#include "spell/spells-object.h"
#include "avatar/avatar.h"
-#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#include "flavor/flavor-describer.h"
#include "inventory/inventory-slot-types.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
-#include "object-enchant/apply-magic.h"
#include "object-enchant/item-apply-magic.h"
#include "object-enchant/item-feeling.h"
+#include "object-enchant/item-magic-applier.h"
#include "object-enchant/object-boost.h"
#include "object-enchant/object-ego.h"
#include "object-enchant/special-object-flags.h"
#include "object/object-kind.h"
#include "perception/object-perception.h"
#include "player-info/class-info.h"
-#include "player/player-damage.h"
#include "racial/racial-android.h"
-#include "spell-kind/spells-perception.h"
-#include "status/bad-status-setter.h"
#include "sv-definition/sv-other-types.h"
#include "sv-definition/sv-scroll-types.h"
#include "sv-definition/sv-weapon-types.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
-typedef struct {
- tval_type tval;
+struct amuse_type {
+ ItemKindType tval;
OBJECT_SUBTYPE_VALUE sval;
PERCENTAGE prob;
byte flag;
-} amuse_type;
+};
/*!
* @brief 装備強化処理の失敗率定数(千分率) /
#define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
#define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
-static amuse_type amuse_info[]
- = { { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING }, { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE }, { TV_SPIKE, SV_ANY, 10, AMS_PILE }, { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
- { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE }, { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE }, { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
- { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING }, { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, // Fishing Pole of Taikobo
- { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, // Broken Dagger of Magician
- { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING }, { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING }, { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
+static amuse_type amuse_info[] = { { ItemKindType::BOTTLE, SV_ANY, 5, AMS_NOTHING }, { ItemKindType::JUNK, SV_ANY, 3, AMS_MULTIPLE }, { ItemKindType::SPIKE, SV_ANY, 10, AMS_PILE }, { ItemKindType::STATUE, SV_ANY, 15, AMS_NOTHING },
+ { ItemKindType::CORPSE, SV_ANY, 15, AMS_NO_UNIQUE }, { ItemKindType::SKELETON, SV_ANY, 10, AMS_NO_UNIQUE }, { ItemKindType::FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
+ { ItemKindType::PARCHMENT, SV_ANY, 1, AMS_NOTHING }, { ItemKindType::POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, // Fishing Pole of Taikobo
+ { ItemKindType::SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, // Broken Dagger of Magician
+ { ItemKindType::SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING }, { ItemKindType::SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING }, { ItemKindType::SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
- { TV_NONE, 0, 0, 0 } };
+ { ItemKindType::NONE, 0, 0, 0 } };
/*!
* @brief 誰得ドロップを行う。
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param y1 配置したいフロアのY座標
* @param x1 配置したいフロアのX座標
* @param num 誰得の処理回数
* @param known TRUEならばオブジェクトが必ず*鑑定*済になる
*/
-void amusement(player_type *player_ptr, POSITION y1, POSITION x1, int num, bool known)
+void amusement(PlayerType *player_ptr, POSITION y1, POSITION x1, int num, bool known)
{
int t = 0;
- for (int n = 0; amuse_info[n].tval != 0; n++) {
+ for (int n = 0; amuse_info[n].tval != ItemKindType::NONE; n++) {
t += amuse_info[n].prob;
}
/* Acquirement */
- object_type *i_ptr;
- object_type object_type_body;
+ ObjectType *i_ptr;
+ ObjectType ObjectType_body;
