#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"
#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"
#include "view/display-messages.h"
#include "world/world.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;
}
/*!
* @brief 技のランダム選択回数を決定する
- * @param attacker_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @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 *attacker_ptr)
+static int calc_max_blow_selection_times(PlayerType *player_ptr)
{
- if (attacker_ptr->special_defense & KAMAE_BYAKKO)
- return (attacker_ptr->lev < 3 ? 1 : attacker_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 (attacker_ptr->special_defense & KAMAE_SUZAKU)
+ if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
return 1;
+ }
- if (attacker_ptr->special_defense & KAMAE_GENBU)
+ if (pc.monk_stance_is(MonkStanceType::GENBU)) {
return 1;
+ }
- return attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7;
+ return player_ptr->lev < 7 ? 1 : player_ptr->lev / 7;
}
/*!
- * @brief ã\83\97ã\83¬ã\83¼ヤーのレベルと技の難度を加味しつつ、確率で一番強い技を選ぶ
- * @param attacker_ptr プレーヤーへの参照ポインタ
+ * @brief ã\83\97ã\83¬ã\82¤ヤーのレベルと技の難度を加味しつつ、確率で一番強い技を選ぶ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @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 *attacker_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 ((attacker_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 > attacker_ptr->lev) || (randint1(attacker_ptr->lev) < pa_ptr->ma_ptr->chance));
+ }
+ } while ((min_level > player_ptr->lev) || (randint1(player_ptr->lev) < pa_ptr->ma_ptr->chance));
- if ((pa_ptr->ma_ptr->min_level <= old_ptr->min_level) || attacker_ptr->stun || attacker_ptr->confused) {
+ auto effects = player_ptr->effects();
+ auto is_stunned = effects->stun()->is_stunned();
+ 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 (current_world_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 (attacker_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;
}
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);
/*!
* @brief 攻撃の重さ (修行僧と練気術師における武器重量)を決定する
- * @param attacker_ptr プレーヤーへの参照ポインタ
+ * @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 *attacker_ptr)
+static WEIGHT calc_monk_attack_weight(PlayerType *player_ptr)
{
WEIGHT weight = 8;
- if (attacker_ptr->special_defense & KAMAE_SUZAKU)
+ PlayerClass pc(player_ptr);
+ if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
weight = 4;
+ }
- if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && (get_current_ki(attacker_ptr) != 0)) {
- weight += (get_current_ki(attacker_ptr) / 30);
- if (weight > 20)
+ if (pc.equals(PlayerClassType::FORCETRAINER) && (get_current_ki(player_ptr) != 0)) {
+ weight += (get_current_ki(player_ptr) / 30);
+ if (weight > 20) {
weight = 20;
+ }
}
return weight;
/*!
* @brief 急所攻撃による追加効果を与える
- * @param attacker_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param pa_ptr 直接攻撃構造体への参照ポインタ
* @param stun_effect 朦朧の残りターン
* @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 *attacker_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];
- if ((special_effect == MA_KNEE) && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
+ 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);
*resist_stun /= 3;
return;
}
- if ((special_effect == MA_SLOW) && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
- if (!(r_ptr->flags1 & RF1_UNIQUE) && (randint1(attacker_ptr->lev) > r_ptr->level) && pa_ptr->m_ptr->mspeed > 60) {
+ if ((special_effect == MA_SLOW) && ((pa_ptr->attack_damage + player_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
+ 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;
}
/*!
* @brief 朦朧効果を受けたモンスターのステータス表示
- * @param attacker_ptr プレーヤーの参照ポインタ
+ * @param player_ptr プレイヤーの参照ポインタ
* @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
* @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 *attacker_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];
- if (stun_effect && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
- if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10)) {
- if (set_monster_stunned(attacker_ptr, pa_ptr->g_ptr->m_idx, stun_effect + monster_stunned_remaining(pa_ptr->m_ptr))) {
+ 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))) {
msg_format(_("%^sはフラフラになった。", "%^s is stunned."), pa_ptr->m_name);
} else {
msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), pa_ptr->m_name);
/*!
* @brief 強力な素手攻撃ができる職業 (修行僧、狂戦士、練気術師)の素手攻撃処理メインルーチン
- * @param attacker_ptr プレーヤーの参照ポインタ
+ * @param player_ptr プレイヤーの参照ポインタ
* @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 *attacker_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(attacker_ptr);
- int min_level = select_blow(attacker_ptr, pa_ptr, max_blow_selection_times);
+ 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 + attacker_ptr->to_dd[pa_ptr->hand], pa_ptr->ma_ptr->ds + attacker_ptr->to_ds[pa_ptr->hand]);
- if (attacker_ptr->special_attack & ATTACK_SUIKEN)
+ 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) {
pa_ptr->attack_damage *= 2;
+ }
int stun_effect = 0;
int special_effect = process_monk_additional_effect(pa_ptr, &stun_effect);
- WEIGHT weight = calc_monk_attack_weight(attacker_ptr);
- pa_ptr->attack_damage = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, pa_ptr->attack_damage, attacker_ptr->to_h[0], HISSATSU_NONE);
- process_attack_vital_spot(attacker_ptr, pa_ptr, &stun_effect, &resist_stun, special_effect);
- print_stun_effect(attacker_ptr, pa_ptr, stun_effect, resist_stun);
+ WEIGHT weight = calc_monk_attack_weight(player_ptr);
+ pa_ptr->attack_damage = critical_norm(player_ptr, player_ptr->lev * weight, min_level, pa_ptr->attack_damage, player_ptr->to_h[0], HISSATSU_NONE);
+ process_attack_vital_spot(player_ptr, pa_ptr, &stun_effect, &resist_stun, special_effect);
+ print_stun_effect(player_ptr, pa_ptr, stun_effect, resist_stun);
}
-bool double_attack(player_type *creature_ptr)
+bool double_attack(PlayerType *player_ptr)
{
DIRECTION dir;
- if (!get_rep_dir(creature_ptr, &dir, false))
+ if (!get_rep_dir(player_ptr, &dir, false)) {
return false;
- POSITION y = creature_ptr->y + ddy[dir];
- POSITION x = creature_ptr->x + ddx[dir];
- if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ }
+ 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) {
msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
msg_print(nullptr);
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(creature_ptr, y, x, HISSATSU_NONE);
- if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
- handle_stuff(creature_ptr);
- do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
+ do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
+ if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ handle_stuff(player_ptr);
+ do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
}
- creature_ptr->energy_need += ENERGY_NEED();
+ player_ptr->energy_need += ENERGY_NEED();
return true;
}