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English: use "power" rather than "magic" for elementalist power menu
[hengbandforosx/hengbandosx.git] / src / mind / monk-attack.cpp
index 755dc2a..a33da0e 100644 (file)
@@ -21,6 +21,8 @@
 #include "monster/monster-status-setter.h"
 #include "monster/monster-status.h"
 #include "player-attack/player-attack-util.h"
+#include "player-base/player-class.h"
+#include "player-info/monk-data-type.h"
 #include "player/attack-defense-types.h"
 #include "player/special-defense-types.h"
 #include "system/floor-type-definition.h"
@@ -29,6 +31,7 @@
 #include "system/monster-type-definition.h"
 #include "system/player-type-definition.h"
 #include "target/target-getter.h"
+#include "timed-effect/player-confusion.h"
 #include "timed-effect/player-stun.h"
 #include "timed-effect/timed-effects.h"
 #include "util/string-processor.h"
  */
 static int calc_stun_resistance(player_attack_type *pa_ptr)
 {
-    monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
+    auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
     int resist_stun = 0;
-    if (r_ptr->flags1 & RF1_UNIQUE)
+    if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
         resist_stun += 88;
+    }
 
-    if (r_ptr->flags3 & RF3_NO_STUN)
+    if (r_ptr->flags3 & RF3_NO_STUN) {
         resist_stun += 66;
+    }
 
-    if (r_ptr->flags3 & RF3_NO_CONF)
+    if (r_ptr->flags3 & RF3_NO_CONF) {
         resist_stun += 33;
+    }
 
-    if (r_ptr->flags3 & RF3_NO_SLEEP)
+    if (r_ptr->flags3 & RF3_NO_SLEEP) {
         resist_stun += 33;
+    }
 
-    if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
+    if (r_ptr->kind_flags.has(MonsterKindType::UNDEAD) || r_ptr->kind_flags.has(MonsterKindType::NONLIVING)) {
         resist_stun += 66;
+    }
 
     return resist_stun;
 }
@@ -68,16 +76,20 @@ static int calc_stun_resistance(player_attack_type *pa_ptr)
  * @return 技のランダム選択回数
  * @details ランダム選択は一番強い技が最終的に選択されるので、回数が多いほど有利
  */
-static int calc_max_blow_selection_times(player_type *player_ptr)
+static int calc_max_blow_selection_times(PlayerType *player_ptr)
 {
-    if (player_ptr->special_defense & KAMAE_BYAKKO)
-        return (player_ptr->lev < 3 ? 1 : player_ptr->lev / 3);
+    PlayerClass pc(player_ptr);
+    if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
+        return player_ptr->lev < 3 ? 1 : player_ptr->lev / 3;
+    }
 
-    if (player_ptr->special_defense & KAMAE_SUZAKU)
+    if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
         return 1;
+    }
 
-    if (player_ptr->special_defense & KAMAE_GENBU)
+    if (pc.monk_stance_is(MonkStanceType::GENBU)) {
         return 1;
+    }
 
     return player_ptr->lev < 7 ? 1 : player_ptr->lev / 7;
 }
@@ -88,35 +100,39 @@ static int calc_max_blow_selection_times(player_type *player_ptr)
  * @return 技のランダム選択回数
  * @return 技の行使に必要な最低レベル
  */
-static int select_blow(player_type *player_ptr, player_attack_type *pa_ptr, int max_blow_selection_times)
+static int select_blow(PlayerType *player_ptr, player_attack_type *pa_ptr, int max_blow_selection_times)
 {
     int min_level = 1;
     const martial_arts *old_ptr = &ma_blows[0];
     for (int times = 0; times < max_blow_selection_times; times++) {
         do {
             pa_ptr->ma_ptr = &ma_blows[randint0(MAX_MA)];
-            if ((player_ptr->pclass == CLASS_FORCETRAINER) && (pa_ptr->ma_ptr->min_level > 1))
+            if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER) && (pa_ptr->ma_ptr->min_level > 1)) {
                 min_level = pa_ptr->ma_ptr->min_level + 3;
-            else
+            } else {
                 min_level = pa_ptr->ma_ptr->min_level;
+            }
         } while ((min_level > player_ptr->lev) || (randint1(player_ptr->lev) < pa_ptr->ma_ptr->chance));
 
         auto effects = player_ptr->effects();
         auto is_stunned = effects->stun()->is_stunned();
-        if ((pa_ptr->ma_ptr->min_level <= old_ptr->min_level) || is_stunned || player_ptr->confused) {
+        auto is_confused = effects->confusion()->is_confused();
+        if ((pa_ptr->ma_ptr->min_level <= old_ptr->min_level) || is_stunned || is_confused) {
             pa_ptr->ma_ptr = old_ptr;
             continue;
         }
 
         old_ptr = pa_ptr->ma_ptr;
-        if (w_ptr->wizard && cheat_xtra)
+        if (w_ptr->wizard && cheat_xtra) {
             msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
+        }
     }
 
-    if (player_ptr->pclass == CLASS_FORCETRAINER)
-        min_level = MAX(1, pa_ptr->ma_ptr->min_level - 3);
-    else
+    if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER)) {
+        min_level = std::max(1, pa_ptr->ma_ptr->min_level - 3);
+    } else {
         min_level = pa_ptr->ma_ptr->min_level;
+    }
 
     return min_level;
 }
@@ -124,22 +140,24 @@ static int select_blow(player_type *player_ptr, player_attack_type *pa_ptr, int
 static int process_monk_additional_effect(player_attack_type *pa_ptr, int *stun_effect)
 {
     int special_effect = 0;
-    monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
+    auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
     if (pa_ptr->ma_ptr->effect == MA_KNEE) {
         if (r_ptr->flags1 & RF1_MALE) {
             msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), pa_ptr->m_name);
             sound(SOUND_PAIN);
             special_effect = MA_KNEE;
-        } else
+        } else {
             msg_format(pa_ptr->ma_ptr->desc, pa_ptr->m_name);
+        }
     }
 
     else if (pa_ptr->ma_ptr->effect == MA_SLOW) {
-        if (!((r_ptr->flags1 & RF1_NEVER_MOVE) || angband_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) {
+        if (!(r_ptr->behavior_flags.has(MonsterBehaviorType::NEVER_MOVE) || angband_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) {
             msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), pa_ptr->m_name);
             special_effect = MA_SLOW;
-        } else
+        } else {
             msg_format(pa_ptr->ma_ptr->desc, pa_ptr->m_name);
+        }
     } else {
         if (pa_ptr->ma_ptr->effect) {
             *stun_effect = (pa_ptr->ma_ptr->effect / 2) + randint1(pa_ptr->ma_ptr->effect / 2);
@@ -156,16 +174,19 @@ static int process_monk_additional_effect(player_attack_type *pa_ptr, int *stun_
  * @param player_ptr プレイヤーへの参照ポインタ
  * @return 重さ
  */
-static WEIGHT calc_monk_attack_weight(player_type *player_ptr)
+static WEIGHT calc_monk_attack_weight(PlayerType *player_ptr)
 {
     WEIGHT weight = 8;
-    if (player_ptr->special_defense & KAMAE_SUZAKU)
+    PlayerClass pc(player_ptr);
+    if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
         weight = 4;
+    }
 
-    if ((player_ptr->pclass == CLASS_FORCETRAINER) && (get_current_ki(player_ptr) != 0)) {
+    if (pc.equals(PlayerClassType::FORCETRAINER) && (get_current_ki(player_ptr) != 0)) {
         weight += (get_current_ki(player_ptr) / 30);
-        if (weight > 20)
+        if (weight > 20) {
             weight = 20;
+        }
     }
 
     return weight;
@@ -179,9 +200,9 @@ static WEIGHT calc_monk_attack_weight(player_type *player_ptr)
  * @param resist_stun 朦朧への抵抗値
  * @param special_effect 技を繰り出した時の追加効果
  */
-static void process_attack_vital_spot(player_type *player_ptr, player_attack_type *pa_ptr, int *stun_effect, int *resist_stun, const int special_effect)
+static void process_attack_vital_spot(PlayerType *player_ptr, player_attack_type *pa_ptr, int *stun_effect, int *resist_stun, const int special_effect)
 {
-    monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
+    auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
     if ((special_effect == MA_KNEE) && ((pa_ptr->attack_damage + player_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
         msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), pa_ptr->m_name);
         *stun_effect = 7 + randint1(13);
@@ -190,7 +211,7 @@ static void process_attack_vital_spot(player_type *player_ptr, player_attack_typ
     }
 
