return true;
case PlayerMutationType::DET_CURSE:
for (int i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->k_idx == 0) || !o_ptr->is_cursed())
continue;
bool exe_disarm_chest(PlayerType *player_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
{
bool more = false;
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
PlayerEnergy(player_ptr).set_player_turn_energy(100);
int i = player_ptr->skill_dis;
if (player_ptr->blind || no_lite(player_ptr))
{
for (auto it = g_ptr->o_idx_list.begin(); it != g_ptr->o_idx_list.end();) {
OBJECT_IDX this_o_idx = *it++;
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
+ 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);
if ((idx < 0) || (autopick_list[idx].action & (DO_AUTOPICK | DO_QUERY_AUTOPICK)) == 0) {
{
bool flag = true;
bool more = false;
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
PlayerEnergy(player_ptr).set_player_turn_energy(100);
if (o_ptr->pval > 0) {
flag = false;
static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
{
for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
(void)spell_hex.stop_all_spells();
}
- ObjectType *o_ptr = ref_item(player_ptr, item);
+ auto *o_ptr = ref_item(player_ptr, item);
sound(SOUND_EAT);
static bool decide_attack_hit(PlayerType *player_ptr, player_attack_type *pa_ptr, int chance)
{
bool success_hit = false;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
if (((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) || (pa_ptr->mode == HISSATSU_KYUSHO)) {
int n = 1;
*/
bool process_attack_hit(PlayerType *player_ptr, player_attack_type *pa_ptr, int chance)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if (decide_attack_hit(player_ptr, pa_ptr, chance))
return true;
*/
void critical_attack(PlayerType *player_ptr, player_attack_type *pa_ptr)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
if (((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) || (pa_ptr->mode == HISSATSU_KYUSHO)) {
if ((randint1(randint1(r_ptr->level / 7) + 5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)) {
if (i1 == i2)
return;
- ObjectType *o_ptr = &floor_ptr->o_list[i1];
+ auto *o_ptr = &floor_ptr->o_list[i1];
// モンスター所為アイテムリストもしくは床上アイテムリストの要素番号i1をi2に書き換える
auto &list = get_o_idx_list_contains(floor_ptr, i1);
processed_list.insert(this_o_idx);
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
bool ignore = false;
bool do_kill = false;
concptr note_kill = nullptr;
g_ptr->feat = conv_dungeon_feat(floor_ptr, letter[idx].trap);
} else if (object_index) {
ObjectType tmp_object;
- ObjectType *o_ptr = &tmp_object;
+ auto *o_ptr = &tmp_object;
o_ptr->prep(object_index);
if (o_ptr->tval == ItemKindType::GOLD) {
coin_type = object_index - OBJ_GOLD_LIST;
}
for (int i = 1; i < floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[i];
+ auto *o_ptr = &floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
GAME_TURN absence_ticks = (w_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
reset_unique_by_floor_change(player_ptr);
for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid() || !o_ptr->is_fixed_artifact())
continue;
}
for (MONSTER_IDX i = 1; i < floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[i];
+ auto *o_ptr = &floor_ptr->o_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
int delta = 0;
if (!o_ptr->is_valid() || (o_ptr->is_known() && ((o_ptr->marked & OM_TOUCHED) != 0)) || ((o_ptr->ident & IDENT_SENSE) != 0))
}
for (DUNGEON_IDX i = 0; i < INVEN_PACK; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->is_valid())
continue;
{
auto *floor_ptr = player_ptr->current_floor_ptr;
- ObjectType *o_ptr = &floor_ptr->o_list[item];
+ auto *o_ptr = &floor_ptr->o_list[item];
num += o_ptr->number;
if (num > 255)
num = 255;
*/
void floor_item_optimize(PlayerType *player_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
if (!o_ptr->k_idx)
return;
if (o_ptr->number)
*/
ObjectIndexList &get_o_idx_list_contains(floor_type *floor_ptr, OBJECT_IDX o_idx)
{
- ObjectType *o_ptr = &floor_ptr->o_list[o_idx];
+ auto *o_ptr = &floor_ptr->o_list[o_idx];
if (o_ptr->is_held_by_monster()) {
return floor_ptr->m_list[o_ptr->held_m_idx].hold_o_idx_list;
*/
void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &floor_ptr->o_list[item];
+ auto *o_ptr = &floor_ptr->o_list[item];
if ((o_ptr->tval != ItemKindType::STAFF) && (o_ptr->tval != ItemKindType::WAND))
return;
