#include "status/experience.h"
#include "status/shape-changer.h"
#include "status/sight-setter.h"
-#include "system/baseitem-info-definition.h"
+#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-entity.h"
#include "system/player-type-definition.h"
#include "target/target-getter.h"
#include "timed-effect/player-acceleration.h"
auto sval = 0;
for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
- KIND_OBJECT_IDX k_idx = lookup_kind(ItemKindType::ROD, sval);
- item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * baseitems_info[k_idx].pval;
+ const auto bi_id = lookup_baseitem_id({ ItemKindType::ROD, sval });
+ item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * baseitems_info[bi_id].pval;
item.charge = std::max(item.charge, 0);
++sval;
}
}
if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
- msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
+ const auto m_name = monster_desc(player_ptr, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
+ msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name.data());
PlayerEnergy(player_ptr).reset_player_turn();
return false;
}
* @details
* 脱いで落とした装備にtimeoutを設定するために装備品のアドレスを返す。
*/
-bool cosmic_cast_off(PlayerType *player_ptr, ObjectType **o_ptr_ptr)
+bool cosmic_cast_off(PlayerType *player_ptr, ItemEntity **o_ptr_ptr)
{
auto *o_ptr = (*o_ptr_ptr);
return false;
}
- ObjectType forge;
+ ItemEntity forge;
(&forge)->copy_from(o_ptr);
inven_item_increase(player_ptr, slot, (0 - o_ptr->number));
inven_item_optimize(player_ptr, slot);
* @brief プレイヤーの因果混乱処理 / Apply Nexus
* @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
*/
-void apply_nexus(monster_type *m_ptr, PlayerType *player_ptr)
+void apply_nexus(MonsterEntity *m_ptr, PlayerType *player_ptr)
{
switch (randint1(7)) {
case 1: