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/cheat-options.h"
17 #include "game-option/disturbance-options.h"
18 #include "game-option/map-screen-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(PlayerType *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(PlayerType *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(PlayerType *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 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
131 if (!monster_is_valid(m_ptr))
134 m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::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 && !player_ptr->poisoned && !player_ptr->afraid && !is_stunned && !is_cut && !player_ptr->slow && !player_ptr->paralyzed && !player_ptr->hallucinated && !player_ptr->word_recall && !player_ptr->alter_reality) {
163 set_action(player_ptr, ACTION_NONE);
168 if (player_ptr->action == ACTION_FISH)
169 process_fishing(player_ptr);
172 if (continuous_action_running(player_ptr)) {
176 disturb(player_ptr, false, true);
177 msg_print(_("中断しました。", "Canceled."));
182 if (player_ptr->riding && !player_ptr->confused && !player_ptr->blind) {
183 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
184 auto *r_ptr = &r_info[m_ptr->r_idx];
185 if (monster_csleep_remaining(m_ptr)) {
186 GAME_TEXT m_name[MAX_NLEN];
187 (void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
188 monster_desc(player_ptr, m_name, m_ptr, 0);
189 msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
192 if (monster_stunned_remaining(m_ptr)) {
193 if (set_monster_stunned(player_ptr, player_ptr->riding,
194 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_stunned_remaining(m_ptr) - 1))) {
195 GAME_TEXT m_name[MAX_NLEN];
196 monster_desc(player_ptr, m_name, m_ptr, 0);
197 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
201 if (monster_confused_remaining(m_ptr)) {
202 if (set_monster_confused(player_ptr, player_ptr->riding,
203 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_confused_remaining(m_ptr) - 1))) {
204 GAME_TEXT m_name[MAX_NLEN];
205 monster_desc(player_ptr, m_name, m_ptr, 0);
206 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
210 if (monster_fear_remaining(m_ptr)) {
211 if (set_monster_monfear(player_ptr, player_ptr->riding,
212 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_fear_remaining(m_ptr) - 1))) {
213 GAME_TEXT m_name[MAX_NLEN];
214 monster_desc(player_ptr, m_name, m_ptr, 0);
215 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer afraid."), m_name);
219 handle_stuff(player_ptr);
223 if (player_ptr->lightspeed)
224 set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
226 if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER) && get_current_ki(player_ptr)) {
227 if (get_current_ki(player_ptr) < 40)
228 set_current_ki(player_ptr, true, 0);
230 set_current_ki(player_ptr, false, -40);
231 player_ptr->update |= (PU_BONUS);
234 if (player_ptr->action == ACTION_LEARN) {
236 uint32_t cost_frac = (player_ptr->msp + 30L) * 256L;
237 s64b_lshift(&cost, &cost_frac, 16);
238 if (s64b_cmp(player_ptr->csp, player_ptr->csp_frac, cost, cost_frac) < 0) {
240 player_ptr->csp_frac = 0;
241 set_action(player_ptr, ACTION_NONE);
243 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), cost, cost_frac);
246 player_ptr->redraw |= PR_MANA;
249 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
250 if (player_ptr->csp < 3) {
251 set_action(player_ptr, ACTION_NONE);
253 player_ptr->csp -= 2;
254 player_ptr->redraw |= (PR_MANA);
258 /*** Handle actual user input ***/
259 while (player_ptr->energy_need <= 0) {
260 player_ptr->window_flags |= PW_PLAYER;
261 player_ptr->sutemi = false;
262 player_ptr->counter = false;
263 player_ptr->now_damaged = false;
265 update_monsters(player_ptr, false);
266 handle_stuff(player_ptr);
267 move_cursor_relative(player_ptr->y, player_ptr->x);
271 pack_overflow(player_ptr);
275 PlayerEnergy energy(player_ptr);
276 energy.reset_player_turn();
277 auto effects = player_ptr->effects();
278 auto is_knocked_out = effects->stun()->is_knocked_out();
279 if (player_ptr->phase_out) {
280 move_cursor_relative(player_ptr->y, player_ptr->x);
281 command_cmd = SPECIAL_KEY_BUILDING;
282 process_command(player_ptr);
283 } else if ((player_ptr->paralyzed || is_knocked_out) && !cheat_immortal) {