if (!o_ptr->is_known())
*/
void floor_item_describe(PlayerType *player_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
#ifdef JP
/* Scan all objects in the grid */
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr = &floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &floor_ptr->o_list[this_o_idx];
/* Hack -- Preserve unknown artifacts */
if (o_ptr->is_fixed_artifact()) {
void wipe_o_list(floor_type *floor_ptr)
{
for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[i];
+ auto *o_ptr = &floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
/* Hack -- memorize objects */
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
/* Memorize objects */
o_ptr->marked |= OM_FOUND;
bool heal = false;
for (int i = 0; i < INVEN_TOTAL; i++) {
monster_race *r_ptr;
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
if (o_ptr->tval != ItemKindType::CAPTURE)
return nullptr;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (o_ptr->curse_flags.has(flag)) {
choices[number] = i;
number++;
if (!one_in_(999) || player_ptr->anti_magic || (one_in_(2) && has_resist_curse(player_ptr)))
return;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
if (o_ptr->name1 != ART_JUDGE)
return;
*/
void inven_item_increase(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
num += o_ptr->number;
if (num > 255)
num = 255;
*/
void inven_item_optimize(PlayerType *player_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
if (!o_ptr->k_idx)
return;
if (o_ptr->number)
bool get_tag_floor(floor_type *floor_ptr, COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
{
for (COMMAND_CODE i = 0; i < floor_num && i < 23; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[floor_list[i]];
+ auto *o_ptr = &floor_ptr->o_list[floor_list[i]];
if (!o_ptr->inscription)
continue;
}
for (COMMAND_CODE i = 0; i < floor_num && i < 23; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[floor_list[i]];
+ auto *o_ptr = &floor_ptr->o_list[floor_list[i]];
if (!o_ptr->inscription)
continue;
}
for (COMMAND_CODE i = start; i <= end; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->k_idx == 0) || (o_ptr->inscription == 0))
continue;
return false;
for (COMMAND_CODE i = start; i <= end; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->k_idx == 0) || (o_ptr->inscription == 0))
continue;
bool changed;
for (changed = false, i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
* one per turn. -LM-
*/
for (changed = false, i = 0; i < INVEN_PACK; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
if (!o_ptr->k_idx)
continue;
}
for (i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
#endif
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
char where[32];
strcpy(where, _("装", "E "));
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!check_item_knowledge(o_ptr, tval))
continue;
char where[32];
strcpy(where, _("持", "I "));
for (int i = 0; i < INVEN_PACK; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!check_item_knowledge(o_ptr, tval))
continue;
char where[32];
strcpy(where, _("家", "H "));
for (int i = 0; i < store_ptr->stock_num; i++) {
- ObjectType *o_ptr = &store_ptr->stock[i];
+ auto *o_ptr = &store_ptr->stock[i];
if (!check_item_knowledge(o_ptr, tval))
continue;
}
for (ARTIFACT_IDX i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
if (!o_ptr->is_fixed_artifact())
concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
concptr s = _("魔力を取り込めるアイテムがない。", "There's nothing with power to absorb.");
OBJECT_IDX item;
- ObjectType *o_ptr = choose_object(player_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&ObjectType::is_rechargeable));
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&ObjectType::is_rechargeable));
if (!o_ptr)
return false;
concptr s = _("祝福できる武器がありません。", "You have no weapon to bless.");
OBJECT_IDX item;
- ObjectType *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::is_weapon));
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::is_weapon));
if (!o_ptr)
return false;
*/
int calc_attack_quality(PlayerType *player_ptr, player_attack_type *pa_ptr)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
int bonus = player_ptr->to_h[pa_ptr->hand] + o_ptr->to_h;
int chance = (player_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
if (pa_ptr->mode == HISSATSU_IAI)
*/
static bool cast_sniper_spell(PlayerType *player_ptr, int spell)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
