case ItemKindType::STATUE:
this->enchant_statue();
break;
- case ItemKindType::CHEST: {
- DEPTH obj_level = k_info[this->o_ptr->k_idx].level;
- if (obj_level <= 0)
- break;
-
- this->o_ptr->pval = randint1(obj_level);
- if (this->o_ptr->sval == SV_CHEST_KANDUME)
- this->o_ptr->pval = 6;
-
- this->o_ptr->chest_level = this->player_ptr->current_floor_ptr->dun_level + 5;
- if (this->o_ptr->pval > 55)
- this->o_ptr->pval = 55 + (byte)randint0(5);
-
+ case ItemKindType::CHEST:
+ this->enchant_chest();
break;
- }
default:
break;
}
object_aware(this->player_ptr, this->o_ptr);
object_known(this->o_ptr);
}
+
+void OtherItemsEnchanter::enchant_chest()
+{
+ auto obj_level = k_info[this->o_ptr->k_idx].level;
+ if (obj_level <= 0) {
+ return;
+ }
+
+ this->o_ptr->pval = randint1(obj_level);
+ if (this->o_ptr->sval == SV_CHEST_KANDUME) {
+ this->o_ptr->pval = 6;
+ }
+
+ this->o_ptr->chest_level = this->player_ptr->current_floor_ptr->dun_level + 5;
+ if (this->o_ptr->pval > 55) {
+ this->o_ptr->pval = 55 + randint0(5);
+ }
+}