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;
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;
}
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;
}
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;
}
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;
}
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;