while (num) {
int i;
KIND_OBJECT_IDX k_idx;
for (i = 0;; i++) {
r -= amuse_info[i].prob;
- if (r <= 0)
+ if (r <= 0) {
break;
+ }
}
- i_ptr = &object_type_body;
+ i_ptr = &ObjectType_body;
i_ptr->wipe();
k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
/* Paranoia - reroll if nothing */
- if (!k_idx)
+ if (!k_idx) {
continue;
+ }
/* Search an artifact index if need */
- insta_art = k_info[k_idx].gen_flags.has(TRG::INSTA_ART);
+ insta_art = k_info[k_idx].gen_flags.has(ItemGenerationTraitType::INSTA_ART);
fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
if (insta_art || fixed_art) {
- for (a_idx = 1; a_idx < max_a_idx; a_idx++) {
- if (insta_art && !a_info[a_idx].gen_flags.has(TRG::INSTA_ART))
+ for (const auto &a_ref : a_info) {
+ if (a_ref.idx == 0) {
continue;
- if (a_info[a_idx].tval != k_info[k_idx].tval)
+ }
+ if (insta_art && !a_ref.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
continue;
- if (a_info[a_idx].sval != k_info[k_idx].sval)
+ }
+ if (a_ref.tval != k_info[k_idx].tval) {
continue;
- if (a_info[a_idx].cur_num > 0)
+ }
+ if (a_ref.sval != k_info[k_idx].sval) {
continue;
+ }
+ if (a_ref.cur_num > 0) {
+ continue;
+ }
+
+ a_idx = a_ref.idx;
break;
}
- if (a_idx >= max_a_idx)
+ if (a_idx >= static_cast<ARTIFACT_IDX>(a_info.size())) {
continue;
+ }
+ }
+
+ if (insta_art && (a_idx == 0)) {
+ continue;
}
/* Make an object (if possible) */
i_ptr->prep(k_idx);
- if (a_idx)
- i_ptr->name1 = a_idx;
- apply_magic_to_object(player_ptr, i_ptr, 1, AM_NO_FIXED_ART);
+ if (a_idx) {
+ i_ptr->fixed_artifact_idx = a_idx;
+ }
+ ItemMagicApplier(player_ptr, i_ptr, 1, AM_NO_FIXED_ART).execute();
if (amuse_info[i].flag & AMS_NO_UNIQUE) {
- if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE)
+ if (r_info[i2enum<MonsterRaceId>(i_ptr->pval)].kind_flags.has(MonsterKindType::UNIQUE)) {
continue;
+ }
}
- if (amuse_info[i].flag & AMS_MULTIPLE)
+ if (amuse_info[i].flag & AMS_MULTIPLE) {
i_ptr->number = randint1(3);
- if (amuse_info[i].flag & AMS_PILE)
+ }
+ if (amuse_info[i].flag & AMS_PILE) {
i_ptr->number = randint1(99);
+ }
if (known) {
object_aware(player_ptr, i_ptr);
}
/* Paranoia - reroll if nothing */
- if (!(i_ptr->k_idx))
+ if (!(i_ptr->k_idx)) {
continue;
+ }
(void)drop_near(player_ptr, i_ptr, -1, y1, x1);
/*!
* @brief 獲得ドロップを行う。
* Scatter some "great" objects near the player
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param y1 配置したいフロアのY座標
* @param x1 配置したいフロアのX座標
* @param num 獲得の処理回数
* @param special TRUEならば必ず特別品を落とす
* @param known TRUEならばオブジェクトが必ず*鑑定*済になる
*/
-void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
+void acquirement(PlayerType *player_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
{
- object_type *i_ptr;
- object_type object_type_body;
+ ObjectType *i_ptr;
+ ObjectType ObjectType_body;
BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : AM_NONE) | (special ? AM_SPECIAL : AM_NONE);
/* Acquirement */
while (num--) {
- i_ptr = &object_type_body;
+ i_ptr = &ObjectType_body;
i_ptr->wipe();
/* Make a good (or great) object (if possible) */
- if (!make_object(caster_ptr, i_ptr, mode))
+ if (!make_object(player_ptr, i_ptr, mode)) {
continue;
+ }
if (known) {
- object_aware(caster_ptr, i_ptr);
+ object_aware(player_ptr, i_ptr);
object_known(i_ptr);
}
- (void)drop_near(caster_ptr, i_ptr, -1, y1, x1);
+ (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
}
}
* @return 何も持っていない場合を除き、常にTRUEを返す
* @todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
*/
-bool curse_armor(player_type *player_ptr)
+bool curse_armor(PlayerType *player_ptr)
{
/* Curse the body armor */
- object_type *o_ptr;
+ ObjectType *o_ptr;
o_ptr = &player_ptr->inventory_list[INVEN_BODY];
- if (!o_ptr->k_idx)
+ if (!o_ptr->k_idx) {
return false;
+ }
