monster_race *r_ptr = &r_info[m_ptr->r_idx];
auto effects = player_ptr->effects();
auto is_stunned = effects->stun()->is_stunned();
- if (!is_hostile(m_ptr) && !(player_ptr->confused || player_ptr->hallucinated || !m_ptr->ml || is_stunned || (player_ptr->muta.has(MUTA::BERS_RAGE) && is_shero(player_ptr))) && pattern_seq(player_ptr, player_ptr->y, player_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
+ if (!is_hostile(m_ptr) && !(player_ptr->confused || player_ptr->hallucinated || !m_ptr->ml || is_stunned || (player_ptr->muta.has(PlayerMutationType::BERS_RAGE) && is_shero(player_ptr))) && pattern_seq(player_ptr, player_ptr->y, player_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
(void)set_monster_csleep(player_ptr, g_ptr->m_idx, 0);
monster_desc(player_ptr, m_name, m_ptr, 0);
if (m_ptr->ml) {
* @param power 発動させる突然変異レイシャルのID
* @return レイシャルを実行した場合TRUE、キャンセルした場合FALSEを返す
*/
-bool exe_mutation_power(player_type *player_ptr, MUTA power)
+bool exe_mutation_power(player_type *player_ptr, PlayerMutationType power)
{
DIRECTION dir = 0;
PLAYER_LEVEL lvl = player_ptr->lev;
switch (power) {
- case MUTA::SPIT_ACID:
+ case PlayerMutationType::SPIT_ACID:
if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("酸を吐きかけた...", "You spit acid..."));
fire_ball(player_ptr, AttributeType::ACID, dir, lvl, 1 + (lvl / 30));
return true;
- case MUTA::BR_FIRE:
+ case PlayerMutationType::BR_FIRE:
if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("あなたは火炎のブレスを吐いた...", "You breathe fire..."));
fire_breath(player_ptr, AttributeType::FIRE, dir, lvl * 2, 1 + (lvl / 20));
return true;
- case MUTA::HYPN_GAZE:
+ case PlayerMutationType::HYPN_GAZE:
if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("あなたの目は幻惑的になった...", "Your eyes look mesmerizing..."));
(void)charm_monster(player_ptr, dir, lvl);
return true;
- case MUTA::TELEKINES:
+ case PlayerMutationType::TELEKINES:
if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("集中している...", "You concentrate..."));
fetch_item(player_ptr, dir, lvl * 10, true);
return true;
- case MUTA::VTELEPORT:
+ case PlayerMutationType::VTELEPORT:
msg_print(_("集中している...", "You concentrate..."));
teleport_player(player_ptr, 10 + 4 * lvl, TELEPORT_SPONTANEOUS);
return true;
- case MUTA::MIND_BLST:
+ case PlayerMutationType::MIND_BLST:
if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("集中している...", "You concentrate..."));
fire_bolt(player_ptr, AttributeType::PSI, dir, damroll(3 + ((lvl - 1) / 5), 3));
return true;
- case MUTA::RADIATION:
+ case PlayerMutationType::RADIATION:
msg_print(_("体から放射能が発生した!", "Radiation flows from your body!"));
fire_ball(player_ptr, AttributeType::NUKE, 0, (lvl * 2), 3 + (lvl / 20));
return true;
- case MUTA::VAMPIRISM:
+ case PlayerMutationType::VAMPIRISM:
vampirism(player_ptr);
return true;
- case MUTA::SMELL_MET:
+ case PlayerMutationType::SMELL_MET:
stop_mouth(player_ptr);
(void)detect_treasure(player_ptr, DETECT_RAD_DEFAULT);
return true;
- case MUTA::SMELL_MON:
+ case PlayerMutationType::SMELL_MON:
stop_mouth(player_ptr);
(void)detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
return true;
- case MUTA::BLINK:
+ case PlayerMutationType::BLINK:
teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
return true;
- case MUTA::EAT_ROCK:
+ case PlayerMutationType::EAT_ROCK:
return eat_rock(player_ptr);
- case MUTA::SWAP_POS:
+ case PlayerMutationType::SWAP_POS:
project_length = -1;
if (!get_aim_dir(player_ptr, &dir)) {
project_length = 0;
(void)teleport_swap(player_ptr, dir);
project_length = 0;
return true;
- case MUTA::SHRIEK:
+ case PlayerMutationType::SHRIEK:
stop_mouth(player_ptr);
(void)fire_ball(player_ptr, AttributeType::SOUND, 0, 2 * lvl, 8);
(void)aggravate_monsters(player_ptr, 0);
return true;
- case MUTA::ILLUMINE:
+ case PlayerMutationType::ILLUMINE:
(void)lite_area(player_ptr, damroll(2, (lvl / 2)), (lvl / 10) + 1);
return true;
- case MUTA::DET_CURSE:
+ case PlayerMutationType::DET_CURSE:
for (int i = 0; i < INVEN_TOTAL; i++) {
object_type *o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->k_idx == 0) || !o_ptr->is_cursed())
}
return true;
- case MUTA::BERSERK:
+ case PlayerMutationType::BERSERK:
(void)berserk(player_ptr, randint1(25) + 25);
return true;
- case MUTA::POLYMORPH:
+ case PlayerMutationType::POLYMORPH:
if (!get_check(_("変身します。よろしいですか?", "You will polymorph your self. Are you sure? ")))
return false;
do_poly_self(player_ptr);
return true;
- case MUTA::MIDAS_TCH:
+ case PlayerMutationType::MIDAS_TCH:
return alchemy(player_ptr);
- case MUTA::GROW_MOLD:
+ case PlayerMutationType::GROW_MOLD:
for (DIRECTION i = 0; i < 8; i++)
summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, lvl, SUMMON_MOLD, PM_FORCE_PET);
return true;
- case MUTA::RESIST: {
+ case PlayerMutationType::RESIST: {
int num = lvl / 10;
TIME_EFFECT dur = randint1(20) + 20;
if (randint0(5) < num) {
return true;
}
- case MUTA::EARTHQUAKE:
+ case PlayerMutationType::EARTHQUAKE:
(void)earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
return true;
- case MUTA::EAT_MAGIC:
+ case PlayerMutationType::EAT_MAGIC:
return eat_magic(player_ptr, player_ptr->lev * 2);
- case MUTA::WEIGH_MAG:
+ case PlayerMutationType::WEIGH_MAG:
report_magics(player_ptr);
return true;
- case MUTA::STERILITY:
+ case PlayerMutationType::STERILITY:
msg_print(_("突然頭が痛くなった!", "You suddenly have a headache!"));
take_hit(player_ptr, DAMAGE_LOSELIFE, randint1(17) + 17, _("禁欲を強いた疲労", "the strain of forcing abstinence"));
player_ptr->current_floor_ptr->num_repro += MAX_REPRO;
return true;
- case MUTA::HIT_AND_AWAY:
+ case PlayerMutationType::HIT_AND_AWAY:
return hit_and_away(player_ptr);
- case MUTA::DAZZLE:
+ case PlayerMutationType::DAZZLE:
stun_monsters(player_ptr, lvl * 4);
confuse_monsters(player_ptr, lvl * 4);
turn_monsters(player_ptr, lvl * 4);
return true;
- case MUTA::LASER_EYE:
+ case PlayerMutationType::LASER_EYE:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_beam(player_ptr, AttributeType::LITE, dir, 2 * lvl);
return true;
- case MUTA::RECALL:
+ case PlayerMutationType::RECALL:
return recall_player(player_ptr, randint0(21) + 15);
- case MUTA::BANISH: {
+ case PlayerMutationType::BANISH: {
if (!get_direction(player_ptr, &dir, false, false))
return false;
return true;
}
- case MUTA::COLD_TOUCH: {
+ case PlayerMutationType::COLD_TOUCH: {
if (!get_direction(player_ptr, &dir, false, false))
return false;
fire_bolt(player_ptr, AttributeType::COLD, dir, 2 * lvl);
return true;
}
- case MUTA::LAUNCHER: {
+ case PlayerMutationType::LAUNCHER: {
return ThrowCommand(player_ptr).do_cmd_throw(2 + lvl / 40, false, -1);
}
default:
* @brief プレイヤーの変異能力実行ヘッダ
*/
-enum class MUTA;
+enum class PlayerMutationType;
struct player_type;
-bool exe_mutation_power(player_type *player_ptr, MUTA power);
+bool exe_mutation_power(player_type *player_ptr, PlayerMutationType power);
* @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
* @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
*/
-static void natural_attack(player_type *player_ptr, MONSTER_IDX m_idx, MUTA attack, bool *fear, bool *mdeath)
+static void natural_attack(player_type *player_ptr, MONSTER_IDX m_idx, PlayerMutationType attack, bool *fear, bool *mdeath)
{
WEIGHT n_weight = 0;
monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
int dice_num, dice_side;
concptr atk_desc;
switch (attack) {
- case MUTA::SCOR_TAIL:
+ case PlayerMutationType::SCOR_TAIL:
dice_num = 3;
dice_side = 7;
n_weight = 5;
atk_desc = _("尻尾", "tail");
break;
- case MUTA::HORNS:
+ case PlayerMutationType::HORNS:
dice_num = 2;
dice_side = 6;
n_weight = 15;
atk_desc = _("角", "horns");
break;
- case MUTA::BEAK:
+ case PlayerMutationType::BEAK:
dice_num = 2;
dice_side = 4;
n_weight = 5;
atk_desc = _("クチバシ", "beak");
break;
- case MUTA::TRUNK:
+ case PlayerMutationType::TRUNK:
dice_num = 1;
dice_side = 4;
n_weight = 35;
atk_desc = _("象の鼻", "trunk");
break;
- case MUTA::TENTACLES:
+ case PlayerMutationType::TENTACLES:
dice_num = 2;
dice_side = 5;
n_weight = 5;
anger_monster(player_ptr, m_ptr);
switch (attack) {
- case MUTA::SCOR_TAIL:
+ case PlayerMutationType::SCOR_TAIL:
project(player_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, AttributeType::POIS, PROJECT_KILL);
*mdeath = (m_ptr->r_idx == 0);
break;
- case MUTA::HORNS:
- case MUTA::BEAK:
- case MUTA::TRUNK:
- case MUTA::TENTACLES:
+ case PlayerMutationType::HORNS:
+ case PlayerMutationType::BEAK:
+ case PlayerMutationType::TRUNK:
+ case PlayerMutationType::TENTACLES:
default: {
MonsterDamageProcessor mdp(player_ptr, m_idx, k, fear, AttributeType::ATTACK);
*mdeath = mdp.mon_take_hit(nullptr);
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
- const std::initializer_list<MUTA> mutation_attack_methods = { MUTA::HORNS, MUTA::BEAK, MUTA::SCOR_TAIL, MUTA::TRUNK, MUTA::TENTACLES };
+ const std::initializer_list<PlayerMutationType> mutation_attack_methods = { PlayerMutationType::HORNS, PlayerMutationType::BEAK, PlayerMutationType::SCOR_TAIL, PlayerMutationType::TRUNK, PlayerMutationType::TENTACLES };
disturb(player_ptr, false, true);
if (rpi_ptr->number < 0)
rc_ptr->cast = exe_racial_power(player_ptr, rpi_ptr->number);
else
- rc_ptr->cast = exe_mutation_power(player_ptr, i2enum<MUTA>(rpi_ptr->number));
+ rc_ptr->cast = exe_mutation_power(player_ptr, i2enum<PlayerMutationType>(rpi_ptr->number));
break;
case RACIAL_FAILURE:
rc_ptr->cast = true;
auto muta = player_ptr->muta;
if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
// ラッキーマンの白オーラは突然変異治療の対象外
- muta.reset(MUTA::GOOD_LUCK);
+ muta.reset(PlayerMutationType::GOOD_LUCK);
}
if (muta.any()) {
while (!lose_mutation(player_ptr, 0))
return;
if (player_ptr->muta.any() || has_good_luck(player_ptr)) {
- if (player_ptr->muta.has(MUTA::SPIT_ACID))
+ if (player_ptr->muta.has(PlayerMutationType::SPIT_ACID))
fprintf(out_file, _(" あなたは酸を吹きかけることができる。(ダメージ レベルX1)\n", " You can spit acid (dam lvl).\n"));
- if (player_ptr->muta.has(MUTA::BR_FIRE))
+ if (player_ptr->muta.has(PlayerMutationType::BR_FIRE))
fprintf(out_file, _(" あなたは炎のブレスを吐くことができる。(ダメージ レベルX2)\n", " You can breathe fire (dam lvl * 2).\n"));
- if (player_ptr->muta.has(MUTA::HYPN_GAZE))
+ if (player_ptr->muta.has(PlayerMutationType::HYPN_GAZE))
fprintf(out_file, _(" あなたの睨みは催眠効果をもつ。\n", " Your gaze is hypnotic.\n"));
- if (player_ptr->muta.has(MUTA::TELEKINES))
+ if (player_ptr->muta.has(PlayerMutationType::TELEKINES))
fprintf(out_file, _(" あなたは念動力をもっている。\n", " You are telekinetic.\n"));
- if (player_ptr->muta.has(MUTA::VTELEPORT))
+ if (player_ptr->muta.has(PlayerMutationType::VTELEPORT))
fprintf(out_file, _(" あなたは自分の意思でテレポートできる。\n", " You can teleport at will.\n"));
- if (player_ptr->muta.has(MUTA::MIND_BLST))
+ if (player_ptr->muta.has(PlayerMutationType::MIND_BLST))
fprintf(out_file, _(" あなたは敵を精神攻撃できる。\n", " You can Mind Blast your enemies.\n"));
- if (player_ptr->muta.has(MUTA::RADIATION))
+ if (player_ptr->muta.has(PlayerMutationType::RADIATION))
fprintf(out_file, _(" あなたは自分の意思で放射能を発生することができる。\n", " You can emit hard radiation at will.\n"));
- if (player_ptr->muta.has(MUTA::VAMPIRISM))
+ if (player_ptr->muta.has(PlayerMutationType::VAMPIRISM))
fprintf(out_file, _(" あなたは吸血鬼のように敵から生命力を吸収することができる。\n", " You can drain life from a foe like a vampire.\n"));
- if (player_ptr->muta.has(MUTA::SMELL_MET))
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MET))
fprintf(out_file, _(" あなたは近くにある貴金属をかぎ分けることができる。\n", " You can smell nearby precious metal.\n"));
- if (player_ptr->muta.has(MUTA::SMELL_MON))
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MON))
fprintf(out_file, _(" あなたは近くのモンスターの存在をかぎ分けることができる。\n", " You can smell nearby monsters.\n"));
- if (player_ptr->muta.has(MUTA::BLINK))
+ if (player_ptr->muta.has(PlayerMutationType::BLINK))
fprintf(out_file, _(" あなたは短い距離をテレポートできる。\n", " You can teleport yourself short distances.\n"));
- if (player_ptr->muta.has(MUTA::EAT_ROCK))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_ROCK))
fprintf(out_file, _(" あなたは硬い岩を食べることができる。\n", " You can consume solid rock.\n"));
- if (player_ptr->muta.has(MUTA::SWAP_POS))
+ if (player_ptr->muta.has(PlayerMutationType::SWAP_POS))
fprintf(out_file, _(" あなたは他の者と場所を入れ替わることができる。\n", " You can switch locations with another being.\n"));
- if (player_ptr->muta.has(MUTA::SHRIEK))
+ if (player_ptr->muta.has(PlayerMutationType::SHRIEK))
fprintf(out_file, _(" あなたは身の毛もよだつ叫び声を発することができる。\n", " You can emit a horrible shriek.\n"));
- if (player_ptr->muta.has(MUTA::ILLUMINE))
+ if (player_ptr->muta.has(PlayerMutationType::ILLUMINE))
fprintf(out_file, _(" あなたは明るい光を放つことができる。\n", " You can emit bright light.\n"));
- if (player_ptr->muta.has(MUTA::DET_CURSE))
+ if (player_ptr->muta.has(PlayerMutationType::DET_CURSE))
fprintf(out_file, _(" あなたは邪悪な魔法の危険を感じとることができる。\n", " You can feel the danger of evil magic.\n"));
- if (player_ptr->muta.has(MUTA::BERSERK))
+ if (player_ptr->muta.has(PlayerMutationType::BERSERK))
fprintf(out_file, _(" あなたは自分の意思で狂乱戦闘状態になることができる。\n", " You can drive yourself into a berserk frenzy.\n"));
- if (player_ptr->muta.has(MUTA::POLYMORPH))
+ if (player_ptr->muta.has(PlayerMutationType::POLYMORPH))
fprintf(out_file, _(" あなたは自分の意志で変化できる。\n", " You can polymorph yourself at will.\n"));
- if (player_ptr->muta.has(MUTA::MIDAS_TCH))
+ if (player_ptr->muta.has(PlayerMutationType::MIDAS_TCH))
fprintf(out_file, _(" あなたは通常アイテムを金に変えることができる。\n", " You can turn ordinary items to gold.\n"));
- if (player_ptr->muta.has(MUTA::GROW_MOLD))
+ if (player_ptr->muta.has(PlayerMutationType::GROW_MOLD))
fprintf(out_file, _(" あなたは周囲にキノコを生やすことができる。\n", " You can cause mold to grow near you.\n"));
- if (player_ptr->muta.has(MUTA::RESIST))
+ if (player_ptr->muta.has(PlayerMutationType::RESIST))
fprintf(out_file, _(" あなたは元素の攻撃に対して身を硬くすることができる。\n", " You can harden yourself to the ravages of the elements.\n"));
- if (player_ptr->muta.has(MUTA::EARTHQUAKE))
+ if (player_ptr->muta.has(PlayerMutationType::EARTHQUAKE))
fprintf(out_file, _(" あなたは周囲のダンジョンを崩壊させることができる。\n", " You can bring down the dungeon around your ears.\n"));
- if (player_ptr->muta.has(MUTA::EAT_MAGIC))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_MAGIC))
fprintf(out_file, _(" あなたは魔法のエネルギーを自分の物として使用できる。\n", " You can consume magic energy for your own use.\n"));
- if (player_ptr->muta.has(MUTA::WEIGH_MAG))
+ if (player_ptr->muta.has(PlayerMutationType::WEIGH_MAG))
fprintf(out_file, _(" あなたは自分に影響を与える魔法の力を感じることができる。\n", " You can feel the strength of the magics affecting you.\n"));
- if (player_ptr->muta.has(MUTA::STERILITY))
+ if (player_ptr->muta.has(PlayerMutationType::STERILITY))
fprintf(out_file, _(" あなたは集団的生殖不能を起こすことができる。\n", " You can cause mass impotence.\n"));
- if (player_ptr->muta.has(MUTA::HIT_AND_AWAY))
+ if (player_ptr->muta.has(PlayerMutationType::HIT_AND_AWAY))
fprintf(out_file, _(" あなたは攻撃した後身を守るため逃げることができる。\n", " You can run for your life after hitting something.\n"));
- if (player_ptr->muta.has(MUTA::DAZZLE))
+ if (player_ptr->muta.has(PlayerMutationType::DAZZLE))
fprintf(out_file, _(" あなたは混乱と盲目を引き起こす放射能を発生することができる。 \n", " You can emit confusing, blinding radiation.\n"));
- if (player_ptr->muta.has(MUTA::LASER_EYE))
+ if (player_ptr->muta.has(PlayerMutationType::LASER_EYE))
fprintf(out_file, _(" あなたは目からレーザー光線を発射することができる。\n", " Your eyes can fire laser beams.\n"));
- if (player_ptr->muta.has(MUTA::RECALL))
+ if (player_ptr->muta.has(PlayerMutationType::RECALL))
fprintf(out_file, _(" あなたは街とダンジョンの間を行き来することができる。\n", " You can travel between town and the depths.\n"));
- if (player_ptr->muta.has(MUTA::BANISH))
+ if (player_ptr->muta.has(PlayerMutationType::BANISH))
fprintf(out_file, _(" あなたは邪悪なモンスターを地獄に落とすことができる。\n", " You can send evil creatures directly to Hell.\n"));
- if (player_ptr->muta.has(MUTA::COLD_TOUCH))
+ if (player_ptr->muta.has(PlayerMutationType::COLD_TOUCH))
fprintf(out_file, _(" あなたは物を触って凍らせることができる。\n", " You can freeze things with a touch.\n"));
- if (player_ptr->muta.has(MUTA::LAUNCHER))
+ if (player_ptr->muta.has(PlayerMutationType::LAUNCHER))
fprintf(out_file, _(" あなたはアイテムを力強く投げることができる。\n", " You can hurl objects with great force.\n"));
- if (player_ptr->muta.has(MUTA::BERS_RAGE))
+ if (player_ptr->muta.has(PlayerMutationType::BERS_RAGE))
fprintf(out_file, _(" あなたは狂戦士化の発作を起こす。\n", " You are subject to berserker fits.\n"));
- if (player_ptr->muta.has(MUTA::COWARDICE))
+ if (player_ptr->muta.has(PlayerMutationType::COWARDICE))
fprintf(out_file, _(" あなたは時々臆病になる。\n", " You are subject to cowardice.\n"));
- if (player_ptr->muta.has(MUTA::RTELEPORT))
+ if (player_ptr->muta.has(PlayerMutationType::RTELEPORT))
fprintf(out_file, _(" あなたはランダムにテレポートする。\n", " You sometimes randomly teleport.\n"));
- if (player_ptr->muta.has(MUTA::ALCOHOL))
+ if (player_ptr->muta.has(PlayerMutationType::ALCOHOL))
fprintf(out_file, _(" あなたの体はアルコールを分泌する。\n", " Your body produces alcohol.\n"));
- if (player_ptr->muta.has(MUTA::HALLU))
+ if (player_ptr->muta.has(PlayerMutationType::HALLU))
fprintf(out_file, _(" あなたは幻覚を引き起こす精神錯乱に侵されている。\n", " You have a hallucinatory insanity.\n"));
- if (player_ptr->muta.has(MUTA::FLATULENT))
+ if (player_ptr->muta.has(PlayerMutationType::FLATULENT))
