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[Refactor] #2204 HIT_POINTエイリアスをintに揃えた
[hengbandforosx/hengbandosx.git] / src / combat / shoot.cpp
index 3578e65..302942e 100644 (file)
@@ -5,6 +5,7 @@
 #include "core/player-redraw-types.h"
 #include "core/player-update-types.h"
 #include "core/stuff-handler.h"
+#include "effect/attribute-types.h"
 #include "effect/effect-characteristics.h"
 #include "effect/effect-processor.h"
 #include "effect/spells-effect-util.h"
@@ -53,7 +54,6 @@
 #include "player/player-personality-types.h"
 #include "player/player-skill.h"
 #include "player/player-status-table.h"
-#include "spell/spell-types.h"
 #include "sv-definition/sv-bow-types.h"
 #include "system/artifact-type-definition.h"
 #include "system/floor-type-definition.h"
 #include "world/world-object.h"
 
 /*!
+ * @brief 矢弾の属性を定義する
+ * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
+ * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @return スナイパーの射撃属性、弓矢の属性を考慮する。デフォルトはGF_PLAYER_SHOOT。
+ */
+AttributeFlags shot_attribute(PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, SPELL_IDX snipe_type)
+{
+    AttributeFlags attribute_flags{};
+    attribute_flags.set(AttributeType::PLAYER_SHOOT);
+
+    TrFlags flags{};
+    auto arrow_flags = object_flags(arrow_ptr);
+    auto bow_flags = object_flags(bow_ptr);
+
+    flags = bow_flags | arrow_flags;
+
+    static const struct snipe_convert_table_t {
+        SPELL_IDX snipe_type;
+        AttributeType attribute;
+    } snipe_convert_table[] = {
+        { SP_LITE, AttributeType::LITE },
+        { SP_FIRE, AttributeType::FIRE },
+        { SP_COLD, AttributeType::COLD },
+        { SP_ELEC, AttributeType::ELEC },
+        { SP_KILL_WALL, AttributeType::KILL_WALL },
+        { SP_EVILNESS, AttributeType::HELL_FIRE },
+        { SP_HOLYNESS, AttributeType::HOLY_FIRE },
+        { SP_FINAL, AttributeType::MANA },
+    };
+
+    static const struct brand_convert_table_t {
+        tr_type brand_type;
+        AttributeType attribute;
+    } brand_convert_table[] = {
+        { TR_BRAND_ACID, AttributeType::ACID },
+        { TR_BRAND_FIRE, AttributeType::FIRE },
+        { TR_BRAND_ELEC, AttributeType::ELEC },
+        { TR_BRAND_COLD, AttributeType::COLD },
+        { TR_BRAND_POIS, AttributeType::POIS },
+        { TR_SLAY_GOOD, AttributeType::HELL_FIRE },
+        { TR_KILL_GOOD, AttributeType::HELL_FIRE },
+        { TR_SLAY_EVIL, AttributeType::HOLY_FIRE },
+        { TR_KILL_EVIL, AttributeType::HOLY_FIRE },
+    };
+
+    for (size_t i = 0; i < sizeof(snipe_convert_table) / sizeof(snipe_convert_table[0]); ++i) {
+        const struct snipe_convert_table_t *p = &snipe_convert_table[i];
+
+        if (snipe_type == p->snipe_type)
+            attribute_flags.set(p->attribute);
+    }
+
+    for (size_t i = 0; i < sizeof(brand_convert_table) / sizeof(brand_convert_table[0]); ++i) {
+        const struct brand_convert_table_t *p = &brand_convert_table[i];
+
+        if (flags.has(p->brand_type))
+            attribute_flags.set(p->attribute);
+    }
+
+    if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
+        attribute_flags.set(AttributeType::MANA);
+    }
+
+    return attribute_flags;
+}
+
+/*!
  * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
  * Determines the odds of an object breaking when thrown at a monster
  * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
  * @return スレイ倍率をかけたダメージ量
  */
 static MULTIPLY calc_shot_damage_with_slay(
-    player_type *player_ptr, object_type *bow_ptr, object_type *arrow_ptr, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
+    PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, int tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
 {
     MULTIPLY mult = 10;
 
