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[Refactor] #1469 Replaced 'player_ptr->pclass == HOGE' to 'PlayerClass::equals(HOGE...
[hengbandforosx/hengbandosx.git] / src / core / player-processor.cpp
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"
66
67 bool load = true;
68 bool can_save = false;
69
70 static void process_fishing(PlayerType *player_ptr)
71 {
72     term_xtra(TERM_XTRA_DELAY, 10);
73     if (one_in_(1000)) {
74         MONRACE_IDX r_idx;
75         bool success = false;
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,
80             0);
81         msg_print(nullptr);
82         if (r_idx && one_in_(2)) {
83             POSITION y, x;
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);
90                 success = true;
91             }
92         }
93
94         if (!success) {
95             msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
96         }
97
98         disturb(player_ptr, false, true);
99     }
100 }
101
102 bool continuous_action_running(PlayerType *player_ptr)
103 {
104     return player_ptr->running || travel.run || command_rep || (player_ptr->action == ACTION_REST) || (player_ptr->action == ACTION_FISH);
105 }
106
107 /*!
108  * @brief プレイヤーの行動処理 / Process the player
109  * @note
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
113  */
114 void process_player(PlayerType *player_ptr)
115 {
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;
120     }
121
122     if (player_ptr->invoking_midnight_curse) {
123         int count = 0;
124         activate_ty_curse(player_ptr, false, &count);
125         player_ptr->invoking_midnight_curse = false;
126     }
127
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))
132                 continue;
133
134             m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
135             update_monster(player_ptr, m_idx, false);
136         }
137
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);
141     }
142
143     if (player_ptr->energy_need > 0)
144         return;
145     if (!command_rep) {
146         WorldTurnProcessor(player_ptr).print_time();
147     }
148
149     if (fresh_once && (continuous_action_running(player_ptr) || !command_rep)) {
150         stop_term_fresh();
151     }
152
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);
157             }
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);
164             }
165         }
166     }
167
168     if (player_ptr->action == ACTION_FISH)
169         process_fishing(player_ptr);
170
171     if (check_abort) {
172         if (continuous_action_running(player_ptr)) {
173             inkey_scan = true;
174             if (inkey()) {
175                 flush();
176                 disturb(player_ptr, false, true);
177                 msg_print(_("中断しました。", "Canceled."));
178             }
179         }
180     }
181
182     if (player_ptr->riding && !player_ptr->confused && !player_ptr->blind) {
183         monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
184         monster_race *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);
190         }
191
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);
198             }
199         }
200
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);
207             }
208         }
209
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);
216             }
217         }
218
219         handle_stuff(player_ptr);
220     }
221
222     load = false;
223     if (player_ptr->lightspeed)
224         set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
225
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);
229         else
230             set_current_ki(player_ptr, false, -40);
231         player_ptr->update |= (PU_BONUS);
232     }
233
234     if (player_ptr->action == ACTION_LEARN) {
235         int32_t cost = 0L;
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) {
239             player_ptr->csp = 0;
240             player_ptr->csp_frac = 0;
241             set_action(player_ptr, ACTION_NONE);
242         } else {
243             s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), cost, cost_frac);
244         }
245
246         player_ptr->redraw |= PR_MANA;
247     }
248
249     if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
250         if (player_ptr->csp < 3) {
251             set_action(player_ptr, ACTION_NONE);
252         } else {
253             player_ptr->csp -= 2;
254             player_ptr->redraw |= (PR_MANA);
255         }
256     }
257
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;
264
265         update_monsters(player_ptr, false);
266         handle_stuff(player_ptr);
267         move_cursor_relative(player_ptr->y, player_ptr->x);
268         if (fresh_before)
269             term_fresh_force();
270
271         pack_overflow(player_ptr);
272         if (!command_new)
273             command_see = false;
274
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);
291             }
292
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) {
301             command_rep--;
302             player_ptr->redraw |= (PR_STATE);
303             handle_stuff(player_ptr);
304             msg_flag = false;
305             prt("", 0, 0);
306             process_command(player_ptr);
307         } else {
308             move_cursor_relative(player_ptr->y, player_ptr->x);
309
310             player_ptr->window_flags |= PW_MONSTER_LIST;
311             window_stuff(player_ptr);
312
313             can_save = true;
314             request_command(player_ptr, false);
315             can_save = false;
316             process_command(player_ptr);
317         }
318
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;
323             } else {
324                 player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
325             }
326
327             if (player_ptr->hallucinated)
328                 player_ptr->redraw |= (PR_MAP);
329
330             for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
331                 monster_type *m_ptr;
332                 monster_race *r_ptr;
333                 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
334                 if (!monster_is_valid(m_ptr))
335                     continue;
336
337                 r_ptr = &r_info[m_ptr->ap_r_idx];
338
339                 // モンスターのシンボル/カラーの更新
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);
342                 }
343
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);
347                 }
348
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);
352                 }
353
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);
359                     } else {
360                         m_ptr->mflag2.reset(MonsterConstantFlagType::MARK);
361                         m_ptr->ml = false;
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);
367
368                         lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
369                     }
370                 }
371             }
372
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
376                                                                                                                      : 1)) {
377                     mane_data->mane_list.pop_front();
378                 }
379
380                 mane_data->new_mane = false;
381                 player_ptr->redraw |= (PR_IMITATION);
382             }
383
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);
388             }
389
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);
394
395                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
396                 msg_print(nullptr);
397                 player_ptr->timewalk = false;
398                 player_ptr->energy_need = ENERGY_NEED();
399
400                 handle_stuff(player_ptr);
401             }
402         }
403
404         if (!player_ptr->playing || player_ptr->is_dead) {
405             player_ptr->timewalk = false;
406             break;
407         }
408
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);
412
413         if (player_ptr->leaving)
414             break;
415     }
416
417     update_smell(player_ptr->current_floor_ptr, player_ptr);
418 }
419
420 /*!
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.
422  */
423 void process_upkeep_with_speed(PlayerType *player_ptr)
424 {
425     if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
426         player_ptr->enchant_energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
427     }
428
429     if (player_ptr->enchant_energy_need > 0)
430         return;
431
432     while (player_ptr->enchant_energy_need <= 0) {
433         if (!load) {
434             check_music(player_ptr);
435         }
436
437         SpellHex spell_hex(player_ptr);
438         if (!load) {
439             spell_hex.decrease_mana();
440         }
441
442         if (!load) {
443             spell_hex.continue_revenge();
444         }
445
446         player_ptr->enchant_energy_need += ENERGY_NEED();
447     }
448 }