fprintf(out_file, _(" あなたは制御できない強烈な屁をこく。\n", " You are subject to uncontrollable flatulence.\n"));
- if (player_ptr->muta.has(MUTA::PROD_MANA))
+ if (player_ptr->muta.has(PlayerMutationType::PROD_MANA))
fprintf(out_file, _(" あなたは制御不能な魔法のエネルギーを発している。\n", " You produce magical energy uncontrollably.\n"));
- if (player_ptr->muta.has(MUTA::ATT_DEMON))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DEMON))
fprintf(out_file, _(" あなたはデーモンを引きつける。\n", " You attract demons.\n"));
- if (player_ptr->muta.has(MUTA::SCOR_TAIL))
+ if (player_ptr->muta.has(PlayerMutationType::SCOR_TAIL))
fprintf(out_file, _(" あなたはサソリの尻尾が生えている。(毒、ダメージ 3d7)\n", " You have a scorpion tail (poison, 3d7).\n"));
- if (player_ptr->muta.has(MUTA::HORNS))
+ if (player_ptr->muta.has(PlayerMutationType::HORNS))
fprintf(out_file, _(" あなたは角が生えている。(ダメージ 2d6)\n", " You have horns (dam. 2d6).\n"));
- if (player_ptr->muta.has(MUTA::BEAK))
+ if (player_ptr->muta.has(PlayerMutationType::BEAK))
fprintf(out_file, _(" あなたはクチバシが生えている。(ダメージ 2d4)\n", " You have a beak (dam. 2d4).\n"));
- if (player_ptr->muta.has(MUTA::SPEED_FLUX))
+ if (player_ptr->muta.has(PlayerMutationType::SPEED_FLUX))
fprintf(out_file, _(" あなたはランダムに早く動いたり遅く動いたりする。\n", " You move faster or slower randomly.\n"));
- if (player_ptr->muta.has(MUTA::BANISH_ALL))
+ if (player_ptr->muta.has(PlayerMutationType::BANISH_ALL))
fprintf(out_file, _(" あなたは時々近くのモンスターを消滅させる。\n", " You sometimes cause nearby creatures to vanish.\n"));
- if (player_ptr->muta.has(MUTA::EAT_LIGHT))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_LIGHT))
fprintf(out_file, _(" あなたは時々周囲の光を吸収して栄養にする。\n", " You sometimes feed off of the light around you.\n"));
- if (player_ptr->muta.has(MUTA::TRUNK))
+ if (player_ptr->muta.has(PlayerMutationType::TRUNK))
fprintf(out_file, _(" あなたは象のような鼻を持っている。(ダメージ 1d4)\n", " You have an elephantine trunk (dam 1d4).\n"));
- if (player_ptr->muta.has(MUTA::ATT_ANIMAL))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_ANIMAL))
fprintf(out_file, _(" あなたは動物を引きつける。\n", " You attract animals.\n"));
- if (player_ptr->muta.has(MUTA::TENTACLES))
+ if (player_ptr->muta.has(PlayerMutationType::TENTACLES))
fprintf(out_file, _(" あなたは邪悪な触手を持っている。(ダメージ 2d5)\n", " You have evil looking tentacles (dam 2d5).\n"));
- if (player_ptr->muta.has(MUTA::RAW_CHAOS))
+ if (player_ptr->muta.has(PlayerMutationType::RAW_CHAOS))
fprintf(out_file, _(" あなたはしばしば純カオスに包まれる。\n", " You occasionally are surrounded with raw chaos.\n"));
- if (player_ptr->muta.has(MUTA::NORMALITY))
+ if (player_ptr->muta.has(PlayerMutationType::NORMALITY))
fprintf(out_file, _(" あなたは変異していたが、回復してきている。\n", " You may be mutated, but you're recovering.\n"));
- if (player_ptr->muta.has(MUTA::WRAITH))
+ if (player_ptr->muta.has(PlayerMutationType::WRAITH))
fprintf(out_file, _(" あなたの肉体は幽体化したり実体化したりする。\n", " You fade in and out of physical reality.\n"));
- if (player_ptr->muta.has(MUTA::POLY_WOUND))
+ if (player_ptr->muta.has(PlayerMutationType::POLY_WOUND))
fprintf(out_file, _(" あなたの健康はカオスの力に影響を受ける。\n", " Your health is subject to chaotic forces.\n"));
- if (player_ptr->muta.has(MUTA::WASTING))
+ if (player_ptr->muta.has(PlayerMutationType::WASTING))
fprintf(out_file, _(" あなたは衰弱する恐ろしい病気にかかっている。\n", " You have a horrible wasting disease.\n"));
- if (player_ptr->muta.has(MUTA::ATT_DRAGON))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DRAGON))
fprintf(out_file, _(" あなたはドラゴンを引きつける。\n", " You attract dragons.\n"));
- if (player_ptr->muta.has(MUTA::WEIRD_MIND))
+ if (player_ptr->muta.has(PlayerMutationType::WEIRD_MIND))
fprintf(out_file, _(" あなたの精神はランダムに拡大したり縮小したりしている。\n", " Your mind randomly expands and contracts.\n"));
- if (player_ptr->muta.has(MUTA::NAUSEA))
+ if (player_ptr->muta.has(PlayerMutationType::NAUSEA))
fprintf(out_file, _(" あなたの胃は非常に落ち着きがない。\n", " You have a seriously upset stomach.\n"));
- if (player_ptr->muta.has(MUTA::CHAOS_GIFT))
+ if (player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT))
fprintf(out_file, _(" あなたはカオスの守護悪魔から褒美をうけとる。\n", " Chaos deities give you gifts.\n"));
- if (player_ptr->muta.has(MUTA::WALK_SHAD))
+ if (player_ptr->muta.has(PlayerMutationType::WALK_SHAD))
fprintf(out_file, _(" あなたはしばしば他の「影」に迷い込む。\n", " You occasionally stumble into other shadows.\n"));
- if (player_ptr->muta.has(MUTA::WARNING))
+ if (player_ptr->muta.has(PlayerMutationType::WARNING))
fprintf(out_file, _(" あなたは敵に関する警告を感じる。\n", " You receive warnings about your foes.\n"));
- if (player_ptr->muta.has(MUTA::INVULN))
+ if (player_ptr->muta.has(PlayerMutationType::INVULN))
fprintf(out_file, _(" あなたは時々負け知らずな気分になる。\n", " You occasionally feel invincible.\n"));
- if (player_ptr->muta.has(MUTA::SP_TO_HP))
+ if (player_ptr->muta.has(PlayerMutationType::SP_TO_HP))
fprintf(out_file, _(" あなたは時々血が筋肉にどっと流れる。\n", " Your blood sometimes rushes to your muscles.\n"));
- if (player_ptr->muta.has(MUTA::HP_TO_SP))
+ if (player_ptr->muta.has(PlayerMutationType::HP_TO_SP))
fprintf(out_file, _(" あなたは時々頭に血がどっと流れる。\n", " Your blood sometimes rushes to your head.\n"));
- if (player_ptr->muta.has(MUTA::DISARM))
+ if (player_ptr->muta.has(PlayerMutationType::DISARM))
fprintf(out_file, _(" あなたはよくつまづいて物を落とす。\n", " You occasionally stumble and drop things.\n"));
- if (player_ptr->muta.has(MUTA::HYPER_STR))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_STR))
fprintf(out_file, _(" あなたは超人的に強い。(腕力+4)\n", " You are superhumanly strong (+4 STR).\n"));
- if (player_ptr->muta.has(MUTA::PUNY))
+ if (player_ptr->muta.has(PlayerMutationType::PUNY))
fprintf(out_file, _(" あなたは虚弱だ。(腕力-4)\n", " You are puny (-4 STR).\n"));
- if (player_ptr->muta.has(MUTA::HYPER_INT))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_INT))
fprintf(out_file, _(" あなたの脳は生体コンピュータだ。(知能&賢さ+4)\n", " Your brain is a living computer (+4 INT/WIS).\n"));
- if (player_ptr->muta.has(MUTA::MORONIC))
+ if (player_ptr->muta.has(PlayerMutationType::MORONIC))
fprintf(out_file, _(" あなたは精神薄弱だ。(知能&賢さ-4)\n", " You are moronic (-4 INT/WIS).\n"));
- if (player_ptr->muta.has(MUTA::RESILIENT))
+ if (player_ptr->muta.has(PlayerMutationType::RESILIENT))
fprintf(out_file, _(" あなたの体は弾力性に富んでいる。(耐久+4)\n", " You are very resilient (+4 CON).\n"));
- if (player_ptr->muta.has(MUTA::XTRA_FAT))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_FAT))
fprintf(out_file, _(" あなたは極端に太っている。(耐久+2,スピード-2)\n", " You are extremely fat (+2 CON, -2 speed).\n"));
- if (player_ptr->muta.has(MUTA::ALBINO))
+ if (player_ptr->muta.has(PlayerMutationType::ALBINO))
fprintf(out_file, _(" あなたはアルビノだ。(耐久-4)\n", " You are albino (-4 CON).\n"));
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
fprintf(out_file, _(" あなたの肉体は腐敗している。(耐久-2,魅力-1)\n", " Your flesh is rotting (-2 CON, -1 CHR).\n"));
- if (player_ptr->muta.has(MUTA::SILLY_VOI))
+ if (player_ptr->muta.has(PlayerMutationType::SILLY_VOI))
fprintf(out_file, _(" あなたの声は間抜けなキーキー声だ。(魅力-4)\n", " Your voice is a silly squeak (-4 CHR).\n"));
- if (player_ptr->muta.has(MUTA::BLANK_FAC))
+ if (player_ptr->muta.has(PlayerMutationType::BLANK_FAC))
fprintf(out_file, _(" あなたはのっぺらぼうだ。(魅力-1)\n", " Your face is featureless (-1 CHR).\n"));
- if (player_ptr->muta.has(MUTA::ILL_NORM))
+ if (player_ptr->muta.has(PlayerMutationType::ILL_NORM))
fprintf(out_file, _(" あなたは幻影に覆われている。\n", " Your appearance is masked with illusion.\n"));
- if (player_ptr->muta.has(MUTA::XTRA_EYES))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES))
fprintf(out_file, _(" あなたは余分に二つの目を持っている。(探索+15)\n", " You have an extra pair of eyes (+15 search).\n"));
- if (player_ptr->muta.has(MUTA::MAGIC_RES))
+ if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES))
fprintf(out_file, _(" あなたは魔法への耐性をもっている。\n", " You are resistant to magic.\n"));
- if (player_ptr->muta.has(MUTA::XTRA_NOIS))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_NOIS))
fprintf(out_file, _(" あなたは変な音を発している。(隠密-3)\n", " You make a lot of strange noise (-3 stealth).\n"));
- if (player_ptr->muta.has(MUTA::INFRAVIS))
+ if (player_ptr->muta.has(PlayerMutationType::INFRAVIS))
fprintf(out_file, _(" あなたは素晴らしい赤外線視力を持っている。(+3)\n", " You have remarkable infravision (+3).\n"));
- if (player_ptr->muta.has(MUTA::XTRA_LEGS))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_LEGS))
fprintf(out_file, _(" あなたは余分に二本の足が生えている。(加速+3)\n", " You have an extra pair of legs (+3 speed).\n"));
- if (player_ptr->muta.has(MUTA::SHORT_LEG))
+ if (player_ptr->muta.has(PlayerMutationType::SHORT_LEG))
fprintf(out_file, _(" あなたの足は短い突起だ。(加速-3)\n", " Your legs are short stubs (-3 speed).\n"));
- if (player_ptr->muta.has(MUTA::ELEC_TOUC))
+ if (player_ptr->muta.has(PlayerMutationType::ELEC_TOUC))
fprintf(out_file, _(" あなたの血管には電流が流れている。\n", " Electricity runs through your veins.\n"));
- if (player_ptr->muta.has(MUTA::FIRE_BODY))
+ if (player_ptr->muta.has(PlayerMutationType::FIRE_BODY))
fprintf(out_file, _(" あなたの体は炎につつまれている。\n", " Your body is enveloped in flames.\n"));
- if (player_ptr->muta.has(MUTA::WART_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::WART_SKIN))
fprintf(out_file, _(" あなたの肌はイボに被われている。(魅力-2, AC+5)\n", " Your skin is covered with warts (-2 CHR, +5 AC).\n"));
- if (player_ptr->muta.has(MUTA::SCALES))
+ if (player_ptr->muta.has(PlayerMutationType::SCALES))
fprintf(out_file, _(" あなたの肌は鱗になっている。(魅力-1, AC+10)\n", " Your skin has turned into scales (-1 CHR, +10 AC).\n"));
- if (player_ptr->muta.has(MUTA::IRON_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN))
fprintf(out_file, _(" あなたの肌は鉄でできている。(器用-1, AC+25)\n", " Your skin is made of steel (-1 DEX, +25 AC).\n"));
- if (player_ptr->muta.has(MUTA::WINGS))
+ if (player_ptr->muta.has(PlayerMutationType::WINGS))
fprintf(out_file, _(" あなたは羽を持っている。\n", " You have wings.\n"));
- if (player_ptr->muta.has(MUTA::FEARLESS))
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS))
fprintf(out_file, _(" あなたは全く恐怖を感じない。\n", " You are completely fearless.\n"));
- if (player_ptr->muta.has(MUTA::REGEN))
+ if (player_ptr->muta.has(PlayerMutationType::REGEN))
fprintf(out_file, _(" あなたは急速に回復する。\n", " You are regenerating.\n"));
- if (player_ptr->muta.has(MUTA::ESP))
+ if (player_ptr->muta.has(PlayerMutationType::ESP))
fprintf(out_file, _(" あなたはテレパシーを持っている。\n", " You are telepathic.\n"));
- if (player_ptr->muta.has(MUTA::LIMBER))
+ if (player_ptr->muta.has(PlayerMutationType::LIMBER))
fprintf(out_file, _(" あなたの体は非常にしなやかだ。(器用+3)\n", " Your body is very limber (+3 DEX).\n"));
- if (player_ptr->muta.has(MUTA::ARTHRITIS))
+ if (player_ptr->muta.has(PlayerMutationType::ARTHRITIS))
fprintf(out_file, _(" あなたはいつも関節に痛みを感じている。(器用-3)\n", " Your joints ache constantly (-3 DEX).\n"));
- if (player_ptr->muta.has(MUTA::VULN_ELEM))
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM))
fprintf(out_file, _(" あなたは元素の攻撃に弱い。\n", " You are susceptible to damage from the elements.\n"));
- if (player_ptr->muta.has(MUTA::MOTION))
+ if (player_ptr->muta.has(PlayerMutationType::MOTION))
fprintf(out_file, _(" あなたの動作は正確で力強い。(隠密+1)\n", " Your movements are precise and forceful (+1 STL).\n"));
if (has_good_luck(player_ptr))
fprintf(out_file, _(" あなたは白いオーラにつつまれている。\n", " There is a white aura surrounding you.\n"));
- if (player_ptr->muta.has(MUTA::BAD_LUCK))
+ if (player_ptr->muta.has(PlayerMutationType::BAD_LUCK))
fprintf(out_file, _(" あなたは黒いオーラにつつまれている。\n", " There is a black aura surrounding you.\n"));
}
}
case 2:
case 3:
case 4:
- glm_ptr->muta_which = MUTA::SPIT_ACID;
+ glm_ptr->muta_which = PlayerMutationType::SPIT_ACID;
glm_ptr->muta_desc = _("酸を吐く能力を得た。", "You gain the ability to spit acid.");
break;
case 5:
case 6:
case 7:
- glm_ptr->muta_which = MUTA::BR_FIRE;
+ glm_ptr->muta_which = PlayerMutationType::BR_FIRE;
glm_ptr->muta_desc = _("火を吐く能力を得た。", "You gain the ability to breathe fire.");
break;
case 8:
case 9:
- glm_ptr->muta_which = MUTA::HYPN_GAZE;
+ glm_ptr->muta_which = PlayerMutationType::HYPN_GAZE;
glm_ptr->muta_desc = _("催眠眼の能力を得た。", "Your eyes look mesmerizing...");
break;
case 10:
case 11:
- glm_ptr->muta_which = MUTA::TELEKINES;
+ glm_ptr->muta_which = PlayerMutationType::TELEKINES;
glm_ptr->muta_desc = _("物体を念動力で動かす能力を得た。", "You gain the ability to move objects telekinetically.");
break;
case 12:
case 13:
case 14:
- glm_ptr->muta_which = MUTA::VTELEPORT;
+ glm_ptr->muta_which = PlayerMutationType::VTELEPORT;
glm_ptr->muta_desc = _("自分の意思でテレポートする能力を得た。", "You gain the power of teleportation at will.");
break;
case 15:
case 16:
- glm_ptr->muta_which = MUTA::MIND_BLST;
+ glm_ptr->muta_which = PlayerMutationType::MIND_BLST;
glm_ptr->muta_desc = _("精神攻撃の能力を得た。", "You gain the power of Mind Blast.");
break;
case 17:
case 18:
- glm_ptr->muta_which = MUTA::RADIATION;
+ glm_ptr->muta_which = PlayerMutationType::RADIATION;
glm_ptr->muta_desc = _("あなたは強い放射線を発生し始めた。", "You start emitting hard radiation.");
break;
case 19:
case 20:
- glm_ptr->muta_which = MUTA::VAMPIRISM;
+ glm_ptr->muta_which = PlayerMutationType::VAMPIRISM;
glm_ptr->muta_desc = _("生命力を吸収できるようになった。", "You become vampiric.");
break;
case 21:
case 22:
case 23:
- glm_ptr->muta_which = MUTA::SMELL_MET;
+ glm_ptr->muta_which = PlayerMutationType::SMELL_MET;
glm_ptr->muta_desc = _("金属の匂いを嗅ぎ分けられるようになった。", "You smell a metallic odor.");
break;
case 24:
case 25:
case 26:
case 27:
- glm_ptr->muta_which = MUTA::SMELL_MON;
+ glm_ptr->muta_which = PlayerMutationType::SMELL_MON;
glm_ptr->muta_desc = _("モンスターの臭いを嗅ぎ分けられるようになった。", "You smell filthy monsters.");
break;
case 28:
case 29:
case 30:
- glm_ptr->muta_which = MUTA::BLINK;
+ glm_ptr->muta_which = PlayerMutationType::BLINK;
glm_ptr->muta_desc = _("近距離テレポートの能力を得た。", "You gain the power of minor teleportation.");
break;
case 31:
case 32:
- glm_ptr->muta_which = MUTA::EAT_ROCK;
+ glm_ptr->muta_which = PlayerMutationType::EAT_ROCK;
glm_ptr->muta_desc = _("壁が美味しそうに見える。", "The walls look delicious.");
break;
case 33:
case 34:
- glm_ptr->muta_which = MUTA::SWAP_POS;
+ glm_ptr->muta_which = PlayerMutationType::SWAP_POS;
glm_ptr->muta_desc = _("他人の靴で一マイル歩くような気分がする。", "You feel like walking a mile in someone else's shoes.");
break;
case 35:
case 36:
case 37:
- glm_ptr->muta_which = MUTA::SHRIEK;
+ glm_ptr->muta_which = PlayerMutationType::SHRIEK;
glm_ptr->muta_desc = _("あなたの声は相当強くなった。", "Your vocal cords get much tougher.");
break;
case 38:
case 39:
case 40:
- glm_ptr->muta_which = MUTA::ILLUMINE;
+ glm_ptr->muta_which = PlayerMutationType::ILLUMINE;
glm_ptr->muta_desc = _("あなたは光り輝いて部屋を明るくするようになった。", "You can light up rooms with your presence.");
break;
case 41:
case 42:
- glm_ptr->muta_which = MUTA::DET_CURSE;
+ glm_ptr->muta_which = PlayerMutationType::DET_CURSE;
glm_ptr->muta_desc = _("邪悪な魔法を感知できるようになった。", "You can feel evil magics.");
break;
case 43:
case 44:
case 45:
- glm_ptr->muta_which = MUTA::BERSERK;
+ glm_ptr->muta_which = PlayerMutationType::BERSERK;
glm_ptr->muta_desc = _("制御できる激情を感じる。", "You feel a controlled rage.");
break;
case 46:
- glm_ptr->muta_which = MUTA::POLYMORPH;
+ glm_ptr->muta_which = PlayerMutationType::POLYMORPH;
glm_ptr->muta_desc = _("体が変異しやすくなった。", "Your body seems mutable.");
break;
case 47:
case 48:
- glm_ptr->muta_which = MUTA::MIDAS_TCH;
+ glm_ptr->muta_which = PlayerMutationType::MIDAS_TCH;
glm_ptr->muta_desc = _("「ミダス王の手」の能力を得た。", "You gain the Midas touch."); /*トゥームレイダースにありましたね。 */
break;
case 49:
- glm_ptr->muta_which = MUTA::GROW_MOLD;
+ glm_ptr->muta_which = PlayerMutationType::GROW_MOLD;
glm_ptr->muta_desc = _("突然カビに親しみを覚えた。", "You feel a sudden affinity for mold.");
break;
case 50:
case 51:
case 52:
- glm_ptr->muta_which = MUTA::RESIST;
+ glm_ptr->muta_which = PlayerMutationType::RESIST;
glm_ptr->muta_desc = _("あなたは自分自身を守れる気がする。", "You feel like you can protect yourself.");
break;
case 53:
case 54:
case 55:
- glm_ptr->muta_which = MUTA::EARTHQUAKE;
+ glm_ptr->muta_which = PlayerMutationType::EARTHQUAKE;
glm_ptr->muta_desc = _("ダンジョンを破壊する能力を得た。", "You gain the ability to wreck the dungeon.");
break;
case 56:
- glm_ptr->muta_which = MUTA::EAT_MAGIC;
+ glm_ptr->muta_which = PlayerMutationType::EAT_MAGIC;
glm_ptr->muta_desc = _("魔法のアイテムが美味そうに見える。", "Your magic items look delicious.");
break;
case 57:
case 58:
- glm_ptr->muta_which = MUTA::WEIGH_MAG;
+ glm_ptr->muta_which = PlayerMutationType::WEIGH_MAG;
glm_ptr->muta_desc = _("あなたは周囲にある魔法をより良く理解できる気がする。", "You feel you can better understand the magic around you.");
break;
case 59:
- glm_ptr->muta_which = MUTA::STERILITY;
+ glm_ptr->muta_which = PlayerMutationType::STERILITY;
glm_ptr->muta_desc = _("周りの全ての者に頭痛を起こすことができる。", "You can give everything around you a headache.");
break;
case 60:
case 61:
- glm_ptr->muta_which = MUTA::HIT_AND_AWAY;
+ glm_ptr->muta_which = PlayerMutationType::HIT_AND_AWAY;
glm_ptr->muta_desc = _("突然、泥棒の気分が分かるようになった。", "You suddenly understand how thieves feel.");
break;
case 62:
case 63:
case 64:
- glm_ptr->muta_which = MUTA::DAZZLE;
+ glm_ptr->muta_which = PlayerMutationType::DAZZLE;
glm_ptr->muta_desc = _("眩い閃光を発する能力を得た。", "You gain the ability to emit dazzling lights.");
break;
case 65:
case 66:
case 67:
- glm_ptr->muta_which = MUTA::LASER_EYE;
+ glm_ptr->muta_which = PlayerMutationType::LASER_EYE;