@@ -96,162 +163,162 @@ static MULTIPLY calc_shot_damage_with_slay(
     case ItemKindType::SHOT:
     case ItemKindType::ARROW:
     case ItemKindType::BOLT: {
-        if ((flags.has(TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+        if ((flags.has(TR_SLAY_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_ANIMAL);
+                race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
             }
             if (mult < 17)
                 mult = 17;
         }
 
-        if ((flags.has(TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+        if ((flags.has(TR_KILL_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_ANIMAL);
+                race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
             }
             if (mult < 27)
                 mult = 27;
         }
 
-        if ((flags.has(TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+        if ((flags.has(TR_SLAY_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_EVIL);
+                race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
             }
             if (mult < 15)
                 mult = 15;
         }
 
-        if ((flags.has(TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+        if ((flags.has(TR_KILL_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_EVIL);
+                race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
             }
             if (mult < 25)
                 mult = 25;
         }
 
-        if ((flags.has(TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+        if ((flags.has(TR_SLAY_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_GOOD);
+                race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
             }
             if (mult < 15)
                 mult = 15;
         }
 
-        if ((flags.has(TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+        if ((flags.has(TR_KILL_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_GOOD);
+                race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
             }
             if (mult < 25)
                 mult = 25;
         }
 
-        if ((flags.has(TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+        if ((flags.has(TR_SLAY_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags2, RF2_HUMAN);
+                race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
             }
             if (mult < 17)
                 mult = 17;
         }
 
-        if ((flags.has(TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+        if ((flags.has(TR_KILL_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags2, RF2_HUMAN);
+                race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
             }
             if (mult < 27)
                 mult = 27;
         }
 
-        if ((flags.has(TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+        if ((flags.has(TR_SLAY_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_UNDEAD);
+                race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+        if ((flags.has(TR_KILL_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_UNDEAD);
+                race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((flags.has(TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+        if ((flags.has(TR_SLAY_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_DEMON);
+                race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+        if ((flags.has(TR_KILL_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_DEMON);
+                race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((flags.has(TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+        if ((flags.has(TR_SLAY_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_ORC);
+                race_ptr->r_kind_flags.set(MonsterKindType::ORC);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+        if ((flags.has(TR_KILL_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_ORC);
+                race_ptr->r_kind_flags.set(MonsterKindType::ORC);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((flags.has(TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+        if ((flags.has(TR_SLAY_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_TROLL);
+                race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
             }
 
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+        if ((flags.has(TR_KILL_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_TROLL);
+                race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((flags.has(TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+        if ((flags.has(TR_SLAY_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_GIANT);
+                race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+        if ((flags.has(TR_KILL_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_GIANT);
+                race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((flags.has(TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+        if ((flags.has(TR_SLAY_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_DRAGON);
+                race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((flags.has(TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+        if ((flags.has(TR_KILL_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
             if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
-                set_bits(race_ptr->r_flags3, RF3_DRAGON);
+                race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
             }
             if (mult < 30)
                 mult = 30;
@@ -354,7 +421,7 @@ static MULTIPLY calc_shot_damage_with_slay(
         mult = calc_snipe_damage_with_slay(player_ptr, mult, monster_ptr, snipe_type);
 
     /* Return the total damage */
-    return (tdam * mult / 10);
+    return tdam * mult / 10;
 }
 
 /*!
@@ -380,7 +447,7 @@ static MULTIPLY calc_shot_damage_with_slay(
  * Note that Bows of "Extra Shots" give an extra shot.
  * </pre>
  */
-void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
+void exe_fire(PlayerType *player_ptr, INVENTORY_IDX item, ObjectType *j_ptr, SPELL_IDX snipe_type)
 {
     DIRECTION dir;
     int i;
@@ -390,10 +457,12 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
     int cur_dis, visible;
     PERCENTAGE j;
 
