pt.entry_item(&am_ref, am_ref.prob);
}
- while (num > 0) {
+ for (auto i = 0; i < num; i++) {
auto am_ptr = pt.pick_one_at_random();
-
const auto bi_id = lookup_baseitem_id(am_ptr->key);
if (bi_id == 0) {
continue;
}
(void)drop_near(player_ptr, &item, -1, player_ptr->y, player_ptr->x);
- num--;
}
}
*/
void acquirement(PlayerType *player_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
{
- ItemEntity *i_ptr;
- ItemEntity ObjectType_body;
- BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : AM_NONE) | (special ? AM_SPECIAL : AM_NONE);
-
- /* Acquirement */
- while (num--) {
- i_ptr = &ObjectType_body;
- i_ptr->wipe();
-
- /* Make a good (or great) object (if possible) */
- if (!make_object(player_ptr, i_ptr, mode)) {
+ auto mode = AM_GOOD | (great || special ? AM_GREAT : AM_NONE) | (special ? AM_SPECIAL : AM_NONE);
+ for (auto i = 0; i < num; i++) {
+ ItemEntity item;
+ if (!make_object(player_ptr, &item, mode)) {
continue;
}
if (known) {
- object_aware(player_ptr, i_ptr);
- object_known(i_ptr);
+ object_aware(player_ptr, &item);
+ object_known(&item);
}
- (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
+ (void)drop_near(player_ptr, &item, -1, y1, x1);
}
}
bool curse_armor(PlayerType *player_ptr)
{
/* Curse the body armor */
- ItemEntity *o_ptr;
- o_ptr = &player_ptr->inventory_list[INVEN_BODY];
-
- if (!o_ptr->bi_id) {
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_BODY];
+ if (o_ptr->bi_id == 0) {
return false;
}
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
- /* Attempt a saving throw for artifacts */
- if (o_ptr->is_artifact() && (randint0(100) < 50)) {
- /* Cool */
+ if (o_ptr->is_artifact() && one_in_(2)) {
#ifdef JP
msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!", "恐怖の暗黒オーラ", "防具", o_name);
#else
return true;
}
- /* not artifact or failed save... */
msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
chg_virtue(player_ptr, V_ENCHANT, -5);
-
- /* Blast the armor */
o_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
o_ptr->ego_idx = EgoType::BLASTED;
o_ptr->to_a = 0 - randint1(5) - randint1(5);
o_ptr->ac = 0;
o_ptr->dd = 0;
o_ptr->ds = 0;
-
o_ptr->art_flags.clear();
-
- /* Curse it */
o_ptr->curse_flags.set(CurseTraitType::CURSED);
-
- /* Break it */
- o_ptr->ident |= (IDENT_BROKEN);
- player_ptr->update |= (PU_BONUS | PU_MANA);
- player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ o_ptr->ident |= IDENT_BROKEN;
+ player_ptr->update |= PU_BONUS | PU_MANA;
+ player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
return true;
}
*/
bool curse_weapon_object(PlayerType *player_ptr, bool force, ItemEntity *o_ptr)
{
- if (!o_ptr->bi_id) {
+ if (o_ptr->bi_id == 0) {
return false;
}
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
- /* Attempt a saving throw */
- if (o_ptr->is_artifact() && (randint0(100) < 50) && !force) {
+ if (o_ptr->is_artifact() && one_in_(2) && !force) {
#ifdef JP
msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!", "恐怖の暗黒オーラ", "武器", o_name);
#else
return true;
}
- /* not artifact or failed save... */
if (!force) {
msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
}
- chg_virtue(player_ptr, V_ENCHANT, -5);
- /* Shatter the weapon */
+ chg_virtue(player_ptr, V_ENCHANT, -5);
o_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
o_ptr->ego_idx = EgoType::SHATTERED;
o_ptr->to_h = 0 - randint1(5) - randint1(5);
o_ptr->ac = 0;
o_ptr->dd = 0;
o_ptr->ds = 0;
-
o_ptr->art_flags.clear();
-
- /* Curse it */
o_ptr->curse_flags.set(CurseTraitType::CURSED);
-
- /* Break it */
- o_ptr->ident |= (IDENT_BROKEN);
- player_ptr->update |= (PU_BONUS | PU_MANA);
- player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ o_ptr->ident |= IDENT_BROKEN;
+ player_ptr->update |= PU_BONUS | PU_MANA;
+ player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