glm_ptr->muta_desc = _("あなたの目は一瞬焼け付いた。", "Your eyes burn for a moment.");
break;
case 68:
case 69:
- glm_ptr->muta_which = MUTA::RECALL;
+ glm_ptr->muta_which = PlayerMutationType::RECALL;
glm_ptr->muta_desc = _("少しだけホームシックになったが、すぐ直った。", "You feel briefly homesick, but it passes.");
break;
case 70:
- glm_ptr->muta_which = MUTA::BANISH;
+ glm_ptr->muta_which = PlayerMutationType::BANISH;
glm_ptr->muta_desc = _("神聖な怒りの力に満たされた。", "You feel a holy wrath fill you.");
break;
case 71:
case 72:
- glm_ptr->muta_which = MUTA::COLD_TOUCH;
+ glm_ptr->muta_which = PlayerMutationType::COLD_TOUCH;
glm_ptr->muta_desc = _("あなたの両手はとても冷たくなった。", "Your hands get very cold.");
break;
case 73:
case 74:
- glm_ptr->muta_which = MUTA::LAUNCHER;
+ glm_ptr->muta_which = PlayerMutationType::LAUNCHER;
glm_ptr->muta_desc = _("あなたの物を投げる手はかなり強くなった気がする。", "Your throwing arm feels much stronger.");
break;
case 75:
- glm_ptr->muta_which = MUTA::BERS_RAGE;
+ glm_ptr->muta_which = PlayerMutationType::BERS_RAGE;
glm_ptr->muta_desc = _("あなたは狂暴化の発作を起こすようになった!", "You become subject to fits of berserk rage!");
break;
case 76:
- glm_ptr->muta_which = MUTA::COWARDICE;
+ glm_ptr->muta_which = PlayerMutationType::COWARDICE;
glm_ptr->muta_desc = _("信じられないくらい臆病になった!", "You become an incredible coward!");
break;
case 77:
- glm_ptr->muta_which = MUTA::RTELEPORT;
+ glm_ptr->muta_which = PlayerMutationType::RTELEPORT;
glm_ptr->muta_desc = _("あなたの位置は非常に不確定になった。", "Your position seems very uncertain...");
break;
case 78:
- glm_ptr->muta_which = MUTA::ALCOHOL;
+ glm_ptr->muta_which = PlayerMutationType::ALCOHOL;
glm_ptr->muta_desc = _("あなたはアルコールを分泌するようになった。", "Your body starts producing alcohol!");
break;
case 79:
- glm_ptr->muta_which = MUTA::HALLU;
+ glm_ptr->muta_which = PlayerMutationType::HALLU;
glm_ptr->muta_desc = _("あなたは幻覚を引き起こす精神錯乱に侵された。", "You are afflicted by a hallucinatory insanity!");
break;
case 80:
- glm_ptr->muta_which = MUTA::FLATULENT;
+ glm_ptr->muta_which = PlayerMutationType::FLATULENT;
glm_ptr->muta_desc = _("あなたは制御不能な強烈な屁をこくようになった。", "You become subject to uncontrollable flatulence.");
break;
case 81:
case 82:
- glm_ptr->muta_which = MUTA::SCOR_TAIL;
+ glm_ptr->muta_which = PlayerMutationType::SCOR_TAIL;
glm_ptr->muta_desc = _("サソリの尻尾が生えてきた!", "You grow a scorpion tail!");
break;
case 83:
case 84:
- glm_ptr->muta_which = MUTA::HORNS;
+ glm_ptr->muta_which = PlayerMutationType::HORNS;
glm_ptr->muta_desc = _("額に角が生えた!", "Horns pop forth into your forehead!");
break;
case 85:
case 86:
- glm_ptr->muta_which = MUTA::BEAK;
+ glm_ptr->muta_which = PlayerMutationType::BEAK;
glm_ptr->muta_desc = _("口が鋭く強いクチバシに変化した!", "Your mouth turns into a sharp, powerful beak!");
break;
case 87:
case 88:
- glm_ptr->muta_which = MUTA::ATT_DEMON;
+ glm_ptr->muta_which = PlayerMutationType::ATT_DEMON;
glm_ptr->muta_desc = _("悪魔を引き付けるようになった。", "You start attracting demons.");
break;
case 89:
- glm_ptr->muta_which = MUTA::PROD_MANA;
+ glm_ptr->muta_which = PlayerMutationType::PROD_MANA;
glm_ptr->muta_desc = _("あなたは制御不能な魔法のエネルギーを発生するようになった。", "You start producing magical energy uncontrollably.");
break;
case 90:
case 91:
- glm_ptr->muta_which = MUTA::SPEED_FLUX;
+ glm_ptr->muta_which = PlayerMutationType::SPEED_FLUX;
glm_ptr->muta_desc = _("あなたは躁鬱質になった。", "You become manic-depressive.");
break;
case 92:
case 93:
- glm_ptr->muta_which = MUTA::BANISH_ALL;
+ glm_ptr->muta_which = PlayerMutationType::BANISH_ALL;
glm_ptr->muta_desc = _("恐ろしい力があなたの背後に潜んでいる気がする。", "You feel a terrifying power lurking behind you.");
break;
case 94:
- glm_ptr->muta_which = MUTA::EAT_LIGHT;
+ glm_ptr->muta_which = PlayerMutationType::EAT_LIGHT;
glm_ptr->muta_desc = _("あなたはウンゴリアントに奇妙な親しみを覚えるようになった。", "You feel a strange kinship with Ungoliant.");
break;
case 95:
case 96:
- glm_ptr->muta_which = MUTA::TRUNK;
+ glm_ptr->muta_which = PlayerMutationType::TRUNK;
glm_ptr->muta_desc = _("あなたの鼻は伸びて象の鼻のようになった。", "Your nose grows into an elephant-like trunk.");
break;
case 97:
- glm_ptr->muta_which = MUTA::ATT_ANIMAL;
+ glm_ptr->muta_which = PlayerMutationType::ATT_ANIMAL;
glm_ptr->muta_desc = _("動物を引き付けるようになった。", "You start attracting animals.");
break;
case 98:
- glm_ptr->muta_which = MUTA::TENTACLES;
+ glm_ptr->muta_which = PlayerMutationType::TENTACLES;
glm_ptr->muta_desc = _("邪悪な触手が体の両側に生えてきた。", "Evil-looking tentacles sprout from your sides.");
break;
case 99:
- glm_ptr->muta_which = MUTA::RAW_CHAOS;
+ glm_ptr->muta_which = PlayerMutationType::RAW_CHAOS;
glm_ptr->muta_desc = _("周囲の空間が不安定になった気がする。", "You feel the universe is less stable around you.");
break;
case 100:
case 101:
case 102:
- glm_ptr->muta_which = MUTA::NORMALITY;
+ glm_ptr->muta_which = PlayerMutationType::NORMALITY;
glm_ptr->muta_desc = _("あなたは奇妙なほど普通になった気がする。", "You feel strangely normal.");
break;
case 103:
- glm_ptr->muta_which = MUTA::WRAITH;
+ glm_ptr->muta_which = PlayerMutationType::WRAITH;
glm_ptr->muta_desc = _("あなたは幽体化したり実体化したりするようになった。", "You start to fade in and out of the physical world.");
break;
case 104:
- glm_ptr->muta_which = MUTA::POLY_WOUND;
+ glm_ptr->muta_which = PlayerMutationType::POLY_WOUND;
glm_ptr->muta_desc = _("あなたはカオスの力が古い傷に入り込んでくるのを感じた。", "You feel forces of chaos entering your old scars.");
break;
case 105:
- glm_ptr->muta_which = MUTA::WASTING;
+ glm_ptr->muta_which = PlayerMutationType::WASTING;
glm_ptr->muta_desc = _("あなたは突然おぞましい衰弱病にかかった。", "You suddenly contract a horrible wasting disease.");
break;
case 106:
- glm_ptr->muta_which = MUTA::ATT_DRAGON;
+ glm_ptr->muta_which = PlayerMutationType::ATT_DRAGON;
glm_ptr->muta_desc = _("あなたはドラゴンを引きつけるようになった。", "You start attracting dragons.");
break;
case 107:
case 108:
- glm_ptr->muta_which = MUTA::WEIRD_MIND;
+ glm_ptr->muta_which = PlayerMutationType::WEIRD_MIND;
glm_ptr->muta_desc = _("あなたの思考は突然おかしな方向に向き始めた。", "Your thoughts suddenly take off in strange directions.");
break;
case 109:
- glm_ptr->muta_which = MUTA::NAUSEA;
+ glm_ptr->muta_which = PlayerMutationType::NAUSEA;
glm_ptr->muta_desc = _("胃袋がピクピクしはじめた。", "Your stomach starts to roil nauseously.");
break;
case 110:
if (player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR)
break;
- glm_ptr->muta_which = MUTA::CHAOS_GIFT;
+ glm_ptr->muta_which = PlayerMutationType::CHAOS_GIFT;
glm_ptr->muta_desc = _("あなたはカオスの守護悪魔の注意を惹くようになった。", "You attract the notice of a chaos deity!");
break;
case 112:
- glm_ptr->muta_which = MUTA::WALK_SHAD;
+ glm_ptr->muta_which = PlayerMutationType::WALK_SHAD;
glm_ptr->muta_desc = _("あなたは現実が紙のように薄いと感じるようになった。", "You feel like reality is as thin as paper.");
break;
case 113:
case 114:
- glm_ptr->muta_which = MUTA::WARNING;
+ glm_ptr->muta_which = PlayerMutationType::WARNING;
glm_ptr->muta_desc = _("あなたは突然パラノイアになった気がする。", "You suddenly feel paranoid.");
break;
case 115:
- glm_ptr->muta_which = MUTA::INVULN;
+ glm_ptr->muta_which = PlayerMutationType::INVULN;
glm_ptr->muta_desc = _("あなたは祝福され、無敵状態になる発作を起こすようになった。", "You are blessed with fits of invulnerability.");
break;
case 116:
case 117:
- glm_ptr->muta_which = MUTA::SP_TO_HP;
+ glm_ptr->muta_which = PlayerMutationType::SP_TO_HP;
glm_ptr->muta_desc = _("魔法の治癒の発作を起こすようになった。", "You are subject to fits of magical healing.");
break;
case 118:
- glm_ptr->muta_which = MUTA::HP_TO_SP;
+ glm_ptr->muta_which = PlayerMutationType::HP_TO_SP;
glm_ptr->muta_desc = _("痛みを伴う精神明瞭化の発作を起こすようになった。", "You are subject to fits of painful clarity.");
break;
case 119:
- glm_ptr->muta_which = MUTA::DISARM;
+ glm_ptr->muta_which = PlayerMutationType::DISARM;
glm_ptr->muta_desc = _("あなたの脚は長さが四倍になった。", "Your feet grow to four times their former size.");
break;
case 120:
case 121:
case 122:
- glm_ptr->muta_which = MUTA::HYPER_STR;
+ glm_ptr->muta_which = PlayerMutationType::HYPER_STR;
glm_ptr->muta_desc = _("超人的に強くなった!", "You turn into a superhuman he-man!");
break;
case 123:
case 124:
case 125:
- glm_ptr->muta_which = MUTA::PUNY;
+ glm_ptr->muta_which = PlayerMutationType::PUNY;
glm_ptr->muta_desc = _("筋肉が弱ってしまった...", "Your muscles wither away...");
break;
case 126:
case 127:
case 128:
- glm_ptr->muta_which = MUTA::HYPER_INT;
+ glm_ptr->muta_which = PlayerMutationType::HYPER_INT;
glm_ptr->muta_desc = _("あなたの脳は生体コンピュータに進化した!", "Your brain evolves into a living computer!");
break;
case 129:
case 130:
case 131:
- glm_ptr->muta_which = MUTA::MORONIC;
+ glm_ptr->muta_which = PlayerMutationType::MORONIC;
glm_ptr->muta_desc = _("脳が萎縮してしまった...", "Your brain withers away...");
break;
case 132:
case 133:
- glm_ptr->muta_which = MUTA::RESILIENT;
+ glm_ptr->muta_which = PlayerMutationType::RESILIENT;
glm_ptr->muta_desc = _("並外れてタフになった。", "You become extraordinarily resilient.");
break;
case 134:
case 135:
- glm_ptr->muta_which = MUTA::XTRA_FAT;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_FAT;
glm_ptr->muta_desc = _("あなたは気持ち悪いくらい太った!", "You become sickeningly fat!");
break;
case 136:
case 137:
- glm_ptr->muta_which = MUTA::ALBINO;
+ glm_ptr->muta_which = PlayerMutationType::ALBINO;
glm_ptr->muta_desc = _("アルビノになった!弱くなった気がする...", "You turn into an albino! You feel frail...");
break;
case 138:
case 139:
case 140:
- glm_ptr->muta_which = MUTA::FLESH_ROT;
+ glm_ptr->muta_which = PlayerMutationType::FLESH_ROT;
glm_ptr->muta_desc = _("あなたの肉体は腐敗する病気に侵された!", "Your flesh is afflicted by a rotting disease!");
break;
case 141:
case 142:
- glm_ptr->muta_which = MUTA::SILLY_VOI;
+ glm_ptr->muta_which = PlayerMutationType::SILLY_VOI;
glm_ptr->muta_desc = _("声が間抜けなキーキー声になった!", "Your voice turns into a ridiculous squeak!");
break;
case 143:
case 144:
- glm_ptr->muta_which = MUTA::BLANK_FAC;
+ glm_ptr->muta_which = PlayerMutationType::BLANK_FAC;
glm_ptr->muta_desc = _("のっぺらぼうになった!", "Your face becomes completely featureless!");
break;
case 145:
- glm_ptr->muta_which = MUTA::ILL_NORM;
+ glm_ptr->muta_which = PlayerMutationType::ILL_NORM;
glm_ptr->muta_desc = _("心の安らぐ幻影を映し出すようになった。", "You start projecting a reassuring image.");
break;
case 146:
case 147:
case 148:
- glm_ptr->muta_which = MUTA::XTRA_EYES;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_EYES;
glm_ptr->muta_desc = _("新たに二つの目が出来た!", "You grow an extra pair of eyes!");
break;
case 149:
case 150:
- glm_ptr->muta_which = MUTA::MAGIC_RES;
+ glm_ptr->muta_which = PlayerMutationType::MAGIC_RES;
glm_ptr->muta_desc = _("魔法への耐性がついた。", "You become resistant to magic.");
break;
case 151:
case 152:
case 153:
- glm_ptr->muta_which = MUTA::XTRA_NOIS;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_NOIS;
glm_ptr->muta_desc = _("あなたは奇妙な音を立て始めた!", "You start making strange noise!");
break;
case 154:
case 155:
case 156:
- glm_ptr->muta_which = MUTA::INFRAVIS;
+ glm_ptr->muta_which = PlayerMutationType::INFRAVIS;
glm_ptr->muta_desc = _("赤外線視力が増した。", "Your infravision is improved.");
break;
case 157:
case 158:
- glm_ptr->muta_which = MUTA::XTRA_LEGS;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_LEGS;
glm_ptr->muta_desc = _("新たに二本の足が生えてきた!", "You grow an extra pair of legs!");
break;
case 159:
case 160:
- glm_ptr->muta_which = MUTA::SHORT_LEG;
+ glm_ptr->muta_which = PlayerMutationType::SHORT_LEG;
glm_ptr->muta_desc = _("足が短い突起になってしまった!", "Your legs turn into short stubs!");
break;
case 161:
case 162:
- glm_ptr->muta_which = MUTA::ELEC_TOUC;
+ glm_ptr->muta_which = PlayerMutationType::ELEC_TOUC;
glm_ptr->muta_desc = _("血管を電流が流れ始めた!", "Electricity starts running through you!");
break;
case 163:
case 164:
- glm_ptr->muta_which = MUTA::FIRE_BODY;
+ glm_ptr->muta_which = PlayerMutationType::FIRE_BODY;
glm_ptr->muta_desc = _("あなたの体は炎につつまれている。", "Your body is enveloped in flames!");
break;
case 165:
case 166:
case 167:
- glm_ptr->muta_which = MUTA::WART_SKIN;
+ glm_ptr->muta_which = PlayerMutationType::WART_SKIN;
glm_ptr->muta_desc = _("気持ち悪いイボイボが体中にできた!", "Disgusting warts appear everywhere on you!");
break;
case 168:
case 169:
case 170:
- glm_ptr->muta_which = MUTA::SCALES;
+ glm_ptr->muta_which = PlayerMutationType::SCALES;
glm_ptr->muta_desc = _("肌が黒い鱗に変わった!", "Your skin turns into black scales!");
break;
case 171:
case 172:
- glm_ptr->muta_which = MUTA::IRON_SKIN;
+ glm_ptr->muta_which = PlayerMutationType::IRON_SKIN;
glm_ptr->muta_desc = _("あなたの肌は鉄になった!", "Your skin turns to steel!");
break;
case 173:
case 174:
- glm_ptr->muta_which = MUTA::WINGS;
+ glm_ptr->muta_which = PlayerMutationType::WINGS;
glm_ptr->muta_desc = _("背中に羽が生えた。", "You grow a pair of wings.");
break;
case 175:
case 176:
case 177:
- glm_ptr->muta_which = MUTA::FEARLESS;
+ glm_ptr->muta_which = PlayerMutationType::FEARLESS;
glm_ptr->muta_desc = _("完全に怖れ知らずになった。", "You become completely fearless.");
break;
case 178:
case 179:
- glm_ptr->muta_which = MUTA::REGEN;
+ glm_ptr->muta_which = PlayerMutationType::REGEN;
glm_ptr->muta_desc = _("急速に回復し始めた。", "You start regenerating.");
break;
case 180:
case 181:
- glm_ptr->muta_which = MUTA::ESP;
+ glm_ptr->muta_which = PlayerMutationType::ESP;
glm_ptr->muta_desc = _("テレパシーの能力を得た!", "You develop a telepathic ability!");
break;
case 182:
case 183:
case 184:
- glm_ptr->muta_which = MUTA::LIMBER;
+ glm_ptr->muta_which = PlayerMutationType::LIMBER;
glm_ptr->muta_desc = _("筋肉がしなやかになった。", "Your muscles become limber.");
break;
case 185:
case 186:
case 187:
- glm_ptr->muta_which = MUTA::ARTHRITIS;
+ glm_ptr->muta_which = PlayerMutationType::ARTHRITIS;
glm_ptr->muta_desc = _("関節が突然痛み出した。", "Your joints suddenly hurt.");
break;
case 188:
if (player_ptr->ppersonality == PERSONALITY_LUCKY)
break;
- glm_ptr->muta_which = MUTA::BAD_LUCK;
+ glm_ptr->muta_which = PlayerMutationType::BAD_LUCK;
glm_ptr->muta_desc = _("悪意に満ちた黒いオーラがあなたをとりまいた...", "There is a malignant black aura surrounding you...");
break;
case 189:
- glm_ptr->muta_which = MUTA::VULN_ELEM;
+ glm_ptr->muta_which = PlayerMutationType::VULN_ELEM;
glm_ptr->muta_desc = _("妙に無防備になった気がする。", "You feel strangely exposed.");
break;
case 190:
case 191:
case 192:
- glm_ptr->muta_which = MUTA::MOTION;
+ glm_ptr->muta_which = PlayerMutationType::MOTION;
glm_ptr->muta_desc = _("体の動作がより正確になった。", "You move with new assurance.");
break;
case 193:
- glm_ptr->muta_which = MUTA::GOOD_LUCK;
+ glm_ptr->muta_which = PlayerMutationType::GOOD_LUCK;
glm_ptr->muta_desc = _("慈悲深い白いオーラがあなたをとりまいた...", "There is a benevolent white aura surrounding you...");
break;
default:
- glm_ptr->muta_which = MUTA::MAX;
+ glm_ptr->muta_which = PlayerMutationType::MAX;
break;
}
}
case 2:
case 3:
case 4:
- glm_ptr->muta_which = MUTA::SPIT_ACID;
+ glm_ptr->muta_which = PlayerMutationType::SPIT_ACID;
glm_ptr->muta_desc = _("酸を吹きかける能力を失った。", "You lose the ability to spit acid.");
break;
case 5:
case 6:
case 7:
- glm_ptr->muta_which = MUTA::BR_FIRE;
+ glm_ptr->muta_which = PlayerMutationType::BR_FIRE;
glm_ptr->muta_desc = _("炎のブレスを吐く能力を失った。", "You lose the ability to breathe fire.");
break;
case 8:
case 9:
- glm_ptr->muta_which = MUTA::HYPN_GAZE;
+ glm_ptr->muta_which = PlayerMutationType::HYPN_GAZE;
glm_ptr->muta_desc = _("あなたの目はつまらない目になった。", "Your eyes look uninteresting.");
break;
case 10:
case 11:
- glm_ptr->muta_which = MUTA::TELEKINES;
+ glm_ptr->muta_which = PlayerMutationType::TELEKINES;
glm_ptr->muta_desc = _("念動力で物を動かす能力を失った。", "You lose the ability to move objects telekinetically.");
break;
case 12:
case 13:
case 14:
- glm_ptr->muta_which = MUTA::VTELEPORT;
+ glm_ptr->muta_which = PlayerMutationType::VTELEPORT;
glm_ptr->muta_desc = _("自分の意思でテレポートする能力を失った。", "You lose the power of teleportation at will.");
break;
case 15:
case 16:
- glm_ptr->muta_which = MUTA::MIND_BLST;
+ glm_ptr->muta_which = PlayerMutationType::MIND_BLST;
glm_ptr->muta_desc = _("精神攻撃の能力を失った。", "You lose the power of Mind Blast.");
break;
case 17:
case 18:
- glm_ptr->muta_which = MUTA::RADIATION;
+ glm_ptr->muta_which = PlayerMutationType::RADIATION;
glm_ptr->muta_desc = _("あなたは放射能を発生しなくなった。", "You stop emitting hard radiation.");
break;
case 19:
case 20:
- glm_ptr->muta_which = MUTA::VAMPIRISM;
+ glm_ptr->muta_which = PlayerMutationType::VAMPIRISM;
glm_ptr->muta_desc = _("吸血の能力を失った。", "You are no longer vampiric.");
break;
case 21:
case 22:
case 23:
- glm_ptr->muta_which = MUTA::SMELL_MET;
+ glm_ptr->muta_which = PlayerMutationType::SMELL_MET;
glm_ptr->muta_desc = _("金属の臭いを嗅げなくなった。", "You no longer smell a metallic odor.");
break;
case 24:
case 25:
case 26:
case 27:
- glm_ptr->muta_which = MUTA::SMELL_MON;
+ glm_ptr->muta_which = PlayerMutationType::SMELL_MON;
glm_ptr->muta_desc = _("不潔なモンスターの臭いを嗅げなくなった。", "You no longer smell filthy monsters.");
break;
case 28:
case 29:
case 30:
- glm_ptr->muta_which = MUTA::BLINK;
+ glm_ptr->muta_which = PlayerMutationType::BLINK;
glm_ptr->muta_desc = _("近距離テレポートの能力を失った。", "You lose the power of minor teleportation.");
break;
case 31:
case 32:
- glm_ptr->muta_which = MUTA::EAT_ROCK;
+ glm_ptr->muta_which = PlayerMutationType::EAT_ROCK;
glm_ptr->muta_desc = _("壁は美味しそうに見えなくなった。", "The walls look unappetizing.");
break;
case 33:
case 34:
- glm_ptr->muta_which = MUTA::SWAP_POS;
+ glm_ptr->muta_which = PlayerMutationType::SWAP_POS;
glm_ptr->muta_desc = _("あなたは自分の靴に留まる感じがする。", "You feel like staying in your own shoes.");
break;
case 35:
case 36:
case 37:
- glm_ptr->muta_which = MUTA::SHRIEK;
