{
int k, ac;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- ac = r_ptr->ac;
- if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
/* Percentile dice */
- k = randint0(100);
+ k = randint1(100);
/* Snipers with high-concentration reduce instant miss percentage.*/
k += p_ptr->concent;
/* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
+ if (k <= 5) return (FALSE);
+ if (k > 95) return (TRUE);
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
if (one_in_(20)) return (FALSE);
/* Never hit */
if (chance <= 0) return (FALSE);
+ ac = r_ptr->ac;
+ if (p_ptr->concent)
+ {
+ ac *= (8 - p_ptr->concent);
+ ac /= 8;
+ }
+
+ if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
+
/* Invisible monsters are harder to hit */
if (!vis) chance = (chance + 1) / 2;
* @param dam 現在算出中のダメージ値
* @return クリティカル修正が入ったダメージ値
*/
-s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
int i, k;
object_type *j_ptr = &inventory[INVEN_BOW];
* @param mode オプションフラグ
* @return クリティカル修正が入ったダメージ値
*/
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
+HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
{
int i, k;
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct slay_table_t {
int slay_flag;
- u32b affect_race_flag;
- int slay_mult;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
size_t flag_offset;
size_t r_flag_offset;
} slay_table[] = {
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct brand_table_t {
int brand_flag;
- u32b resist_mask;
- u32b hurt_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
} brand_table[] = {
{TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
{TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
* Note that most brands and slays are x3, except Slay Animal (x2),\n
* Slay Evil (x2), and Kill dragon (x5).\n
*/
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
{
- int mult = 10;
+ MULTIPLY mult = 10;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Extract the flags */
object_flags(o_ptr, flgs);
* @param x 対象となるマスのX座標
* @return なし
*/
-static void discover_hidden_things(int y, int x)
+static void discover_hidden_things(POSITION y, POSITION x)
{
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
/* Access the grid */
*/
void search(void)
{
- int i, chance;
+ DIRECTION i;
+ PERCENTAGE chance;
/* Start with base search ability */
chance = p_ptr->skill_srh;
*/
static void hit_trap_pit(int trap_feat_type)
{
- int dam;
+ HIT_POINT dam;
cptr trap_name = "";
cptr spike_name = "";
* @param turn 状態異常の追加ターン量
* @return なし
*/
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
+static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(IDX), IDX turn_aux)
{
msg_print(trap_message);
if (!resist)
{
- set_status(turn);
+ set_status(turn_aux);
}
}
hit_trap_set_abnormal_status(
_("黒いガスに包み込まれた!", "A black gas surrounds you!"),
p_ptr->resist_blind,
- set_blind, p_ptr->blind + randint0(50) + 25);
+ set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
break;
}
hit_trap_set_abnormal_status(
_("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
p_ptr->resist_conf,
- set_confused, p_ptr->confused + randint0(20) + 10);
+ set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
break;
}
hit_trap_set_abnormal_status(
_("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
p_ptr->resist_pois || IS_OPPOSE_POIS(),
- set_poisoned, p_ptr->poisoned + randint0(20) + 10);
+ set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
break;
}
* @return なし
*/
static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
+ int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*/
static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
{
- int k, bonus, chance;
+ HIT_POINT k;
+ int bonus, chance;
int n_weight = 0;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
- int dss, ddd;
+ int dice_num, dice_side;
cptr atk_desc;
switch (attack)
{
case MUT2_SCOR_TAIL:
- dss = 3;
- ddd = 7;
+ dice_num = 3;
+ dice_side = 7;
n_weight = 5;
atk_desc = _("尻尾", "tail");
break;
case MUT2_HORNS:
- dss = 2;
- ddd = 6;
+ dice_num = 2;
+ dice_side = 6;
n_weight = 15;
atk_desc = _("角", "horns");
break;
case MUT2_BEAK:
- dss = 2;
- ddd = 4;
+ dice_num = 2;
+ dice_side = 4;
n_weight = 5;
atk_desc = _("クチバシ", "beak");
break;
case MUT2_TRUNK:
- dss = 1;
- ddd = 4;
+ dice_num = 1;
+ dice_side = 4;
n_weight = 35;
atk_desc = _("象の鼻", "trunk");
break;
case MUT2_TENTACLES:
- dss = 2;
- ddd = 5;
+ dice_num = 2;
+ dice_side = 5;
n_weight = 5;
atk_desc = _("触手", "tentacles");
break;
default:
- dss = ddd = n_weight = 1;
+ dice_num = dice_side = n_weight = 1;
atk_desc = _("未定義の部位", "undefined body part");
}
sound(SOUND_HIT);
msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
- k = damroll(ddd, dss);
+ k = damroll(dice_num, dice_side);
k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
/* Apply the player damage bonuses */
k = mon_damage_mod(m_ptr, k, FALSE);
/* Complex message */
