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 "floor/floor-save-util.h"
12 #include "floor/floor-util.h"
13 #include "floor/geometry.h"
14 #include "floor/wild.h"
15 #include "game-option/cheat-options.h"
16 #include "game-option/disturbance-options.h"
17 #include "game-option/map-screen-options.h"
18 #include "grid/grid.h"
19 #include "inventory/pack-overflow.h"
20 #include "io/cursor.h"
21 #include "io/input-key-acceptor.h"
22 #include "io/input-key-processor.h"
23 #include "io/input-key-requester.h"
24 #include "mind/mind-force-trainer.h"
25 #include "mind/mind-sniper.h"
26 #include "monster-floor/monster-generator.h"
27 #include "monster-floor/place-monster-types.h"
28 #include "monster-race/monster-race-hook.h"
29 #include "monster-race/monster-race.h"
30 #include "monster-race/race-flags1.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-flag-types.h"
33 #include "monster/monster-list.h"
34 #include "monster/monster-status-setter.h"
35 #include "monster/monster-status.h"
36 #include "monster/monster-update.h"
37 #include "monster/monster-util.h"
38 #include "mutation/mutation-investor-remover.h"
39 #include "player-base/player-class.h"
40 #include "player-info/bluemage-data-type.h"
41 #include "player-info/mane-data-type.h"
42 #include "player-info/samurai-data-type.h"
43 #include "player-info/sniper-data-type.h"
44 #include "player-status/player-energy.h"
45 #include "player/attack-defense-types.h"
46 #include "player/eldritch-horror.h"
47 #include "player/player-skill.h"
48 #include "player/special-defense-types.h"
49 #include "spell-kind/spells-random.h"
50 #include "spell-realm/spells-hex.h"
51 #include "spell-realm/spells-song.h"
52 #include "status/action-setter.h"
53 #include "system/dungeon-info.h"
54 #include "system/floor-type-definition.h"
55 #include "system/grid-type-definition.h"
56 #include "system/monster-race-info.h"
57 #include "system/player-type-definition.h"
58 #include "system/redrawing-flags-updater.h"
59 #include "term/screen-processor.h"
60 #include "timed-effect/player-blindness.h"
61 #include "timed-effect/player-confusion.h"
62 #include "timed-effect/player-cut.h"
63 #include "timed-effect/player-hallucination.h"
64 #include "timed-effect/player-paralysis.h"
65 #include "timed-effect/player-stun.h"
66 #include "timed-effect/timed-effects.h"
67 #include "util/bit-flags-calculator.h"
68 #include "view/display-messages.h"
69 #include "window/display-sub-windows.h"
70 #include "world/world-turn-processor.h"
73 bool can_save = false;
75 static void process_fishing(PlayerType *player_ptr)
77 term_xtra(TERM_XTRA_DELAY, 10);
80 get_mon_num_prep(player_ptr, monster_is_fishing_target, nullptr);
81 auto *floor_ptr = player_ptr->current_floor_ptr;
82 const auto wild_level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
83 const auto level = floor_ptr->is_in_dungeon() ? floor_ptr->dun_level : wild_level;
84 const auto r_idx = get_mon_num(player_ptr, 0, level, 0);
86 if (MonsterRace(r_idx).is_valid() && one_in_(2)) {
88 y = player_ptr->y + ddy[player_ptr->fishing_dir];
89 x = player_ptr->x + ddx[player_ptr->fishing_dir];
90 if (place_monster_aux(player_ptr, 0, y, x, r_idx, PM_NO_KAGE)) {
91 const auto m_name = monster_desc(player_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx], 0);
92 msg_print(_(format("%sが釣れた!", m_name.data()), "You have a good catch!"));
98 msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
101 disturb(player_ptr, false, true);
105 bool continuous_action_running(PlayerType *player_ptr)
107 return player_ptr->running || travel.run || command_rep || (player_ptr->action == ACTION_REST) || (player_ptr->action == ACTION_FISH);
111 * @brief プレイヤーの行動処理 / Process the player
113 * Notice the annoying code to handle "pack overflow", which\n
114 * must come first just in case somebody manages to corrupt\n
115 * the savefiles by clever use of menu commands or something.\n
117 void process_player(PlayerType *player_ptr)
119 if (player_ptr->hack_mutation) {
120 msg_print(_("何か変わった気がする!", "You feel different!"));
121 (void)gain_mutation(player_ptr, 0);
122 player_ptr->hack_mutation = false;
125 if (player_ptr->invoking_midnight_curse) {
127 activate_ty_curse(player_ptr, false, &count);
128 player_ptr->invoking_midnight_curse = false;
131 if (player_ptr->phase_out) {
132 for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