284 energy.set_player_turn_energy(100);
285 } else if (player_ptr->action == ACTION_REST) {
286 if (player_ptr->resting > 0) {
287 player_ptr->resting--;
288 if (!player_ptr->resting)
289 set_action(player_ptr, ACTION_NONE);
290 player_ptr->redraw |= (PR_STATE);
293 energy.set_player_turn_energy(100);
294 } else if (player_ptr->action == ACTION_FISH) {
295 energy.set_player_turn_energy(100);
296 } else if (player_ptr->running) {
297 run_step(player_ptr, 0);
298 } else if (travel.run) {
299 travel_step(player_ptr);
300 } else if (command_rep) {
302 player_ptr->redraw |= (PR_STATE);
303 handle_stuff(player_ptr);
306 process_command(player_ptr);
308 move_cursor_relative(player_ptr->y, player_ptr->x);
310 player_ptr->window_flags |= PW_MONSTER_LIST;
311 window_stuff(player_ptr);
314 request_command(player_ptr, false);
316 process_command(player_ptr);
319 pack_overflow(player_ptr);
320 if (player_ptr->energy_use) {
321 if (player_ptr->timewalk || player_ptr->energy_use > 400) {
322 player_ptr->energy_need += player_ptr->energy_use * TURNS_PER_TICK / 10;
324 player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
327 if (player_ptr->hallucinated)
328 player_ptr->redraw |= (PR_MAP);
330 for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
333 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
334 if (!monster_is_valid(m_ptr))
337 r_ptr = &r_info[m_ptr->ap_r_idx];
340 if (m_ptr->ml && r_ptr->visual_flags.has_any_of({ MonsterVisualType::MULTI_COLOR, MonsterVisualType::SHAPECHANGER })) {
341 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
344 // 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
345 if (m_ptr->mflag.has(MonsterTemporaryFlagType::PREVENT_MAGIC)) {
346 m_ptr->mflag.reset(MonsterTemporaryFlagType::PREVENT_MAGIC);
349 if (m_ptr->mflag.has(MonsterTemporaryFlagType::SANITY_BLAST)) {
350 m_ptr->mflag.reset(MonsterTemporaryFlagType::SANITY_BLAST);
351 sanity_blast(player_ptr, m_ptr, false);
354 // 感知中のモンスターのフラグを落とす処理
355 // 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
356 if (m_ptr->mflag2.has(MonsterConstantFlagType::MARK)) {
357 if (m_ptr->mflag2.has(MonsterConstantFlagType::SHOW)) {
358 m_ptr->mflag2.reset(MonsterConstantFlagType::SHOW);
360 m_ptr->mflag2.reset(MonsterConstantFlagType::MARK);
362 update_monster(player_ptr, m_idx, false);
363 if (player_ptr->health_who == m_idx)
364 player_ptr->redraw |= (PR_HEALTH);
365 if (player_ptr->riding == m_idx)
366 player_ptr->redraw |= (PR_UHEALTH);
368 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
373 if (PlayerClass(player_ptr).equals(PlayerClassType::IMITATOR)) {
374 auto mane_data = PlayerClass(player_ptr).get_specific_data<mane_data_type>();
375 if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2
377 mane_data->mane_list.pop_front();
380 mane_data->new_mane = false;
381 player_ptr->redraw |= (PR_IMITATION);
384 if (player_ptr->action == ACTION_LEARN) {
385 auto mane_data = PlayerClass(player_ptr).get_specific_data<bluemage_data_type>();
386 mane_data->new_magic_learned = false;
387 player_ptr->redraw |= (PR_STATE);
390 if (player_ptr->timewalk && (player_ptr->energy_need > -1000)) {
391 player_ptr->redraw |= (PR_MAP);
392 player_ptr->update |= (PU_MONSTERS);
393 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
395 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
397 player_ptr->timewalk = false;
398 player_ptr->energy_need = ENERGY_NEED();
400 handle_stuff(player_ptr);
404 if (!player_ptr->playing || player_ptr->is_dead) {
405 player_ptr->timewalk = false;
409 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
410 if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent)
411 reset_concentration(player_ptr, true);
413 if (player_ptr->leaving)
417 update_smell(player_ptr->current_floor_ptr, player_ptr);
421 * @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.
423 void process_upkeep_with_speed(PlayerType *player_ptr)
425 if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
426 player_ptr->enchant_energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
429 if (player_ptr->enchant_energy_need > 0)
432 while (player_ptr->enchant_energy_need <= 0) {
434 check_music(player_ptr);
437 SpellHex spell_hex(player_ptr);
439 spell_hex.decrease_mana();
443 spell_hex.continue_revenge();
446 player_ptr->enchant_energy_need += ENERGY_NEED();