* @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, object_type *bow_ptr, object_type *arrow_ptr, SPELL_IDX snipe_type)
+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);
* @return スレイ倍率をかけたダメージ量
*/
static MULTIPLY calc_shot_damage_with_slay(
- PlayerType *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, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
{
MULTIPLY mult = 10;
* Note that Bows of "Extra Shots" give an extra shot.
* </pre>
*/
-void exe_fire(PlayerType *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;
- object_type *o_ptr;
+ ObjectType forge;
+ ObjectType *q_ptr;
+ ObjectType *o_ptr;
AttributeFlags attribute_flags{};
attribute_flags.set(AttributeType::PLAYER_SHOOT);
HIT_POINT critical_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
int i, k;
- object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ ObjectType *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
/* Extract "shot" power */
i = player_ptr->to_h_b + plus_ammo;
HIT_POINT calc_crit_ratio_shot(PlayerType *player_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
HIT_POINT i;
- object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
+ ObjectType *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
/* Extract "shot" power */
i = player_ptr->to_h_b + plus_ammo;