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[Refactor] #40392 Translated player_personality_type; for example SEIKAKU_KIREMONO...
authorHourier <hourier@users.sourceforge.jp>
Tue, 19 May 2020 14:29:16 +0000 (23:29 +0900)
committerHourier <hourier@users.sourceforge.jp>
Tue, 19 May 2020 14:29:16 +0000 (23:29 +0900)
25 files changed:
src/birth/birth-body-spec.c
src/birth/birth-stat.c
src/birth/inventory-initializer.c
src/cmd/cmd-item.c
src/combat/melee.c
src/combat/shoot.c
src/core/game-play.c
src/dungeon/quest.c
src/floor/floor-save.c
src/grid/trap.c
src/market/building.c
src/monster/monster1.c
src/monster/monster2.c
src/mspell/mspell-floor.c
src/mspell/mspell-status.c
src/mutation/mutation.c
src/object/artifact.c
src/object/object2.c
src/player/permanent-resistances.c
src/player/player-damage.c
src/player/player-effects.c
src/player/player-move.c
src/player/player-personalities-table.h
src/player/player-status.c
src/player/player-status.h

index f4c2f43..300525e 100644 (file)
@@ -62,9 +62,9 @@ void get_money(player_type *creature_ptr)
     if (gold < minimum_deposit)
         gold = minimum_deposit;
 
-    if (creature_ptr->pseikaku == SEIKAKU_NAMAKE)
+    if (creature_ptr->pseikaku == PERSONALITY_LAZY)
         gold /= 2;
-    else if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+    else if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
         gold = 10000000;
     if (creature_ptr->prace == RACE_ANDROID)
         gold /= 5;
index fc5de73..53e63e1 100644 (file)
Binary files a/src/birth/birth-stat.c and b/src/birth/birth-stat.c differ
index 23a3463..2845dec 100644 (file)
@@ -173,7 +173,7 @@ void player_outfit(player_type *creature_ptr)
             add_outfit(creature_ptr, q_ptr);
         }
     } else if (creature_ptr->pclass == CLASS_TOURIST) {
-        if (creature_ptr->pseikaku != SEIKAKU_SEXY) {
+        if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
             object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
             q_ptr->number = rand_range(15, 20);
             add_outfit(creature_ptr, q_ptr);
@@ -213,7 +213,7 @@ void player_outfit(player_type *creature_ptr)
         add_outfit(creature_ptr, q_ptr);
     }
 
-    if (creature_ptr->pseikaku == SEIKAKU_SEXY) {
+    if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
         player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
         player_init[creature_ptr->pclass][2][1] = SV_WHIP;
     }
index beeeb98..aaf5397 100644 (file)
@@ -320,7 +320,7 @@ void do_cmd_wield(player_type *creature_ptr)
 
        check_find_art_quest_completion(creature_ptr, o_ptr);
 
-       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
        {
                identify_item(creature_ptr, o_ptr);
 
index 834567d..22c411a 100644 (file)
@@ -525,7 +525,7 @@ PERCENTAGE hit_chance(player_type *attacker_ptr, HIT_RELIABILITY reli, ARMOUR_CL
 {
        PERCENTAGE chance = 5, chance_left = 90;
        if(reli <= 0) return 5;
-       if(attacker_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+       if(attacker_ptr->pseikaku == PERSONALITY_LAZY) chance_left = (chance_left * 19 + 9) / 20;
        chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
        if (chance < 5) chance = 5;
        return chance;
index f01399d..a2f3911 100644 (file)
@@ -908,7 +908,7 @@ bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, in
        if (k <= 5) return FALSE;
        if (k > 95) return TRUE;
 
-       if (shooter_ptr->pseikaku == SEIKAKU_NAMAKE)
+       if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
                if (one_in_(20)) return FALSE;
 
        /* Never hit */
index 45f5a1d..3e2ed71 100644 (file)
@@ -216,7 +216,7 @@ void play_game(player_type* player_ptr, bool new_game)
 
     panel_row_min = floor_ptr->height;
     panel_col_min = floor_ptr->width;
-    if (player_ptr->pseikaku == SEIKAKU_SEXY)
+    if (player_ptr->pseikaku == PERSONALITY_SEXY)
         s_info[player_ptr->pclass].w_max[TV_HAFTED - TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
 
     set_floor_and_wall(player_ptr->dungeon_idx);
index 866a014..b8527f4 100644 (file)
@@ -527,7 +527,7 @@ void do_cmd_quest(player_type *player_ptr)
        if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
        if (IS_ECHIZEN(player_ptr))
                msg_print(_("『とにかく入ってみようぜぇ。』", ""));
-       else if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
+       else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN) msg_print("『全滅してやるぞ!』");
 