SPELL_IDX snipe_type = SP_NONE;
if (o_ptr->tval != ItemKindType::BOW) {
BIT_FLAGS flg2 = 0L, flg3 = 0L, flgr = 0L;
GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
OBJECT_IDX this_o_idx = *it++;
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
if (turn_flags_ptr->do_take) {
/* Skip gold, corpse and statue */
g_ptr = &floor_ptr->grid_array[yy][xx];
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr = &floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &floor_ptr->o_list[this_o_idx];
if (o_ptr->tval == ItemKindType::CORPSE) {
if (!monster_has_hostile_align(player_ptr, m_ptr, 0, 0, &r_info[o_ptr->pval]))
return true;
bool switch_activation(PlayerType *player_ptr, ObjectType **o_ptr_ptr, const activation_type *const act_ptr, concptr name)
{
- ObjectType *o_ptr = (*o_ptr_ptr);
+ auto *o_ptr = (*o_ptr_ptr);
switch (act_ptr->index) {
case RandomArtActType::SUNLIGHT:
if (randint1(100) > chance)
return;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + randint0(12)];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + randint0(12)];
if (!o_ptr->k_idx)
return;
auto oflgs = object_flags(o_ptr);
if (!vorpal_cut)
return;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
int vorpal_magnification = 2;
print_chainsword_noise(o_ptr);
if (o_ptr->name1 == ART_VORPAL_BLADE)
*/
void reduce_lite_life(PlayerType *player_ptr)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
if (o_ptr->tval != ItemKindType::LITE)
return;
/* Search Inventory */
int number = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
auto flgs = object_flags(o_ptr);
if (flgs.has(TR_WARNING)) {
old_damage = dam_max * 3 / 2;
if (dam_max > player_ptr->chp / 2) {
- ObjectType *o_ptr = choose_warning_item(player_ptr);
+ auto *o_ptr = choose_warning_item(player_ptr);
if (o_ptr) {
describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
return true;
}
- ObjectType *o_ptr = choose_warning_item(player_ptr);
+ auto *o_ptr = choose_warning_item(player_ptr);
if (o_ptr != nullptr) {
describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
} else {
*/
static void sense_inventory_aux(PlayerType *player_ptr, INVENTORY_IDX slot, bool heavy)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[slot];
+ auto *o_ptr = &player_ptr->inventory_list[slot];
GAME_TEXT o_name[MAX_NLEN];
if (o_ptr->ident & (IDENT_SENSE))
return;
void change_monster_stat(PlayerType *player_ptr, player_attack_type *pa_ptr, const POSITION y, const POSITION x, int *num)
{
monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if (any_bits(player_ptr->special_attack, ATTACK_CONFUSE) || pa_ptr->chaos_effect == CE_CONFUSION || pa_ptr->mode == HISSATSU_CONF
|| SpellHex(player_ptr).is_spelling_specific(HEX_CONFUSION))
if (!is_human)
return;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
HIT_PROB to_h = o_ptr->to_h;
HIT_POINT to_d = o_ptr->to_d;
bool flag = true;
if (!pa_ptr->can_drain || (pa_ptr->drain_result <= 0))
return;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if (o_ptr->name1 == ART_MURAMASA)
drain_muramasa(player_ptr, pa_ptr, is_human);
else
static void get_attack_exp(PlayerType *player_ptr, player_attack_type *pa_ptr)
{
monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if (o_ptr->k_idx == 0) {
get_bare_knuckle_exp(player_ptr, pa_ptr);
return;
else
pa_ptr->num_blow = player_ptr->num_blow[pa_ptr->hand];
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
pa_ptr->num_blow = 1;
}
*/
static void process_weapon_attack(PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
auto dd = o_ptr->dd + player_ptr->to_dd[pa_ptr->hand] + magical_brand_extra_dice(pa_ptr);
pa_ptr->attack_damage = damroll(dd, o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
pa_ptr->attack_damage = calc_attack_damage_with_slay(player_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, false);
*/
static void calc_attack_damage(PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
pa_ptr->attack_damage = 1;
if (pa_ptr->monk_attack) {
process_monk_attack(player_ptr, pa_ptr);
}
}
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
static void apply_actual_attack(
PlayerType *player_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
sound(SOUND_HIT);
monster_desc(player_ptr, pa_ptr->m_name, pa_ptr->m_ptr, 0);
int chance = calc_attack_quality(player_ptr, pa_ptr);
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
