#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
#include "object-enchant/special-object-flags.h"
+#include "object/tval-types.h"
#include "perception/object-perception.h"
+#include "player-base/player-class.h"
#include "realm/realm-names-table.h"
#include "spell/spell-info.h"
#include "system/object-type-definition.h"
* @param player_ptr プレイヤーへの参照ポインタ
* @param item 残量を表示したいプレイヤーのアイテム所持スロット
*/
-void inven_item_charges(player_type *player_ptr, INVENTORY_IDX item)
+void inven_item_charges(PlayerType *player_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &player_ptr->inventory_list[item];
- if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
+ auto *o_ptr = &player_ptr->inventory_list[item];
+ if ((o_ptr->tval != ItemKindType::STAFF) && (o_ptr->tval != ItemKindType::WAND)) {
return;
- if (!o_ptr->is_known())
+ }
+ if (!o_ptr->is_known()) {
return;
+ }
#ifdef JP
if (o_ptr->pval <= 0) {
* @param player_ptr プレイヤーへの参照ポインタ
* @param item 残量を表示したいプレイヤーのアイテム所持スロット
*/
-void inven_item_describe(player_type *player_ptr, INVENTORY_IDX item)
+void inven_item_describe(PlayerType *player_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
#ifdef JP
* @details
* Include list of usable spells for readible books
*/
-void display_koff(player_type *player_ptr, KIND_OBJECT_IDX k_idx)
+void display_koff(PlayerType *player_ptr, KIND_OBJECT_IDX k_idx)
{
- object_type forge;
- object_type *q_ptr;
+ ItemEntity forge;
+ ItemEntity *q_ptr;
int sval;
int16_t use_realm;
GAME_TEXT o_name[MAX_NLEN];
- for (int y = 0; y < Term->hgt; y++) {
+ for (int y = 0; y < game_term->hgt; y++) {
term_erase(0, y, 255);
}
- if (!k_idx)
+ if (!k_idx) {
return;
+ }
q_ptr = &forge;
q_ptr->prep(k_idx);
use_realm = tval2realm(q_ptr->tval);
if (player_ptr->realm1 || player_ptr->realm2) {
- if ((use_realm != player_ptr->realm1) && (use_realm != player_ptr->realm2))
+ if ((use_realm != player_ptr->realm1) && (use_realm != player_ptr->realm2)) {
return;
+ }
} else {
- if ((player_ptr->pclass != CLASS_SORCERER) && (player_ptr->pclass != CLASS_RED_MAGE))
+ PlayerClass pc(player_ptr);
+ if (!pc.is_every_magic()) {
return;
- if (!is_magic(use_realm))
+ }
+ if (!is_magic(use_realm)) {
return;
- if ((player_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1))
+ }
+ if (pc.equals(PlayerClassType::RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) {
return;
+ }
}
int num = 0;