133 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
134 if (!m_ptr->is_valid()) {
138 m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
139 update_monster(player_ptr, m_idx, false);
142 WorldTurnProcessor(player_ptr).print_time();
143 } else if (!(load && player_ptr->energy_need <= 0)) {
144 player_ptr->energy_need -= speed_to_energy(player_ptr->pspeed);
147 if (player_ptr->energy_need > 0) {
151 WorldTurnProcessor(player_ptr).print_time();
154 if (fresh_once && (continuous_action_running(player_ptr) || !command_rep)) {
158 if (player_ptr->resting < 0) {
159 if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING) {
160 if ((player_ptr->chp == player_ptr->mhp) && (player_ptr->csp >= player_ptr->msp)) {
161 set_action(player_ptr, ACTION_NONE);
163 } else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE) {
164 if (player_ptr->is_fully_healthy()) {
165 set_action(player_ptr, ACTION_NONE);
170 if (player_ptr->action == ACTION_FISH) {
171 process_fishing(player_ptr);
175 if (continuous_action_running(player_ptr)) {
179 disturb(player_ptr, false, true);
180 msg_print(_("中断しました。", "Canceled."));
185 const auto effects = player_ptr->effects();
186 if (player_ptr->riding && !effects->confusion()->is_confused() && !effects->blindness()->is_blind()) {
187 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
188 auto *r_ptr = &monraces_info[m_ptr->r_idx];
189 if (m_ptr->is_asleep()) {
190 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
191 (void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
192 msg_format(_("%s^を起こした。", "You have woken %s up."), m_name.data());
195 if (m_ptr->is_stunned()) {
196 if (set_monster_stunned(player_ptr, player_ptr->riding,
197 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_stun() - 1))) {
198 const auto m_name = monster_desc(player_ptr, 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.data());
203 if (m_ptr->is_confused()) {
204 if (set_monster_confused(player_ptr, player_ptr->riding,
205 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_confusion() - 1))) {
206 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
207 msg_format(_("%s^を混乱状態から立ち直らせた。", "%s^ is no longer confused."), m_name.data());
211 if (m_ptr->is_fearful()) {
212 if (set_monster_monfear(player_ptr, player_ptr->riding,
213 (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_fear() - 1))) {
214 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
215 msg_format(_("%s^を恐怖から立ち直らせた。", "%s^ is no longer fearful."), m_name.data());
219 handle_stuff(player_ptr);
223 if (player_ptr->lightspeed) {
224 set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
227 auto &rfu = RedrawingFlagsUpdater::get_instance();
228 if (PlayerClass(player_ptr).equals(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);
234 rfu.set_flag(StatusRedrawingFlag::BONUS);
237 if (player_ptr->action == ACTION_LEARN) {
239 uint32_t cost_frac = (player_ptr->msp + 30L) * 256L;
240 s64b_lshift(&cost, &cost_frac, 16);
241 if (s64b_cmp(player_ptr->csp, player_ptr->csp_frac, cost, cost_frac) < 0) {
243 player_ptr->csp_frac = 0;
244 set_action(player_ptr, ACTION_NONE);
246 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), cost, cost_frac);
249 player_ptr->redraw |= PR_MP;
252 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
253 if (player_ptr->csp < 3) {
254 set_action(player_ptr, ACTION_NONE);
256 player_ptr->csp -= 2;
257 player_ptr->redraw |= (PR_MP);
261 /*** Handle actual user input ***/
262 while (player_ptr->energy_need <= 0) {
263 player_ptr->window_flags |= PW_PLAYER;
264 player_ptr->sutemi = false;
265 player_ptr->counter = false;
266 player_ptr->now_damaged = false;
268 update_monsters(player_ptr, false);
269 handle_stuff(player_ptr);
270 move_cursor_relative(player_ptr->y, player_ptr->x);
275 pack_overflow(player_ptr);
280 PlayerEnergy energy(player_ptr);
281 energy.reset_player_turn();
282 auto is_knocked_out = effects->stun()->is_knocked_out();
283 auto is_paralyzed = effects->paralysis()->is_paralyzed();
284 if (player_ptr->phase_out) {
285 move_cursor_relative(player_ptr->y, player_ptr->x);
286 command_cmd = SPECIAL_KEY_BUILDING;
287 process_command(player_ptr);
288 } else if ((is_paralyzed || is_knocked_out) && !cheat_immortal) {
289 energy.set_player_turn_energy(100);
290 } else if (player_ptr->action == ACTION_REST) {