-    object_type forge;
-    object_type *q_ptr;
+    ObjectType forge;
+    ObjectType *q_ptr;
+    ObjectType *o_ptr;
 
-    object_type *o_ptr;
+    AttributeFlags attribute_flags{};
+    attribute_flags.set(AttributeType::PLAYER_SHOOT);
 
     bool hit_body = false;
 
@@ -431,7 +500,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
     if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
         chance = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
     else
-        chance = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
+        chance = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
     PlayerEnergy(player_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
     tmul = bow_tmul(j_ptr->sval);
@@ -543,7 +612,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
             if (snipe_type == SP_KILL_WALL) {
                 g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
 
-                if (g_ptr->cave_has_flag(FF::HURT_ROCK) && !g_ptr->m_idx) {
+                if (g_ptr->cave_has_flag(FloorFeatureType::HURT_ROCK) && !g_ptr->m_idx) {
                     if (any_bits(g_ptr->info, (CAVE_MARK)))
                         msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
                     /* Forget the wall */
@@ -551,7 +620,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                     set_bits(player_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
 
                     /* Destroy the wall */
-                    cave_alter_feat(player_ptr, ny, nx, FF::HURT_ROCK);
+                    cave_alter_feat(player_ptr, ny, nx, FloorFeatureType::HURT_ROCK);
 
                     hit_body = true;
                     break;
@@ -559,7 +628,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
             }
 
             /* Stopped by walls/doors */
-            if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, FF::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
+            if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, FloorFeatureType::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
                 break;
 
             /* Advance the distance */
@@ -598,7 +667,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
 
             /* Sniper */
             if (snipe_type == SP_KILL_TRAP) {
-                project(player_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
+                project(player_ptr, 0, 0, ny, nx, 0, AttributeType::KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
             }
 
             /* Sniper */
@@ -620,8 +689,8 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                 sound(SOUND_SHOOT_HIT);
                 grid_type *c_mon_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
 
-                monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
-                monster_race *r_ptr = &r_info[m_ptr->r_idx];
+                auto *m_ptr = &player_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
+                auto *r_ptr = &r_info[m_ptr->r_idx];
 
                 /* Check the visibility */
                 visible = m_ptr->ml;
@@ -630,37 +699,18 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                 hit_body = true;
 
                 if (monster_csleep_remaining(m_ptr)) {
-                    if (none_bits(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 (none_bits(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 ((r_ptr->level + 10) > player_ptr->lev) {
-                    auto &now_exp = player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval];
-                    if (now_exp < s_info[enum2i(player_ptr->pclass)].w_max[j_ptr->tval][j_ptr->sval]) {
-                        SUB_EXP amount = 0;
-                        if (now_exp < WEAPON_EXP_BEGINNER)
-                            amount = 80;
-                        else if (now_exp < WEAPON_EXP_SKILLED)
-                            amount = 25;
-                        else if ((now_exp < WEAPON_EXP_EXPERT) && (player_ptr->lev > 19))
-                            amount = 10;
-                        else if (player_ptr->lev > 34)
-                            amount = 2;
-                        now_exp += amount;
-                        set_bits(player_ptr->update, PU_BONUS);
-                    }
+                    PlayerSkill(player_ptr).gain_range_weapon_exp(j_ptr);
                 }
 
                 if (player_ptr->riding) {
-                    if ((player_ptr->skill_exp[SKILL_RIDING] < s_info[enum2i(player_ptr->pclass)].s_max[SKILL_RIDING])
-                        && ((player_ptr->skill_exp[SKILL_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
-                            < r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level)
-                        && one_in_(2)) {
-                        player_ptr->skill_exp[SKILL_RIDING] += 1;
-                        set_bits(player_ptr->update, PU_BONUS);
-                    }
+                    PlayerSkill(player_ptr).gain_riding_skill_exp_on_range_attack();
                 }
 
