{
char wrath_reason[32] = "";
int nasty_chance = 6;
- tval_type dummy = 0;
int type, effect;
concptr reward = NULL;
GAME_TEXT o_name[MAX_NLEN];
msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)do_inc_stat(creature_ptr, dummy);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)do_inc_stat(creature_ptr, stat);
}
reward = _("全能力値が上がった。", "increasing all stats");
break;
reward = _("体力が回復した。", "healing");
break;
- case REW_CURSE_WP:
+ case REW_CURSE_WP: {
+ inventory_slot_type slot;
if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
}
- describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
+ }
case REW_CURSE_AR:
break;
case 3:
if (one_in_(2)) {
+ inventory_slot_type slot;
if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
break;
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
if (has_melee_weapon(creature_ptr, INVEN_RARM) && one_in_(2))
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
}
- describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[dummy], OD_NAME_ONLY);
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ describe_flavor(creature_ptr, o_name, &creature_ptr->inventory_list[slot], OD_NAME_ONLY);
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
} else {
if (!creature_ptr->inventory_list[INVEN_BODY].k_idx)
}
break;
default:
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), TRUE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
take_hit(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < A_MAX; dummy++) {
- (void)dec_stat(creature_ptr, dummy, 10 + randint1(15), FALSE);
+ for (base_status_type stat = 0; stat < A_MAX; stat++) {
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), FALSE);
}
activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
(void)activate_ty_curse(creature_ptr, FALSE, &count);
if (one_in_(2)) {
- dummy = 0;
+ inventory_slot_type slot = 0;
if (has_melee_weapon(creature_ptr, INVEN_RARM)) {
- dummy = INVEN_RARM;
+ slot = INVEN_RARM;
if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
} else if (has_melee_weapon(creature_ptr, INVEN_LARM))
- dummy = INVEN_LARM;
+ slot = INVEN_LARM;
- if (dummy)
- (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[dummy]);
+ if (slot)
+ (void)curse_weapon_object(creature_ptr, FALSE, &creature_ptr->inventory_list[slot]);
}
if (one_in_(2))
(void)curse_armor(creature_ptr);
creature_ptr->lite = has_lite(creature_ptr);
- const player_race *tmp_rp_ptr;
- if (creature_ptr->mimic_form)
- tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
- else
- tmp_rp_ptr = &race_info[creature_ptr->prace];
-
if (creature_ptr->special_defense & KAMAE_MASK) {
if (!(empty_hands_status & EMPTY_HAND_RARM)) {
set_action(creature_ptr, ACTION_NONE);
int count;
if (!creature_ptr->riding) {
- const player_race *tmp_rp_ptr;
- if (creature_ptr->mimic_form)
- tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
- else
- tmp_rp_ptr = &race_info[creature_ptr->prace];
-
if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
pow += (creature_ptr->lev) / 10;
static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
{
- (creature_ptr); // unused
- (slot); // unused
+ (void)creature_ptr; // unused
+ (void)slot; // unused
return 0;
}