}
disturb(player_ptr, false, false);
- if (!can_player_destroy_object(player_ptr, o_ptr)) {
+ if (!can_player_destroy_object(o_ptr)) {
const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
msg_format(_("%sは破壊不能だ。", "You cannot auto-destroy %s."), item_name.data());
return;
/*!
* @brief Auto inscription
*/
-void auto_inscribe_item(PlayerType *player_ptr, ItemEntity *o_ptr, int idx)
+void auto_inscribe_item(ItemEntity *o_ptr, int idx)
{
if (idx < 0 || autopick_list[idx].insc.empty()) {
return;
extern std::vector<autopick_type> autopick_list;
extern ItemEntity autopick_last_destroyed_object;
-class PlayerType;
void free_text_lines(std::vector<concptr> &lines_list);
int get_com_id(char key);
-void auto_inscribe_item(PlayerType *player_ptr, ItemEntity *o_ptr, int idx);
+void auto_inscribe_item(ItemEntity *o_ptr, int idx);
int count_line(text_body_type *tb);
/*!
ItemEntity *o_ptr;
o_ptr = ref_item(player_ptr, item);
int idx = find_autopick_list(player_ptr, o_ptr);
- auto_inscribe_item(player_ptr, o_ptr, idx);
+ auto_inscribe_item(o_ptr, idx);
if (destroy && item <= INVEN_PACK) {
auto_destroy_item(player_ptr, o_ptr, idx);
}
OBJECT_IDX this_o_idx = *it++;
auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
int idx = find_autopick_list(player_ptr, o_ptr);
- auto_inscribe_item(player_ptr, o_ptr, idx);
+ auto_inscribe_item(o_ptr, idx);
if ((idx < 0) || (autopick_list[idx].action & (DO_AUTOPICK | DO_QUERY_AUTOPICK)) == 0) {
auto_destroy_item(player_ptr, o_ptr, idx);
continue;
destroy_ptr->o_ptr->number = destroy_ptr->old_number;
PlayerEnergy energy(player_ptr);
energy.set_player_turn_energy(100);
- if (!can_player_destroy_object(player_ptr, destroy_ptr->o_ptr)) {
+ if (!can_player_destroy_object(destroy_ptr->o_ptr)) {
energy.reset_player_turn();
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), destroy_ptr->item_name.data());
return;
RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::HEALTH);
}
-bool update_player(PlayerType *player_ptr)
+bool update_player()
{
auto &rfu = RedrawingFlagsUpdater::get_instance();
const auto flags_srf = {
void object_kind_track(PlayerType *player_ptr, short bi_id);
void health_track(PlayerType *player_ptr, MONSTER_IDX m_idx);
-bool update_player(PlayerType *player_ptr);
+bool update_player();
bool redraw_player(PlayerType *player_ptr);
}
if ((command_wrk == (USE_EQUIP) && ni && !ne) || (command_wrk == (USE_INVEN) && !ni && ne)) {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
fis_ptr->toggle = !fis_ptr->toggle;
}
}
if (fis_ptr->toggle) {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
}
rfu.set_flags(flags);
}
if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne)) {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
item_selection_ptr->toggle = !item_selection_ptr->toggle;
}
}
if (item_selection_ptr->toggle) {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
}
rfu.set_flags(flags);
}
case KTRL('I'): {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
break;
}
case '+': {
bool okay = false;
for (int i = 0; i < to_hit; i++) {
- if ((o_ptr->to_h < maxenchant) && enchant_equipment(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE))) {
+ if ((o_ptr->to_h < maxenchant) && enchant_equipment(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE))) {
okay = true;
break;
}
}
for (int i = 0; i < to_dam; i++) {
- if ((o_ptr->to_d < maxenchant) && enchant_equipment(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE))) {
+ if ((o_ptr->to_d < maxenchant) && enchant_equipment(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE))) {
okay = true;
break;
}
}
for (int i = 0; i < to_ac; i++) {
- if ((o_ptr->to_a < maxenchant) && enchant_equipment(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE))) {
+ if ((o_ptr->to_a < maxenchant) && enchant_equipment(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE))) {
okay = true;
break;
}
return;
}
-static void set_smith_redrawing_flags(PlayerType *player_ptr)
+static void set_smith_redrawing_flags()
{
auto &rfu = RedrawingFlagsUpdater::get_instance();
const auto flags = {
/* Apply autodestroy/inscription to the drained item */
autopick_alter_item(player_ptr, item, true);
- set_smith_redrawing_flags(player_ptr);
+ set_smith_redrawing_flags();
}
/*!
