-#include "spell/spells-summon.h"
+#include "spell/spells-summon.h"
#include "avatar/avatar.h"
#include "effect/spells-effect-util.h"
#include "floor/floor-object.h"
#include "status/bad-status-setter.h"
#include "sv-definition/sv-other-types.h"
#include "system/floor-type-definition.h"
-#include "system/monster-race-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/monster-race-info.h"
#include "system/player-type-definition.h"
#include "target/projection-path-calculator.h"
#include "util/string-processor.h"
lev = plev * 2 / 3 + randint1(plev / 2);
}
- MONSTER_IDX who;
+ MONSTER_IDX src_idx;
if (pet) {
/* Become pet */
mode |= PM_FORCE_PET;
}
/* Player is who summons */
- who = -1;
+ src_idx = -1;
} else {
/* Prevent taming, allow unique monster */
mode |= PM_NO_PET;
/* Behave as if they appear by themselfs */
- who = 0;
+ src_idx = 0;
}
bool success = false;
for (int i = 0; i < num; i++) {
- if (summon_specific(player_ptr, who, y, x, lev, type, mode)) {
+ if (summon_specific(player_ptr, src_idx, y, x, lev, type, mode)) {
success = true;
}
}
*/
bool cast_summon_greater_demon(PlayerType *player_ptr)
{
- concptr q = _("どの死体を捧げますか? ", "Sacrifice which corpse? ");
- concptr s = _("捧げられる死体を持っていない。", "You have nothing to sacrifice.");
- OBJECT_IDX item;
- ObjectType *o_ptr;
- o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(&ObjectType::is_offerable));
+ constexpr auto q = _("どの死体を捧げますか? ", "Sacrifice which corpse? ");
+ constexpr auto s = _("捧げられる死体を持っていない。", "You have nothing to sacrifice.");
+ short i_idx;
+ const auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(&ItemEntity::is_offerable));
if (!o_ptr) {
return false;
}
PLAYER_LEVEL plev = player_ptr->lev;
auto corpse_r_idx = i2enum<MonsterRaceId>(o_ptr->pval);
- int summon_lev = plev * 2 / 3 + r_info[corpse_r_idx].level;
+ int summon_lev = plev * 2 / 3 + monraces_info[corpse_r_idx].level;
if (summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, summon_lev, SUMMON_HI_DEMON, (PM_ALLOW_GROUP | PM_FORCE_PET))) {
msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
- vary_item(player_ptr, item, -1);
+ vary_item(player_ptr, i_idx, -1);
} else {
msg_print(_("悪魔は現れなかった。", "No Greater Demon arrives."));
}
/*!
* @brief サイバーデーモンの召喚
* @param player_ptr プレイヤーへの参照ポインタ
- * @param who 召喚主のモンスターID(0ならばプレイヤー)
+ * @param src_idx 召喚主のモンスターID(0ならばプレイヤー)
* @param y 召喚位置Y座標
* @param x 召喚位置X座標
* @return 作用が実際にあった場合TRUEを返す
*/
-int summon_cyber(PlayerType *player_ptr, MONSTER_IDX who, POSITION y, POSITION x)
+int summon_cyber(PlayerType *player_ptr, MONSTER_IDX src_idx, POSITION y, POSITION x)
{
/* Summoned by a monster */
BIT_FLAGS mode = PM_ALLOW_GROUP;
auto *floor_ptr = player_ptr->current_floor_ptr;
- if (who > 0) {
- auto *m_ptr = &floor_ptr->m_list[who];
+ if (src_idx > 0) {
+ auto *m_ptr = &floor_ptr->m_list[src_idx];
if (m_ptr->is_pet()) {
mode |= PM_FORCE_PET;
}
int count = 0;
for (int i = 0; i < max_cyber; i++) {
- count += summon_specific(player_ptr, who, y, x, 100, SUMMON_CYBER, mode);
+ count += summon_specific(player_ptr, src_idx, y, x, 100, SUMMON_CYBER, mode);
}
return count;
void mitokohmon(PlayerType *player_ptr)
{
int count = 0;
- concptr sukekakusan = "";
+ [[maybe_unused]] concptr sukekakusan = "";
if (summon_named_creature(player_ptr, 0, player_ptr->y, player_ptr->x, MonsterRaceId::SUKE, PM_FORCE_PET)) {
msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
sukekakusan = "Suke-san";
if (!count) {
for (int i = player_ptr->current_floor_ptr->m_max - 1; i > 0; i--) {
- monster_type *m_ptr;
+ MonsterEntity *m_ptr;
m_ptr = &player_ptr->current_floor_ptr->m_list[i];
if (!m_ptr->is_valid()) {
continue;
return;
}
- msg_format(
- _("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", "%^s says 'WHO do you think this person is! Bow your head, down to your knees!'"),
- sukekakusan);
+ msg_print(_(
+ "「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
+ format("%s^ says 'WHO do you think this person is! Bow your head, down to your knees!'", sukekakusan)));
sukekaku = true;
stun_monsters(player_ptr, 120);
confuse_monsters(player_ptr, 120);
{
PLAYER_LEVEL plev = player_ptr->lev;
int die = randint1(100) + plev / 5;
- int vir = virtue_number(player_ptr, V_CHANCE);
+ int vir = virtue_number(player_ptr, Virtue::CHANCE);
if (vir != 0) {
if (player_ptr->virtues[vir - 1] > 0) {
msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
if (die < 26) {
- chg_virtue(player_ptr, V_CHANCE, 1);
+ chg_virtue(player_ptr, Virtue::CHANCE, 1);
}
if (die > 100) {
(void)summon_specific(player_ptr, 0, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- chg_virtue(player_ptr, V_UNLIFE, 1);
+ chg_virtue(player_ptr, Virtue::UNLIFE, 1);
} else if (die < 14) {
msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
(void)bss.mod_fear(randint1(4) + 4);