#include "flavor/object-flavor-types.h"
#include "inventory/inventory-slot-types.h"
#include "io/write-diary.h"
+#include "mind/mind-chaos-warrior.h"
#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
#include "monster-race/monster-race-hook.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
+#include "spell/summon-types.h"
#include "status/base-status.h"
#include "status/experience.h"
#include "status/shape-changer.h"
{
char wrath_reason[32] = "";
int nasty_chance = 6;
- tval_type dummy = 0;
int type, effect;
concptr reward = NULL;
GAME_TEXT o_name[MAX_NLEN];
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
- for (dummy = 0; dummy < randint1(5) + 1; dummy++) {
+ for (int i = 0, summon_num = randint1(5) + 1; i < summon_num; i++) {
(void)summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)do_inc_stat(creature_ptr, dummy);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)do_inc_stat(creature_ptr, stat);
}
reward = _("全能力値が上がった。", "increasing all stats");
break;
reward = _("体力が回復した。", "healing");
break;
- case REW_CURSE_WP:
+ case REW_CURSE_WP: {
+ inventory_slot_type slot;
if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
}
- describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
+ }
case REW_CURSE_AR:
break;
case 3:
if (one_in_(2)) {
+ inventory_slot_type slot;
if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
break;
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
}
- describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
} else {
if (!creature_ptr->inventory_list[INVEN_BODY].k_idx)
}
break;
default:
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
take_hit(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), FALSE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), FALSE);
}
activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
(void)activate_ty_curse(creature_ptr, FALSE, &count);
if (one_in_(2)) {
- dummy = 0;
+ inventory_slot_type slot = 0;
if (has_melee_weapon(creature_ptr, INVEN_RARM)) {
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
} else if (has_melee_weapon(creature_ptr, INVEN_LARM))
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
- if (dummy)
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ if (slot)
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
}
if (one_in_(2))
(void)curse_armor(creature_ptr);