291 if (player_ptr->resting > 0) {
292 player_ptr->resting--;
293 if (!player_ptr->resting) {
294 set_action(player_ptr, ACTION_NONE);
296 player_ptr->redraw |= (PR_ACTION);
299 energy.set_player_turn_energy(100);
300 } else if (player_ptr->action == ACTION_FISH) {
301 energy.set_player_turn_energy(100);
302 } else if (player_ptr->running) {
303 run_step(player_ptr, 0);
304 } else if (travel.run) {
305 travel_step(player_ptr);
306 } else if (command_rep) {
308 player_ptr->redraw |= (PR_ACTION);
309 handle_stuff(player_ptr);
312 process_command(player_ptr);
314 move_cursor_relative(player_ptr->y, player_ptr->x);
316 player_ptr->window_flags |= PW_SIGHT_MONSTERS;
317 window_stuff(player_ptr);
320 InputKeyRequestor(player_ptr, false).request_command();
322 process_command(player_ptr);
325 pack_overflow(player_ptr);
326 if (player_ptr->energy_use) {
327 if (player_ptr->timewalk || player_ptr->energy_use > 400) {
328 player_ptr->energy_need += player_ptr->energy_use * TURNS_PER_TICK / 10;
330 player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
333 if (effects->hallucination()->is_hallucinated()) {
334 player_ptr->redraw |= (PR_MAP);
337 for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
338 MonsterEntity *m_ptr;
339 MonsterRaceInfo *r_ptr;
340 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
341 if (!m_ptr->is_valid()) {
345 r_ptr = &monraces_info[m_ptr->ap_r_idx];
348 if (m_ptr->ml && r_ptr->visual_flags.has_any_of({ MonsterVisualType::MULTI_COLOR, MonsterVisualType::SHAPECHANGER })) {
349 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
352 // 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
353 if (m_ptr->mflag.has(MonsterTemporaryFlagType::PREVENT_MAGIC)) {
354 m_ptr->mflag.reset(MonsterTemporaryFlagType::PREVENT_MAGIC);
357 if (m_ptr->mflag.has(MonsterTemporaryFlagType::SANITY_BLAST)) {
358 m_ptr->mflag.reset(MonsterTemporaryFlagType::SANITY_BLAST);
359 sanity_blast(player_ptr, m_ptr, false);
362 // 感知中のモンスターのフラグを落とす処理
363 // 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
364 if (m_ptr->mflag2.has(MonsterConstantFlagType::MARK)) {
365 if (m_ptr->mflag2.has(MonsterConstantFlagType::SHOW)) {
366 m_ptr->mflag2.reset(MonsterConstantFlagType::SHOW);
368 m_ptr->mflag2.reset(MonsterConstantFlagType::MARK);
370 update_monster(player_ptr, m_idx, false);
371 if (player_ptr->health_who == m_idx) {
372 player_ptr->redraw |= (PR_HEALTH);
374 if (player_ptr->riding == m_idx) {
375 player_ptr->redraw |= (PR_UHEALTH);
378 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
383 if (PlayerClass(player_ptr).equals(PlayerClassType::IMITATOR)) {
384 auto mane_data = PlayerClass(player_ptr).get_specific_data<mane_data_type>();
385 if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2
387 mane_data->mane_list.pop_front();
390 mane_data->new_mane = false;
391 player_ptr->redraw |= (PR_IMITATION);
394 if (player_ptr->action == ACTION_LEARN) {
395 auto mane_data = PlayerClass(player_ptr).get_specific_data<bluemage_data_type>();
396 mane_data->new_magic_learned = false;
397 player_ptr->redraw |= (PR_ACTION);
400 if (player_ptr->timewalk && (player_ptr->energy_need > -1000)) {
401 player_ptr->redraw |= (PR_MAP);
402 rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
403 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
405 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
407 player_ptr->timewalk = false;
408 player_ptr->energy_need = ENERGY_NEED();
410 handle_stuff(player_ptr);
414 if (!player_ptr->playing || player_ptr->is_dead) {
415 player_ptr->timewalk = false;
419 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
420 if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent) {
421 reset_concentration(player_ptr, true);
424 if (player_ptr->leaving) {
429 update_smell(player_ptr->current_floor_ptr, player_ptr);
433 * @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.
435 void process_upkeep_with_speed(PlayerType *player_ptr)
437 if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
438 player_ptr->enchant_energy_need -= speed_to_energy(player_ptr->pspeed);
441 if (player_ptr->enchant_energy_need > 0) {
445 while (player_ptr->enchant_energy_need <= 0) {
447 check_music(player_ptr);
450 SpellHex spell_hex(player_ptr);
452 spell_hex.decrease_mana();
456 spell_hex.continue_revenge();
459 player_ptr->enchant_energy_need += ENERGY_NEED();