+ glm_ptr->muta_which = PlayerMutationType::SHRIEK;
glm_ptr->muta_desc = _("あなたの声質は弱くなった。", "Your vocal cords get much weaker.");
break;
case 38:
case 39:
case 40:
- glm_ptr->muta_which = MUTA::ILLUMINE;
+ glm_ptr->muta_which = PlayerMutationType::ILLUMINE;
glm_ptr->muta_desc = _("部屋を明るく照らすことが出来なくなった。", "You can no longer light up rooms with your presence.");
break;
case 41:
case 42:
- glm_ptr->muta_which = MUTA::DET_CURSE;
+ glm_ptr->muta_which = PlayerMutationType::DET_CURSE;
glm_ptr->muta_desc = _("邪悪な魔法を感じられなくなった。", "You can no longer feel evil magics.");
break;
case 43:
case 44:
case 45:
- glm_ptr->muta_which = MUTA::BERSERK;
+ glm_ptr->muta_which = PlayerMutationType::BERSERK;
glm_ptr->muta_desc = _("制御できる激情を感じなくなった。", "You no longer feel a controlled rage.");
break;
case 46:
- glm_ptr->muta_which = MUTA::POLYMORPH;
+ glm_ptr->muta_which = PlayerMutationType::POLYMORPH;
glm_ptr->muta_desc = _("あなたの体は安定したように見える。", "Your body seems stable.");
break;
case 47:
case 48:
- glm_ptr->muta_which = MUTA::MIDAS_TCH;
+ glm_ptr->muta_which = PlayerMutationType::MIDAS_TCH;
glm_ptr->muta_desc = _("ミダスの手の能力を失った。", "You lose the Midas touch.");
break;
case 49:
- glm_ptr->muta_which = MUTA::GROW_MOLD;
+ glm_ptr->muta_which = PlayerMutationType::GROW_MOLD;
glm_ptr->muta_desc = _("突然カビが嫌いになった。", "You feel a sudden dislike for mold.");
break;
case 50:
case 51:
case 52:
- glm_ptr->muta_which = MUTA::RESIST;
+ glm_ptr->muta_which = PlayerMutationType::RESIST;
glm_ptr->muta_desc = _("傷つき易くなった気がする。", "You feel like you might be vulnerable.");
break;
case 53:
case 54:
case 55:
- glm_ptr->muta_which = MUTA::EARTHQUAKE;
+ glm_ptr->muta_which = PlayerMutationType::EARTHQUAKE;
glm_ptr->muta_desc = _("ダンジョンを壊す能力を失った。", "You lose the ability to wreck the dungeon.");
break;
case 56:
- glm_ptr->muta_which = MUTA::EAT_MAGIC;
+ glm_ptr->muta_which = PlayerMutationType::EAT_MAGIC;
glm_ptr->muta_desc = _("魔法のアイテムはもう美味しそうに見えなくなった。", "Your magic items no longer look delicious.");
break;
case 57:
case 58:
- glm_ptr->muta_which = MUTA::WEIGH_MAG;
+ glm_ptr->muta_which = PlayerMutationType::WEIGH_MAG;
glm_ptr->muta_desc = _("魔力を感じられなくなった。", "You no longer sense magic.");
break;
case 59:
- glm_ptr->muta_which = MUTA::STERILITY;
+ glm_ptr->muta_which = PlayerMutationType::STERILITY;
glm_ptr->muta_desc = _("たくさんの安堵の吐息が聞こえた。", "You hear a massed sigh of relief.");
break;
case 60:
case 61:
- glm_ptr->muta_which = MUTA::HIT_AND_AWAY;
+ glm_ptr->muta_which = PlayerMutationType::HIT_AND_AWAY;
glm_ptr->muta_desc = _("あちこちへ跳べる気分がなくなった。", "You no longer feel jumpy.");
break;
case 62:
case 63:
case 64:
- glm_ptr->muta_which = MUTA::DAZZLE;
+ glm_ptr->muta_which = PlayerMutationType::DAZZLE;
glm_ptr->muta_desc = _("まばゆい閃光を発する能力を失った。", "You lose the ability to emit dazzling lights.");
break;
case 65:
case 66:
case 67:
- glm_ptr->muta_which = MUTA::LASER_EYE;
+ glm_ptr->muta_which = PlayerMutationType::LASER_EYE;
glm_ptr->muta_desc = _("眼が少しの間焼き付いて、痛みが和らいだ。", "Your eyes burn for a moment, then feel soothed.");
break;
case 68:
case 69:
- glm_ptr->muta_which = MUTA::RECALL;
+ glm_ptr->muta_which = PlayerMutationType::RECALL;
glm_ptr->muta_desc = _("少しの間ホームシックになった。", "You feel briefly homesick.");
break;
case 70:
- glm_ptr->muta_which = MUTA::BANISH;
+ glm_ptr->muta_which = PlayerMutationType::BANISH;
glm_ptr->muta_desc = _("神聖な怒りの力を感じなくなった。", "You no longer feel a holy wrath.");
break;
case 71:
case 72:
- glm_ptr->muta_which = MUTA::COLD_TOUCH;
+ glm_ptr->muta_which = PlayerMutationType::COLD_TOUCH;
glm_ptr->muta_desc = _("手が暖かくなった。", "Your hands warm up.");
break;
case 73:
case 74:
- glm_ptr->muta_which = MUTA::LAUNCHER;
+ glm_ptr->muta_which = PlayerMutationType::LAUNCHER;
glm_ptr->muta_desc = _("物を投げる手が弱くなった気がする。", "Your throwing arm feels much weaker.");
break;
case 75:
- glm_ptr->muta_which = MUTA::BERS_RAGE;
+ glm_ptr->muta_which = PlayerMutationType::BERS_RAGE;
glm_ptr->muta_desc = _("凶暴化の発作にさらされなくなった!", "You are no longer subject to fits of berserk rage!");
break;
case 76:
- glm_ptr->muta_which = MUTA::COWARDICE;
+ glm_ptr->muta_which = PlayerMutationType::COWARDICE;
glm_ptr->muta_desc = _("もう信じがたいほど臆病ではなくなった!", "You are no longer an incredible coward!");
break;
case 77:
- glm_ptr->muta_which = MUTA::RTELEPORT;
+ glm_ptr->muta_which = PlayerMutationType::RTELEPORT;
glm_ptr->muta_desc = _("あなたの位置はより確定的になった。", "Your position seems more certain.");
break;
case 78:
- glm_ptr->muta_which = MUTA::ALCOHOL;
+ glm_ptr->muta_which = PlayerMutationType::ALCOHOL;
glm_ptr->muta_desc = _("あなたはアルコールを分泌しなくなった!", "Your body stops producing alcohol!");
break;
case 79:
- glm_ptr->muta_which = MUTA::HALLU;
+ glm_ptr->muta_which = PlayerMutationType::HALLU;
glm_ptr->muta_desc = _("幻覚をひき起こす精神障害を起こさなくなった!", "You are no longer afflicted by a hallucinatory insanity!");
break;
case 80:
- glm_ptr->muta_which = MUTA::FLATULENT;
+ glm_ptr->muta_which = PlayerMutationType::FLATULENT;
glm_ptr->muta_desc = _("もう強烈な屁はこかなくなった。", "You are no longer subject to uncontrollable flatulence.");
break;
case 81:
case 82:
- glm_ptr->muta_which = MUTA::SCOR_TAIL;
+ glm_ptr->muta_which = PlayerMutationType::SCOR_TAIL;
glm_ptr->muta_desc = _("サソリの尻尾がなくなった!", "You lose your scorpion tail!");
break;
case 83:
case 84:
- glm_ptr->muta_which = MUTA::HORNS;
+ glm_ptr->muta_which = PlayerMutationType::HORNS;
glm_ptr->muta_desc = _("額から角が消えた!", "Your horns vanish from your forehead!");
break;
case 85:
case 86:
- glm_ptr->muta_which = MUTA::BEAK;
+ glm_ptr->muta_which = PlayerMutationType::BEAK;
glm_ptr->muta_desc = _("口が普通に戻った!", "Your mouth reverts to normal!");
break;
case 87:
case 88:
- glm_ptr->muta_which = MUTA::ATT_DEMON;
+ glm_ptr->muta_which = PlayerMutationType::ATT_DEMON;
glm_ptr->muta_desc = _("デーモンを引き寄せなくなった。", "You stop attracting demons.");
break;
case 89:
- glm_ptr->muta_which = MUTA::PROD_MANA;
+ glm_ptr->muta_which = PlayerMutationType::PROD_MANA;
glm_ptr->muta_desc = _("制御不能な魔法のエネルギーを発生しなくなった。", "You stop producing magical energy uncontrollably.");
break;
case 90:
case 91:
- glm_ptr->muta_which = MUTA::SPEED_FLUX;
+ glm_ptr->muta_which = PlayerMutationType::SPEED_FLUX;
glm_ptr->muta_desc = _("躁鬱質でなくなった。", "You are no longer manic-depressive.");
break;
case 92:
case 93:
- glm_ptr->muta_which = MUTA::BANISH_ALL;
+ glm_ptr->muta_which = PlayerMutationType::BANISH_ALL;
glm_ptr->muta_desc = _("背後に恐ろしい力を感じなくなった。", "You no longer feel a terrifying power lurking behind you.");
break;
case 94:
- glm_ptr->muta_which = MUTA::EAT_LIGHT;
+ glm_ptr->muta_which = PlayerMutationType::EAT_LIGHT;
glm_ptr->muta_desc = _("世界が明るいと感じる。", "You feel the world's a brighter place.");
break;
case 95:
case 96:
- glm_ptr->muta_which = MUTA::TRUNK;
+ glm_ptr->muta_which = PlayerMutationType::TRUNK;
glm_ptr->muta_desc = _("鼻が普通の長さに戻った。", "Your nose returns to a normal length.");
break;
case 97:
- glm_ptr->muta_which = MUTA::ATT_ANIMAL;
+ glm_ptr->muta_which = PlayerMutationType::ATT_ANIMAL;
glm_ptr->muta_desc = _("動物を引き寄せなくなった。", "You stop attracting animals.");
break;
case 98:
- glm_ptr->muta_which = MUTA::TENTACLES;
+ glm_ptr->muta_which = PlayerMutationType::TENTACLES;
glm_ptr->muta_desc = _("触手が消えた。", "Your tentacles vanish from your sides.");
break;
case 99:
- glm_ptr->muta_which = MUTA::RAW_CHAOS;
+ glm_ptr->muta_which = PlayerMutationType::RAW_CHAOS;
glm_ptr->muta_desc = _("周囲の空間が安定した気がする。", "You feel the universe is more stable around you.");
break;
case 100:
case 101:
case 102:
- glm_ptr->muta_which = MUTA::NORMALITY;
+ glm_ptr->muta_which = PlayerMutationType::NORMALITY;
glm_ptr->muta_desc = _("普通に奇妙な感じがする。", "You feel normally strange.");
break;
case 103:
- glm_ptr->muta_which = MUTA::WRAITH;
+ glm_ptr->muta_which = PlayerMutationType::WRAITH;
glm_ptr->muta_desc = _("あなたは物質世界にしっかり存在している。", "You are firmly in the physical world.");
break;
case 104:
- glm_ptr->muta_which = MUTA::POLY_WOUND;
+ glm_ptr->muta_which = PlayerMutationType::POLY_WOUND;
glm_ptr->muta_desc = _("古い傷からカオスの力が去っていった。", "You feel forces of chaos departing your old scars.");
break;
case 105:
- glm_ptr->muta_which = MUTA::WASTING;
+ glm_ptr->muta_which = PlayerMutationType::WASTING;
glm_ptr->muta_desc = _("おぞましい衰弱病が治った!", "You are cured of the horrible wasting disease!");
break;
case 106:
- glm_ptr->muta_which = MUTA::ATT_DRAGON;
+ glm_ptr->muta_which = PlayerMutationType::ATT_DRAGON;
glm_ptr->muta_desc = _("ドラゴンを引き寄せなくなった。", "You stop attracting dragons.");
break;
case 107:
case 108:
- glm_ptr->muta_which = MUTA::WEIRD_MIND;
+ glm_ptr->muta_which = PlayerMutationType::WEIRD_MIND;
glm_ptr->muta_desc = _("思考が退屈な方向に戻った。", "Your thoughts return to boring paths.");
break;
case 109:
- glm_ptr->muta_which = MUTA::NAUSEA;
+ glm_ptr->muta_which = PlayerMutationType::NAUSEA;
glm_ptr->muta_desc = _("胃が痙攣しなくなった。", "Your stomach stops roiling.");
break;
case 110:
case 111:
- glm_ptr->muta_which = MUTA::CHAOS_GIFT;
+ glm_ptr->muta_which = PlayerMutationType::CHAOS_GIFT;
glm_ptr->muta_desc = _("混沌の神々の興味を惹かなくなった。", "You lose the attention of the chaos deities.");
break;
case 112:
- glm_ptr->muta_which = MUTA::WALK_SHAD;
+ glm_ptr->muta_which = PlayerMutationType::WALK_SHAD;
glm_ptr->muta_desc = _("物質世界に捕らわれている気がする。", "You feel like you're trapped in reality.");
break;
case 113:
case 114:
- glm_ptr->muta_which = MUTA::WARNING;
+ glm_ptr->muta_which = PlayerMutationType::WARNING;
glm_ptr->muta_desc = _("パラノイアでなくなった。", "You no longer feel paranoid.");
break;
case 115:
- glm_ptr->muta_which = MUTA::INVULN;
+ glm_ptr->muta_which = PlayerMutationType::INVULN;
glm_ptr->muta_desc = _("無敵状態の発作を起こさなくなった。", "You are no longer blessed with fits of invulnerability.");
break;
case 116:
case 117:
- glm_ptr->muta_which = MUTA::SP_TO_HP;
+ glm_ptr->muta_which = PlayerMutationType::SP_TO_HP;
glm_ptr->muta_desc = _("魔法の治癒の発作に襲われなくなった。", "You are no longer subject to fits of magical healing.");
break;
case 118:
- glm_ptr->muta_which = MUTA::HP_TO_SP;
+ glm_ptr->muta_which = PlayerMutationType::HP_TO_SP;
glm_ptr->muta_desc = _("痛みを伴う精神明瞭化の発作に襲われなくなった。", "You are no longer subject to fits of painful clarity.");
break;
case 119:
- glm_ptr->muta_which = MUTA::DISARM;
+ glm_ptr->muta_which = PlayerMutationType::DISARM;
glm_ptr->muta_desc = _("脚が元の大きさに戻った。", "Your feet shrink to their former size.");
break;
case 120:
case 121:
case 122:
- glm_ptr->muta_which = MUTA::HYPER_STR;
+ glm_ptr->muta_which = PlayerMutationType::HYPER_STR;
glm_ptr->muta_desc = _("筋肉が普通に戻った。", "Your muscles revert to normal.");
break;
case 123:
case 124:
case 125:
- glm_ptr->muta_which = MUTA::PUNY;
+ glm_ptr->muta_which = PlayerMutationType::PUNY;
glm_ptr->muta_desc = _("筋肉が普通に戻った。", "Your muscles revert to normal.");
break;
case 126:
case 127:
case 128:
- glm_ptr->muta_which = MUTA::HYPER_INT;
+ glm_ptr->muta_which = PlayerMutationType::HYPER_INT;
glm_ptr->muta_desc = _("脳が普通に戻った。", "Your brain reverts to normal.");
break;
case 129:
case 130:
case 131:
- glm_ptr->muta_which = MUTA::MORONIC;
+ glm_ptr->muta_which = PlayerMutationType::MORONIC;
glm_ptr->muta_desc = _("脳が普通に戻った。", "Your brain reverts to normal.");
break;
case 132:
case 133:
- glm_ptr->muta_which = MUTA::RESILIENT;
+ glm_ptr->muta_which = PlayerMutationType::RESILIENT;
glm_ptr->muta_desc = _("普通の丈夫さに戻った。", "You become ordinarily resilient again.");
break;
case 134:
case 135:
- glm_ptr->muta_which = MUTA::XTRA_FAT;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_FAT;
glm_ptr->muta_desc = _("奇跡的なダイエットに成功した!", "You benefit from a miracle diet!");
break;
case 136:
case 137:
- glm_ptr->muta_which = MUTA::ALBINO;
+ glm_ptr->muta_which = PlayerMutationType::ALBINO;
glm_ptr->muta_desc = _("アルビノでなくなった!", "You are no longer an albino!");
break;
case 138:
case 139:
case 140:
- glm_ptr->muta_which = MUTA::FLESH_ROT;
+ glm_ptr->muta_which = PlayerMutationType::FLESH_ROT;
glm_ptr->muta_desc = _("肉体を腐敗させる病気が治った!", "Your flesh is no longer afflicted by a rotting disease!");
break;
case 141:
case 142:
- glm_ptr->muta_which = MUTA::SILLY_VOI;
+ glm_ptr->muta_which = PlayerMutationType::SILLY_VOI;
glm_ptr->muta_desc = _("声質が普通に戻った。", "Your voice returns to normal.");
break;
case 143:
case 144:
- glm_ptr->muta_which = MUTA::BLANK_FAC;
+ glm_ptr->muta_which = PlayerMutationType::BLANK_FAC;
glm_ptr->muta_desc = _("顔に目鼻が戻った。", "Your facial features return.");
break;
case 145:
- glm_ptr->muta_which = MUTA::ILL_NORM;
+ glm_ptr->muta_which = PlayerMutationType::ILL_NORM;
glm_ptr->muta_desc = _("心が安らぐ幻影を映し出さなくなった。", "You stop projecting a reassuring image.");
break;
case 146:
case 147:
case 148:
- glm_ptr->muta_which = MUTA::XTRA_EYES;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_EYES;
glm_ptr->muta_desc = _("余分な目が消えてしまった!", "Your extra eyes vanish!");
break;
case 149:
case 150:
- glm_ptr->muta_which = MUTA::MAGIC_RES;
+ glm_ptr->muta_which = PlayerMutationType::MAGIC_RES;
glm_ptr->muta_desc = _("魔法に弱くなった。", "You become susceptible to magic again.");
break;
case 151:
case 152:
case 153:
- glm_ptr->muta_which = MUTA::XTRA_NOIS;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_NOIS;
glm_ptr->muta_desc = _("奇妙な音を立てなくなった!", "You stop making strange noise!");
break;
case 154:
case 155:
case 156:
- glm_ptr->muta_which = MUTA::INFRAVIS;
+ glm_ptr->muta_which = PlayerMutationType::INFRAVIS;
glm_ptr->muta_desc = _("赤外線視力が落ちた。", "Your infravision is degraded.");
break;
case 157:
case 158:
- glm_ptr->muta_which = MUTA::XTRA_LEGS;
+ glm_ptr->muta_which = PlayerMutationType::XTRA_LEGS;
glm_ptr->muta_desc = _("余分な脚が消えてしまった!", "Your extra legs disappear!");
break;
case 159:
case 160:
- glm_ptr->muta_which = MUTA::SHORT_LEG;
+ glm_ptr->muta_which = PlayerMutationType::SHORT_LEG;
glm_ptr->muta_desc = _("脚の長さが普通に戻った。", "Your legs lengthen to normal.");
break;
case 161:
case 162:
- glm_ptr->muta_which = MUTA::ELEC_TOUC;
+ glm_ptr->muta_which = PlayerMutationType::ELEC_TOUC;
glm_ptr->muta_desc = _("体を電流が流れなくなった。", "Electricity stops running through you.");
break;
case 163:
case 164:
- glm_ptr->muta_which = MUTA::FIRE_BODY;
+ glm_ptr->muta_which = PlayerMutationType::FIRE_BODY;
glm_ptr->muta_desc = _("体が炎に包まれなくなった。", "Your body is no longer enveloped in flames.");
break;
case 165:
case 166:
case 167:
- glm_ptr->muta_which = MUTA::WART_SKIN;
+ glm_ptr->muta_which = PlayerMutationType::WART_SKIN;
glm_ptr->muta_desc = _("イボイボが消えた!", "Your warts disappear!");
break;
case 168:
case 169:
case 170:
- glm_ptr->muta_which = MUTA::SCALES;
+ glm_ptr->muta_which = PlayerMutationType::SCALES;
glm_ptr->muta_desc = _("鱗が消えた!", "Your scales vanish!");
break;
case 171:
case 172:
- glm_ptr->muta_which = MUTA::IRON_SKIN;
+ glm_ptr->muta_which = PlayerMutationType::IRON_SKIN;
glm_ptr->muta_desc = _("肌が肉にもどった!", "Your skin reverts to flesh!");
break;
case 173:
case 174:
- glm_ptr->muta_which = MUTA::WINGS;
+ glm_ptr->muta_which = PlayerMutationType::WINGS;
glm_ptr->muta_desc = _("背中の羽根が取れ落ちた。", "Your wings fall off.");
break;
case 175:
case 176:
case 177:
- glm_ptr->muta_which = MUTA::FEARLESS;
+ glm_ptr->muta_which = PlayerMutationType::FEARLESS;
glm_ptr->muta_desc = _("再び恐怖を感じるようになった。", "You begin to feel fear again.");
break;
case 178:
case 179:
- glm_ptr->muta_which = MUTA::REGEN;
+ glm_ptr->muta_which = PlayerMutationType::REGEN;
glm_ptr->muta_desc = _("急速回復しなくなった。", "You stop regenerating.");
break;
case 180:
case 181:
- glm_ptr->muta_which = MUTA::ESP;
+ glm_ptr->muta_which = PlayerMutationType::ESP;
glm_ptr->muta_desc = _("テレパシーの能力を失った!", "You lose your telepathic ability!");
break;
case 182:
case 183:
case 184:
- glm_ptr->muta_which = MUTA::LIMBER;
+ glm_ptr->muta_which = PlayerMutationType::LIMBER;
glm_ptr->muta_desc = _("筋肉が硬くなった。", "Your muscles stiffen.");
break;
case 185:
case 186:
case 187:
- glm_ptr->muta_which = MUTA::ARTHRITIS;
+ glm_ptr->muta_which = PlayerMutationType::ARTHRITIS;
glm_ptr->muta_desc = _("関節が痛くなくなった。", "Your joints stop hurting.");
break;
case 188:
- glm_ptr->muta_which = MUTA::BAD_LUCK;
+ glm_ptr->muta_which = PlayerMutationType::BAD_LUCK;
glm_ptr->muta_desc = _("黒いオーラは渦巻いて消えた。", "Your black aura swirls and fades.");
break;
case 189:
- glm_ptr->muta_which = MUTA::VULN_ELEM;
+ glm_ptr->muta_which = PlayerMutationType::VULN_ELEM;
glm_ptr->muta_desc = _("無防備な感じはなくなった。", "You feel less exposed.");
break;
case 190:
case 191:
case 192:
- glm_ptr->muta_which = MUTA::MOTION;
+ glm_ptr->muta_which = PlayerMutationType::MOTION;
glm_ptr->muta_desc = _("動作の正確さがなくなった。", "You move with less assurance.");
break;
case 193:
if (player_ptr->ppersonality == PERSONALITY_LUCKY)
break;
- glm_ptr->muta_which = MUTA::GOOD_LUCK;
+ glm_ptr->muta_which = PlayerMutationType::GOOD_LUCK;
glm_ptr->muta_desc = _("白いオーラは輝いて消えた。", "Your white aura shimmers and fades.");
break;
default:
- glm_ptr->muta_which = MUTA::MAX;
+ glm_ptr->muta_which = PlayerMutationType::MAX;
break;
}
}
#pragma once
-enum class MUTA {
+enum class PlayerMutationType {
SPIT_ACID = 0, /*!< 突然変異: 酸の唾 */
BR_FIRE = 1, /*!< 突然変異: 炎のブレス */
HYPN_GAZE = 2, /*!< 突然変異: 催眠睨み */
while (attempts_left--) {
switch_gain_mutation(player_ptr, gm_ptr);
- if (gm_ptr->muta_which != MUTA::MAX && player_ptr->muta.has_not(gm_ptr->muta_which))