- if (p_ptr->wizard)
- {
- msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
- }
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
/* Anger the monster */
if (k > 0) anger_monster(m_ptr);
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
+static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
{
- int num = 0, k, bonus, chance, vir;
+ int num = 0, bonus, chance, vir;
+ HIT_POINT k;
cave_type *c_ptr = &cave[y][x];
{
if ((r_ptr->level + 10) > p_ptr->lev)
{
- int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+hand].sval;
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+hand].sval;
int now_exp = p_ptr->weapon_exp[tval][sval];
if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
{
- int amount = 0;
+ SUB_EXP amount = 0;
if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
}
if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- weight += (p_ptr->magic_num1[0]/30);
+ weight += (P_PTR_KI / 30);
if (weight > 20) weight = 20;
}
mult++;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
/* Ouch! */
if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
}
}
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
- {
- msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
- }
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k,
+ m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
if (k <= 0) can_drain = FALSE;
{
if (is_human)
{
- int to_h = o_ptr->to_h;
- int to_d = o_ptr->to_d;
+ HIT_PROB to_h = o_ptr->to_h;
+ HIT_POINT to_d = o_ptr->to_d;
int i, flag;
flag = 1;
}
else if (o_ptr->name1 == ART_G_HAMMER)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *target_ptr = &m_list[c_ptr->m_idx];
- if (m_ptr->hold_o_idx)
+ if (target_ptr->hold_o_idx)
{
- object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
+ object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
char o_name[MAX_NLEN];
object_desc(o_name, q_ptr, OD_NAME_ONLY);
q_ptr->held_m_idx = 0;
q_ptr->marked = OM_TOUCHED;
- m_ptr->hold_o_idx = q_ptr->next_o_idx;
+ target_ptr->hold_o_idx = q_ptr->next_o_idx;
q_ptr->next_o_idx = 0;
msg_format(_("%sを奪った。", "You snatched %s."), o_name);
inven_carry(q_ptr);
if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
{
- u32b flgs[TR_FLAG_SIZE];
+ u32b flgs_aux[TR_FLAG_SIZE];
/* Sound */
sound(SOUND_HIT);
msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
/* Extract the flags */
- object_flags(o_ptr, flgs);
+ object_flags(o_ptr, flgs_aux);
k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
{
if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
mult = 25;
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
mult = mult * 3 / 2 + 20;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
k /= 10;
}
mult++;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
}
k += (p_ptr->to_d[hand] + o_ptr->to_d);
if (k < 0) k = 0;
* @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-bool py_attack(int y, int x, int mode)
+bool py_attack(int y, int x, BIT_FLAGS mode)
{
bool fear = FALSE;
bool mdeath = FALSE;
* @param mpe_mode 移動オプションフラグ
* @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!(mpe_mode & MPE_STAYING))
{
- int oy = p_ptr->y;
- int ox = p_ptr->x;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- int om_idx = oc_ptr->m_idx;
- int nm_idx = c_ptr->m_idx;
+ IDX om_idx = oc_ptr->m_idx;
+ IDX nm_idx = c_ptr->m_idx;
/* Move the player */
p_ptr->y = ny;
* any monster which might be in the destination grid. Previously,\n
* moving into walls was "free" and did NOT hit invisible monsters.\n
*/
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
{
/* Find the result of moving */
- int y = p_ptr->y + ddy[dir];
- int x = p_ptr->x + ddx[dir];
+ POSITION y = p_ptr->y + ddy[dir];
+ POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
cave_type *c_ptr = &cave[y][x];
}
else if (MON_MONFEAR(riding_m_ptr))
{
- char m_name[80];
+ char steed_name[80];
/* Acquire the monster name */
- monster_desc(m_name, riding_m_ptr, 0);
+ monster_desc(steed_name, riding_m_ptr, 0);
/* Dump a message */
- msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name);
+ msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
disturb(0, 1);
}
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- char m_name[80];
- monster_desc(m_name, riding_m_ptr, 0);
- msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name);
+ char steed_name[80];
+ monster_desc(steed_name, riding_m_ptr, 0);
+ msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;
disturb(0, 1);
}
/*
* The direction we are running
*/
-static byte find_current;
+static DIRECTION find_current;
/*
* The direction we came from
*/
-static byte find_prevdir;
+static DIRECTION find_prevdir;
/*
* We are looking for open area
/* Hack -- do not start silly run */
if (see_wall(dir, p_ptr->y, p_ptr->x))
{
+ sound(SOUND_HITWALL);
+
/* Message */
msg_print(_("その方向には走れません。", "You cannot run in that direction."));