auto effect_name = Smith::get_effect_name(effect);
_(msg_format("%sに%sの能力を付加しました。", item_name.data(), effect_name), msg_format("You have added ability of %s to %s.", effect_name, item_name.data()));
- set_smith_redrawing_flags(player_ptr);
+ set_smith_redrawing_flags();
}
/*!
Smith(player_ptr).erase_essence(o_ptr);
msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
- set_smith_redrawing_flags(player_ptr);
+ set_smith_redrawing_flags();
}
/*!
}
/*!
- * @brief 破壊可能なアイテムかを返す /
- * Determines whether an object can be destroyed, and makes fake inscription.
+ * @brief 破壊可能なアイテムかを返す
* @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
* @return オブジェクトが破壊可能ならばTRUEを返す
*/
-bool can_player_destroy_object(PlayerType *player_ptr, ItemEntity *o_ptr)
+bool can_player_destroy_object(ItemEntity *o_ptr)
{
/* Artifacts cannot be destroyed */
if (!o_ptr->is_fixed_or_random_artifact()) {
class PlayerType;
bool item_tester_hook_eatable(PlayerType *player_ptr, const ItemEntity *o_ptr);
bool item_tester_hook_quaff(PlayerType *player_ptr, const ItemEntity *o_ptr);
-bool can_player_destroy_object(PlayerType *player_ptr, ItemEntity *o_ptr);
+bool can_player_destroy_object(ItemEntity *o_ptr);
}
if (is_recharge_successful) {
- return update_player(player_ptr);
+ return update_player();
}
if (o_ptr->is_fixed_artifact()) {
} else if (o_ptr->is_wand_staff()) {
o_ptr->pval = 0;
}
- return update_player(player_ptr);
+ return update_player();
}
const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
throw std::logic_error("Invalid fail type!");
}
- return update_player(player_ptr);
+ return update_player();
}
msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
#endif
o_ptr->ego_idx = EgoType::REFLECTION;
- enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
+ enchant_equipment(o_ptr, randint0(3) + 4, ENCH_TOAC);
o_ptr->discount = 99;
chg_virtue(player_ptr, Virtue::ENCHANT, 2);
return true;
}
}
- if (!can_player_destroy_object(player_ptr, o_ptr)) {
+ if (!can_player_destroy_object(o_ptr)) {
msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), item_name.data());
return false;
}
msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
o_ptr->ego_idx = EgoType::FLAME;
- enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+ enchant_equipment(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
return;
}
/*!