+ if (gm_ptr->muta_which != PlayerMutationType::MAX && player_ptr->muta.has_not(gm_ptr->muta_which))
gm_ptr->muta_chosen = true;
if (gm_ptr->muta_chosen)
if (gm_ptr->choose_mut != 0)
return;
- if (player_ptr->prace == PlayerRaceType::VAMPIRE && player_ptr->muta.has_not(MUTA::HYPN_GAZE) && (randint1(10) < 7)) {
- gm_ptr->muta_which = MUTA::HYPN_GAZE;
+ if (player_ptr->prace == PlayerRaceType::VAMPIRE && player_ptr->muta.has_not(PlayerMutationType::HYPN_GAZE) && (randint1(10) < 7)) {
+ gm_ptr->muta_which = PlayerMutationType::HYPN_GAZE;
gm_ptr->muta_desc = _("眼が幻惑的になった...", "Your eyes look mesmerizing...");
return;
}
- if (player_ptr->prace == PlayerRaceType::IMP && player_ptr->muta.has_not(MUTA::HORNS) && (randint1(10) < 7)) {
- gm_ptr->muta_which = MUTA::HORNS;
+ if (player_ptr->prace == PlayerRaceType::IMP && player_ptr->muta.has_not(PlayerMutationType::HORNS) && (randint1(10) < 7)) {
+ gm_ptr->muta_which = PlayerMutationType::HORNS;
gm_ptr->muta_desc = _("角が額から生えてきた!", "Horns pop forth into your forehead!");
return;
}
- if (player_ptr->prace == PlayerRaceType::YEEK && player_ptr->muta.has_not(MUTA::SHRIEK) && (randint1(10) < 7)) {
- gm_ptr->muta_which = MUTA::SHRIEK;
+ if (player_ptr->prace == PlayerRaceType::YEEK && player_ptr->muta.has_not(PlayerMutationType::SHRIEK) && (randint1(10) < 7)) {
+ gm_ptr->muta_which = PlayerMutationType::SHRIEK;
gm_ptr->muta_desc = _("声質がかなり強くなった。", "Your vocal cords get much tougher.");
return;
}
- if (player_ptr->prace == PlayerRaceType::BEASTMAN && player_ptr->muta.has_not(MUTA::POLYMORPH) && (randint1(10) < 2)) {
- gm_ptr->muta_which = MUTA::POLYMORPH;
+ if (player_ptr->prace == PlayerRaceType::BEASTMAN && player_ptr->muta.has_not(PlayerMutationType::POLYMORPH) && (randint1(10) < 2)) {
+ gm_ptr->muta_which = PlayerMutationType::POLYMORPH;
gm_ptr->muta_desc = _("あなたの肉体は変化できるようになった、", "Your body seems mutable.");
return;
}
- if (player_ptr->prace == PlayerRaceType::MIND_FLAYER && player_ptr->muta.has_not(MUTA::TENTACLES) && (randint1(10) < 7)) {
- gm_ptr->muta_which = MUTA::TENTACLES;
+ if (player_ptr->prace == PlayerRaceType::MIND_FLAYER && player_ptr->muta.has_not(PlayerMutationType::TENTACLES) && (randint1(10) < 7)) {
+ gm_ptr->muta_which = PlayerMutationType::TENTACLES;
gm_ptr->muta_desc = _("邪悪な触手が口の周りに生えた。", "Evil-looking tentacles sprout from your mouth.");
}
}
static void neutralize_base_status(player_type *player_ptr, glm_type *gm_ptr)
{
- if (gm_ptr->muta_which == MUTA::PUNY) {
- if (player_ptr->muta.has(MUTA::HYPER_STR)) {
+ if (gm_ptr->muta_which == PlayerMutationType::PUNY) {
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_STR)) {
msg_print(_("あなたはもう超人的に強くはない!", "You no longer feel super-strong!"));
- player_ptr->muta.reset(MUTA::HYPER_STR);
+ player_ptr->muta.reset(PlayerMutationType::HYPER_STR);
}
return;
}
- if (gm_ptr->muta_which == MUTA::HYPER_STR) {
- if (player_ptr->muta.has(MUTA::PUNY)) {
+ if (gm_ptr->muta_which == PlayerMutationType::HYPER_STR) {
+ if (player_ptr->muta.has(PlayerMutationType::PUNY)) {
msg_print(_("あなたはもう虚弱ではない!", "You no longer feel puny!"));
- player_ptr->muta.reset(MUTA::PUNY);
+ player_ptr->muta.reset(PlayerMutationType::PUNY);
}
return;
}
- if (gm_ptr->muta_which == MUTA::MORONIC) {
- if (player_ptr->muta.has(MUTA::HYPER_INT)) {
+ if (gm_ptr->muta_which == PlayerMutationType::MORONIC) {
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_INT)) {
msg_print(_("あなたの脳はもう生体コンピュータではない。", "Your brain is no longer a living computer."));
- player_ptr->muta.reset(MUTA::HYPER_INT);
+ player_ptr->muta.reset(PlayerMutationType::HYPER_INT);
}
return;
}
- if (gm_ptr->muta_which == MUTA::HYPER_INT) {
- if (player_ptr->muta.has(MUTA::MORONIC)) {
+ if (gm_ptr->muta_which == PlayerMutationType::HYPER_INT) {
+ if (player_ptr->muta.has(PlayerMutationType::MORONIC)) {
msg_print(_("あなたはもう精神薄弱ではない。", "You are no longer moronic."));
- player_ptr->muta.reset(MUTA::MORONIC);
+ player_ptr->muta.reset(PlayerMutationType::MORONIC);
}
return;
}
- if (gm_ptr->muta_which == MUTA::IRON_SKIN) {
- if (player_ptr->muta.has(MUTA::SCALES)) {
+ if (gm_ptr->muta_which == PlayerMutationType::IRON_SKIN) {
+ if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
msg_print(_("鱗がなくなった。", "You lose your scales."));
- player_ptr->muta.reset(MUTA::SCALES);
+ player_ptr->muta.reset(PlayerMutationType::SCALES);
}
- if (player_ptr->muta.has(MUTA::FLESH_ROT)) {
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT)) {
msg_print(_("肉体が腐乱しなくなった。", "Your flesh rots no longer."));
- player_ptr->muta.reset(MUTA::FLESH_ROT);
+ player_ptr->muta.reset(PlayerMutationType::FLESH_ROT);
}
- if (player_ptr->muta.has(MUTA::WART_SKIN)) {
+ if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
msg_print(_("肌のイボイボがなくなった。", "You lose your warts."));
- player_ptr->muta.reset(MUTA::WART_SKIN);
+ player_ptr->muta.reset(PlayerMutationType::WART_SKIN);
}
return;
}
- if (gm_ptr->muta_which == MUTA::WART_SKIN || gm_ptr->muta_which == MUTA::SCALES || gm_ptr->muta_which == MUTA::FLESH_ROT) {
- if (player_ptr->muta.has(MUTA::IRON_SKIN)) {
+ if (gm_ptr->muta_which == PlayerMutationType::WART_SKIN || gm_ptr->muta_which == PlayerMutationType::SCALES || gm_ptr->muta_which == PlayerMutationType::FLESH_ROT) {
+ if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
msg_print(_("あなたの肌はもう鉄ではない。", "Your skin is no longer made of steel."));
- player_ptr->muta.reset(MUTA::IRON_SKIN);
+ player_ptr->muta.reset(PlayerMutationType::IRON_SKIN);
}
return;
}
- if (gm_ptr->muta_which == MUTA::FEARLESS) {
- if (player_ptr->muta.has(MUTA::COWARDICE)) {
+ if (gm_ptr->muta_which == PlayerMutationType::FEARLESS) {
+ if (player_ptr->muta.has(PlayerMutationType::COWARDICE)) {
msg_print(_("臆病でなくなった。", "You are no longer cowardly."));
- player_ptr->muta.reset(MUTA::COWARDICE);
+ player_ptr->muta.reset(PlayerMutationType::COWARDICE);
}
return;
}
- if (gm_ptr->muta_which == MUTA::FLESH_ROT) {
- if (player_ptr->muta.has(MUTA::REGEN)) {
+ if (gm_ptr->muta_which == PlayerMutationType::FLESH_ROT) {
+ if (player_ptr->muta.has(PlayerMutationType::REGEN)) {
msg_print(_("急速に回復しなくなった。", "You stop regenerating."));
- player_ptr->muta.reset(MUTA::REGEN);
+ player_ptr->muta.reset(PlayerMutationType::REGEN);
}
return;
}
- if (gm_ptr->muta_which == MUTA::REGEN) {
- if (player_ptr->muta.has(MUTA::FLESH_ROT)) {
+ if (gm_ptr->muta_which == PlayerMutationType::REGEN) {
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT)) {
msg_print(_("肉体が腐乱しなくなった。", "Your flesh stops rotting."));
- player_ptr->muta.reset(MUTA::FLESH_ROT);
+ player_ptr->muta.reset(PlayerMutationType::FLESH_ROT);
}
return;
}
- if (gm_ptr->muta_which == MUTA::LIMBER) {
- if (player_ptr->muta.has(MUTA::ARTHRITIS)) {
+ if (gm_ptr->muta_which == PlayerMutationType::LIMBER) {
+ if (player_ptr->muta.has(PlayerMutationType::ARTHRITIS)) {
msg_print(_("関節が痛くなくなった。", "Your joints stop hurting."));
- player_ptr->muta.reset(MUTA::ARTHRITIS);
+ player_ptr->muta.reset(PlayerMutationType::ARTHRITIS);
}
return;
}
- if (gm_ptr->muta_which == MUTA::ARTHRITIS) {
- if (player_ptr->muta.has(MUTA::LIMBER)) {
+ if (gm_ptr->muta_which == PlayerMutationType::ARTHRITIS) {
+ if (player_ptr->muta.has(PlayerMutationType::LIMBER)) {
msg_print(_("あなたはしなやかでなくなった。", "You no longer feel limber."));
- player_ptr->muta.reset(MUTA::LIMBER);
+ player_ptr->muta.reset(PlayerMutationType::LIMBER);
}
return;
static void neutralize_other_status(player_type *player_ptr, glm_type *gm_ptr)
{
- if (gm_ptr->muta_which == MUTA::COWARDICE) {
- if (player_ptr->muta.has(MUTA::FEARLESS)) {
+ if (gm_ptr->muta_which == PlayerMutationType::COWARDICE) {
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS)) {
msg_print(_("恐れ知らずでなくなった。", "You no longer feel fearless."));
- player_ptr->muta.reset(MUTA::FEARLESS);
+ player_ptr->muta.reset(PlayerMutationType::FEARLESS);
}
}
- if (gm_ptr->muta_which == MUTA::BEAK) {
- if (player_ptr->muta.has(MUTA::TRUNK)) {
+ if (gm_ptr->muta_which == PlayerMutationType::BEAK) {
+ if (player_ptr->muta.has(PlayerMutationType::TRUNK)) {
msg_print(_("あなたの鼻はもう象の鼻のようではなくなった。", "Your nose is no longer elephantine."));
- player_ptr->muta.reset(MUTA::TRUNK);
+ player_ptr->muta.reset(PlayerMutationType::TRUNK);
}
}
- if (gm_ptr->muta_which == MUTA::TRUNK) {
- if (player_ptr->muta.has(MUTA::BEAK)) {
+ if (gm_ptr->muta_which == PlayerMutationType::TRUNK) {
+ if (player_ptr->muta.has(PlayerMutationType::BEAK)) {
msg_print(_("硬いクチバシがなくなった。", "You no longer have a hard beak."));
- player_ptr->muta.reset(MUTA::BEAK);
+ player_ptr->muta.reset(PlayerMutationType::BEAK);
}
}
}
race_dependent_mutation(player_ptr, gm_ptr);
msg_print(_("突然変異した!", "You mutate!"));
msg_print(gm_ptr->muta_desc);
- if (gm_ptr->muta_which != MUTA::MAX)
+ if (gm_ptr->muta_which != PlayerMutationType::MAX)
player_ptr->muta.set(gm_ptr->muta_which);
neutralize_base_status(player_ptr, gm_ptr);
while (attempts_left--) {
switch_lose_mutation(player_ptr, glm_ptr);
- if (glm_ptr->muta_which != MUTA::MAX) {
+ if (glm_ptr->muta_which != PlayerMutationType::MAX) {
if (player_ptr->muta.has(glm_ptr->muta_which)) {
glm_ptr->muta_chosen = true;
}
return false;
msg_print(glm_ptr->muta_desc);
- if (glm_ptr->muta_which != MUTA::MAX)
+ if (glm_ptr->muta_which != PlayerMutationType::MAX)
player_ptr->muta.reset(glm_ptr->muta_which);
set_bits(player_ptr->update, PU_BONUS);
}
BadStatusSetter bss(player_ptr);
- if (player_ptr->muta.has(MUTA::BERS_RAGE) && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::BERS_RAGE) && one_in_(3000)) {
disturb(player_ptr, false, true);
msg_print(_("ウガァァア!", "RAAAAGHH!"));
msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
(void)bss.afraidness(0);
}
- if (player_ptr->muta.has(MUTA::COWARDICE) && (randint1(3000) == 13)) {
+ if (player_ptr->muta.has(PlayerMutationType::COWARDICE) && (randint1(3000) == 13)) {
if (!has_resist_fear(player_ptr)) {
disturb(player_ptr, false, true);
msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
}
}
- if (player_ptr->muta.has(MUTA::RTELEPORT) && (randint1(5000) == 88)) {
- if (!has_resist_nexus(player_ptr) && player_ptr->muta.has_not(MUTA::VTELEPORT) && !player_ptr->anti_tele) {
+ if (player_ptr->muta.has(PlayerMutationType::RTELEPORT) && (randint1(5000) == 88)) {
+ if (!has_resist_nexus(player_ptr) && player_ptr->muta.has_not(PlayerMutationType::VTELEPORT) && !player_ptr->anti_tele) {
disturb(player_ptr, false, true);
msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
msg_print(nullptr);
}
}
- if (player_ptr->muta.has(MUTA::ALCOHOL) && (randint1(6400) == 321)) {
+ if (player_ptr->muta.has(PlayerMutationType::ALCOHOL) && (randint1(6400) == 321)) {
if (!has_resist_conf(player_ptr) && !has_resist_chaos(player_ptr)) {
disturb(player_ptr, false, true);
player_ptr->redraw |= PR_EXTRA;
}
}
- if (player_ptr->muta.has(MUTA::HALLU) && (randint1(6400) == 42)) {
+ if (player_ptr->muta.has(PlayerMutationType::HALLU) && (randint1(6400) == 42)) {
if (!has_resist_chaos(player_ptr)) {
disturb(player_ptr, false, true);
player_ptr->redraw |= PR_EXTRA;
}
}
- if (player_ptr->muta.has(MUTA::FLATULENT) && (randint1(3000) == 13)) {
+ if (player_ptr->muta.has(PlayerMutationType::FLATULENT) && (randint1(3000) == 13)) {
disturb(player_ptr, false, true);
msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
msg_print(nullptr);
fire_ball(player_ptr, AttributeType::POIS, 0, player_ptr->lev, 3);
}
- if (player_ptr->muta.has(MUTA::PROD_MANA) && !player_ptr->anti_magic && one_in_(9000)) {
+ if (player_ptr->muta.has(PlayerMutationType::PROD_MANA) && !player_ptr->anti_magic && one_in_(9000)) {
int dire = 0;
disturb(player_ptr, false, true);
msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
fire_ball(player_ptr, AttributeType::MANA, dire, player_ptr->lev * 2, 3);
}
- if (player_ptr->muta.has(MUTA::ATT_DEMON) && !player_ptr->anti_magic && (randint1(6666) == 666)) {
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DEMON) && !player_ptr->anti_magic && (randint1(6666) == 666)) {
bool pet = one_in_(6);
BIT_FLAGS mode = PM_ALLOW_GROUP;
}
}
- if (player_ptr->muta.has(MUTA::SPEED_FLUX) && one_in_(6000)) {
+ if (player_ptr->muta.has(PlayerMutationType::SPEED_FLUX) && one_in_(6000)) {
disturb(player_ptr, false, true);
if (one_in_(2)) {
msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
msg_print(nullptr);
}
- if (player_ptr->muta.has(MUTA::BANISH_ALL) && one_in_(9000)) {
+ if (player_ptr->muta.has(PlayerMutationType::BANISH_ALL) && one_in_(9000)) {
disturb(player_ptr, false, true);
msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
msg_print(nullptr);
}
- if (player_ptr->muta.has(MUTA::EAT_LIGHT) && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::EAT_LIGHT) && one_in_(3000)) {
object_type *o_ptr;
msg_print(_("影につつまれた。", "A shadow passes over you."));
unlite_area(player_ptr, 50, 10);
}
- if (player_ptr->muta.has(MUTA::ATT_ANIMAL) && !player_ptr->anti_magic && one_in_(7000)) {
+ if (player_ptr->muta.has(PlayerMutationType::ATT_ANIMAL) && !player_ptr->anti_magic && one_in_(7000)) {
bool pet = one_in_(3);
BIT_FLAGS mode = PM_ALLOW_GROUP;
}
}
- if (player_ptr->muta.has(MUTA::RAW_CHAOS) && !player_ptr->anti_magic && one_in_(8000)) {
+ if (player_ptr->muta.has(PlayerMutationType::RAW_CHAOS) && !player_ptr->anti_magic && one_in_(8000)) {
disturb(player_ptr, false, true);
msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
msg_print(nullptr);
fire_ball(player_ptr, AttributeType::CHAOS, 0, player_ptr->lev, 8);
}
- if (player_ptr->muta.has(MUTA::NORMALITY) && one_in_(5000)) {
+ if (player_ptr->muta.has(PlayerMutationType::NORMALITY) && one_in_(5000)) {
if (!lose_mutation(player_ptr, 0))
msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
}
- if (player_ptr->muta.has(MUTA::WRAITH) && !player_ptr->anti_magic && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::WRAITH) && !player_ptr->anti_magic && one_in_(3000)) {
disturb(player_ptr, false, true);
msg_print(_("非物質化した!", "You feel insubstantial!"));
msg_print(nullptr);
set_wraith_form(player_ptr, randint1(player_ptr->lev / 2) + (player_ptr->lev / 2), false);
}
- if (player_ptr->muta.has(MUTA::POLY_WOUND) && one_in_(3000))
+ if (player_ptr->muta.has(PlayerMutationType::POLY_WOUND) && one_in_(3000))
do_poly_wounds(player_ptr);
- if (player_ptr->muta.has(MUTA::WASTING) && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::WASTING) && one_in_(3000)) {
int which_stat = randint0(A_MAX);
int sustained = false;
}
}
- if (player_ptr->muta.has(MUTA::ATT_DRAGON) && !player_ptr->anti_magic && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DRAGON) && !player_ptr->anti_magic && one_in_(3000)) {
bool pet = one_in_(5);
BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet)
}
}
- if (player_ptr->muta.has(MUTA::WEIRD_MIND) && !player_ptr->anti_magic && one_in_(3000)) {
+ if (player_ptr->muta.has(PlayerMutationType::WEIRD_MIND) && !player_ptr->anti_magic && one_in_(3000)) {
if (player_ptr->tim_esp > 0) {
msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
set_tim_esp(player_ptr, 0, true);
}
}
- if (player_ptr->muta.has(MUTA::NAUSEA) && !player_ptr->slow_digest && one_in_(9000)) {
+ if (player_ptr->muta.has(PlayerMutationType::NAUSEA) && !player_ptr->slow_digest && one_in_(9000)) {
disturb(player_ptr, false, true);
msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(nullptr);
}
}
- if (player_ptr->muta.has(MUTA::WALK_SHAD) && !player_ptr->anti_magic && one_in_(12000) && !player_ptr->current_floor_ptr->inside_arena)
+ if (player_ptr->muta.has(PlayerMutationType::WALK_SHAD) && !player_ptr->anti_magic && one_in_(12000) && !player_ptr->current_floor_ptr->inside_arena)
reserve_alter_reality(player_ptr, randint0(21) + 15);
- if (player_ptr->muta.has(MUTA::WARNING) && one_in_(1000)) {
+ if (player_ptr->muta.has(PlayerMutationType::WARNING) && one_in_(1000)) {
int danger_amount = 0;
for (MONSTER_IDX monster = 0; monster < player_ptr->current_floor_ptr->m_max; monster++) {
monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[monster];
msg_print(_("寂しい気がする。", "You feel lonely."));
}
- if (player_ptr->muta.has(MUTA::INVULN) && !player_ptr->anti_magic && one_in_(5000)) {
+ if (player_ptr->muta.has(PlayerMutationType::INVULN) && !player_ptr->anti_magic && one_in_(5000)) {
disturb(player_ptr, false, true);
msg_print(_("無敵な気がする!", "You feel invincible!"));
msg_print(nullptr);
(void)set_invuln(player_ptr, randint1(8) + 8, false);
}
- if (player_ptr->muta.has(MUTA::SP_TO_HP) && one_in_(2000)) {
+ if (player_ptr->muta.has(PlayerMutationType::SP_TO_HP) && one_in_(2000)) {
MANA_POINT wounds = (MANA_POINT)(player_ptr->mhp - player_ptr->chp);
if (wounds > 0) {
HIT_POINT healing = player_ptr->csp;
}
}
- if (player_ptr->muta.has(MUTA::HP_TO_SP) && !player_ptr->anti_magic && one_in_(4000)) {
+ if (player_ptr->muta.has(PlayerMutationType::HP_TO_SP) && !player_ptr->anti_magic && one_in_(4000)) {
HIT_POINT wounds = (HIT_POINT)(player_ptr->msp - player_ptr->csp);
if (wounds > 0) {
HIT_POINT healing = player_ptr->chp;
}
}
- if (player_ptr->muta.has(MUTA::DISARM) && one_in_(10000)) {