                 /* Did we hit it (penalize range) */
@@ -695,8 +745,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                     }
 
                     if (snipe_type == SP_NEEDLE) {
-                        if ((randint1(randint1(r_ptr->level / (3 + sniper_concent)) + (8 - sniper_concent)) == 1)
-                            && none_bits(r_ptr->flags1, RF1_UNIQUE) && none_bits(r_ptr->flags7, RF7_UNIQUE2)) {
+                        if ((randint1(randint1(r_ptr->level / (3 + sniper_concent)) + (8 - sniper_concent)) == 1) && r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) && none_bits(r_ptr->flags7, RF7_UNIQUE2)) {
                             GAME_TEXT m_name[MAX_NLEN];
 
                             /* Get "the monster" or "it" */
@@ -710,6 +759,8 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                             base_dam = tdam;
                         }
                     } else {
+
+                        attribute_flags = shot_attribute(player_ptr, j_ptr, q_ptr, snipe_type);
                         /* Apply special damage */
                         tdam = calc_shot_damage_with_slay(player_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
                         tdam = critical_shot(player_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
@@ -731,7 +782,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                         uint16_t flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
 
                         sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
-                        project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, GF_MISSILE, flg);
+                        project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, AttributeType::MISSILE, flg);
                         break;
                     }
 
@@ -743,7 +794,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
                     }
 
                     /* Hit the monster, check for death */
-                    MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear);
+                    MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear, attribute_flags);
                     if (mdp.mon_take_hit(extract_note_dies(real_r_idx(m_ptr)))) {
                         /* Dead monster */
                     }
@@ -838,11 +889,11 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
         }
 
         /* Chance of breakage (during attacks) */
-        j = (hit_body ? breakage_chance(player_ptr, q_ptr, player_ptr->pclass == PlayerClassType::ARCHER, snipe_type) : 0);
+        j = (hit_body ? breakage_chance(player_ptr, q_ptr, PlayerClass(player_ptr).equals(PlayerClassType::ARCHER), snipe_type) : 0);
 
         if (stick_to) {
             MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
-            monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+            auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
             OBJECT_IDX o_idx = o_pop(player_ptr->current_floor_ptr);
 
             if (!o_idx) {
@@ -867,7 +918,7 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
 
             /* Carry object */
             m_ptr->hold_o_idx_list.add(player_ptr->current_floor_ptr, o_idx);
-        } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT)) {
+        } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::PROJECT)) {
             /* Drop (or break) near that location */
             (void)drop_near(player_ptr, q_ptr, j, y, x);
         } else {
@@ -892,11 +943,11 @@ void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, S
  * @return 命中と判定された場合TRUEを返す
  * @note Always miss 5%, always hit 5%, otherwise random.
  */
-bool test_hit_fire(player_type *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
+bool test_hit_fire(PlayerType *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
 {
     int k;
     ARMOUR_CLASS ac;
-    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    auto *r_ptr = &r_info[m_ptr->r_idx];
 
     /* Percentile dice */
     k = randint1(100);
@@ -954,10 +1005,10 @@ bool test_hit_fire(player_type *player_ptr, int chance, monster_type *m_ptr, int
  * @param dam 現在算出中のダメージ値
  * @return クリティカル修正が入ったダメージ値
  */
-HIT_POINT critical_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
+int critical_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
 {
     int i, k;
-    object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
+    auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
 
     /* Extract "shot" power */
     i = player_ptr->to_h_b + plus_ammo;
@@ -965,14 +1016,15 @@ HIT_POINT critical_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, i
     if (player_ptr->tval_ammo == ItemKindType::BOLT)
         i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
     else
-        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
 
-    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    PlayerClass pc(player_ptr);
+    auto sniper_data = pc.get_specific_data<sniper_data_type>();
     auto sniper_concent = sniper_data ? sniper_data->concent : 0;
 
     /* Snipers can shot more critically with crossbows */
     i += ((i * sniper_concent) / 5);
-    if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
+    if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
         i *= 2;
 
     /* Good bow makes more critical */
@@ -994,7 +1046,7 @@ HIT_POINT critical_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, i
         }
     }
 
-    return (dam);
+    return dam;
 }
 
 /*!
@@ -1045,7 +1097,7 @@ ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
     }
     }
 
