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[Refactor] enum classの型名変更 MUTA -> PlayerMutationType
[hengbandforosx/hengbandosx.git] / src / perception / simple-perception.cpp
index 580c6f6..88b0c4e 100644 (file)
@@ -45,7 +45,7 @@ static void sense_inventory_aux(player_type *player_ptr, INVENTORY_IDX slot, boo
     if (!feel)
         return;
 
-    if ((player_ptr->muta.has(MUTA::BAD_LUCK)) && !randint0(13)) {
+    if ((player_ptr->muta.has(PlayerMutationType::BAD_LUCK)) && !randint0(13)) {
         switch (feel) {
         case FEEL_TERRIBLE: {
             feel = FEEL_SPECIAL;
@@ -136,112 +136,112 @@ void sense_inventory1(player_type *player_ptr)
         return;
 
     switch (player_ptr->pclass) {
-    case CLASS_WARRIOR:
-    case CLASS_ARCHER:
-    case CLASS_SAMURAI:
-    case CLASS_CAVALRY: {
+    case PlayerClassType::WARRIOR:
+    case PlayerClassType::ARCHER:
+    case PlayerClassType::SAMURAI:
+    case PlayerClassType::CAVALRY: {
         if (0 != randint0(9000L / (plev * plev + 40)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_SMITH: {
+    case PlayerClassType::SMITH: {
         if (0 != randint0(6000L / (plev * plev + 50)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_MAGE:
-    case CLASS_HIGH_MAGE:
-    case CLASS_SORCERER:
-    case CLASS_MAGIC_EATER:
-    case CLASS_ELEMENTALIST: {
+    case PlayerClassType::MAGE:
+    case PlayerClassType::HIGH_MAGE:
+    case PlayerClassType::SORCERER:
+    case PlayerClassType::MAGIC_EATER:
+    case PlayerClassType::ELEMENTALIST: {
         if (0 != randint0(240000L / (plev + 5)))
             return;
 
         break;
     }
-    case CLASS_PRIEST:
-    case CLASS_BARD: {
+    case PlayerClassType::PRIEST:
+    case PlayerClassType::BARD: {
         if (0 != randint0(10000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_ROGUE:
-    case CLASS_NINJA: {
+    case PlayerClassType::ROGUE:
+    case PlayerClassType::NINJA: {
         if (0 != randint0(20000L / (plev * plev + 40)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_RANGER: {
+    case PlayerClassType::RANGER: {
         if (0 != randint0(95000L / (plev * plev + 40)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_PALADIN:
-    case CLASS_SNIPER: {
+    case PlayerClassType::PALADIN:
+    case PlayerClassType::SNIPER: {
         if (0 != randint0(77777L / (plev * plev + 40)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_WARRIOR_MAGE:
-    case CLASS_RED_MAGE: {
+    case PlayerClassType::WARRIOR_MAGE:
+    case PlayerClassType::RED_MAGE: {
         if (0 != randint0(75000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_MINDCRAFTER:
-    case CLASS_IMITATOR:
-    case CLASS_BLUE_MAGE:
-    case CLASS_MIRROR_MASTER: {
+    case PlayerClassType::MINDCRAFTER:
+    case PlayerClassType::IMITATOR:
+    case PlayerClassType::BLUE_MAGE:
+    case PlayerClassType::MIRROR_MASTER: {
         if (0 != randint0(55000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_CHAOS_WARRIOR: {
+    case PlayerClassType::CHAOS_WARRIOR: {
         if (0 != randint0(80000L / (plev * plev + 40)))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_MONK:
-    case CLASS_FORCETRAINER: {
+    case PlayerClassType::MONK:
+    case PlayerClassType::FORCETRAINER: {
         if (0 != randint0(20000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_TOURIST: {
+    case PlayerClassType::TOURIST: {
         if (0 != randint0(20000L / ((plev + 50) * (plev + 50))))
             return;
 
         heavy = true;
         break;
     }
-    case CLASS_BEASTMASTER: {
+    case PlayerClassType::BEASTMASTER: {
         if (0 != randint0(65000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_BERSERKER: {
+    case PlayerClassType::BERSERKER: {
         heavy = true;
         break;
     }
 
-    case MAX_CLASS:
+    case PlayerClassType::MAX:
         break;
     }
 
@@ -257,24 +257,24 @@ void sense_inventory1(player_type *player_ptr)
             continue;
 