bool is_zantetsu_nullified = ((o_ptr->name1 == ART_ZANTETSU) && (pa_ptr->r_ptr->d_char == 'j'));
bool is_ej_nullified = ((o_ptr->name1 == ART_EXCALIBUR_J) && (pa_ptr->r_ptr->d_char == 'S'));
calc_num_blow(player_ptr, pa_ptr);
void set_equipment_influence(PlayerType *player_ptr, self_info_type *self_ptr)
{
for (int k = INVEN_MAIN_HAND; k < INVEN_TOTAL; k++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[k];
+ auto *o_ptr = &player_ptr->inventory_list[k];
if (o_ptr->k_idx == 0)
continue;
void set_weapon_effect_info(PlayerType *player_ptr, self_info_type *self_ptr)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
if (o_ptr->k_idx == 0)
return;
this->set_locals(); /* 計算前に値のセット。派生クラスの値がセットされる。*/
int16_t result = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
auto flgs = object_flags(o_ptr);
if (!o_ptr->k_idx)
bool has_disable_two_handed_bonus(PlayerType *player_ptr, int i)
{
if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && has_two_handed_weapons(player_ptr)) {
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
int limit = calc_weapon_weight_limit(player_ptr);
/* Enable when two hand wields an enough light weapon */
static bool is_heavy_wield(PlayerType *player_ptr, int i)
{
- const ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
+ const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
}
}
for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
if (!o_ptr->is_armour())
static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[slot];
+ auto *o_ptr = &player_ptr->inventory_list[slot];
auto flgs = object_flags(o_ptr);
player_hand calc_hand = PLAYER_HAND_OTHER;
/* Bonuses and penalties by weapon */
PlayerClass pc(player_ptr);
if (has_melee_weapon(player_ptr, slot)) {
- ObjectType *o_ptr = &player_ptr->inventory_list[slot];
+ auto *o_ptr = &player_ptr->inventory_list[slot];
auto flgs = object_flags(o_ptr);
/* Traind bonuses */
/* Bonuses from inventory */
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
/* Ignore empty hands, handed weapons, bows and capture balls */
if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i))
pow -= 12;
}
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
if (is_heavy_shoot(player_ptr, o_ptr)) {
pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
return;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
ObjectType forge;
ObjectType *q_ptr = &forge;
uint32_t value, exp;
if (description)
return _("影のオーラを身にまとい、敵に影のダメージを与える。", "Gives aura of shadow.");
if (cast) {
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
if (!o_ptr->k_idx) {
msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
}
}
if (continuation) {
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
if ((!o_ptr->k_idx) || (!o_ptr->is_cursed())) {
exe_spell(player_ptr, REALM_HEX, spell, SpellProcessType::STOP);
/*** Dump objects ***/
wr_u16b(floor_ptr->o_max);
for (int i = 1; i < floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &floor_ptr->o_list[i];
+ auto *o_ptr = &floor_ptr->o_list[i];
wr_item(o_ptr);
}
wr_byte((byte)player_ptr->spell_order[i]);
for (int i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
ObjectType *q_ptr;
auto *floor_ptr = this->player_ptr->current_floor_ptr;
- ObjectType *o_ptr = &floor_ptr->o_list[o_idx];
+ auto *o_ptr = &floor_ptr->o_list[o_idx];
/* Small chests often hold "gold" */
small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
{
int i;
- ObjectType *o_ptr = &this->player_ptr->current_floor_ptr->o_list[o_idx];
+ auto *o_ptr = &this->player_ptr->current_floor_ptr->o_list[o_idx];
int mon_level = o_ptr->xtra3;
msg_format(_("ミス! %sにかわされた。", "You miss %s."), pa_ptr->m_name);
msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
auto death_scythe_flags = object_flags(o_ptr);
pa_ptr->attack_damage = damroll(o_ptr->dd + player_ptr->to_dd[pa_ptr->hand], o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
int magnification = calc_death_scythe_reflection_magnification(player_ptr);
{
int cnt = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
if (!o_ptr->is_cursed())
bool detect = false;
POSITION y, x;
for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
bool detect = false;
for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
ItemKindType tv;
bool detect = false;
for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
{
/* Memorize objects */
for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