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
chg_virtue(player_ptr, V_ENCHANT, -5);
/* Blast the armor */
- o_ptr->name1 = 0;
- o_ptr->name2 = EGO_BLASTED;
+ o_ptr->fixed_artifact_idx = 0;
+ o_ptr->ego_idx = EgoType::BLASTED;
o_ptr->to_a = 0 - randint1(5) - randint1(5);
o_ptr->to_h = 0;
o_ptr->to_d = 0;
o_ptr->art_flags.clear();
/* Curse it */
- o_ptr->curse_flags.set(TRC::CURSED);
+ o_ptr->curse_flags.set(CurseTraitType::CURSED);
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
* @return 何も持っていない場合を除き、常にTRUEを返す
* @todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
*/
-bool curse_weapon_object(player_type *player_ptr, bool force, object_type *o_ptr)
+bool curse_weapon_object(PlayerType *player_ptr, bool force, ObjectType *o_ptr)
{
- if (!o_ptr->k_idx)
+ if (!o_ptr->k_idx) {
return false;
+ }
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
}
/* not artifact or failed save... */
- if (!force)
+ if (!force) {
msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
+ }
chg_virtue(player_ptr, V_ENCHANT, -5);
/* Shatter the weapon */
- o_ptr->name1 = 0;
- o_ptr->name2 = EGO_SHATTERED;
+ o_ptr->fixed_artifact_idx = 0;
+ o_ptr->ego_idx = EgoType::SHATTERED;
o_ptr->to_h = 0 - randint1(5) - randint1(5);
o_ptr->to_d = 0 - randint1(5) - randint1(5);
o_ptr->to_a = 0;
o_ptr->art_flags.clear();
/* Curse it */
- o_ptr->curse_flags.set(TRC::CURSED);
+ o_ptr->curse_flags.set(CurseTraitType::CURSED);
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
/*!
* @brief ボルトのエゴ化処理(火炎エゴのみ) /
* Enchant some bolts
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
*/
-void brand_bolts(player_type *caster_ptr)
+void brand_bolts(PlayerType *player_ptr)
{
/* Use the first acceptable bolts */
for (int i = 0; i < INVEN_PACK; i++) {
- object_type *o_ptr = &caster_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
/* Skip non-bolts */
- if (o_ptr->tval != TV_BOLT)
+ if (o_ptr->tval != ItemKindType::BOLT) {
continue;
+ }
/* Skip artifacts and ego-items */
- if (o_ptr->is_artifact() || o_ptr->is_ego())
+ if (o_ptr->is_artifact() || o_ptr->is_ego()) {
continue;
+ }
/* Skip cursed/broken items */
- if (o_ptr->is_cursed() || o_ptr->is_broken())
+ if (o_ptr->is_cursed() || o_ptr->is_broken()) {
continue;
+ }
/* Randomize */
- if (randint0(100) < 75)
+ if (randint0(100) < 75) {
continue;
+ }
msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
/* Ego-item */
- o_ptr->name2 = EGO_FLAME;
- enchant_equipment(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+ o_ptr->ego_idx = EgoType::FLAME;
+ enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
return;
}
- if (flush_failure)
+ if (flush_failure) {
flush();
- msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
-}
-
-/*!
- * @brief 知識の石の発動を実行する / Do activation of the stone of lore.
- * @param user_ptr プレイヤー情報への参照ポインタ
- * @return 実行したらTRUE、しなかったらFALSE
- * @details
- * 鑑定を実行した後HPを消費する。1/5で混乱し、1/20で追加ダメージ。
- * MPがある場合はさらにMPを20消費する。不足する場合は麻痺及び混乱。
- */
-bool perilous_secrets(player_type *user_ptr)
-{
- if (!ident_spell(user_ptr, false))
- return false;
-
- if (user_ptr->msp > 0) {
- if (20 <= user_ptr->csp)
- user_ptr->csp -= 20;
- else {
- int oops = 20 - user_ptr->csp;
-
- user_ptr->csp = 0;
- user_ptr->csp_frac = 0;
-
- msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
-
- (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
- (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
- }
-
- user_ptr->redraw |= (PR_MANA);
}
-
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"));
-
- if (one_in_(5))
- (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
-
- if (one_in_(20))
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"));
-
- return true;
+ msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
}
/*!
