);
- if (this->o_ptr->sval == SV_CHEST_KANDUME) {
+ if (this->o_ptr->bi_key.sval() == SV_CHEST_KANDUME) {
this->o_ptr->pval = 6;
}