* Hack -- note special base damage dice boosting\n
* Hack -- note special processing for weapon/digger\n
*/
-static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
+void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
{
HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
{
- tohit2 = (tohit2+1)/2;
- todam2 = (todam2+1)/2;
+ tohit2 = (tohit2 + 1) / 2;
+ todam2 = (todam2 + 1) / 2;
}
/* Good */
break;
}
-
case TV_HAFTED:
case TV_POLEARM:
case TV_SWORD:
do
{
o_ptr->dd++;
- }
- while (one_in_(o_ptr->dd));
-
+ } while (one_in_(o_ptr->dd));
+
do
{
o_ptr->ds++;
- }
- while (one_in_(o_ptr->ds));
+ } while (one_in_(o_ptr->ds));
}
-
+
if (one_in_(5))
{
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
break;
case EGO_DEMON:
-
- if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- one_in_(3) ?
+
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
one_in_(2) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
- add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-
-
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- while(1)
+ while (1)
{
o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
}
}
+
/*!
* @brief ドラゴン装備にランダムな耐性を与える
* @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
case TV_ARROW:
case TV_BOLT:
{
- if (power) a_m_aux_1(o_ptr, lev, power);
+ if (power) apply_magic_weapon(o_ptr, lev, power);
break;
}
case TV_POLEARM:
{
- if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
+ if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
break;
}
case TV_SWORD:
{
- if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
+ if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
break;
}