        /* Player enters a new quest */
        player_ptr->oldpy = 0;
index ba0c8f5..a162a70 100644 (file)
@@ -1376,7 +1376,7 @@ void change_floor(player_type *creature_ptr)
        current_world_ptr->character_dungeon = TRUE;
 
        /* Hack -- Munchkin characters always get whole map */
-       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
                wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
 
        /* Remember when this level was "created" */
index 925c973..85edfed 100644 (file)
@@ -252,7 +252,7 @@ static int check_hit(player_type *target_ptr, int power)
        /* Hack -- 5% hit, 5% miss */
        if (k < 10) return (k < 5);
 
-       if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
+       if (target_ptr->pseikaku == PERSONALITY_LAZY)
                if (one_in_(20)) return TRUE;
 
        /* Paranoia -- No power */
@@ -434,7 +434,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                        msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
                        if (IS_ECHIZEN(trapped_ptr))
                                msg_print(_("くっそ~!", ""));
-                       else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+                       else if((trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN))
                                msg_print(_("ジュラル星人の仕業に違いない!", ""));
 
 
index 8f827e6..2f6b5ff 100644 (file)
@@ -2543,7 +2543,7 @@ static void bldg_process_command(player_type *player_ptr, building_type *bldg, i
 
        case BACT_LOSE_MUTATION:
                if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
-                       (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
+                       (player_ptr->pseikaku != PERSONALITY_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
                {
                        while (!lose_mutation(player_ptr, 0));
                        paid = TRUE;
index 944a1e5..ab0aa96 100644 (file)
@@ -2461,7 +2461,7 @@ void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
        case MON_MORGOTH:
        case MON_ONE_RING:
        {
-               if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
+               if (player_ptr->pseikaku != PERSONALITY_LAZY) break;
                if (!drop_chosen_item) break;
 
                ARTIFACT_IDX a_idx = 0;
index e82d74f..b402184 100644 (file)
@@ -2124,7 +2124,7 @@ static bool monster_hook_tanuki(MONRACE_IDX r_idx)
 static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
 {
        floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
+       if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
        {
                return MON_ALIEN_JURAL;
        }
index de0e4a3..449f32e 100644 (file)
@@ -212,7 +212,7 @@ void spell_RF6_TELE_AWAY(player_type* target_ptr, MONSTER_IDX m_idx, MONSTER_IDX
     if (TARGET_TYPE == MONSTER_TO_PLAYER) {
         if (IS_ECHIZEN(target_ptr))
             msg_print(_("くっそ~", ""));
-        else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN)) {
+        else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
             if (randint0(2) == 0)
                 msg_print(_("ジュラル星人め!", ""));
             else
index e83e6e9..0541a3f 100644 (file)
@@ -107,7 +107,7 @@ void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type* target_ptr, MONSTER_IDX t_
 
         if (IS_ECHIZEN(target_ptr))
             msg_print(_("やりやがったな!", ""));
-        else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN)) {
+        else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
             if (randint0(2) == 0)
                 msg_print(_("ジュラル星人め!", ""));
             else
index 48aee72..023a8c7 100644 (file)
@@ -617,7 +617,7 @@ bool gain_mutation(player_type *creature_ptr, MUTATION_IDX choose_mut)
 
                        break;
                case 188:
-                       if (creature_ptr->pseikaku == SEIKAKU_LUCKY) break;
+                       if (creature_ptr->pseikaku == PERSONALITY_LUCKY) break;
                        muta_class = &(creature_ptr->muta3);
                        muta_which = MUT3_BAD_LUCK;
                        muta_desc = _( "悪意に満ちた黒いオーラがあなたをとりまいた...",  "There is a malignant black aura surrounding you...");
@@ -1469,7 +1469,7 @@ bool lose_mutation(player_type *creature_ptr, MUTATION_IDX choose_mut)
 
                        break;
                case 193:
-                       if (creature_ptr->pseikaku == SEIKAKU_LUCKY) break;
+                       if (creature_ptr->pseikaku == PERSONALITY_LUCKY) break;
                        muta_class = &(creature_ptr->muta3);
                        muta_which = MUT3_GOOD_LUCK;
                        muta_desc = _( "白いオーラは輝いて消えた。",  "Your white aura shimmers and fades.");
@@ -1547,7 +1547,7 @@ int calc_mutant_regenerate_mod(player_type *creature_ptr)
         * only 5% decrease per additional mutation
         */
 