* Break the curse of an item
* @param o_ptr 呪い装備情報の参照ポインタ
*/
-static void break_curse(object_type *o_ptr)
+static void break_curse(ObjectType *o_ptr)
{
- BIT_FLAGS is_curse_broken
- = o_ptr->is_cursed() && o_ptr->curse_flags.has_not(TRC::PERMA_CURSE) && o_ptr->curse_flags.has_not(TRC::HEAVY_CURSE) && (randint0(100) < 25);
+ BIT_FLAGS is_curse_broken = o_ptr->is_cursed() && o_ptr->curse_flags.has_not(CurseTraitType::PERMA_CURSE) && o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE) && (randint0(100) < 25);
if (!is_curse_broken) {
return;
}
/*!
* @brief 装備修正強化処理 /
* Enchants a plus onto an item. -RAK-
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr 強化するアイテムの参照ポインタ
* @param n 強化基本量
* @param eflag 強化オプション(命中/ダメージ/AC)
* the larger the pile, the lower the chance of success.
* </pre>
*/
-bool enchant_equipment(player_type *caster_ptr, object_type *o_ptr, int n, int eflag)
+bool enchant_equipment(PlayerType *player_ptr, ObjectType *o_ptr, int n, int eflag)
{
/* Large piles resist enchantment */
int prob = o_ptr->number * 100;
/* Missiles are easy to enchant */
- if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT)) {
+ if ((o_ptr->tval == ItemKindType::BOLT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::SHOT)) {
prob = prob / 20;
}
bool force = (eflag & ENCH_FORCE);
for (int i = 0; i < n; i++) {
/* Hack -- Roll for pile resistance */
- if (!force && randint0(prob) >= 100)
+ if (!force && randint0(prob) >= 100) {
continue;
+ }
/* Enchant to hit */
if (eflag & ENCH_TOHIT) {
- if (o_ptr->to_h < 0)
+ if (o_ptr->to_h < 0) {
chance = 0;
- else if (o_ptr->to_h > 15)
+ } else if (o_ptr->to_h > 15) {
chance = 1000;
- else
+ } else {
chance = enchant_table[o_ptr->to_h];
+ }
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_h++;
res = true;
/* only when you get it above -1 -CFT */
- if (o_ptr->to_h >= 0)
+ if (o_ptr->to_h >= 0) {
break_curse(o_ptr);
+ }
}
}
/* Enchant to damage */
if (eflag & ENCH_TODAM) {
- if (o_ptr->to_d < 0)
+ if (o_ptr->to_d < 0) {
chance = 0;
- else if (o_ptr->to_d > 15)
+ } else if (o_ptr->to_d > 15) {
chance = 1000;
- else
+ } else {
chance = enchant_table[o_ptr->to_d];
+ }
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_d++;
res = true;
/* only when you get it above -1 -CFT */
- if (o_ptr->to_d >= 0)
+ if (o_ptr->to_d >= 0) {
break_curse(o_ptr);
+ }
}
}
continue;
}
- if (o_ptr->to_a < 0)
+ if (o_ptr->to_a < 0) {
chance = 0;
- else if (o_ptr->to_a > 15)
+ } else if (o_ptr->to_a > 15) {
chance = 1000;
- else
+ } else {
chance = enchant_table[o_ptr->to_a];
+ }
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_a++;
res = true;
/* only when you get it above -1 -CFT */
- if (o_ptr->to_a >= 0)
+ if (o_ptr->to_a >= 0) {
break_curse(o_ptr);
+ }
}
}
/* Failure */
- if (!res)
+ if (!res) {
return false;
- set_bits(caster_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
- set_bits(caster_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
+ }
+ set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
+ set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
/* Success */
return true;
/*!
