#include "spell/spells-diceroll.h"
+#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
-#include "monster-race/monster-race-hook.h"
#include "monster/monster-flag-types.h"
#include "monster/monster-info.h"
-#include "player/player-class.h"
+#include "player-base/player-class.h"
+#include "player-info/class-info.h"
#include "player/player-status-table.h"
#include "room/rooms-builder.h"
#include "system/floor-type-definition.h"
* @param m_ptr 対象モンスター
* @return 魅了に抵抗したらTRUE
*/
-bool common_saving_throw_charm(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr)
+bool common_saving_throw_charm(PlayerType *player_ptr, int pow, monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
- if (operator_ptr->current_floor_ptr->inside_arena) return TRUE;
+ if (player_ptr->current_floor_ptr->inside_arena)
+ return true;
- /* Memorize a flag */
- if (r_ptr->flagsr & RFR_RES_ALL)
- {
- if (is_original_ap_and_seen(operator_ptr, m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
- return TRUE;
- }
+ /* Memorize a flag */
+ if (r_ptr->flagsr & RFR_RES_ALL) {
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
+ r_ptr->r_flagsr |= (RFR_RES_ALL);
+ return true;
+ }
- if (r_ptr->flags3 & RF3_NO_CONF)
- {
- if (is_original_ap_and_seen(operator_ptr, m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
- return TRUE;
- }
+ if (r_ptr->flags3 & RF3_NO_CONF) {
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
+ r_ptr->r_flags3 |= (RF3_NO_CONF);
+ return true;
+ }
- if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MFLAG2::NOPET)) return TRUE;
+ if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MonsterConstantFlagType::NOPET))
+ return true;
- pow += (adj_chr_chm[operator_ptr->stat_index[A_CHR]] - 1);
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
- return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
+ pow += (adj_chr_chm[player_ptr->stat_index[A_CHR]] - 1);
+ if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
+ pow = pow * 2 / 3;
+ return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
}
/*!
* @param m_ptr 対象モンスター
* @return 服従に抵抗したらTRUE
*/
-bool common_saving_throw_control(player_type *operator_ptr, HIT_POINT pow, monster_type *m_ptr)
+bool common_saving_throw_control(PlayerType *player_ptr, int pow, monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ auto *r_ptr = &r_info[m_ptr->r_idx];
- if (operator_ptr->current_floor_ptr->inside_arena) return TRUE;
+ if (player_ptr->current_floor_ptr->inside_arena)
+ return true;
- /* Memorize a flag */
- if (r_ptr->flagsr & RFR_RES_ALL)
- {
- if (is_original_ap_and_seen(operator_ptr, m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
- return TRUE;
- }
+ /* Memorize a flag */
+ if (r_ptr->flagsr & RFR_RES_ALL) {
+ if (is_original_ap_and_seen(player_ptr, m_ptr))
+ r_ptr->r_flagsr |= (RFR_RES_ALL);
+ return true;
+ }
- if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MFLAG2::NOPET)) return TRUE;
+ if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MonsterConstantFlagType::NOPET))
+ return true;
- pow += adj_chr_chm[operator_ptr->stat_index[A_CHR]] - 1;
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
- return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
+ pow += adj_chr_chm[player_ptr->stat_index[A_CHR]] - 1;
+ if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
+ pow = pow * 2 / 3;
+ return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
}
/*!
-* @brief 一部ボルト魔法のビーム化確率を算出する / Prepare standard probability to become beam for fire_bolt_or_beam()
-* @return ビーム化確率(%)
-* @details
-* ハードコーティングによる実装が行われている。
-* メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
-*/
-PERCENTAGE beam_chance(player_type *caster_ptr)
+ * @brief 一部ボルト魔法のビーム化確率を算出する / Prepare standard probability to become beam for fire_bolt_or_beam()
+ * @return ビーム化確率(%)
+ * @details
+ * ハードコーティングによる実装が行われている。
+ * メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
+ */
+PERCENTAGE beam_chance(PlayerType *player_ptr)
{
- if (caster_ptr->pclass == CLASS_MAGE)
- return (PERCENTAGE)(caster_ptr->lev);
- if (caster_ptr->pclass == CLASS_HIGH_MAGE || caster_ptr->pclass == CLASS_SORCERER)
- return (PERCENTAGE)(caster_ptr->lev + 10);
+ PlayerClass pc(player_ptr);
+ if (pc.equals(PlayerClassType::MAGE))
+ return (PERCENTAGE)(player_ptr->lev);
+ if (pc.equals(PlayerClassType::HIGH_MAGE) || pc.equals(PlayerClassType::SORCERER))
+ return (PERCENTAGE)(player_ptr->lev + 10);
- return (PERCENTAGE)(caster_ptr->lev / 2);
+ return (PERCENTAGE)(player_ptr->lev / 2);
}