-    return (energy);
+    return energy;
 }
 
 /*
@@ -1094,7 +1146,7 @@ int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
     }
     }
 
-    return (tmul);
+    return tmul;
 }
 
 /*!
@@ -1105,10 +1157,10 @@ int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
  * @return ダメージ期待値
  * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
  */
-HIT_POINT calc_crit_ratio_shot(player_type *player_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
+int calc_crit_ratio_shot(PlayerType *player_ptr, int plus_ammo, int plus_bow)
 {
-    HIT_POINT i;
-    object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
+    int i;
+    auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
 
     /* Extract "shot" power */
     i = player_ptr->to_h_b + plus_ammo;
@@ -1116,14 +1168,15 @@ HIT_POINT calc_crit_ratio_shot(player_type *player_ptr, HIT_POINT plus_ammo, HIT
     if (player_ptr->tval_ammo == ItemKindType::BOLT)
         i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
     else
-        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
 
-    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    PlayerClass pc(player_ptr);
+    auto sniper_data = pc.get_specific_data<sniper_data_type>();
     auto sniper_concent = sniper_data ? sniper_data->concent : 0;
 
     /* Snipers can shot more critically with crossbows */
     i += ((i * sniper_concent) / 5);
-    if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
+    if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
         i *= 2;
 
     /* Good bow makes more critical */
@@ -1143,7 +1196,7 @@ HIT_POINT calc_crit_ratio_shot(player_type *player_ptr, HIT_POINT plus_ammo, HIT
  * @param dam 基本ダメージ量
  * @return ダメージ期待値
  */
-HIT_POINT calc_expect_crit_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
+int calc_expect_crit_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
 {
     uint32_t num;
     int i, k, crit;
@@ -1152,11 +1205,11 @@ HIT_POINT calc_expect_crit_shot(player_type *player_ptr, WEIGHT weight, int plus
     k = 0;
     num = 0;
 
-    crit = MIN(500, 900 / weight);
+    crit = std::min(500, 900 / weight);
     num += dam * 3 / 2 * crit;
     k = crit;
 
-    crit = MIN(500, 1350 / weight);
+    crit = std::min(500, 1350 / weight);
     crit -= k;
     num += dam * 2 * crit;
     k += crit;
@@ -1186,7 +1239,7 @@ HIT_POINT calc_expect_crit_shot(player_type *player_ptr, WEIGHT weight, int plus
  * @param impact 強撃かどうか
  * @return ダメージ期待値
  */
-HIT_POINT calc_expect_crit(player_type *player_ptr, WEIGHT weight, int plus, HIT_POINT dam, int16_t meichuu, bool dokubari, bool impact)
+int calc_expect_crit(PlayerType *player_ptr, WEIGHT weight, int plus, int dam, int16_t meichuu, bool dokubari, bool impact)
 {
     if (dokubari)
         return dam;
@@ -1196,8 +1249,8 @@ HIT_POINT calc_expect_crit(player_type *player_ptr, WEIGHT weight, int plus, HIT
         i = 0;
 
     // 通常ダメージdam、武器重量weightでクリティカルが発生した時のクリティカルダメージ期待値
-    auto calc_weight_expect_dam = [](HIT_POINT dam, WEIGHT weight) {
-        HIT_POINT sum = 0;
+    auto calc_weight_expect_dam = [](int dam, WEIGHT weight) {
+        int sum = 0;
         for (int d = 1; d <= 650; ++d) {
             int k = weight + d;
             sum += std::get<0>(apply_critical_norm_damage(k, dam));
@@ -1216,7 +1269,7 @@ HIT_POINT calc_expect_crit(player_type *player_ptr, WEIGHT weight, int plus, HIT
         num += calc_weight_expect_dam(dam, weight);
     }
 
-    int pow = (player_ptr->pclass == PlayerClassType::NINJA) ? 4444 : 5000;
+    int pow = PlayerClass(player_ptr).equals(PlayerClassType::NINJA) ? 4444 : 5000;
     if (impact)
         pow /= 2;