#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"
#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;
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;
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;
}
/*!
* 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;
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;
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);
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 */
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;
}
/* 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 */
/* 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 */
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;
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) */
}
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" */
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);
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;
}
}
/* 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 */
}
}
/* 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) {
/* 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 {
* @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);
* @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;
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 */
}
}
- return (dam);
+ return dam;
}
/*!
}
}
- return (energy);
+ return energy;
}
/*
}
}
- return (tmul);
+ return tmul;
}
/*!
* @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;
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 */
* @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;
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;
* @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;
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));
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;