1 #include "core/player-processor.h"
2 #include "action/run-execution.h"
3 #include "action/travel-execution.h"
4 #include "core/disturbance.h"
5 #include "core/player-redraw-types.h"
6 #include "core/player-update-types.h"
7 #include "core/special-internal-keys.h"
8 #include "core/speed-table.h"
9 #include "core/stuff-handler.h"
10 #include "core/window-redrawer.h"
11 #include "dungeon/dungeon.h"
12 #include "floor/floor-save-util.h"
13 #include "floor/floor-util.h"
14 #include "floor/geometry.h"
15 #include "floor/wild.h"
16 #include "game-option/disturbance-options.h"
17 #include "game-option/map-screen-options.h"
18 #include "game-option/cheat-options.h"
19 #include "grid/grid.h"
20 #include "inventory/pack-overflow.h"
21 #include "io/cursor.h"
22 #include "io/input-key-acceptor.h"
23 #include "io/input-key-processor.h"
24 #include "io/input-key-requester.h"
25 #include "mind/mind-force-trainer.h"
26 #include "mind/mind-sniper.h"
27 #include "monster-floor/monster-generator.h"
28 #include "monster-floor/place-monster-types.h"
29 #include "monster-race/monster-race-hook.h"
30 #include "monster-race/monster-race.h"
31 #include "monster-race/race-flags1.h"
32 #include "monster/monster-describer.h"
33 #include "monster/monster-flag-types.h"
34 #include "monster/monster-list.h"
35 #include "monster/monster-status-setter.h"
36 #include "monster/monster-status.h"
37 #include "monster/monster-update.h"
38 #include "monster/monster-util.h"
39 #include "mutation/mutation-investor-remover.h"
40 #include "player-base/player-class.h"
41 #include "player-info/bluemage-data-type.h"
42 #include "player-info/mane-data-type.h"
43 #include "player-info/samurai-data-type.h"
44 #include "player-info/sniper-data-type.h"
45 #include "player-status/player-energy.h"
46 #include "player/attack-defense-types.h"
47 #include "player/eldritch-horror.h"
48 #include "player/player-skill.h"
49 #include "player/special-defense-types.h"
50 #include "spell-kind/spells-random.h"
51 #include "spell-realm/spells-hex.h"
52 #include "spell-realm/spells-song.h"
53 #include "status/action-setter.h"
54 #include "system/floor-type-definition.h"
55 #include "system/grid-type-definition.h"
56 #include "system/monster-race-definition.h"
57 #include "system/player-type-definition.h"
58 #include "term/screen-processor.h"
59 #include "timed-effect/player-cut.h"
60 #include "timed-effect/player-stun.h"
61 #include "timed-effect/timed-effects.h"
62 #include "util/bit-flags-calculator.h"
63 #include "view/display-messages.h"
64 #include "window/display-sub-windows.h"
65 #include "world/world-turn-processor.h"
68 bool can_save = false;
70 static void process_fishing(player_type *player_ptr)
72 term_xtra(TERM_XTRA_DELAY, 10);
76 get_mon_num_prep(player_ptr, monster_is_fishing_target, nullptr);
77 r_idx = get_mon_num(player_ptr, 0,
78 is_in_dungeon(player_ptr) ? player_ptr->current_floor_ptr->dun_level
79 : wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level,
82 if (r_idx && one_in_(2)) {
84 y = player_ptr->y + ddy[player_ptr->fishing_dir];
85 x = player_ptr->x + ddx[player_ptr->fishing_dir];
86 if (place_monster_aux(player_ptr, 0, y, x, r_idx, PM_NO_KAGE)) {
87 GAME_TEXT m_name[MAX_NLEN];
88 monster_desc(player_ptr, m_name, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
89 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
95 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
98 disturb(player_ptr, false, true);
102 bool continuous_action_running(player_type *player_ptr)
104 return player_ptr->running || travel.run || command_rep || (player_ptr->action == ACTION_REST) || (player_ptr->action == ACTION_FISH);
108 * @brief プレイヤーの行動処理 / Process the player
110 * Notice the annoying code to handle "pack overflow", which\n
111 * must come first just in case somebody manages to corrupt\n
112 * the savefiles by clever use of menu commands or something.\n
114 void process_player(player_type *player_ptr)
116 if (player_ptr->hack_mutation) {
117 msg_print(_("何か変わった気がする!", "You feel different!"));
118 (void)gain_mutation(player_ptr, 0);
119 player_ptr->hack_mutation = false;
122 if (player_ptr->invoking_midnight_curse) {
124 activate_ty_curse(player_ptr, false, &count);
125 player_ptr->invoking_midnight_curse = false;
128 if (player_ptr->phase_out) {
129 for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
130 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
131 if (!monster_is_valid(m_ptr))