if (o_ptr->is_held_by_monster())
/* Forget all objects */
for (OBJECT_IDX i = 1; i < player_ptr->current_floor_ptr->o_max; i++) {
- ObjectType *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
+ auto *o_ptr = &player_ptr->current_floor_ptr->o_list[i];
if (!o_ptr->is_valid())
continue;
void identify_pack(PlayerType *player_ptr)
{
for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
if (preserve_hold_objects) {
for (const auto this_o_idx : back_m.hold_o_idx_list) {
- ObjectType *o_ptr = &floor_ptr->o_list[this_o_idx];
+ auto *o_ptr = &floor_ptr->o_list[this_o_idx];
o_ptr->held_m_idx = hack_m_idx_ii;
}
} else {
void phlogiston(PlayerType *player_ptr)
{
GAME_TURN max_flog = 0;
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_LITE];
if ((o_ptr->tval == ItemKindType::LITE) && (o_ptr->sval == SV_LITE_LANTERN))
max_flog = FUEL_LAMP;
else if ((o_ptr->tval == ItemKindType::LITE) && (o_ptr->sval == SV_LITE_TORCH))
concptr s = _("磨く盾がありません。", "You have no shield to polish.");
OBJECT_IDX item;
- ObjectType *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, TvalItemTester(ItemKindType::SHIELD));
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, TvalItemTester(ItemKindType::SHIELD));
if (o_ptr == nullptr)
return false;
concptr q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
concptr s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
OBJECT_IDX item;
- ObjectType *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::is_armour));
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::is_armour));
if (o_ptr == nullptr)
return false;
{
/* Use the first acceptable bolts */
for (int i = 0; i < INVEN_PACK; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
/* Skip non-bolts */
if (o_ptr->tval != ItemKindType::BOLT)
*/
bool cosmic_cast_off(PlayerType *player_ptr, ObjectType **o_ptr_ptr)
{
- ObjectType *o_ptr = (*o_ptr_ptr);
+ auto *o_ptr = (*o_ptr_ptr);
/* Cast off activated item */
INVENTORY_IDX slot;
chg_virtue(player_ptr, V_KNOWLEDGE, -5);
chg_virtue(player_ptr, V_ENLIGHTEN, -5);
for (int i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->k_idx == 0) || o_ptr->is_fully_known())
continue;
handle_stuff(player_ptr);
if (player_ptr->inventory_list[INVEN_PACK].k_idx) {
INVENTORY_IDX item = INVEN_PACK;
- ObjectType *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
if (cur_store_num != StoreSaleType::HOME) {
if (cur_store_num == StoreSaleType::MUSEUM)
msg_print(_("ザックからアイテムがあふれそうなので、あわてて博物館から出た...", "Your pack is so full that you flee the Museum..."));
{
auto list = std::vector<PARAMETER_VALUE>();
for (INVENTORY_IDX i = 0; i < st_ptr->stock_num; i++) {
- ObjectType *o_ptr = &st_ptr->stock[i];
+ auto *o_ptr = &st_ptr->stock[i];
if (o_ptr == j_ptr)
continue;
if (o_ptr->k_idx != j_ptr->k_idx)
st_ptr->insult_cur = 0;
if (store_num == StoreSaleType::BLACK) {
for (INVENTORY_IDX j = st_ptr->stock_num - 1; j >= 0; j--) {
- ObjectType *o_ptr = &st_ptr->stock[j];
+ auto *o_ptr = &st_ptr->stock[j];
if (black_market_crap(player_ptr, o_ptr)) {
store_item_increase(j, 0 - o_ptr->number);
store_item_optimize(j);
{
HIT_PROB show_tohit = player_ptr->dis_to_h[hand];
HIT_POINT show_todam = player_ptr->dis_to_d[hand];
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + hand];
if (o_ptr->is_known())
show_tohit += o_ptr->to_h;
*/
static void display_hit_damage(PlayerType *player_ptr)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
HIT_PROB show_tohit = player_ptr->dis_to_h_b;
HIT_POINT show_todam = 0;
if (o_ptr->is_known())
*/
void inven_item_charges(PlayerType *player_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
if ((o_ptr->tval != ItemKindType::STAFF) && (o_ptr->tval != ItemKindType::WAND))
return;
if (!o_ptr->is_known())
*/
void inven_item_describe(PlayerType *player_ptr, INVENTORY_IDX item)
{
- ObjectType *o_ptr = &player_ptr->inventory_list[item];
+ auto *o_ptr = &player_ptr->inventory_list[item];
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
#ifdef JP
void wiz_identify_full_inventory(PlayerType *player_ptr)
{
for (int i = 0; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr = &player_ptr->inventory_list[i];
+ auto *o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx)
continue;
char buf[MAX_NLEN] = "\0";
char *str = buf;
ObjectType forge;
- ObjectType *o_ptr = &forge;
+ auto *o_ptr = &forge;
char o_name[MAX_NLEN];
bool wish_art = false;