-       if (creature_ptr->pseikaku == SEIKAKU_LUCKY) count--;
+       if (creature_ptr->pseikaku == PERSONALITY_LUCKY) count--;
        if (creature_ptr->prace == RACE_BEASTMAN)
        {
                count -= 10;
index 17cd507..d169c07 100644 (file)
@@ -2093,7 +2093,7 @@ void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, art
 
        if (o_ptr->name1 == ART_MILIM)
        {
-               if (player_ptr->pseikaku == SEIKAKU_SEXY)
+               if (player_ptr->pseikaku == PERSONALITY_SEXY)
                {
                        o_ptr->pval = 3;
                        add_flag(o_ptr->art_flags, TR_STR);
index c233abb..398c931 100644 (file)
@@ -2995,14 +2995,14 @@ static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
  */
 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
 {
-       if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
+       if (owner_ptr->pseikaku == PERSONALITY_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
        if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
 
        int f1 = lev + 10;
        if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
 
        int f2 = f1 * 2 / 3;
-       if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
+       if ((owner_ptr->pseikaku != PERSONALITY_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
                f2 = d_info[owner_ptr->dungeon_idx].obj_great;
 
        if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
@@ -3077,7 +3077,7 @@ void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAG
 
                if (o_ptr->name1 == ART_MILIM)
                {
-                       if (owner_ptr->pseikaku == SEIKAKU_SEXY)
+                       if (owner_ptr->pseikaku == PERSONALITY_SEXY)
                        {
                                o_ptr->pval = 3;
                        }
@@ -3155,7 +3155,7 @@ void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAG
 
        if ((o_ptr->tval == TV_SOFT_ARMOR) &&
                (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
-               (owner_ptr->pseikaku == SEIKAKU_SEXY))
+               (owner_ptr->pseikaku == PERSONALITY_SEXY))
        {
                o_ptr->pval = 3;
                add_flag(o_ptr->art_flags, TR_STR);
index ca00e87..3124ae3 100644 (file)
@@ -499,12 +499,12 @@ static void add_mutation_flags(player_type *creature_ptr, BIT_FLAGS *flags)
  */
 static void add_personality_flags(player_type *creature_ptr, BIT_FLAGS *flags)
 {
-       if (creature_ptr->pseikaku == SEIKAKU_SEXY)
+       if (creature_ptr->pseikaku == PERSONALITY_SEXY)
                add_flag(flags, TR_AGGRAVATE);
-       if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+       if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
                add_flag(flags, TR_RES_CONF);
 
-       if (creature_ptr->pseikaku != SEIKAKU_MUNCHKIN) return;
+       if (creature_ptr->pseikaku != PERSONALITY_MUNCHKIN) return;
 
        add_flag(flags, TR_RES_BLIND);
        add_flag(flags, TR_RES_CONF);
index bda388a..12ea632 100644 (file)
@@ -89,7 +89,7 @@ void inventory_damage(player_type *player_ptr, inven_func typ, int perc)
 #ifdef JP
                if (IS_ECHIZEN(player_ptr))
                        msg_print("やりやがったな!");
-               else if ((player_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+               else if ((player_ptr->pseikaku == PERSONALITY_CHARGEMAN))
                {
                        if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
                        else msg_print(_("弱い者いじめは止めるんだ!", ""));
index bf0a4d2..c59ea88 100644 (file)
@@ -699,7 +699,7 @@ bool set_image(player_type *creature_ptr, TIME_EFFECT v)
        v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
 
        if (creature_ptr->is_dead) return FALSE;
-       if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
+       if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN) v = 0;
 
        if (v)
        {
@@ -3508,7 +3508,7 @@ void calc_android_exp(player_type *creature_ptr)
 
                value = object_value_real(q_ptr);
                if (value <= 0) continue;
-               if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
+               if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != PERSONALITY_SEXY)) value /= 32;
                if (value > 5000000L) value = 5000000L;
                if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
 
index 92c97c7..fdec6ec 100644 (file)
@@ -297,7 +297,7 @@ void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
 
        delete_object_idx(owner_ptr, o_idx);
 
-       if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       if (owner_ptr->pseikaku == PERSONALITY_MUNCHKIN)
        {
                bool old_known = identify_item(owner_ptr, o_ptr);
 
@@ -311,7 +311,7 @@ void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
        object_desc(owner_ptr, o_name, o_ptr, 0);
 
