* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return オブジェクトが適正武器ならばTRUEを返す
*/
-bool object_is_favorite(player_type *player_ptr, const object_type *o_ptr)
+bool object_is_favorite(PlayerType *player_ptr, const object_type *o_ptr)
{
/* Only melee weapons match */
if (!(o_ptr->tval == ItemKindType::POLEARM || o_ptr->tval == ItemKindType::SWORD || o_ptr->tval == ItemKindType::DIGGING || o_ptr->tval == ItemKindType::HAFTED)) {
}
case PlayerClassType::SORCERER:
- if (s_info[short_pclass].w_max[o_ptr->tval][o_ptr->sval] < WEAPON_EXP_MASTER)
+ if (s_info[short_pclass].w_max[o_ptr->tval][o_ptr->sval] < PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER))
return false;
break;
case PlayerClassType::NINJA:
/* Icky to wield? */
- if (s_info[short_pclass].w_max[o_ptr->tval][o_ptr->sval] <= WEAPON_EXP_BEGINNER)
+ if (s_info[short_pclass].w_max[o_ptr->tval][o_ptr->sval] <= PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER))
return false;
break;