* @brief 装備修正強化処理のメインルーチン /
* Enchant an item (in the inventory or on the floor)
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param num_hit 命中修正量
* @param num_dam ダメージ修正量
* @param num_ac AC修正量
* Note that "num_ac" requires armour, else weapon
* Returns TRUE if attempted, FALSE if cancelled
*/
-bool enchant_spell(player_type *caster_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
+bool enchant_spell(PlayerType *player_ptr, HIT_PROB num_hit, int num_dam, ARMOUR_CLASS num_ac)
{
/* Assume enchant weapon */
- FuncItemTester item_tester(&object_type::allow_enchant_weapon);
+ FuncItemTester item_tester(&ObjectType::allow_enchant_weapon);
/* Enchant armor if requested */
- if (num_ac)
- item_tester = FuncItemTester(&object_type::is_armour);
+ if (num_ac) {
+ item_tester = FuncItemTester(&ObjectType::is_armour);
+ }
concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), item_tester);
- if (!o_ptr)
+ ObjectType *o_ptr;
+ o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), item_tester);
+ if (!o_ptr) {
return false;
+ }
GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s は明るく輝いた!", o_name);
#else
/* Enchant */
bool is_enchant_successful = false;
- if (enchant_equipment(caster_ptr, o_ptr, num_hit, ENCH_TOHIT))
+ if (enchant_equipment(player_ptr, o_ptr, num_hit, ENCH_TOHIT)) {
is_enchant_successful = true;
- if (enchant_equipment(caster_ptr, o_ptr, num_dam, ENCH_TODAM))
+ }
+ if (enchant_equipment(player_ptr, o_ptr, num_dam, ENCH_TODAM)) {
is_enchant_successful = true;
- if (enchant_equipment(caster_ptr, o_ptr, num_ac, ENCH_TOAC))
+ }
+ if (enchant_equipment(player_ptr, o_ptr, num_ac, ENCH_TOAC)) {
is_enchant_successful = true;
+ }
if (!is_enchant_successful) {
- if (flush_failure)
+ if (flush_failure) {
flush();
+ }
msg_print(_("強化に失敗した。", "The enchantment failed."));
- if (one_in_(3))
- chg_virtue(caster_ptr, V_ENCHANT, -1);
- } else
- chg_virtue(caster_ptr, V_ENCHANT, 1);
+ if (one_in_(3)) {
+ chg_virtue(player_ptr, V_ENCHANT, -1);
+ }
+ } else {
+ chg_virtue(player_ptr, V_ENCHANT, 1);
+ }
- calc_android_exp(caster_ptr);
+ calc_android_exp(player_ptr);
/* Something happened */
return true;
/*!
* @brief 武器へのエゴ付加処理 /
* Brand the current weapon
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param brand_type エゴ化ID(e_info.txtとは連動していない)
*/
-void brand_weapon(player_type *caster_ptr, int brand_type)
+void brand_weapon(PlayerType *player_ptr, int brand_type)
{
concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, USE_EQUIP | IGNORE_BOTHHAND_SLOT, FuncItemTester(&object_type::allow_enchant_melee_weapon));
- if (!o_ptr)
+ ObjectType *o_ptr;
+ o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::allow_enchant_melee_weapon));
+ if (!o_ptr) {
return;
+ }
- bool is_special_item = o_ptr->k_idx && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed()
- && !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) && !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
- && !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
+ bool is_special_item = o_ptr->k_idx && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed() && !((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) && !((o_ptr->tval == ItemKindType::POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) && !((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
if (!is_special_item) {
- if (flush_failure)
+ if (flush_failure) {
flush();
+ }
msg_print(_("属性付加に失敗した。", "The branding failed."));
- chg_virtue(caster_ptr, V_ENCHANT, -2);
- calc_android_exp(caster_ptr);
+ chg_virtue(player_ptr, V_ENCHANT, -2);
+ calc_android_exp(player_ptr);
return;
}
GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
