* @param m_ptr モンスターの参照ポインタ
* @param mode 呼称オプション
*/
-void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
+void monster_desc(PlayerType *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *r_ptr;
r_ptr = &r_info[m_ptr->ap_r_idx];
do {
hallu_race = &r_info[randint1(r_info.size() - 1)];
- } while (hallu_race->name.empty() || (hallu_race->flags1 & RF1_UNIQUE));
+ } while (hallu_race->name.empty() || hallu_race->kind_flags.has(MonsterKindType::UNIQUE));
strcpy(silly_name, (hallu_race->name.c_str()));
}
bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
/* First, try using pronouns, or describing hidden monsters */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
if (!seen || pron) {
int kind = 0x00;
if (r_ptr->flags1 & (RF1_FEMALE))
(void)sprintf(desc, "%s?", name);
#endif
} else {
- if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->hallucinated && !(mode & MD_IGNORE_HALLU))) {
- if (m_ptr->mflag2.has(MFLAG2::CHAMELEON) && !(mode & MD_TRUE_NAME)) {
+ if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && !(player_ptr->hallucinated && !(mode & MD_IGNORE_HALLU))) {
+ if (m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON) && !(mode & MD_TRUE_NAME)) {
#ifdef JP
char *t;
char buf[128];
strcat(desc, _("(乗馬中)", "(riding)"));
}
- if ((mode & MD_IGNORE_HALLU) && m_ptr->mflag2.has(MFLAG2::CHAMELEON)) {
- if (r_ptr->flags1 & RF1_UNIQUE) {
+ if ((mode & MD_IGNORE_HALLU) && m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
+ if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
} else {
strcat(desc, _("(カメレオン)", "(Chameleon)"));
* @details
* Technically should attempt to treat "Beholder"'s as jelly's
*/
-void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
+void message_pain(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam)
{
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
return;
}
- HIT_POINT newhp = m_ptr->hp;
- HIT_POINT oldhp = newhp + dam;
- HIT_POINT tmp = (newhp * 100L) / oldhp;
+ int newhp = m_ptr->hp;
+ int oldhp = newhp + dam;
+ int tmp = (newhp * 100L) / oldhp;
PERCENTAGE percentage = tmp;
if (angband_strchr(",ejmvwQ", r_ptr->d_char)) {