return true;
}
*/
void brand_bolts(PlayerType *player_ptr)
{
- /* Use the first acceptable bolts */
- for (int i = 0; i < INVEN_PACK; i++) {
+ for (auto i = 0; i < INVEN_PACK; i++) {
auto *o_ptr = &player_ptr->inventory_list[i];
-
- /* Skip non-bolts */
if (o_ptr->bi_key.tval() != ItemKindType::BOLT) {
continue;
}
- /* Skip artifacts and ego-items */
if (o_ptr->is_artifact() || o_ptr->is_ego()) {
continue;
}
- /* Skip cursed/broken items */
if (o_ptr->is_cursed() || o_ptr->is_broken()) {
continue;
}
- /* Randomize */
if (randint0(100) < 75) {
continue;
}
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!"));
-
- /* Ego-item */
o_ptr->ego_idx = EgoType::FLAME;
enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
return;
if (flush_failure) {
flush();
}
+
msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
}
*/
static void break_curse(ItemEntity *o_ptr)
{
- BIT_FLAGS is_curse_broken = o_ptr->is_cursed() && o_ptr->curse_flags.has_not(CurseTraitType::PERMA_CURSE) && o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE) && (randint0(100) < 25);
+ const auto has_heavier_curse = o_ptr->curse_flags.has_any_of({ CurseTraitType::PERMA_CURSE, CurseTraitType::HEAVY_CURSE });
+ const auto is_curse_broken = o_ptr->is_cursed() && !has_heavier_curse && one_in_(4);
if (!is_curse_broken) {
return;
}
msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
-
o_ptr->curse_flags.clear();
- o_ptr->ident |= (IDENT_SENSE);
+ o_ptr->ident |= IDENT_SENSE;
o_ptr->feeling = FEEL_NONE;
}
/*!
- * @brief 装備修正強化処理 /
- * Enchants a plus onto an item. -RAK-
+ * @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
- * @details
- * <pre>
- * Revamped! Now takes item pointer, number of times to try enchanting,
- * and a flag of what to try enchanting. Artifacts resist enchantment
- * some of the time, and successful enchantment to at least +0 might
- * break a curse on the item. -CFT-
- *
- * Note that an item can technically be enchanted all the way to +15 if
- * you wait a very, very, long time. Going from +9 to +10 only works
- * about 5% of the time, and from +10 to +11 only about 1% of the time.
- *
- * Note that this function can now be used on "piles" of items, and
- * the larger the pile, the lower the chance of success.
- * </pre>
*/
bool enchant_equipment(PlayerType *player_ptr, ItemEntity *o_ptr, int n, int eflag)
{
- /* Large piles resist enchantment */
- int prob = o_ptr->number * 100;
-
- /* Missiles are easy to enchant */
+ auto prob = o_ptr->number * 100;
if (o_ptr->is_ammo()) {
prob = prob / 20;
}
- /* Try "n" times */
int chance;
- bool res = false;
- bool a = o_ptr->is_artifact();
- bool force = (eflag & ENCH_FORCE);
+ auto res = false;
+ auto a = o_ptr->is_artifact();
+ auto force = (eflag & ENCH_FORCE);
for (int i = 0; i < n; i++) {
- /* Hack -- Roll for pile resistance */
if (!force && randint0(prob) >= 100) {
continue;
}
- /* Enchant to hit */
if (eflag & ENCH_TOHIT) {
if (o_ptr->to_h < 0) {
chance = 0;
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_h++;
res = true;
-
- /* only when you get it above -1 -CFT */
if (o_ptr->to_h >= 0) {
break_curse(o_ptr);
}
}
}
- /* Enchant to damage */
if (eflag & ENCH_TODAM) {
if (o_ptr->to_d < 0) {
chance = 0;
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_d++;
res = true;
-
- /* only when you get it above -1 -CFT */
if (o_ptr->to_d >= 0) {
break_curse(o_ptr);
}
}
}
- /* Enchant to armor class */
if (!(eflag & ENCH_TOAC)) {
continue;
}
if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
o_ptr->to_a++;
res = true;
-
- /* only when you get it above -1 -CFT */
if (o_ptr->to_a >= 0) {
break_curse(o_ptr);
}
}
}
- /* Failure */
if (!res) {
return false;
}
+
set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST | PW_FOUND_ITEM_LIST);
-
- /* Success */
return true;
}
/*!
