#include "artifact/fixed-art-types.h"
#include "inventory/inventory-slot-types.h"
#include "io/files-util.h"
+#include "main/sound-definitions-table.h"
+#include "main/sound-of-music.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "player-attack/player-attack-util.h"
switch (magnification) {
case 2:
msg_format(_("%sを斬った!", "You gouge %s!"), pa_ptr->m_name);
+ sound(SOUND_GOUGE_HIT);
break;
case 3:
msg_format(_("%sをぶった斬った!", "You maim %s!"), pa_ptr->m_name);
+ sound(SOUND_MAIM_HIT);
break;
case 4:
msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), pa_ptr->m_name);
+ sound(SOUND_CARVE_HIT);
break;
case 5:
msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), pa_ptr->m_name);
+ sound(SOUND_CLEAVE_HIT);
break;
case 6:
msg_format(_("%sを刺身にした!", "You smite %s!"), pa_ptr->m_name);
+ sound(SOUND_SMITE_HIT);
break;
case 7:
msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), pa_ptr->m_name);
+ sound(SOUND_EVISCERATE_HIT);
break;
default:
msg_format(_("%sを細切れにした!", "You shred %s!"), pa_ptr->m_name);
+ sound(SOUND_SHRED_HIT);
break;
}
}
* @brief チェンソーのノイズ音を表示する
* @param o_ptr チェンソーへの参照ポインタ
*/
-static void print_chainsword_noise(object_type *o_ptr)
+static void print_chainsword_noise(ObjectType *o_ptr)
{
if ((o_ptr->name1 != ART_CHAINSWORD) || one_in_(2))
return;
/*!
* @brief ヴォーパル武器利用時の処理メインルーチン
- * @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 vorpal_cut メッタ斬りにできるかどうか
* @param vorpal_chance ヴォーパル倍率上昇の機会値
*/
-void process_vorpal_attack(player_type *attacker_ptr, player_attack_type *pa_ptr, const bool vorpal_cut, const int vorpal_chance)
+void process_vorpal_attack(PlayerType *player_ptr, player_attack_type *pa_ptr, const bool vorpal_cut, const int vorpal_chance)
{
if (!vorpal_cut)
return;
- object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
int vorpal_magnification = 2;
print_chainsword_noise(o_ptr);
if (o_ptr->name1 == ART_VORPAL_BLADE)
while (one_in_(vorpal_chance))
vorpal_magnification++;
- pa_ptr->attack_damage *= (HIT_POINT)vorpal_magnification;
- monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
+ pa_ptr->attack_damage *= (int)vorpal_magnification;
+ auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
if (((r_ptr->flagsr & RFR_RES_ALL) ? pa_ptr->attack_damage / 100 : pa_ptr->attack_damage) > pa_ptr->m_ptr->hp)
msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), pa_ptr->m_name);
else