#include "player/player-status-flags.h"
#include "player/player-status.h"
#include "player/special-defense-types.h"
-#include "spell/spell-types.h"
#include "status/action-setter.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
* @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(PlayerType *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];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ auto *r_ptr = &r_info[m_ptr->r_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;
int bonus = player_ptr->to_h_m + (player_ptr->lev * 6 / 5);
int chance = (player_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
- bool is_hit = ((r_ptr->flags2 & RF2_QUANTUM) == 0) || !randint0(2);
+ bool is_hit = (r_ptr->kind_flags.has_not(MonsterKindType::QUANTUM)) || !randint0(2);
is_hit &= test_hit_norm(player_ptr, chance, r_ptr->ac, m_ptr->ml);
if (!is_hit) {
sound(SOUND_MISS);
sound(SOUND_HIT);
msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
- HIT_POINT k = damroll(dice_num, dice_side);
+ int k = damroll(dice_num, dice_side);
k = critical_norm(player_ptr, n_weight, bonus, k, (int16_t)bonus, HISSATSU_NONE);
k += player_ptr->to_d_m;
if (k < 0)
anger_monster(player_ptr, m_ptr);
switch (attack) {
- case MUTA::SCOR_TAIL:
- project(player_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL);
+ 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);
+ MonsterDamageProcessor mdp(player_ptr, m_idx, k, fear, AttributeType::ATTACK);
*mdeath = mdp.mon_take_hit(nullptr);
break;
}
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-bool do_cmd_attack(player_type *player_ptr, POSITION y, POSITION x, combat_options mode)
+bool do_cmd_attack(PlayerType *player_ptr, POSITION y, POSITION x, combat_options mode)
{
- grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ auto *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 (d_info[player_ptr->dungeon_idx].flags.has(DF::NO_MELEE)) {
+ if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_MELEE)) {
msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
return false;
}
chg_virtue(player_ptr, V_HONOUR, -1);
chg_virtue(player_ptr, V_JUSTICE, -1);
chg_virtue(player_ptr, V_COMPASSION, -1);
- } else if (player_ptr->pclass != PlayerClassType::BERSERKER) {
+ } else if (!PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
if (get_check(_("本当に攻撃しますか?", "Really hit it? "))) {
chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
chg_virtue(player_ptr, V_HONOUR, -1);
}
if (monster_csleep_remaining(m_ptr)) {
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+ if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5))
chg_virtue(player_ptr, V_COMPASSION, -1);
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+ if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5))
chg_virtue(player_ptr, V_HONOUR, -1);
}
if (can_attack_with_main_hand(player_ptr) && can_attack_with_sub_hand(player_ptr)) {
- if ((player_ptr->skill_exp[SKILL_TWO_WEAPON] < s_info[enum2i(player_ptr->pclass)].s_max[SKILL_TWO_WEAPON])
- && ((player_ptr->skill_exp[SKILL_TWO_WEAPON] - 1000) / 200 < r_ptr->level)) {
- if (player_ptr->skill_exp[SKILL_TWO_WEAPON] < WEAPON_EXP_BEGINNER)
- player_ptr->skill_exp[SKILL_TWO_WEAPON] += 80;
- else if (player_ptr->skill_exp[SKILL_TWO_WEAPON] < WEAPON_EXP_SKILLED)
- player_ptr->skill_exp[SKILL_TWO_WEAPON] += 4;
- else if (player_ptr->skill_exp[SKILL_TWO_WEAPON] < WEAPON_EXP_EXPERT)
- player_ptr->skill_exp[SKILL_TWO_WEAPON] += 1;
- else if (player_ptr->skill_exp[SKILL_TWO_WEAPON] < WEAPON_EXP_MASTER)
- if (one_in_(3))
- player_ptr->skill_exp[SKILL_TWO_WEAPON] += 1;
- player_ptr->update |= (PU_BONUS);
+ if (((player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] - 1000) / 200) < r_ptr->level) {
+ PlayerSkill(player_ptr).gain_two_weapon_skill_exp();
}
}
if (player_ptr->riding) {
- int cur = player_ptr->skill_exp[SKILL_RIDING];
- int max = s_info[enum2i(player_ptr->pclass)].s_max[SKILL_RIDING];
-
- if (cur < max) {
- DEPTH ridinglevel = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level;
- DEPTH targetlevel = r_ptr->level;
- int inc = 0;
-
- if ((cur / 200 - 5) < targetlevel)
- inc += 1;
-
- if ((cur / 100) < ridinglevel) {
- if ((cur / 100 + 15) < ridinglevel)
- inc += 1 + (ridinglevel - (cur / 100 + 15));
- else
- inc += 1;
- }
-
- player_ptr->skill_exp[SKILL_RIDING] = MIN(max, cur + inc);
- player_ptr->update |= (PU_BONUS);
- }
+ PlayerSkill(player_ptr).gain_riding_skill_exp_on_melee_attack(r_ptr);
}
player_ptr->riding_t_m_idx = g_ptr->m_idx;
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
- if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::IAI) && ((mode != HISSATSU_IAI) || mdeath)) {
+ if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::IAI) && ((mode != HISSATSU_IAI) || mdeath)) {
set_action(player_ptr, ACTION_NONE);
}