- * @brief 装備修正強化処理のメインルーチン /
- * Enchant an item (in the inventory or on the floor)
+ * @brief 装備修正強化処理のメインルーチン
* @param player_ptr プレイヤーへの参照ポインタ
* @param num_hit 命中修正量
* @param num_dam ダメージ修正量
* @param num_ac AC修正量
* @return 強化に成功した場合TRUEを返す
- * @details
- * Note that "num_ac" requires armour, else weapon
- * Returns TRUE if attempted, FALSE if cancelled
*/
bool enchant_spell(PlayerType *player_ptr, HIT_PROB num_hit, int num_dam, ARMOUR_CLASS num_ac)
{
- /* Assume enchant weapon */
FuncItemTester item_tester(&ItemEntity::allow_enchant_weapon);
-
- /* Enchant armor if requested */
if (num_ac) {
item_tester = FuncItemTester(&ItemEntity::is_protector);
}
const auto q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
const auto s = _("強化できるアイテムがない。", "You have nothing to enchant.");
-
- OBJECT_IDX item;
+ short item;
const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
auto *o_ptr = choose_object(player_ptr, &item, q, s, options, item_tester);
if (!o_ptr) {
msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
- /* Enchant */
- bool is_enchant_successful = false;
+ auto is_enchant_successful = false;
if (enchant_equipment(player_ptr, o_ptr, num_hit, ENCH_TOHIT)) {
is_enchant_successful = true;
}
+
if (enchant_equipment(player_ptr, o_ptr, num_dam, ENCH_TODAM)) {
is_enchant_successful = true;
}
+
if (enchant_equipment(player_ptr, o_ptr, num_ac, ENCH_TOAC)) {
is_enchant_successful = true;
}
}
calc_android_exp(player_ptr);
-
- /* Something happened */
return true;
}
/*!
- * @brief 武器へのエゴ付加処理 /
- * Brand the current weapon
+ * @brief 武器へのエゴ付加処理
* @param player_ptr プレイヤーへの参照ポインタ
* @param brand_type エゴ化ID(EgoDefinitionsとは連動していない)
*/
void brand_weapon(PlayerType *player_ptr, int brand_type)
{
- concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
- concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
-
- OBJECT_IDX item;
- ItemEntity *o_ptr;
- o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
- if (!o_ptr) {
+ const auto q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
+ const auto s = _("強化できる武器がない。", "You have nothing to enchant.");
+ short item;
+ const auto options = USE_EQUIP | IGNORE_BOTHHAND_SLOT;
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, options, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
+ if (o_ptr == nullptr) {
return;
}
auto special_weapon = bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE);
special_weapon |= bi_key == BaseitemKey(ItemKindType::POLEARM, SV_DEATH_SCYTHE);
special_weapon |= bi_key == BaseitemKey(ItemKindType::SWORD, SV_DIAMOND_EDGE);
- const auto is_normal_item = o_ptr->bi_id && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed() && !special_weapon;
+ const auto is_normal_item = (o_ptr->bi_id > 0) && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed() && !special_weapon;
if (!is_normal_item) {
if (flush_failure) {
flush();
case 17:
if (o_ptr->bi_key.tval() == ItemKindType::SWORD) {
act = _("は鋭さを増した!", "becomes very sharp!");
-
o_ptr->ego_idx = EgoType::SHARPNESS;
o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, player_ptr->current_floor_ptr->dun_level) + 1;
-
if ((o_ptr->bi_key.sval() == SV_HAYABUSA) && (o_ptr->pval > 2)) {
o_ptr->pval = 2;
}