         switch (o_ptr->tval) {
-        case TV_SHOT:
-        case TV_ARROW:
-        case TV_BOLT:
-        case TV_BOW:
-        case TV_DIGGING:
-        case TV_HAFTED:
-        case TV_POLEARM:
-        case TV_SWORD:
-        case TV_BOOTS:
-        case TV_GLOVES:
-        case TV_HELM:
-        case TV_CROWN:
-        case TV_SHIELD:
-        case TV_CLOAK:
-        case TV_SOFT_ARMOR:
-        case TV_HARD_ARMOR:
-        case TV_DRAG_ARMOR:
-        case TV_CARD: {
+        case ItemKindType::SHOT:
+        case ItemKindType::ARROW:
+        case ItemKindType::BOLT:
+        case ItemKindType::BOW:
+        case ItemKindType::DIGGING:
+        case ItemKindType::HAFTED:
+        case ItemKindType::POLEARM:
+        case ItemKindType::SWORD:
+        case ItemKindType::BOOTS:
+        case ItemKindType::GLOVES:
+        case ItemKindType::HELM:
+        case ItemKindType::CROWN:
+        case ItemKindType::SHIELD:
+        case ItemKindType::CLOAK:
+        case ItemKindType::SOFT_ARMOR:
+        case ItemKindType::HARD_ARMOR:
+        case ItemKindType::DRAG_ARMOR:
+        case ItemKindType::CARD: {
             okay = true;
             break;
         }
@@ -308,64 +308,64 @@ void sense_inventory2(player_type *player_ptr)
         return;
 
     switch (player_ptr->pclass) {
-    case CLASS_WARRIOR:
-    case CLASS_ARCHER:
-    case CLASS_SAMURAI:
-    case CLASS_CAVALRY:
-    case CLASS_BERSERKER:
-    case CLASS_SNIPER: {
+    case PlayerClassType::WARRIOR:
+    case PlayerClassType::ARCHER:
+    case PlayerClassType::SAMURAI:
+    case PlayerClassType::CAVALRY:
+    case PlayerClassType::BERSERKER:
+    case PlayerClassType::SNIPER: {
         return;
     }
-    case CLASS_SMITH:
-    case CLASS_PALADIN:
-    case CLASS_CHAOS_WARRIOR:
-    case CLASS_IMITATOR:
-    case CLASS_BEASTMASTER:
-    case CLASS_NINJA: {
+    case PlayerClassType::SMITH:
+    case PlayerClassType::PALADIN:
+    case PlayerClassType::CHAOS_WARRIOR:
+    case PlayerClassType::IMITATOR:
+    case PlayerClassType::BEASTMASTER:
+    case PlayerClassType::NINJA: {
         if (0 != randint0(240000L / (plev + 5)))
             return;
 
         break;
     }
-    case CLASS_RANGER:
-    case CLASS_WARRIOR_MAGE:
-    case CLASS_RED_MAGE:
-    case CLASS_MONK: {
+    case PlayerClassType::RANGER:
+    case PlayerClassType::WARRIOR_MAGE:
+    case PlayerClassType::RED_MAGE:
+    case PlayerClassType::MONK: {
         if (0 != randint0(95000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_PRIEST:
-    case CLASS_BARD:
-    case CLASS_ROGUE:
-    case CLASS_FORCETRAINER:
-    case CLASS_MINDCRAFTER: {
+    case PlayerClassType::PRIEST:
+    case PlayerClassType::BARD:
+    case PlayerClassType::ROGUE:
+    case PlayerClassType::FORCETRAINER:
+    case PlayerClassType::MINDCRAFTER: {
         if (0 != randint0(20000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_MAGE:
-    case CLASS_HIGH_MAGE:
-    case CLASS_SORCERER:
-    case CLASS_MAGIC_EATER:
-    case CLASS_MIRROR_MASTER:
-    case CLASS_BLUE_MAGE:
-    case CLASS_ELEMENTALIST: {
+    case PlayerClassType::MAGE:
+    case PlayerClassType::HIGH_MAGE:
+    case PlayerClassType::SORCERER:
+    case PlayerClassType::MAGIC_EATER:
+    case PlayerClassType::MIRROR_MASTER:
+    case PlayerClassType::BLUE_MAGE:
+    case PlayerClassType::ELEMENTALIST: {
         if (0 != randint0(9000L / (plev * plev + 40)))
             return;
 
         break;
     }
-    case CLASS_TOURIST: {
+    case PlayerClassType::TOURIST: {
         if (0 != randint0(20000L / ((plev + 50) * (plev + 50))))
             return;
 
         break;
     }
 
-    case MAX_CLASS:
+    case PlayerClassType::MAX:
         break;
     }
 
@@ -376,10 +376,10 @@ void sense_inventory2(player_type *player_ptr)
             continue;
 
         switch (o_ptr->tval) {
-        case TV_RING:
-        case TV_AMULET:
-        case TV_LITE:
-        case TV_FIGURINE: {
+        case ItemKindType::RING:
+        case ItemKindType::AMULET:
+        case ItemKindType::LITE:
+        case ItemKindType::FIGURINE: {
             okay = true;
             break;
         }
@@ -422,7 +422,7 @@ item_feel_type pseudo_value_check_heavy(object_type *o_ptr)
         return FEEL_CURSED;
     if (o_ptr->is_broken())
         return FEEL_BROKEN;
-    if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
+    if ((o_ptr->tval == ItemKindType::RING) || (o_ptr->tval == ItemKindType::AMULET))
         return FEEL_AVERAGE;
     if (o_ptr->to_a > 0)
         return FEEL_GOOD;