134 m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
135 update_monster(player_ptr, m_idx, false);
138 WorldTurnProcessor(player_ptr).print_time();
139 } else if (!(load && player_ptr->energy_need <= 0)) {
140 player_ptr->energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
143 if (player_ptr->energy_need > 0)
146 WorldTurnProcessor(player_ptr).print_time();
149 if (fresh_once && (continuous_action_running(player_ptr) || !command_rep)) {
153 if (player_ptr->resting < 0) {
154 if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING) {
155 if ((player_ptr->chp == player_ptr->mhp) && (player_ptr->csp >= player_ptr->msp)) {
156 set_action(player_ptr, ACTION_NONE);
158 } else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE) {
159 auto effects = player_ptr->effects();
160 auto is_stunned = effects->stun()->is_stunned();
161 auto is_cut = effects->cut()->is_cut();
162 if ((player_ptr->chp == player_ptr->mhp) && (player_ptr->csp >= player_ptr->msp) && !player_ptr->blind && !player_ptr->confused
163 && !player_ptr->poisoned && !player_ptr->afraid && !is_stunned && !is_cut && !player_ptr->slow
164 && !player_ptr->paralyzed && !player_ptr->hallucinated && !player_ptr->word_recall && !player_ptr->alter_reality) {
165 set_action(player_ptr, ACTION_NONE);
170 if (player_ptr->action == ACTION_FISH)
171 process_fishing(player_ptr);
174 if (continuous_action_running(player_ptr)) {
178 disturb(player_ptr, false, true);
179 msg_print(_("中断しました。", "Canceled."));
184 if (player_ptr->riding && !player_ptr->confused && !player_ptr->blind) {
185 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
186 monster_race *r_ptr = &r_info[m_ptr->r_idx];
187 if (monster_csleep_remaining(m_ptr)) {
188 GAME_TEXT m_name[MAX_NLEN];
189 (void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
190 monster_desc(player_ptr, m_name, m_ptr, 0);
191 msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
194 if (monster_stunned_remaining(m_ptr)) {
195 if (set_monster_stunned(player_ptr, player_ptr->riding,
196 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_stunned_remaining(m_ptr) - 1))) {
197 GAME_TEXT m_name[MAX_NLEN];
198 monster_desc(player_ptr, m_name, m_ptr, 0);
199 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
203 if (monster_confused_remaining(m_ptr)) {
204 if (set_monster_confused(player_ptr, player_ptr->riding,
205 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_confused_remaining(m_ptr) - 1))) {
206 GAME_TEXT m_name[MAX_NLEN];
207 monster_desc(player_ptr, m_name, m_ptr, 0);
208 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
212 if (monster_fear_remaining(m_ptr)) {
213 if (set_monster_monfear(player_ptr, player_ptr->riding,
214 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_fear_remaining(m_ptr) - 1))) {
215 GAME_TEXT m_name[MAX_NLEN];
216 monster_desc(player_ptr, m_name, m_ptr, 0);
217 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer afraid."), m_name);
221 handle_stuff(player_ptr);
225 if (player_ptr->lightspeed)
226 set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
228 if ((player_ptr->pclass == PlayerClassType::FORCETRAINER) && get_current_ki(player_ptr)) {
229 if (get_current_ki(player_ptr) < 40)
230 set_current_ki(player_ptr, true, 0);
232 set_current_ki(player_ptr, false, -40);
233 player_ptr->update |= (PU_BONUS);
236 if (player_ptr->action == ACTION_LEARN) {
238 uint32_t cost_frac = (player_ptr->msp + 30L) * 256L;
239 s64b_lshift(&cost, &cost_frac, 16);
240 if (s64b_cmp(player_ptr->csp, player_ptr->csp_frac, cost, cost_frac) < 0) {
242 player_ptr->csp_frac = 0;
243 set_action(player_ptr, ACTION_NONE);
245 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), cost, cost_frac);
248 player_ptr->redraw |= PR_MANA;
251 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::MUSOU)) {
252 if (player_ptr->csp < 3) {
253 set_action(player_ptr, ACTION_NONE);
255 player_ptr->csp -= 2;
256 player_ptr->redraw |= (PR_MANA);
260 /*** Handle actual user input ***/
261 while (player_ptr->energy_need <= 0) {
262 player_ptr->window_flags |= PW_PLAYER;
263 player_ptr->sutemi = false;
264 player_ptr->counter = false;
265 player_ptr->now_damaged = false;
267 update_monsters(player_ptr, false);
268 handle_stuff(player_ptr);
269 move_cursor_relative(player_ptr->y, player_ptr->x);
273 pack_overflow(player_ptr);
277 PlayerEnergy energy(player_ptr);
278 energy.reset_player_turn();
279 auto effects = player_ptr->effects();