+ if (player_ptr->muta.has(PlayerMutationType::DISARM) && one_in_(10000)) {
disturb(player_ptr, false, true);
msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
take_hit(player_ptr, DAMAGE_NOESCAPE, randint1(player_ptr->wt / 6), _("転倒", "tripping"));
glm_type *initialize_glm_type(glm_type *gm_ptr, MUTATION_IDX choose_mut)
{
- gm_ptr->muta_which = MUTA::MAX;
+ gm_ptr->muta_which = PlayerMutationType::MAX;
gm_ptr->muta_desc = "";
gm_ptr->muta_chosen = false;
gm_ptr->choose_mut = choose_mut;
#include "system/angband.h"
-enum class MUTA;
+enum class PlayerMutationType;
typedef struct glm_type {
- MUTA muta_which;
+ PlayerMutationType muta_which;
concptr muta_desc;
bool muta_chosen;
MUTATION_IDX choose_mut;
if (has_good_luck(player_ptr)) {
f1 += 5;
f2 += 2;
- } else if (player_ptr->muta.has(MUTA::BAD_LUCK)) {
+ } else if (player_ptr->muta.has(PlayerMutationType::BAD_LUCK)) {
f1 -= 5;
f2 -= 2;
}
if (!feel)
return;
- if ((player_ptr->muta.has(MUTA::BAD_LUCK)) && !randint0(13)) {
+ if ((player_ptr->muta.has(PlayerMutationType::BAD_LUCK)) && !randint0(13)) {
switch (feel) {
case FEEL_TERRIBLE: {
feel = FEEL_SPECIAL;
int16_t result = 0;
if (this->player_ptr->muta.any()) {
- if (this->player_ptr->muta.has(MUTA::FLESH_ROT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::FLESH_ROT)) {
result -= 1;
}
- if (this->player_ptr->muta.has(MUTA::SILLY_VOI)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::SILLY_VOI)) {
result -= 4;
}
- if (this->player_ptr->muta.has(MUTA::BLANK_FAC)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::BLANK_FAC)) {
result -= 1;
}
- if (this->player_ptr->muta.has(MUTA::WART_SKIN)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
result -= 2;
}
- if (this->player_ptr->muta.has(MUTA::SCALES)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::SCALES)) {
result -= 1;
}
}
{
int16_t result = value;
- if (this->player_ptr->muta.has(MUTA::ILL_NORM)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ILL_NORM)) {
result = 0;
}
{
BIT_FLAGS flags = PlayerStatusBase::get_all_flags();
- if (this->player_ptr->muta.has(MUTA::ILL_NORM)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ILL_NORM)) {
set_bits(flags, FLAG_CAUSE_MUTATION);
}
{
BIT_FLAGS flags = PlayerStatusBase::get_bad_flags();
- if (this->player_ptr->muta.has(MUTA::ILL_NORM)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ILL_NORM)) {
set_bits(flags, FLAG_CAUSE_MUTATION);
}
*/
int16_t PlayerCharisma::set_exception_use_status(int16_t value)
{
- if (this->player_ptr->muta.has(MUTA::ILL_NORM)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ILL_NORM)) {
/* 10 to 18/90 charisma, guaranteed, based on level */
if (value < 8 + 2 * this->player_ptr->lev) {
value = 8 + 2 * this->player_ptr->lev;
int16_t result = 0;
if (this->player_ptr->muta.any()) {
- if (this->player_ptr->muta.has(MUTA::RESILIENT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::RESILIENT)) {
result += 4;
}
- if (this->player_ptr->muta.has(MUTA::ALBINO)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ALBINO)) {
result -= 4;
}
- if (this->player_ptr->muta.has(MUTA::XTRA_FAT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::XTRA_FAT)) {
result += 2;
}
- if (this->player_ptr->muta.has(MUTA::FLESH_ROT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::FLESH_ROT)) {
result -= 2;
}
}
{
int16_t result = 0;
- if (this->player_ptr->muta.has(MUTA::IRON_SKIN)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
result -= 1;
}
- if (this->player_ptr->muta.has(MUTA::LIMBER)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::LIMBER)) {
result += 3;
}
- if (this->player_ptr->muta.has(MUTA::ARTHRITIS)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::ARTHRITIS)) {
result -= 3;
}
{
int16_t result = 0;
if (this->player_ptr->muta.any()) {
- if (this->player_ptr->muta.has(MUTA::HYPER_INT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::HYPER_INT)) {
result += 4;
}
- if (this->player_ptr->muta.has(MUTA::MORONIC)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::MORONIC)) {
result -= 4;
}
}
int16_t result = 0;
if (this->player_ptr->muta.any()) {
- if (this->player_ptr->muta.has(MUTA::HYPER_STR)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::HYPER_STR)) {
result += 4;
}
- if (this->player_ptr->muta.has(MUTA::PUNY)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::PUNY)) {
result -= 4;
}
}
int16_t result = 0;
if (this->player_ptr->muta.any()) {
- if (this->player_ptr->muta.has(MUTA::HYPER_INT)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::HYPER_INT)) {
result += 4;
}
- if (this->player_ptr->muta.has(MUTA::MORONIC)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::MORONIC)) {
result -= 4;
}
}
if (player_ptr->muta.none())
return;
- if (player_ptr->muta.has(MUTA::SPIT_ACID))
+ if (player_ptr->muta.has(PlayerMutationType::SPIT_ACID))
self_ptr->info[self_ptr->line++] = _("あなたは酸を吹きかけることができる。(ダメージ レベルX1)", "You can spit acid (dam lvl).");
- if (player_ptr->muta.has(MUTA::BR_FIRE))
+ if (player_ptr->muta.has(PlayerMutationType::BR_FIRE))
self_ptr->info[self_ptr->line++] = _("あなたは炎のブレスを吐くことができる。(ダメージ レベルX2)", "You can breathe fire (dam lvl * 2).");
- if (player_ptr->muta.has(MUTA::HYPN_GAZE))
+ if (player_ptr->muta.has(PlayerMutationType::HYPN_GAZE))
self_ptr->info[self_ptr->line++] = _("あなたの睨みは催眠効果をもつ。", "Your gaze is hypnotic.");
- if (player_ptr->muta.has(MUTA::TELEKINES))
+ if (player_ptr->muta.has(PlayerMutationType::TELEKINES))
self_ptr->info[self_ptr->line++] = _("あなたは念動力をもっている。", "You are telekinetic.");
- if (player_ptr->muta.has(MUTA::VTELEPORT))
+ if (player_ptr->muta.has(PlayerMutationType::VTELEPORT))
self_ptr->info[self_ptr->line++] = _("あなたは自分の意思でテレポートできる。", "You can teleport at will.");
- if (player_ptr->muta.has(MUTA::MIND_BLST))
+ if (player_ptr->muta.has(PlayerMutationType::MIND_BLST))
self_ptr->info[self_ptr->line++] = _("あなたは精神攻撃を行える。(ダメージ 3~12d3)", "You can Mind Blast your enemies (3 to 12d3 dam).");
- if (player_ptr->muta.has(MUTA::RADIATION))
+ if (player_ptr->muta.has(PlayerMutationType::RADIATION))
self_ptr->info[self_ptr->line++]
= _("あなたは自分の意思で強い放射線を発生することができる。(ダメージ レベルX2)", "You can emit hard radiation at will (dam lvl * 2).");
- if (player_ptr->muta.has(MUTA::VAMPIRISM))
+ if (player_ptr->muta.has(PlayerMutationType::VAMPIRISM))
self_ptr->info[self_ptr->line++] = _(
"あなたは吸血鬼のように敵から生命力を吸収することができる。(ダメージ レベルX2)", "Like a vampire, you can drain life from a foe (dam lvl * 2).");
- if (player_ptr->muta.has(MUTA::SMELL_MET))
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MET))
self_ptr->info[self_ptr->line++] = _("あなたは近くにある貴金属をかぎ分けることができる。", "You can smell nearby precious metal.");
- if (player_ptr->muta.has(MUTA::SMELL_MON))
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MON))
self_ptr->info[self_ptr->line++] = _("あなたは近くのモンスターの存在をかぎ分けることができる。", "You can smell nearby monsters.");
- if (player_ptr->muta.has(MUTA::BLINK))
+ if (player_ptr->muta.has(PlayerMutationType::BLINK))
self_ptr->info[self_ptr->line++] = _("あなたは短い距離をテレポートできる。", "You can teleport yourself short distances.");
- if (player_ptr->muta.has(MUTA::EAT_ROCK))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_ROCK))
self_ptr->info[self_ptr->line++] = _("あなたは硬い岩を食べることができる。", "You can consume solid rock.");
- if (player_ptr->muta.has(MUTA::SWAP_POS))
+ if (player_ptr->muta.has(PlayerMutationType::SWAP_POS))
self_ptr->info[self_ptr->line++] = _("あなたは他の者と場所を入れ替わることができる。", "You can switch locations with another being.");
- if (player_ptr->muta.has(MUTA::SHRIEK))
+ if (player_ptr->muta.has(PlayerMutationType::SHRIEK))
self_ptr->info[self_ptr->line++]
= _("あなたは身の毛もよだつ叫び声を発することができる。(ダメージ レベルX2)", "You can emit a horrible shriek (dam 2 * lvl).");
- if (player_ptr->muta.has(MUTA::ILLUMINE))
+ if (player_ptr->muta.has(PlayerMutationType::ILLUMINE))
self_ptr->info[self_ptr->line++] = _("あなたは明るい光を放つことができる。", "You can emit bright light.");
- if (player_ptr->muta.has(MUTA::DET_CURSE))
+ if (player_ptr->muta.has(PlayerMutationType::DET_CURSE))
self_ptr->info[self_ptr->line++] = _("あなたは邪悪な魔法の危険を感じとることができる。", "You can feel the danger of evil magic.");
- if (player_ptr->muta.has(MUTA::BERSERK))
+ if (player_ptr->muta.has(PlayerMutationType::BERSERK))
self_ptr->info[self_ptr->line++] = _("あなたは自分の意思で狂乱戦闘状態になることができる。", "You can drive yourself into a berserk frenzy.");
- if (player_ptr->muta.has(MUTA::POLYMORPH))
+ if (player_ptr->muta.has(PlayerMutationType::POLYMORPH))
self_ptr->info[self_ptr->line++] = _("あなたは自分の意志で変化できる。", "You can polymorph yourself at will.");
- if (player_ptr->muta.has(MUTA::MIDAS_TCH))
+ if (player_ptr->muta.has(PlayerMutationType::MIDAS_TCH))
self_ptr->info[self_ptr->line++] = _("あなたは通常アイテムを金に変えることができる。", "You can turn ordinary items to gold.");
- if (player_ptr->muta.has(MUTA::GROW_MOLD))
+ if (player_ptr->muta.has(PlayerMutationType::GROW_MOLD))
self_ptr->info[self_ptr->line++] = _("あなたは周囲にキノコを生やすことができる。", "You can cause mold to grow near you.");
- if (player_ptr->muta.has(MUTA::RESIST))
+ if (player_ptr->muta.has(PlayerMutationType::RESIST))
self_ptr->info[self_ptr->line++] = _("あなたは元素の攻撃に対して身を硬くすることができる。", "You can harden yourself to the ravages of the elements.");
- if (player_ptr->muta.has(MUTA::EARTHQUAKE))
+ if (player_ptr->muta.has(PlayerMutationType::EARTHQUAKE))
self_ptr->info[self_ptr->line++] = _("あなたは周囲のダンジョンを崩壊させることができる。", "You can bring down the dungeon around your ears.");
- if (player_ptr->muta.has(MUTA::EAT_MAGIC))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_MAGIC))
self_ptr->info[self_ptr->line++] = _("あなたは魔法のエネルギーを自分の物として使用できる。", "You can consume magic energy for your own use.");
- if (player_ptr->muta.has(MUTA::WEIGH_MAG))
+ if (player_ptr->muta.has(PlayerMutationType::WEIGH_MAG))
self_ptr->info[self_ptr->line++]
= _("あなたは自分に影響を与える魔法の力を感じることができる。", "You can feel the strength of the magics affecting you.");
- if (player_ptr->muta.has(MUTA::STERILITY))
+ if (player_ptr->muta.has(PlayerMutationType::STERILITY))
self_ptr->info[self_ptr->line++] = _("あなたは集団的生殖不能を起こすことができる。", "You can cause mass impotence.");
- if (player_ptr->muta.has(MUTA::HIT_AND_AWAY))
+ if (player_ptr->muta.has(PlayerMutationType::HIT_AND_AWAY))
self_ptr->info[self_ptr->line++] = _("あなたは攻撃した後身を守るため逃げることができる。", "You can run for your life after hitting something.");
- if (player_ptr->muta.has(MUTA::DAZZLE))
+ if (player_ptr->muta.has(PlayerMutationType::DAZZLE))
self_ptr->info[self_ptr->line++] = _("あなたは混乱と盲目を引き起こす放射能を発生することができる。 ", "You can emit confusing, blinding radiation.");
- if (player_ptr->muta.has(MUTA::LASER_EYE))
+ if (player_ptr->muta.has(PlayerMutationType::LASER_EYE))
self_ptr->info[self_ptr->line++]
= _("あなたは目からレーザー光線を発することができる。(ダメージ レベルX2)", "Your eyes can fire laser beams (dam 2 * lvl).");
- if (player_ptr->muta.has(MUTA::RECALL))
+ if (player_ptr->muta.has(PlayerMutationType::RECALL))
self_ptr->info[self_ptr->line++] = _("あなたは街とダンジョンの間を行き来することができる。", "You can travel between town and the depths.");
- if (player_ptr->muta.has(MUTA::BANISH))
+ if (player_ptr->muta.has(PlayerMutationType::BANISH))
self_ptr->info[self_ptr->line++] = _("あなたは邪悪なモンスターを地獄に落とすことができる。", "You can send evil creatures directly to Hell.");
- if (player_ptr->muta.has(MUTA::COLD_TOUCH))
+ if (player_ptr->muta.has(PlayerMutationType::COLD_TOUCH))
self_ptr->info[self_ptr->line++]
= _("あなたは敵を触って凍らせることができる。(ダメージ レベルX3)", "You can freeze things with a touch (dam 3 * lvl).");
- if (player_ptr->muta.has(MUTA::LAUNCHER))
+ if (player_ptr->muta.has(PlayerMutationType::LAUNCHER))
self_ptr->info[self_ptr->line++] = _("あなたはアイテムを力強く投げることができる。", "You can hurl objects with great force.");
- if (player_ptr->muta.has(MUTA::BERS_RAGE))
+ if (player_ptr->muta.has(PlayerMutationType::BERS_RAGE))
self_ptr->info[self_ptr->line++] = _("あなたは狂戦士化の発作を起こす。", "You are subject to berserker fits.");
- if (player_ptr->muta.has(MUTA::COWARDICE))
+ if (player_ptr->muta.has(PlayerMutationType::COWARDICE))
self_ptr->info[self_ptr->line++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
- if (player_ptr->muta.has(MUTA::RTELEPORT))
+ if (player_ptr->muta.has(PlayerMutationType::RTELEPORT))
self_ptr->info[self_ptr->line++] = _("あなたはランダムにテレポートする。", "You may randomly teleport.");
- if (player_ptr->muta.has(MUTA::ALCOHOL))
+ if (player_ptr->muta.has(PlayerMutationType::ALCOHOL))
self_ptr->info[self_ptr->line++] = _("あなたの体はアルコールを分泌する。", "Your body produces alcohol.");
- if (player_ptr->muta.has(MUTA::HALLU))
+ if (player_ptr->muta.has(PlayerMutationType::HALLU))
self_ptr->info[self_ptr->line++] = _("あなたは幻覚を引き起こす精神錯乱に侵されている。", "You have a hallucinatory insanity.");
- if (player_ptr->muta.has(MUTA::FLATULENT))
+ if (player_ptr->muta.has(PlayerMutationType::FLATULENT))
self_ptr->info[self_ptr->line++] = _("あなたは制御できない強烈な屁をこく。", "You are subject to uncontrollable flatulence.");
- if (player_ptr->muta.has(MUTA::PROD_MANA))
+ if (player_ptr->muta.has(PlayerMutationType::PROD_MANA))
self_ptr->info[self_ptr->line++] = _("あなたは制御不能な魔法のエネルギーを発している。", "You produce magical energy uncontrollably.");
- if (player_ptr->muta.has(MUTA::ATT_DEMON))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DEMON))
self_ptr->info[self_ptr->line++] = _("あなたはデーモンを引きつける。", "You attract demons.");
- if (player_ptr->muta.has(MUTA::SCOR_TAIL))
+ if (player_ptr->muta.has(PlayerMutationType::SCOR_TAIL))
self_ptr->info[self_ptr->line++] = _("あなたはサソリの尻尾が生えている。(毒、ダメージ 3d7)", "You have a scorpion tail (poison, 3d7).");
- if (player_ptr->muta.has(MUTA::HORNS))
+ if (player_ptr->muta.has(PlayerMutationType::HORNS))
self_ptr->info[self_ptr->line++] = _("あなたは角が生えている。(ダメージ 2d6)", "You have horns (dam. 2d6).");
- if (player_ptr->muta.has(MUTA::BEAK))
+ if (player_ptr->muta.has(PlayerMutationType::BEAK))
self_ptr->info[self_ptr->line++] = _("あなたはクチバシが生えている。(ダメージ 2d4)", "You have a beak (dam. 2d4).");
- if (player_ptr->muta.has(MUTA::SPEED_FLUX))
+ if (player_ptr->muta.has(PlayerMutationType::SPEED_FLUX))
self_ptr->info[self_ptr->line++] = _("あなたはランダムに早く動いたり遅く動いたりする。", "You move faster or slower randomly.");
- if (player_ptr->muta.has(MUTA::BANISH_ALL))
+ if (player_ptr->muta.has(PlayerMutationType::BANISH_ALL))
self_ptr->info[self_ptr->line++] = _("あなたは時々近くのモンスターを消滅させる。", "You sometimes cause nearby creatures to vanish.");
- if (player_ptr->muta.has(MUTA::EAT_LIGHT))
+ if (player_ptr->muta.has(PlayerMutationType::EAT_LIGHT))
self_ptr->info[self_ptr->line++] = _("あなたは時々周囲の光を吸収して栄養にする。", "You sometimes feed off of the light around you.");
- if (player_ptr->muta.has(MUTA::TRUNK))
+ if (player_ptr->muta.has(PlayerMutationType::TRUNK))
self_ptr->info[self_ptr->line++] = _("あなたは象のような鼻を持っている。(ダメージ 1d4)", "You have an elephantine trunk (dam 1d4).");
- if (player_ptr->muta.has(MUTA::ATT_ANIMAL))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_ANIMAL))
self_ptr->info[self_ptr->line++] = _("あなたは動物を引きつける。", "You attract animals.");
- if (player_ptr->muta.has(MUTA::TENTACLES))
+ if (player_ptr->muta.has(PlayerMutationType::TENTACLES))
self_ptr->info[self_ptr->line++] = _("あなたは邪悪な触手を持っている。(ダメージ 2d5)", "You have evil looking tentacles (dam 2d5).");
- if (player_ptr->muta.has(MUTA::RAW_CHAOS))
+ if (player_ptr->muta.has(PlayerMutationType::RAW_CHAOS))
self_ptr->info[self_ptr->line++] = _("あなたはしばしば純カオスに包まれる。", "You occasionally are surrounded with raw chaos.");
- if (player_ptr->muta.has(MUTA::NORMALITY))
+ if (player_ptr->muta.has(PlayerMutationType::NORMALITY))
self_ptr->info[self_ptr->line++] = _("あなたは変異していたが、回復してきている。", "You may be mutated, but you're recovering.");
- if (player_ptr->muta.has(MUTA::WRAITH))
+ if (player_ptr->muta.has(PlayerMutationType::WRAITH))
self_ptr->info[self_ptr->line++] = _("あなたの肉体は幽体化したり実体化したりする。", "You fade in and out of physical reality.");
- if (player_ptr->muta.has(MUTA::POLY_WOUND))
+ if (player_ptr->muta.has(PlayerMutationType::POLY_WOUND))
self_ptr->info[self_ptr->line++] = _("あなたの健康はカオスの力に影響を受ける。", "Your health is subject to chaotic forces.");
- if (player_ptr->muta.has(MUTA::WASTING))
+ if (player_ptr->muta.has(PlayerMutationType::WASTING))
self_ptr->info[self_ptr->line++] = _("あなたは衰弱する恐ろしい病気にかかっている。", "You have a horrible wasting disease.");
- if (player_ptr->muta.has(MUTA::ATT_DRAGON))
+ if (player_ptr->muta.has(PlayerMutationType::ATT_DRAGON))
self_ptr->info[self_ptr->line++] = _("あなたはドラゴンを引きつける。", "You attract dragons.");
- if (player_ptr->muta.has(MUTA::WEIRD_MIND))
+ if (player_ptr->muta.has(PlayerMutationType::WEIRD_MIND))
self_ptr->info[self_ptr->line++] = _("あなたの精神はランダムに拡大したり縮小したりしている。", "Your mind randomly expands and contracts.");
- if (player_ptr->muta.has(MUTA::NAUSEA))
+ if (player_ptr->muta.has(PlayerMutationType::NAUSEA))
self_ptr->info[self_ptr->line++] = _("あなたの胃は非常に落ち着きがない。", "You have a seriously upset stomach.");
- if (player_ptr->muta.has(MUTA::CHAOS_GIFT))
+ if (player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT))
self_ptr->info[self_ptr->line++] = _("あなたはカオスの守護悪魔から褒美をうけとる。", "Chaos deities give you gifts.");
- if (player_ptr->muta.has(MUTA::WALK_SHAD))
+ if (player_ptr->muta.has(PlayerMutationType::WALK_SHAD))
self_ptr->info[self_ptr->line++] = _("あなたはしばしば他の「影」に迷い込む。", "You occasionally stumble into other shadows.");
