* @param brand_type エゴ化ID(e_info.txtとは連動していない)
* @return なし
*/
-void brand_weapon(int brand_type)
+void brand_weapon(player_type *caster_ptr, int brand_type)
{
OBJECT_IDX item;
object_type *o_ptr;
q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
s = _("強化できる武器がない。", "You have nothing to enchant.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* you can never modify artifacts / ego-items */
act = _("は鋭さを増した!", "becomes very sharp!");
o_ptr->name2 = EGO_SHARPNESS;
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, p_ptr->current_floor_ptr->dun_level) + 1;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
o_ptr->pval = 2;
{
act = _("は破壊力を増した!", "seems very powerful.");
o_ptr->name2 = EGO_EARTHQUAKES;
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, p_ptr->current_floor_ptr->dun_level);
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
}
break;
case 16:
enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
o_ptr->discount = 99;
- chg_virtue(p_ptr, V_ENCHANT, 2);
+ chg_virtue(caster_ptr, V_ENCHANT, 2);
}
else
{
if (flush_failure) flush();
msg_print(_("属性付加に失敗した。", "The Branding failed."));
- chg_virtue(p_ptr, V_ENCHANT, -2);
+ chg_virtue(caster_ptr, V_ENCHANT, -2);
}
- calc_android_exp(p_ptr);
+ calc_android_exp(caster_ptr);
}
#define ENCH_FORCE 0x08 /*!< 装備強化処理: 無条件に成功させる / Force enchantment */
extern bool enchant(object_type *o_ptr, int n, int eflag);
extern bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac);
-extern void brand_weapon(int brand_type);
+extern void brand_weapon(player_type *caster_ptr, int brand_type);