280 auto is_knocked_out = effects->stun()->is_knocked_out();
281 if (player_ptr->phase_out) {
282 move_cursor_relative(player_ptr->y, player_ptr->x);
283 command_cmd = SPECIAL_KEY_BUILDING;
284 process_command(player_ptr);
285 } else if ((player_ptr->paralyzed || is_knocked_out) && !cheat_immortal) {
286 energy.set_player_turn_energy(100);
287 } else if (player_ptr->action == ACTION_REST) {
288 if (player_ptr->resting > 0) {
289 player_ptr->resting--;
290 if (!player_ptr->resting)
291 set_action(player_ptr, ACTION_NONE);
292 player_ptr->redraw |= (PR_STATE);
295 energy.set_player_turn_energy(100);
296 } else if (player_ptr->action == ACTION_FISH) {
297 energy.set_player_turn_energy(100);
298 } else if (player_ptr->running) {
299 run_step(player_ptr, 0);
300 } else if (travel.run) {
301 travel_step(player_ptr);
302 } else if (command_rep) {
304 player_ptr->redraw |= (PR_STATE);
305 handle_stuff(player_ptr);
308 process_command(player_ptr);
310 move_cursor_relative(player_ptr->y, player_ptr->x);
312 player_ptr->window_flags |= PW_MONSTER_LIST;
313 window_stuff(player_ptr);
316 request_command(player_ptr, false);
318 process_command(player_ptr);
321 pack_overflow(player_ptr);
322 if (player_ptr->energy_use) {
323 if (player_ptr->timewalk || player_ptr->energy_use > 400) {
324 player_ptr->energy_need += player_ptr->energy_use * TURNS_PER_TICK / 10;
326 player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
329 if (player_ptr->hallucinated)
330 player_ptr->redraw |= (PR_MAP);
332 for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
335 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
336 if (!monster_is_valid(m_ptr))
339 r_ptr = &r_info[m_ptr->ap_r_idx];
342 if (m_ptr->ml && any_bits(r_ptr->flags1, (RF1_ATTR_MULTI | RF1_SHAPECHANGER))) {
343 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
346 // 出現して即魔法を使わないようにするフラグを落とす処理
347 if (m_ptr->mflag.has(MFLAG::PREVENT_MAGIC)) {
348 m_ptr->mflag.reset(MFLAG::PREVENT_MAGIC);
351 if (m_ptr->mflag.has(MFLAG::SANITY_BLAST)) {
352 m_ptr->mflag.reset(MFLAG::SANITY_BLAST);
353 sanity_blast(player_ptr, m_ptr, false);
356 // 感知中のモンスターのフラグを落とす処理
357 // 感知したターンはMFLAG2_SHOWを落とし、次のターンに感知中フラグのMFLAG2_MARKを落とす
358 if (m_ptr->mflag2.has(MFLAG2::MARK)) {
359 if (m_ptr->mflag2.has(MFLAG2::SHOW)) {
360 m_ptr->mflag2.reset(MFLAG2::SHOW);
362 m_ptr->mflag2.reset(MFLAG2::MARK);
364 update_monster(player_ptr, m_idx, false);
365 if (player_ptr->health_who == m_idx)
366 player_ptr->redraw |= (PR_HEALTH);
367 if (player_ptr->riding == m_idx)
368 player_ptr->redraw |= (PR_UHEALTH);
370 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
375 if (player_ptr->pclass == PlayerClassType::IMITATOR) {
376 auto mane_data = PlayerClass(player_ptr).get_specific_data<mane_data_type>();
377 if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2 : 1)) {
378 mane_data->mane_list.pop_front();
381 mane_data->new_mane = false;
382 player_ptr->redraw |= (PR_IMITATION);
385 if (player_ptr->action == ACTION_LEARN) {
386 auto mane_data = PlayerClass(player_ptr).get_specific_data<bluemage_data_type>();
387 mane_data->new_magic_learned = false;
388 player_ptr->redraw |= (PR_STATE);
391 if (player_ptr->timewalk && (player_ptr->energy_need > -1000)) {
392 player_ptr->redraw |= (PR_MAP);
393 player_ptr->update |= (PU_MONSTERS);
394 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
396 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
398 player_ptr->timewalk = false;
399 player_ptr->energy_need = ENERGY_NEED();
401 handle_stuff(player_ptr);
405 if (!player_ptr->playing || player_ptr->is_dead) {
406 player_ptr->timewalk = false;
410 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
411 if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent)
412 reset_concentration(player_ptr, true);
414 if (player_ptr->leaving)
418 update_smell(player_ptr->current_floor_ptr, player_ptr);
422 * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
424 void process_upkeep_with_speed(player_type *player_ptr)
426 if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
427 player_ptr->enchant_energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
430 if (player_ptr->enchant_energy_need > 0)
433 while (player_ptr->enchant_energy_need <= 0) {
435 check_music(player_ptr);
438 SpellHex spell_hex(player_ptr);
440 spell_hex.decrease_mana();
444 spell_hex.continue_revenge();
447 player_ptr->enchant_energy_need += ENERGY_NEED();