- if (player_ptr->muta.has(MUTA::WARNING))
+ if (player_ptr->muta.has(PlayerMutationType::WARNING))
self_ptr->info[self_ptr->line++] = _("あなたは敵に関する警告を感じる。", "You receive warnings about your foes.");
- if (player_ptr->muta.has(MUTA::INVULN))
+ if (player_ptr->muta.has(PlayerMutationType::INVULN))
self_ptr->info[self_ptr->line++] = _("あなたは時々負け知らずな気分になる。", "You occasionally feel invincible.");
- if (player_ptr->muta.has(MUTA::SP_TO_HP))
+ if (player_ptr->muta.has(PlayerMutationType::SP_TO_HP))
self_ptr->info[self_ptr->line++] = _("あなたは時々血が筋肉にどっと流れる。", "Your blood sometimes rushes to your muscles.");
- if (player_ptr->muta.has(MUTA::HP_TO_SP))
+ if (player_ptr->muta.has(PlayerMutationType::HP_TO_SP))
self_ptr->info[self_ptr->line++] = _("あなたは時々頭に血がどっと流れる。", "Your blood sometimes rushes to your head.");
- if (player_ptr->muta.has(MUTA::DISARM))
+ if (player_ptr->muta.has(PlayerMutationType::DISARM))
self_ptr->info[self_ptr->line++] = _("あなたはよくつまづいて物を落とす。", "You occasionally stumble and drop things.");
- if (player_ptr->muta.has(MUTA::HYPER_STR))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_STR))
self_ptr->info[self_ptr->line++] = _("あなたは超人的に強い。(腕力+4)", "You are superhumanly strong (+4 STR).");
- if (player_ptr->muta.has(MUTA::PUNY))
+ if (player_ptr->muta.has(PlayerMutationType::PUNY))
self_ptr->info[self_ptr->line++] = _("あなたは虚弱だ。(腕力-4)", "You are puny (-4 STR).");
- if (player_ptr->muta.has(MUTA::HYPER_INT))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_INT))
self_ptr->info[self_ptr->line++] = _("あなたの脳は生体コンピュータだ。(知能&賢さ+4)", "Your brain is a living computer (+4 INT/WIS).");
- if (player_ptr->muta.has(MUTA::MORONIC))
+ if (player_ptr->muta.has(PlayerMutationType::MORONIC))
self_ptr->info[self_ptr->line++] = _("あなたは精神薄弱だ。(知能&賢さ-4)", "You are moronic (-4 INT/WIS).");
- if (player_ptr->muta.has(MUTA::RESILIENT))
+ if (player_ptr->muta.has(PlayerMutationType::RESILIENT))
self_ptr->info[self_ptr->line++] = _("あなたは非常にタフだ。(耐久+4)", "You are very resilient (+4 CON).");
- if (player_ptr->muta.has(MUTA::XTRA_FAT))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_FAT))
self_ptr->info[self_ptr->line++] = _("あなたは極端に太っている。(耐久+2,スピード-2)", "You are extremely fat (+2 CON, -2 speed).");
- if (player_ptr->muta.has(MUTA::ALBINO))
+ if (player_ptr->muta.has(PlayerMutationType::ALBINO))
self_ptr->info[self_ptr->line++] = _("あなたはアルビノだ。(耐久-4)", "You are an albino (-4 CON).");
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
self_ptr->info[self_ptr->line++] = _("あなたの肉体は腐敗している。(耐久-2,魅力-1)", "Your flesh is rotting (-2 CON, -1 CHR).");
- if (player_ptr->muta.has(MUTA::SILLY_VOI))
+ if (player_ptr->muta.has(PlayerMutationType::SILLY_VOI))
self_ptr->info[self_ptr->line++] = _("あなたの声は間抜けなキーキー声だ。(魅力-4)", "Your voice is a silly squeak (-4 CHR).");
- if (player_ptr->muta.has(MUTA::BLANK_FAC))
+ if (player_ptr->muta.has(PlayerMutationType::BLANK_FAC))
self_ptr->info[self_ptr->line++] = _("あなたはのっぺらぼうだ。(魅力-1)", "Your face is featureless (-1 CHR).");
- if (player_ptr->muta.has(MUTA::ILL_NORM))
+ if (player_ptr->muta.has(PlayerMutationType::ILL_NORM))
self_ptr->info[self_ptr->line++] = _("あなたは幻影に覆われている。", "Your appearance is masked with illusion.");
- if (player_ptr->muta.has(MUTA::XTRA_EYES))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES))
self_ptr->info[self_ptr->line++] = _("あなたは余分に二つの目を持っている。(探索+15)", "You have an extra pair of eyes (+15 search).");
- if (player_ptr->muta.has(MUTA::MAGIC_RES))
+ if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES))
self_ptr->info[self_ptr->line++] = _("あなたは魔法への耐性をもっている。", "You are resistant to magic.");
- if (player_ptr->muta.has(MUTA::XTRA_NOIS))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_NOIS))
self_ptr->info[self_ptr->line++] = _("あなたは変な音を発している。(隠密-3)", "You make a lot of strange noise (-3 stealth).");
- if (player_ptr->muta.has(MUTA::INFRAVIS))
+ if (player_ptr->muta.has(PlayerMutationType::INFRAVIS))
self_ptr->info[self_ptr->line++] = _("あなたは素晴らしい赤外線視力を持っている。(+3)", "You have remarkable infravision (+3).");
- if (player_ptr->muta.has(MUTA::XTRA_LEGS))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_LEGS))
self_ptr->info[self_ptr->line++] = _("あなたは余分に二本の足が生えている。(加速+3)", "You have an extra pair of legs (+3 speed).");
- if (player_ptr->muta.has(MUTA::SHORT_LEG))
+ if (player_ptr->muta.has(PlayerMutationType::SHORT_LEG))
self_ptr->info[self_ptr->line++] = _("あなたの足は短い突起だ。(加速-3)", "Your legs are short stubs (-3 speed).");
- if (player_ptr->muta.has(MUTA::ELEC_TOUC))
+ if (player_ptr->muta.has(PlayerMutationType::ELEC_TOUC))
self_ptr->info[self_ptr->line++] = _("あなたの血管には電流が流れている。", "Electricity is running through your veins.");
- if (player_ptr->muta.has(MUTA::FIRE_BODY))
+ if (player_ptr->muta.has(PlayerMutationType::FIRE_BODY))
self_ptr->info[self_ptr->line++] = _("あなたの体は炎につつまれている。", "Your body is enveloped in flames.");
- if (player_ptr->muta.has(MUTA::WART_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::WART_SKIN))
self_ptr->info[self_ptr->line++] = _("あなたの肌はイボに被われている。(魅力-2, AC+5)", "Your skin is covered with warts (-2 CHR, +5 AC).");
- if (player_ptr->muta.has(MUTA::SCALES))
+ if (player_ptr->muta.has(PlayerMutationType::SCALES))
self_ptr->info[self_ptr->line++] = _("あなたの肌は鱗になっている。(魅力-1, AC+10)", "Your skin has turned into scales (-1 CHR, +10 AC).");
- if (player_ptr->muta.has(MUTA::IRON_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN))
self_ptr->info[self_ptr->line++] = _("あなたの肌は鉄でできている。(器用-1, AC+25)", "Your skin is made of steel (-1 DEX, +25 AC).");
- if (player_ptr->muta.has(MUTA::WINGS))
+ if (player_ptr->muta.has(PlayerMutationType::WINGS))
self_ptr->info[self_ptr->line++] = _("あなたは羽を持っている。", "You have wings.");
- if (player_ptr->muta.has(MUTA::FEARLESS)) {
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS)) {
/* Unnecessary */
}
- if (player_ptr->muta.has(MUTA::REGEN)) {
+ if (player_ptr->muta.has(PlayerMutationType::REGEN)) {
/* Unnecessary */
}
- if (player_ptr->muta.has(MUTA::ESP)) {
+ if (player_ptr->muta.has(PlayerMutationType::ESP)) {
/* Unnecessary */
}
- if (player_ptr->muta.has(MUTA::LIMBER))
+ if (player_ptr->muta.has(PlayerMutationType::LIMBER))
self_ptr->info[self_ptr->line++] = _("あなたの体は非常にしなやかだ。(器用+3)", "Your body is very limber (+3 DEX).");
- if (player_ptr->muta.has(MUTA::ARTHRITIS))
+ if (player_ptr->muta.has(PlayerMutationType::ARTHRITIS))
self_ptr->info[self_ptr->line++] = _("あなたはいつも関節に痛みを感じている。(器用-3)", "Your joints ache constantly (-3 DEX).");
- if (player_ptr->muta.has(MUTA::VULN_ELEM))
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM))
self_ptr->info[self_ptr->line++] = _("あなたは元素の攻撃に弱い。", "You are susceptible to damage from the elements.");
- if (player_ptr->muta.has(MUTA::MOTION))
+ if (player_ptr->muta.has(PlayerMutationType::MOTION))
self_ptr->info[self_ptr->line++] = _("あなたの動作は正確で力強い。(隠密+1)", "Your movements are precise and forceful (+1 STL).");
if (has_good_luck(player_ptr))
self_ptr->info[self_ptr->line++] = _("あなたは白いオーラにつつまれている。", "There is a white aura surrounding you.");
- if (player_ptr->muta.has(MUTA::BAD_LUCK))
+ if (player_ptr->muta.has(PlayerMutationType::BAD_LUCK))
self_ptr->info[self_ptr->line++] = _("あなたは黒いオーラにつつまれている。", "There is a black aura surrounding you.");
}
int16_t PlayerInfravision::mutation_value()
{
int16_t result = 0;
- if (this->player_ptr->muta.has(MUTA::INFRAVIS)) {
+ if (this->player_ptr->muta.has(PlayerMutationType::INFRAVIS)) {
result += 3;
}
SPEED result = 0;
const auto &muta = this->player_ptr->muta;
- if (muta.has(MUTA::XTRA_FAT)) {
+ if (muta.has(PlayerMutationType::XTRA_FAT)) {
result -= 2;
}
- if (muta.has(MUTA::XTRA_LEGS)) {
+ if (muta.has(PlayerMutationType::XTRA_LEGS)) {
result += 3;
}
- if (muta.has(MUTA::SHORT_LEG)) {
+ if (muta.has(PlayerMutationType::SHORT_LEG)) {
result -= 3;
}
{
int16_t result = 0;
const auto &muta = this->player_ptr->muta;
- if (muta.has(MUTA::XTRA_NOIS)) {
+ if (muta.has(PlayerMutationType::XTRA_NOIS)) {
result -= 3;
}
- if (muta.has(MUTA::MOTION)) {
+ if (muta.has(PlayerMutationType::MOTION)) {
result += 1;
}
return result;
switch (randint1(22)) {
case 1: {
- if (player_ptr->muta.has_not(MUTA::MORONIC)) {
+ if (player_ptr->muta.has_not(PlayerMutationType::MORONIC)) {
if ((player_ptr->stat_use[A_INT] < 4) && (player_ptr->stat_use[A_WIS] < 4)) {
msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
} else {
msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
}
- if (player_ptr->muta.has(MUTA::HYPER_INT)) {
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_INT)) {
msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
- player_ptr->muta.reset(MUTA::HYPER_INT);
+ player_ptr->muta.reset(PlayerMutationType::HYPER_INT);
}
- player_ptr->muta.set(MUTA::MORONIC);
+ player_ptr->muta.set(PlayerMutationType::MORONIC);
}
break;
}
case 2: {
- if (player_ptr->muta.has_not(MUTA::COWARDICE) && !has_resist_fear(player_ptr)) {
+ if (player_ptr->muta.has_not(PlayerMutationType::COWARDICE) && !has_resist_fear(player_ptr)) {
msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
- if (player_ptr->muta.has(MUTA::FEARLESS)) {
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS)) {
msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
- player_ptr->muta.reset(MUTA::FEARLESS);
+ player_ptr->muta.reset(PlayerMutationType::FEARLESS);
}
- player_ptr->muta.set(MUTA::COWARDICE);
+ player_ptr->muta.set(PlayerMutationType::COWARDICE);
}
break;
}
case 3: {
- if (player_ptr->muta.has_not(MUTA::HALLU) && !has_resist_chaos(player_ptr)) {
+ if (player_ptr->muta.has_not(PlayerMutationType::HALLU) && !has_resist_chaos(player_ptr)) {
msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
- player_ptr->muta.set(MUTA::HALLU);
+ player_ptr->muta.set(PlayerMutationType::HALLU);
}
break;
}
case 4: {
- if (player_ptr->muta.has_not(MUTA::BERS_RAGE) && !has_resist_conf(player_ptr)) {
+ if (player_ptr->muta.has_not(PlayerMutationType::BERS_RAGE) && !has_resist_conf(player_ptr)) {
msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
- player_ptr->muta.set(MUTA::BERS_RAGE);
+ player_ptr->muta.set(PlayerMutationType::BERS_RAGE);
}
break;
void Patron::admire(player_type *player_ptr_)
{
this->player_ptr = player_ptr_;
- if ((this->player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || this->player_ptr->muta.has(MUTA::CHAOS_GIFT)) {
+ if ((this->player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || this->player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), this->name.c_str());
msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
}
if (player_ptr->muta.none())
return;
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
flags.reset(TR_REGEN);
- if (player_ptr->muta.has_any_of({ MUTA::XTRA_FAT, MUTA::XTRA_LEGS, MUTA::SHORT_LEG }))
+ if (player_ptr->muta.has_any_of({ PlayerMutationType::XTRA_FAT, PlayerMutationType::XTRA_LEGS, PlayerMutationType::SHORT_LEG }))
flags.set(TR_SPEED);
- if (player_ptr->muta.has(MUTA::ELEC_TOUC))
+ if (player_ptr->muta.has(PlayerMutationType::ELEC_TOUC))
flags.set(TR_SH_ELEC);
- if (player_ptr->muta.has(MUTA::FIRE_BODY)) {
+ if (player_ptr->muta.has(PlayerMutationType::FIRE_BODY)) {
flags.set(TR_SH_FIRE);
flags.set(TR_LITE_1);
}
- if (player_ptr->muta.has(MUTA::WINGS))
+ if (player_ptr->muta.has(PlayerMutationType::WINGS))
flags.set(TR_LEVITATION);
- if (player_ptr->muta.has(MUTA::FEARLESS))
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS))
flags.set(TR_RES_FEAR);
- if (player_ptr->muta.has(MUTA::REGEN))
+ if (player_ptr->muta.has(PlayerMutationType::REGEN))
flags.set(TR_REGEN);
- if (player_ptr->muta.has(MUTA::ESP))
+ if (player_ptr->muta.has(PlayerMutationType::ESP))
flags.set(TR_TELEPATHY);
- if (player_ptr->muta.has(MUTA::MOTION))
+ if (player_ptr->muta.has(PlayerMutationType::MOTION))
flags.set(TR_FREE_ACT);
}
result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
}
- if (player_ptr->muta.has(MUTA::ESP)) {
+ if (player_ptr->muta.has(PlayerMutationType::ESP)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_SH_FIRE);
- if (player_ptr->muta.has(MUTA::FIRE_BODY)) {
+ if (player_ptr->muta.has(PlayerMutationType::FIRE_BODY)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_SH_ELEC);
- if (player_ptr->muta.has(MUTA::ELEC_TOUC))
+ if (player_ptr->muta.has(PlayerMutationType::ELEC_TOUC))
result |= FLAG_CAUSE_MUTATION;
if (SpellHex(player_ptr).is_spelling_specific(HEX_SHOCK_CLOAK) || player_ptr->ult_res) {
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_FREE_ACT);
- if (player_ptr->muta.has(MUTA::MOTION))
+ if (player_ptr->muta.has(PlayerMutationType::MOTION))
result |= FLAG_CAUSE_MUTATION;
if (player_ptr->ult_res || player_ptr->magicdef) {
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_LEVITATION);
- if (player_ptr->muta.has(MUTA::WINGS)) {
+ if (player_ptr->muta.has(PlayerMutationType::WINGS)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_REGEN);
- if (player_ptr->muta.has(MUTA::REGEN))
+ if (player_ptr->muta.has(PlayerMutationType::REGEN))
result |= FLAG_CAUSE_MUTATION;
if (SpellHex(player_ptr).is_spelling_specific(HEX_DEMON_AURA) || player_ptr->ult_res || player_ptr->tim_regen) {
result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
}
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
result = 0L;
return result;
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_ACID);
- if (player_ptr->muta.has(MUTA::VULN_ELEM)) {
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_ELEC);
- if (player_ptr->muta.has(MUTA::VULN_ELEM)) {
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_FIRE);
- if (player_ptr->muta.has(MUTA::VULN_ELEM)) {
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_COLD);
- if (player_ptr->muta.has(MUTA::VULN_ELEM)) {
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
result |= FLAG_CAUSE_MUTATION;
}
{
BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_FEAR);
- if (player_ptr->muta.has(MUTA::FEARLESS))
+ if (player_ptr->muta.has(PlayerMutationType::FEARLESS))
result |= FLAG_CAUSE_MUTATION;
if (is_hero(player_ptr) || is_shero(player_ptr) || player_ptr->ult_res) {
bool has_good_luck(player_type *player_ptr)
{
- return (player_ptr->ppersonality == PERSONALITY_LUCKY) || (player_ptr->muta.has(MUTA::GOOD_LUCK));
+ return (player_ptr->ppersonality == PERSONALITY_LUCKY) || (player_ptr->muta.has(PlayerMutationType::GOOD_LUCK));
}
BIT_FLAGS player_aggravate_state(player_type *player_ptr)
pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
- if (player_ptr->muta.has(MUTA::MAGIC_RES))
+ if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES))
pow += (15 + (player_ptr->lev / 5));
if (has_resist_curse(player_ptr))
pow += (o_ptr->pval * 5);
}
- if (player_ptr->muta.has(MUTA::XTRA_EYES)) {
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
pow += 15;
}
pow -= 15;
}
- if (player_ptr->muta.has(MUTA::XTRA_EYES)) {
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
pow += 15;
}
ac += 5;
}
- if (player_ptr->muta.has(MUTA::WART_SKIN)) {
+ if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
ac += 5;
}
- if (player_ptr->muta.has(MUTA::SCALES)) {
+ if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
ac += 10;
}
- if (player_ptr->muta.has(MUTA::IRON_SKIN)) {
+ if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
ac += 25;
}
if (player_ptr->lev > player_ptr->max_plv) {
player_ptr->max_plv = player_ptr->lev;
- if ((player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(MUTA::CHAOS_GIFT)) {
+ if ((player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
level_reward = true;
}
if (player_ptr->prace == PlayerRaceType::BEASTMAN) {
{
flags.clear();
- if (player_ptr->muta.has(MUTA::VULN_ELEM) || PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::KOUKIJIN)) {
+ if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM) || PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::KOUKIJIN)) {
flags.set(TR_RES_ACID);
flags.set(TR_RES_ELEC);
flags.set(TR_RES_FIRE);
void select_mutation_racial(player_type *player_ptr, rc_type *rc_ptr)
{
rpi_type rpi;
- if (player_ptr->muta.has(MUTA::SPIT_ACID)) {
+ if (player_ptr->muta.has(PlayerMutationType::SPIT_ACID)) {
rpi = rpi_type(_("酸の唾", "Spit Acid"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl);
rpi.text = _("酸のボールを放つ", "Fires a boll of acid.");
rpi.cost = 9;
rpi.stat = A_DEX;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::SPIT_ACID));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::SPIT_ACID));
}
- if (player_ptr->muta.has(MUTA::BR_FIRE)) {
+ if (player_ptr->muta.has(PlayerMutationType::BR_FIRE)) {
rpi = rpi_type(_("炎のブレス", "Fire Breath"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl);
rpi.text = _("火炎のブレスを放つ", "Fires a breath of fire.");
rpi.cost = rc_ptr->lvl;
rpi.stat = A_CON;
rpi.fail = 18;
- rc_ptr->add_power(rpi, enum2i(MUTA::BR_FIRE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::BR_FIRE));
}
- if (player_ptr->muta.has(MUTA::HYPN_GAZE)) {
+ if (player_ptr->muta.has(PlayerMutationType::HYPN_GAZE)) {
rpi = rpi_type(_("催眠睨み", "Hypnotic Gaze"));
rpi.info = format("%s%d", KWD_POWER, rc_ptr->lvl);