* @brief 装備修正強化処理
- * @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr 強化するアイテムの参照ポインタ
* @param n 強化基本量
* @param eflag 強化オプション(命中/ダメージ/AC)
* @return 強化に成功した場合TRUEを返す
*/
-bool enchant_equipment(PlayerType *player_ptr, ItemEntity *o_ptr, int n, int eflag)
+bool enchant_equipment(ItemEntity *o_ptr, int n, int eflag)
{
auto prob = o_ptr->number * 100;
if (o_ptr->is_ammo()) {
#endif
auto is_enchant_successful = false;
- if (enchant_equipment(player_ptr, o_ptr, num_hit, ENCH_TOHIT)) {
+ if (enchant_equipment(o_ptr, num_hit, ENCH_TOHIT)) {
is_enchant_successful = true;
}
- if (enchant_equipment(player_ptr, o_ptr, num_dam, ENCH_TODAM)) {
+ if (enchant_equipment(o_ptr, num_dam, ENCH_TODAM)) {
is_enchant_successful = true;
}
- if (enchant_equipment(player_ptr, o_ptr, num_ac, ENCH_TOAC)) {
+ if (enchant_equipment(o_ptr, num_ac, ENCH_TOAC)) {
is_enchant_successful = true;
}
}
msg_format(_("あなたの%s%s", "Your %s %s"), item_name.data(), act);
- enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+ enchant_equipment(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
o_ptr->discount = 99;
chg_virtue(player_ptr, Virtue::ENCHANT, 2);
calc_android_exp(player_ptr);
#define ENCH_TODAM 0x02 /*!< 装備強化処理: ダメージ強化 / Enchant to damage */
#define ENCH_TOAC 0x04 /*!< 装備強化処理: AC強化 / Enchant to AC */
#define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
-bool enchant_equipment(PlayerType *player_ptr, ItemEntity *o_ptr, int n, int eflag);
+bool enchant_equipment(ItemEntity *o_ptr, int n, int eflag);
bool enchant_spell(PlayerType *player_ptr, HIT_PROB num_hit, int num_dam, ARMOUR_CLASS num_ac);
void brand_weapon(PlayerType *player_ptr, int brand_type);
j_ptr->ident &= ~(IDENT_STORE);
const auto idx = find_autopick_list(player_ptr, j_ptr);
- auto_inscribe_item(player_ptr, j_ptr, idx);
+ auto_inscribe_item(j_ptr, idx);
item_new = store_item_to_inventory(player_ptr, j_ptr);
handle_stuff(player_ptr);
break;
}
case KTRL('I'): {
- toggle_inventory_equipment(player_ptr);
+ toggle_inventory_equipment();
break;
}
case 'b': {
}
/*!
- * @brief サブウィンドウに所持品、装備品リストの表示を行う /
- * Flip "inven" and "equip" in any sub-windows
+ * @brief サブウィンドウに所持品、装備品リストの表示を行う
*/
-void toggle_inventory_equipment(PlayerType *player_ptr)
+void toggle_inventory_equipment()
{
auto &rfu = RedrawingFlagsUpdater::get_instance();
for (auto i = 0U; i < angband_terms.size(); ++i) {
void fix_floor_item_list(PlayerType *player_ptr, const int y, const int x);
void fix_found_item_list(PlayerType *player_ptr);
void fix_spell(PlayerType *player_ptr);
-void toggle_inventory_equipment(PlayerType *player_ptr);
+void toggle_inventory_equipment();
/*!
* @brief サブウィンドウ表示用の ItemTester オブジェクトを設定するクラス
}
/*!
- * @brief 全ベースアイテムを鑑定済みにする /
- * Become aware of a lot of objects
+ * @brief 全ベースアイテムを鑑定済みにする
* @param player_ptr プレイヤーへの参照ポインタ
*/
void wiz_learn_items_all(PlayerType *player_ptr)
}
}
-static void change_birth_flags(PlayerType *player_ptr)
+static void change_birth_flags()
{
auto &rfu = RedrawingFlagsUpdater::get_instance();
const auto flags_srf = {
player_ptr->prace = i2enum<PlayerRaceType>(val);
rp_ptr = &race_info[enum2i(player_ptr->prace)];
- change_birth_flags(player_ptr);
+ change_birth_flags();
handle_stuff(player_ptr);
}
cp_ptr = &class_info[val];
mp_ptr = &class_magics_info[val];
PlayerClass(player_ptr).init_specific_data();
- change_birth_flags(player_ptr);
+ change_birth_flags();
handle_stuff(player_ptr);
}
player_ptr->realm1 = static_cast<int16_t>(val1);
player_ptr->realm2 = static_cast<int16_t>(val2);
- change_birth_flags(player_ptr);
+ change_birth_flags();
handle_stuff(player_ptr);
}