 #ifdef JP
-       if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
+       if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == PERSONALITY_COMBAT))
        {
                msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
                msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
index d012466..86854fd 100644 (file)
@@ -1,17 +1,17 @@
 #pragma once
 
 typedef enum player_personality_type {
-       SEIKAKU_FUTUU = 0,
-    SEIKAKU_CHIKARA = 1,
-    SEIKAKU_KIREMONO = 2,
-    SEIKAKU_SHIAWASE = 3,
-    SEIKAKU_SUBASI = 4,
-    SEIKAKU_INOCHI = 5,
-    SEIKAKU_COMBAT = 6,
-    SEIKAKU_NAMAKE = 7,
-    SEIKAKU_SEXY = 8,
-    SEIKAKU_LUCKY = 9,
-    SEIKAKU_GAMAN = 10,
-    SEIKAKU_MUNCHKIN = 11,
-    SEIKAKU_CHARGEMAN = 12,
+       PERSONALITY_ORDINARY = 0,
+    PERSONALITY_MIGHTY = 1,
+    PERSONALITY_SHREWD = 2,
+    PERSONALITY_PIOUS = 3,
+    PERSONALITY_NIMBLE = 4,
+    PERSONALITY_FEARLESS = 5,
+    PERSONALITY_COMBAT = 6,
+    PERSONALITY_LAZY = 7,
+    PERSONALITY_SEXY = 8,
+    PERSONALITY_LUCKY = 9,
+    PERSONALITY_PATIENT = 10,
+    PERSONALITY_MUNCHKIN = 11,
+    PERSONALITY_CHARGEMAN = 12,
 } player_personality_type;
index 9812b86..7ac0358 100644 (file)
@@ -1434,7 +1434,7 @@ void calc_bonuses(player_type *creature_ptr)
                {
                        if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
                                PRACE_IS_(creature_ptr, RACE_SPRITE) ||
-                               (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+                               (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
                                new_speed += (creature_ptr->lev) / 10;
 
                        if (creature_ptr->lev > 24)
@@ -1485,7 +1485,7 @@ void calc_bonuses(player_type *creature_ptr)
                        new_speed += 3;
                        if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
                                PRACE_IS_(creature_ptr, RACE_SPRITE) ||
-                               (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+                               (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
                                new_speed += (creature_ptr->lev) / 10;
                        creature_ptr->skill_stl += (creature_ptr->lev) / 10;
                        if (creature_ptr->lev > 24)
@@ -1833,18 +1833,18 @@ void calc_bonuses(player_type *creature_ptr)
                creature_ptr->resist_time = TRUE;
        }
 
-       if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
-       if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
-       if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
-       if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
-       if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+       if (creature_ptr->pseikaku == PERSONALITY_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
+       if (creature_ptr->pseikaku == PERSONALITY_LAZY) creature_ptr->to_m_chance += 10;
+       if (creature_ptr->pseikaku == PERSONALITY_SHREWD) creature_ptr->to_m_chance -= 3;
+       if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY)) creature_ptr->to_m_chance++;
+       if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
        {
                creature_ptr->to_m_chance += 5;
                creature_ptr->resist_conf = TRUE;
        }
 
-       if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
-       if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       if (creature_ptr->pseikaku == PERSONALITY_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
+       if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
        {
                creature_ptr->resist_blind = TRUE;
                creature_ptr->resist_conf = TRUE;
@@ -3287,7 +3287,7 @@ void calc_bonuses(player_type *creature_ptr)
        creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
        creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
 
-       if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
+       if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
        {
                creature_ptr->cursed &= ~(TRC_AGGRAVATE);
                creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
@@ -3999,7 +3999,7 @@ static void calc_mana(player_type *creature_ptr)
                msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
                if (msp) msp++;
                if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
-               if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
+               if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)) msp += msp / 2;
                if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
                if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
        }
@@ -5135,7 +5135,7 @@ long calc_score(player_type *creature_ptr)
                        point = point / 5;
        }
 
-       if ((creature_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
+       if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point)
        {
                point = 1;
                if (current_world_ptr->total_winner) point = 2;
index 09a82c5..257862f 100644 (file)
@@ -803,7 +803,7 @@ extern const s32b player_exp_a[PY_MAX_LEVEL];
 #define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
 #define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
 
-#define IS_ECHIZEN(C) (((C)->pseikaku == SEIKAKU_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+#define IS_ECHIZEN(C) (((C)->pseikaku == PERSONALITY_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
 
 #define P_PTR_KI (p_ptr->magic_num1[0])