rpi.text = _("モンスター1体をペットにする。抵抗されると無効。", "Attempts to charm a monster.");
rpi.cost = 12;
rpi.stat = A_CHR;
rpi.fail = 18;
- rc_ptr->add_power(rpi, enum2i(MUTA::HYPN_GAZE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::HYPN_GAZE));
}
- if (player_ptr->muta.has(MUTA::TELEKINES)) {
+ if (player_ptr->muta.has(PlayerMutationType::TELEKINES)) {
rpi = rpi_type(_("念動力", "Telekinesis"));
#ifdef JP
rpi.info = format("最大重量: %d.%dkg", lb_to_kg_integer(rc_ptr->lvl * 10), lb_to_kg_fraction(rc_ptr->lvl * 10));
rpi.cost = 9;
rpi.stat = A_WIS;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::TELEKINES));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::TELEKINES));
}
- if (player_ptr->muta.has(MUTA::VTELEPORT)) {
+ if (player_ptr->muta.has(PlayerMutationType::VTELEPORT)) {
rpi = rpi_type(_("テレポート", "Teleport"));
rpi.info = format("%s%d", KWD_SPHERE, 10 + rc_ptr->lvl * 4);
rpi.text = _("遠距離のテレポートをする。", "Teleports you a long distance.");
rpi.cost = 7;
rpi.stat = A_WIS;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::VTELEPORT));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::VTELEPORT));
}
- if (player_ptr->muta.has(MUTA::MIND_BLST)) {
+ if (player_ptr->muta.has(PlayerMutationType::MIND_BLST)) {
rpi = rpi_type(_("精神攻撃", "Mind Blast"));
rpi.info = format("%s%dd%", KWD_DAM, 3 + (rc_ptr->lvl - 1) / 5, 3);
rpi.text = _("モンスター1体に精神攻撃を行う。", "Deals a PSI damage to a monster.");
rpi.cost = 3;
rpi.stat = A_WIS;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::MIND_BLST));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::MIND_BLST));
}
- if (player_ptr->muta.has(MUTA::RADIATION)) {
+ if (player_ptr->muta.has(PlayerMutationType::RADIATION)) {
rpi = rpi_type(_("放射能", "Emit Radiation"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl * 2);
rpi.text = _("自分を中心とする放射性廃棄物のボールを放つ。", "Bursst nuke ball.");
rpi.cost = 15;
rpi.stat = A_CON;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::RADIATION));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::RADIATION));
}
- if (player_ptr->muta.has(MUTA::VAMPIRISM)) {
+ if (player_ptr->muta.has(PlayerMutationType::VAMPIRISM)) {
rpi = rpi_type(_("吸血", "Vampiric Drain"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl * 2);
rpi.text = _("隣接したモンスター1体から生命力を吸い取る。吸い取った生命力によって満腹度があがる。",
rpi.cost = 1 + (rc_ptr->lvl / 3);
rpi.stat = A_CON;
rpi.fail = 9;
- rc_ptr->add_power(rpi, enum2i(MUTA::VAMPIRISM));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::VAMPIRISM));
}
- if (player_ptr->muta.has(MUTA::SMELL_MET)) {
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MET)) {
rpi = rpi_type(_("金属嗅覚", "Smell Metal"));
rpi.text = _("周辺の鉱物を感知する。", "Detects all treasurely walls in your vicinity.");
rpi.min_level = 3;
rpi.cost = 2;
rpi.stat = A_INT;
rpi.fail = 12;
- rc_ptr->add_power(rpi, enum2i(MUTA::SMELL_MET));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::SMELL_MET));
}
- if (player_ptr->muta.has(MUTA::SMELL_MON)) {
+ if (player_ptr->muta.has(PlayerMutationType::SMELL_MON)) {
rpi = rpi_type(_("敵臭嗅覚", "Smell Monsters"));
rpi.text = _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
rpi.min_level = 5;
rpi.cost = 4;
rpi.stat = A_INT;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::SMELL_MON));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::SMELL_MON));
}
- if (player_ptr->muta.has(MUTA::BLINK)) {
+ if (player_ptr->muta.has(PlayerMutationType::BLINK)) {
rpi = rpi_type(_("ショート・テレポート", "Blink"));
rpi.info = format("%s%d", KWD_SPHERE, 10);
rpi.text = _("近距離のテレポートをする。", "Teleports you a short distance.");
rpi.cost = 3;
rpi.stat = A_WIS;
rpi.fail = 12;
- rc_ptr->add_power(rpi, enum2i(MUTA::BLINK));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::BLINK));
}
- if (player_ptr->muta.has(MUTA::EAT_ROCK)) {
+ if (player_ptr->muta.has(PlayerMutationType::EAT_ROCK)) {
rpi = rpi_type(_("岩食い", "Eat Rock"));
rpi.text = _("対象の壁を食料のように食べる。", "Eats a wall as rations.");
rpi.min_level = 8;
rpi.cost = 12;
rpi.stat = A_CON;
rpi.fail = 18;
- rc_ptr->add_power(rpi, enum2i(MUTA::EAT_ROCK));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::EAT_ROCK));
}
- if (player_ptr->muta.has(MUTA::SWAP_POS)) {
+ if (player_ptr->muta.has(PlayerMutationType::SWAP_POS)) {
rpi = rpi_type(_("位置交換", "Swap Position"));
rpi.info = format("%s%d", KWD_SPHERE, 10 + rc_ptr->lvl * 3 / 2);
rpi.text = _("対象のモンスター1体を位置を交換する。", "Swaps positions between you and a target monster.");
rpi.cost = 12;
rpi.stat = A_DEX;
rpi.fail = 16;
- rc_ptr->add_power(rpi, enum2i(MUTA::SWAP_POS));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::SWAP_POS));
}
- if (player_ptr->muta.has(MUTA::SHRIEK)) {
+ if (player_ptr->muta.has(PlayerMutationType::SHRIEK)) {
rpi = rpi_type(_("叫び", "Shriek"));
rpi.text = _("自分を中心とする轟音のボールを放ち、周辺の敵を怒らせる。", "Bursts a sound ball and aggravates all monsters around you. ");
rpi.min_level = 20;
rpi.cost = 14;
rpi.stat = A_CON;
rpi.fail = 16;
- rc_ptr->add_power(rpi, enum2i(MUTA::SHRIEK));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::SHRIEK));
}
- if (player_ptr->muta.has(MUTA::ILLUMINE)) {
+ if (player_ptr->muta.has(PlayerMutationType::ILLUMINE)) {
rpi = rpi_type(_("照明", "Illuminate"));
rpi.text = _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
rpi.min_level = 3;
rpi.cost = 2;
rpi.stat = A_INT;
rpi.fail = 10;
- rc_ptr->add_power(rpi, enum2i(MUTA::ILLUMINE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::ILLUMINE));
}
- if (player_ptr->muta.has(MUTA::DET_CURSE)) {
+ if (player_ptr->muta.has(PlayerMutationType::DET_CURSE)) {
rpi = rpi_type(_("呪い感知", "Detect Curses"));
rpi.text = _("持ち物及び装備の中の呪われたアイテムを感知する。", "Feels curses of objects in your inventory.");
rpi.min_level = 7;
rpi.cost = 14;
rpi.stat = A_WIS;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::DET_CURSE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::DET_CURSE));
}
- if (player_ptr->muta.has(MUTA::BERSERK)) {
+ if (player_ptr->muta.has(PlayerMutationType::BERSERK)) {
rpi = rpi_type(_("狂戦士化", "Berserk"));
rpi.info = format("%s%d+d%d", KWD_DURATION, 25, 25);
rpi.text = _("狂戦士化し、恐怖を除去する。防御力が少し低下する。", "Gives a bonus to hit and HP, immunity to fear for a while. But decreases AC.");
rpi.cost = 8;
rpi.stat = A_STR;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::BERSERK));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::BERSERK));
}
- if (player_ptr->muta.has(MUTA::POLYMORPH)) {
+ if (player_ptr->muta.has(PlayerMutationType::POLYMORPH)) {
rpi = rpi_type(_("変身", "Polymorph"));
rpi.text = _("別の種族に変身する。", "Morphs you to another race.");
rpi.min_level = 18;
rpi.cost = 20;
rpi.stat = A_CON;
rpi.fail = 18;
- rc_ptr->add_power(rpi, enum2i(MUTA::POLYMORPH));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::POLYMORPH));
}
- if (player_ptr->muta.has(MUTA::MIDAS_TCH)) {
+ if (player_ptr->muta.has(PlayerMutationType::MIDAS_TCH)) {
rpi = rpi_type(_("ミダスの手", "Midas Touch"));
rpi.text = _("アイテム1つをお金に変える。", "Turns an item into 1/3 of its value in gold.");
rpi.min_level = 10;
rpi.cost = 5;
rpi.stat = A_INT;
rpi.fail = 12;
- rc_ptr->add_power(rpi, enum2i(MUTA::MIDAS_TCH));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::MIDAS_TCH));
}
- if (player_ptr->muta.has(MUTA::GROW_MOLD)) {
+ if (player_ptr->muta.has(PlayerMutationType::GROW_MOLD)) {
rpi = rpi_type(_("カビ発生", "Grow Mold"));
rpi.text = _("モルドを召喚する。", "Summons molds.");
rpi.min_level = 1;
rpi.cost = 6;
rpi.stat = A_CON;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::GROW_MOLD));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::GROW_MOLD));
}
- if (player_ptr->muta.has(MUTA::RESIST)) {
+ if (player_ptr->muta.has(PlayerMutationType::RESIST)) {
rpi = rpi_type(_("エレメント耐性", "Resist Elements"));
rpi.info = format("%s%d+d%d", KWD_DURATION, 20, 20);
rpi.text = _("1つ以上の元素の一時耐性を得る。", "Gains one or more resitances for elements.");
rpi.cost = 12;
rpi.stat = A_CON;
rpi.fail = 12;
- rc_ptr->add_power(rpi, enum2i(MUTA::RESIST));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::RESIST));
}
- if (player_ptr->muta.has(MUTA::EARTHQUAKE)) {
+ if (player_ptr->muta.has(PlayerMutationType::EARTHQUAKE)) {
rpi = rpi_type(_("地震", "Earthquake"));
rpi.info = format("%s%d", KWD_SPHERE, 10);
rpi.text = _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
rpi.cost = 12;
rpi.stat = A_STR;
rpi.fail = 16;
- rc_ptr->add_power(rpi, enum2i(MUTA::EARTHQUAKE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::EARTHQUAKE));
}
- if (player_ptr->muta.has(MUTA::EAT_MAGIC)) {
+ if (player_ptr->muta.has(PlayerMutationType::EAT_MAGIC)) {
rpi = rpi_type(_("魔力食い", "Eat Magic"));
rpi.info = format("%s%d", KWD_POWER, rc_ptr->lvl * 2);
rpi.text = _("魔法道具から魔力を吸収してMPを回復する。", "Absorbs mana from a magic device to heal your SP.");
rpi.cost = 1;
rpi.stat = A_WIS;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::EAT_MAGIC));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::EAT_MAGIC));
}
- if (player_ptr->muta.has(MUTA::WEIGH_MAG)) {
+ if (player_ptr->muta.has(PlayerMutationType::WEIGH_MAG)) {
rpi = rpi_type(_("魔力感知", "Weigh Magic"));
rpi.text = _("現在得ている一時的な魔法の能力を知る。", "Reports all temporary magical abilities.");
rpi.min_level = 6;
rpi.cost = 6;
rpi.stat = A_INT;
rpi.fail = 10;
- rc_ptr->add_power(rpi, enum2i(MUTA::WEIGH_MAG));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::WEIGH_MAG));
}
- if (player_ptr->muta.has(MUTA::STERILITY)) {
+ if (player_ptr->muta.has(PlayerMutationType::STERILITY)) {
rpi = rpi_type(_("増殖阻止", "Sterilize"));
rpi.text = _("この階の増殖するモンスターが増殖できなくなる。", "Prevents any breeders on current level from breeding.");
rpi.min_level = 12;
rpi.cost = 23;
rpi.stat = A_CHR;
rpi.fail = 15;
- rc_ptr->add_power(rpi, enum2i(MUTA::STERILITY));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::STERILITY));
}
- if (player_ptr->muta.has(MUTA::HIT_AND_AWAY)) {
+ if (player_ptr->muta.has(PlayerMutationType::HIT_AND_AWAY)) {
rpi = rpi_type(_("ヒット&アウェイ", "Panic Hit"));
rpi.info = format("%s%d", KWD_SPHERE, 30);
rpi.text = _("対象のモンスターを攻撃したあと短距離テレポートする。", "Attacks a monster then tereports you a short range.");
rpi.cost = 12;
rpi.stat = A_DEX;
rpi.fail = 14;
- rc_ptr->add_power(rpi, enum2i(MUTA::HIT_AND_AWAY));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::HIT_AND_AWAY));
}
- if (player_ptr->muta.has(MUTA::DAZZLE)) {
+ if (player_ptr->muta.has(PlayerMutationType::DAZZLE)) {
rpi = rpi_type(_("眩惑", "Dazzle"));
rpi.info = format("%s%d", KWD_POWER, rc_ptr->lvl * 4);
rpi.text = _("周辺のモンスターを混乱・朦朧・恐怖させようとする。抵抗されると無効。",
rpi.cost = 15;
rpi.stat = A_CHR;
rpi.fail = 8;
- rc_ptr->add_power(rpi, enum2i(MUTA::DAZZLE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::DAZZLE));
}
- if (player_ptr->muta.has(MUTA::LASER_EYE)) {
+ if (player_ptr->muta.has(PlayerMutationType::LASER_EYE)) {
rpi = rpi_type(_("レーザー・アイ", "Laser Eye"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl * 2);
rpi.text = _("閃光のビームを放つ。", "Fires a beam of light.");
rpi.cost = 10;
rpi.stat = A_WIS;
rpi.fail = 9;
- rc_ptr->add_power(rpi, enum2i(MUTA::LASER_EYE));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::LASER_EYE));
}
- if (player_ptr->muta.has(MUTA::RECALL)) {
+ if (player_ptr->muta.has(PlayerMutationType::RECALL)) {
rpi = rpi_type(_("帰還", "Recall"));
rpi.text = _("地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
"Recalls player from dungeon to town or from town to the deepest level of dungeon.");
rpi.cost = 50;
rpi.stat = A_INT;
rpi.fail = 16;
- rc_ptr->add_power(rpi, enum2i(MUTA::RECALL));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::RECALL));
}
- if (player_ptr->muta.has(MUTA::BANISH)) {
+ if (player_ptr->muta.has(PlayerMutationType::BANISH)) {
rpi = rpi_type(_("邪悪消滅", "Banish Evil"));
rpi.info = format("%s%d", KWD_POWER, 50 + rc_ptr->lvl);
rpi.text = _("邪悪なモンスター1体を階から消滅させる。", "Erase a evil monster from current level.");
rpi.cost = 25;
rpi.stat = A_WIS;
rpi.fail = 18;
- rc_ptr->add_power(rpi, enum2i(MUTA::BANISH));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::BANISH));
}
- if (player_ptr->muta.has(MUTA::COLD_TOUCH)) {
+ if (player_ptr->muta.has(PlayerMutationType::COLD_TOUCH)) {
rpi = rpi_type(_("凍結の手", "Cold Touch"));
rpi.info = format("%s%d", KWD_DAM, rc_ptr->lvl * 2);
rpi.text = _("冷気のビームを放つ。", "Fires a beam of cold.");
rpi.cost = 2;
rpi.stat = A_CON;
rpi.fail = 11;
- rc_ptr->add_power(rpi, enum2i(MUTA::COLD_TOUCH));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::COLD_TOUCH));
}
- if (player_ptr->muta.has(MUTA::LAUNCHER)) {
+ if (player_ptr->muta.has(PlayerMutationType::LAUNCHER)) {
rpi = rpi_type(_("アイテム投げ", "Throw Object"));
rpi.text = _("強力な威力で物を投げる。", "Throws an object strongly.");
rpi.min_level = 1;
rpi.cost = rc_ptr->lvl;
rpi.stat = A_STR;
rpi.fail = 6;
- rc_ptr->add_power(rpi, enum2i(MUTA::LAUNCHER));
+ rc_ptr->add_power(rpi, enum2i(PlayerMutationType::LAUNCHER));
}
}
this->power_desc.push_back(std::move(rpi));
}
-void rc_type::add_power(rpi_type &rpi, MUTA flag)
+void rc_type::add_power(rpi_type &rpi, PlayerMutationType flag)
{
add_power(rpi, enum2i(flag));
}
* @param rpi レイシャル/クラスパワー定義(参照渡し)
* @param number 突然変異ID
*/
- void add_power(rpi_type &rpi, MUTA flag);
+ void add_power(rpi_type &rpi, PlayerMutationType flag);
/*!
* @brief レイシャル/クラスパワー数を返す
return;
bool follow = false;
- if (player_ptr->muta.has(MUTA::VTELEPORT) || (player_ptr->pclass == PlayerClassType::IMITATOR))
+ if (player_ptr->muta.has(PlayerMutationType::VTELEPORT) || (player_ptr->pclass == PlayerClassType::IMITATOR))
follow = true;
else {
object_type *o_ptr;
int16_t chaos_patron{};
- EnumClassFlagGroup<MUTA> muta{}; /*!< 突然変異 / mutations */
+ EnumClassFlagGroup<PlayerMutationType> muta{}; /*!< 突然変異 / mutations */
int16_t virtues[8]{};
int16_t vir_types[8]{};
{
int compensation = 0;
if (stat == A_STR) {
- if (player_ptr->muta.has(MUTA::HYPER_STR))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_STR))
compensation += 4;
- if (player_ptr->muta.has(MUTA::PUNY))
+ if (player_ptr->muta.has(PlayerMutationType::PUNY))
compensation -= 4;
if (player_ptr->tsuyoshi)
compensation += 4;
}
if (stat == A_WIS || stat == A_INT) {
- if (player_ptr->muta.has(MUTA::HYPER_INT))
+ if (player_ptr->muta.has(PlayerMutationType::HYPER_INT))
compensation += 4;
- if (player_ptr->muta.has(MUTA::MORONIC))
+ if (player_ptr->muta.has(PlayerMutationType::MORONIC))
compensation -= 4;
return compensation;
}
if (stat == A_DEX) {
- if (player_ptr->muta.has(MUTA::IRON_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN))
compensation -= 1;
- if (player_ptr->muta.has(MUTA::LIMBER))
+ if (player_ptr->muta.has(PlayerMutationType::LIMBER))
compensation += 3;
- if (player_ptr->muta.has(MUTA::ARTHRITIS))
+ if (player_ptr->muta.has(PlayerMutationType::ARTHRITIS))
compensation -= 3;
return compensation;
}
if (stat == A_CON) {
- if (player_ptr->muta.has(MUTA::RESILIENT))
+ if (player_ptr->muta.has(PlayerMutationType::RESILIENT))
compensation += 4;
- if (player_ptr->muta.has(MUTA::XTRA_FAT))
+ if (player_ptr->muta.has(PlayerMutationType::XTRA_FAT))
compensation += 2;
- if (player_ptr->muta.has(MUTA::ALBINO))
+ if (player_ptr->muta.has(PlayerMutationType::ALBINO))
compensation -= 4;
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
compensation -= 2;
if (player_ptr->tsuyoshi)
compensation += 4;
}
if (stat == A_CHR) {
- if (player_ptr->muta.has(MUTA::SILLY_VOI))
+ if (player_ptr->muta.has(PlayerMutationType::SILLY_VOI))
compensation -= 4;
- if (player_ptr->muta.has(MUTA::BLANK_FAC))
+ if (player_ptr->muta.has(PlayerMutationType::BLANK_FAC))
compensation -= 1;
- if (player_ptr->muta.has(MUTA::FLESH_ROT))
+ if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT))
compensation -= 1;
- if (player_ptr->muta.has(MUTA::SCALES))
+ if (player_ptr->muta.has(PlayerMutationType::SCALES))
compensation -= 1;
- if (player_ptr->muta.has(MUTA::WART_SKIN))
+ if (player_ptr->muta.has(PlayerMutationType::WART_SKIN))
compensation -= 2;
- if (player_ptr->muta.has(MUTA::ILL_NORM))
+ if (player_ptr->muta.has(PlayerMutationType::ILL_NORM))
compensation = 0;
return compensation;
}
display_player_basic_info(player_ptr);
display_magic_realms(player_ptr);
- if ((player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || (player_ptr->muta.has(MUTA::CHAOS_GIFT)))
+ if ((player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || (player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)))
display_player_one_line(ENTRY_PATRON, patron_list[player_ptr->chaos_patron].name.c_str(), TERM_L_BLUE);
display_phisique(player_ptr);
int xthn = player_ptr->skill_thn + (player_ptr->to_h_m * BTH_PLUS_ADJ);
int muta_att = 0;
- if (player_ptr->muta.has(MUTA::HORNS))
+ if (player_ptr->muta.has(PlayerMutationType::HORNS))
muta_att++;
- if (player_ptr->muta.has(MUTA::SCOR_TAIL))
+ if (player_ptr->muta.has(PlayerMutationType::SCOR_TAIL))
muta_att++;
- if (player_ptr->muta.has(MUTA::BEAK))
+ if (player_ptr->muta.has(PlayerMutationType::BEAK))
muta_att++;
- if (player_ptr->muta.has(MUTA::TRUNK))
+ if (player_ptr->muta.has(PlayerMutationType::TRUNK))
muta_att++;
- if (player_ptr->muta.has(MUTA::TENTACLES))
+ if (player_ptr->muta.has(PlayerMutationType::TENTACLES))
muta_att++;
int blows1 = can_attack_with_main_hand(player_ptr) ? player_ptr->num_blow[0] : 0;