     if ((special_effect == MA_SLOW) && ((pa_ptr->attack_damage + player_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
-        if (!(r_ptr->flags1 & RF1_UNIQUE) && (randint1(player_ptr->lev) > r_ptr->level) && pa_ptr->m_ptr->mspeed > 60) {
+        if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) && (randint1(player_ptr->lev) > r_ptr->level) && pa_ptr->m_ptr->mspeed > 60) {
             msg_format(_("%^sは足をひきずり始めた。", "You've hobbled %s."), pa_ptr->m_name);
             pa_ptr->m_ptr->mspeed -= 10;
         }
@@ -205,9 +226,9 @@ static void process_attack_vital_spot(player_type *player_ptr, player_attack_typ
  * @param stun_effect 朦朧の残りターン
  * @param resist_stun 朦朧への抵抗値
  */
-static void print_stun_effect(player_type *player_ptr, player_attack_type *pa_ptr, const int stun_effect, const int resist_stun)
+static void print_stun_effect(PlayerType *player_ptr, player_attack_type *pa_ptr, const int stun_effect, const int resist_stun)
 {
-    monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
+    auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
     if (stun_effect && ((pa_ptr->attack_damage + player_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
         if (player_ptr->lev > randint1(r_ptr->level + resist_stun + 10)) {
             if (set_monster_stunned(player_ptr, pa_ptr->g_ptr->m_idx, stun_effect + monster_stunned_remaining(pa_ptr->m_ptr))) {
@@ -225,15 +246,16 @@ static void print_stun_effect(player_type *player_ptr, player_attack_type *pa_pt
  * @param pa_ptr 直接攻撃構造体への参照ポインタ
  * @param g_ptr グリッドへの参照ポインタ
  */
-void process_monk_attack(player_type *player_ptr, player_attack_type *pa_ptr)
+void process_monk_attack(PlayerType *player_ptr, player_attack_type *pa_ptr)
 {
     int resist_stun = calc_stun_resistance(pa_ptr);
     int max_blow_selection_times = calc_max_blow_selection_times(player_ptr);
     int min_level = select_blow(player_ptr, pa_ptr, max_blow_selection_times);
 
     pa_ptr->attack_damage = damroll(pa_ptr->ma_ptr->dd + player_ptr->to_dd[pa_ptr->hand], pa_ptr->ma_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
-    if (player_ptr->special_attack & ATTACK_SUIKEN)
+    if (player_ptr->special_attack & ATTACK_SUIKEN) {
         pa_ptr->attack_damage *= 2;
+    }
 
     int stun_effect = 0;
     int special_effect = process_monk_additional_effect(pa_ptr, &stun_effect);
@@ -243,11 +265,12 @@ void process_monk_attack(player_type *player_ptr, player_attack_type *pa_ptr)
     print_stun_effect(player_ptr, pa_ptr, stun_effect, resist_stun);
 }
 
-bool double_attack(player_type *player_ptr)
+bool double_attack(PlayerType *player_ptr)
 {
     DIRECTION dir;
-    if (!get_rep_dir(player_ptr, &dir, false))
+    if (!get_rep_dir(player_ptr, &dir, false)) {
         return false;
+    }
     POSITION y = player_ptr->y + ddy[dir];
     POSITION x = player_ptr->x + ddx[dir];
     if (!player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
@@ -256,12 +279,13 @@ bool double_attack(player_type *player_ptr)
         return true;
     }
 
-    if (one_in_(3))
+    if (one_in_(3)) {
         msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!", "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
-    else if (one_in_(2))
+    } else if (one_in_(2)) {
         msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!", "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
-    else
+    } else {
         msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!", "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+    }
 
     do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
     if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {