}
}
-bool BaseitemKey::refuse_enchant_weapon() const
+bool BaseitemKey::should_refuse_enchant() const
{
return *this == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE);
}
bool is_junk() const;
bool is_armour() const;
bool is_cross_bow() const;
- bool refuse_enchant_weapon() const;
+ bool should_refuse_enchant() const;
std::string explain_activation() const;
bool is_convertible() const;
bool is_fuel() const;
}
/*!
- * @brief 強化不能武器であるかを判定する
- * @return 強化不能か否か
- */
-bool ItemEntity::refuse_enchant_weapon() const
-{
- return this->bi_key.refuse_enchant_weapon();
-}
-
-/*!
* @brief 強化可能武器であるかを判定する
* @return 強化可能か否か
*/
bool ItemEntity::allow_enchant_weapon() const
{
- return this->is_weapon_ammo() && !this->refuse_enchant_weapon();
+ return this->is_weapon_ammo() && !this->should_refuse_enchant();
}
/*!
*/
bool ItemEntity::allow_enchant_melee_weapon() const
{
- return this->is_melee_weapon() && !this->refuse_enchant_weapon();
+ return this->is_melee_weapon() && !this->should_refuse_enchant();
}
/*!
return MonraceList::get_instance().calc_capture_value(r_idx);
}
+/*!
+ * @brief 強化不能武器であるかを判定する
+ * @return 強化不能か否か
+ */
+bool ItemEntity::should_refuse_enchant() const
+{
+ return this->bi_key.should_refuse_enchant();
+}
+
bool ItemEntity::is_specific_artifact(FixedArtifactId id) const
{
return this->fixed_artifact_idx == id;
bool is_broken_weapon() const;
bool is_throwable() const;
bool is_wieldable_in_etheir_hand() const;
- bool refuse_enchant_weapon() const;
bool allow_enchant_weapon() const;
bool allow_enchant_melee_weapon() const;
bool allow_two_hands_wielding() const;
int get_baseitem_price() const;
int calc_figurine_value() const;
int calc_capture_value() const;
+ bool should_refuse_enchant() const;
void modify_ego_lite_flags(TrFlags &flags) const;
RandomArtActType get_activation_index() const;
std::string build_activation_description() const;