concptr act = nullptr;
switch (brand_type) {
case 17:
- if (o_ptr->tval == TV_SWORD) {
+ if (o_ptr->tval == ItemKindType::SWORD) {
act = _("は鋭さを増した!", "becomes very sharp!");
- o_ptr->name2 = EGO_SHARPNESS;
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
+ o_ptr->ego_idx = EgoType::SHARPNESS;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, player_ptr->current_floor_ptr->dun_level) + 1;
- if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
+ if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2)) {
o_ptr->pval = 2;
+ }
} else {
act = _("は破壊力を増した!", "seems very powerful.");
- o_ptr->name2 = EGO_EARTHQUAKES;
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
+ o_ptr->ego_idx = EgoType::EARTHQUAKES;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, player_ptr->current_floor_ptr->dun_level);
}
break;
case 16:
act = _("は人間の血を求めている!", "seems to be looking for humans!");
- o_ptr->name2 = EGO_KILL_HUMAN;
+ o_ptr->ego_idx = EgoType::KILL_HUMAN;
break;
case 15:
act = _("は電撃に覆われた!", "covered with lightning!");
- o_ptr->name2 = EGO_BRAND_ELEC;
+ o_ptr->ego_idx = EgoType::BRAND_ELEC;
break;
case 14:
act = _("は酸に覆われた!", "coated with acid!");
- o_ptr->name2 = EGO_BRAND_ACID;
+ o_ptr->ego_idx = EgoType::BRAND_ACID;
break;
case 13:
act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
- o_ptr->name2 = EGO_KILL_EVIL;
+ o_ptr->ego_idx = EgoType::KILL_EVIL;
break;
case 12:
act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
- o_ptr->name2 = EGO_KILL_DEMON;
+ o_ptr->ego_idx = EgoType::KILL_DEMON;
break;
case 11:
act = _("は屍を求めている!", "seems to be looking for undead!");
- o_ptr->name2 = EGO_KILL_UNDEAD;
+ o_ptr->ego_idx = EgoType::KILL_UNDEAD;
break;
case 10:
act = _("は動物の血を求めている!", "seems to be looking for animals!");
- o_ptr->name2 = EGO_KILL_ANIMAL;
+ o_ptr->ego_idx = EgoType::KILL_ANIMAL;
break;
case 9:
act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
- o_ptr->name2 = EGO_KILL_DRAGON;
+ o_ptr->ego_idx = EgoType::KILL_DRAGON;
break;
case 8:
act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
- o_ptr->name2 = EGO_KILL_TROLL;
+ o_ptr->ego_idx = EgoType::KILL_TROLL;
break;
case 7:
act = _("はオークの血を求めている!", "seems to be looking for orcs!");
- o_ptr->name2 = EGO_KILL_ORC;
+ o_ptr->ego_idx = EgoType::KILL_ORC;
break;
case 6:
act = _("は巨人の血を求めている!", "seems to be looking for giants!");
- o_ptr->name2 = EGO_KILL_GIANT;
+ o_ptr->ego_idx = EgoType::KILL_GIANT;
break;
case 5:
act = _("は非常に不安定になったようだ。", "seems very unstable now.");
- o_ptr->name2 = EGO_TRUMP;
+ o_ptr->ego_idx = EgoType::TRUMP;
o_ptr->pval = randint1(2);
break;
case 4:
act = _("は血を求めている!", "thirsts for blood!");
- o_ptr->name2 = EGO_VAMPIRIC;
+ o_ptr->ego_idx = EgoType::VAMPIRIC;
break;
case 3:
act = _("は毒に覆われた。", "is coated with poison.");
- o_ptr->name2 = EGO_BRAND_POIS;
+ o_ptr->ego_idx = EgoType::BRAND_POIS;
break;
case 2:
act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
- o_ptr->name2 = EGO_CHAOTIC;
+ o_ptr->ego_idx = EgoType::CHAOTIC;
break;
case 1:
act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
- o_ptr->name2 = EGO_BRAND_FIRE;
+ o_ptr->ego_idx = EgoType::BRAND_FIRE;
break;
default:
act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
- o_ptr->name2 = EGO_BRAND_COLD;
+ o_ptr->ego_idx = EgoType::BRAND_COLD;
break;
}
msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
- enchant_equipment(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+ enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
o_ptr->discount = 99;
- chg_virtue(caster_ptr, V_ENCHANT, 2);
- calc_android_exp(caster_ptr);
+ chg_virtue(player_ptr, V_ENCHANT, 2);
+ calc_android_exp(player_ptr);
}