1 #include "hpmp/hp-mp-regenerator.h"
2 #include "cmd-item/cmd-magiceat.h"
3 #include "core/window-redrawer.h"
4 #include "inventory/inventory-slot-types.h"
5 #include "monster-race/monster-race.h"
6 #include "monster-race/race-flags2.h"
7 #include "monster/monster-status.h"
8 #include "player-base/player-class.h"
9 #include "player-info/magic-eater-data-type.h"
10 #include "player-info/samurai-data-type.h"
11 #include "player/attack-defense-types.h"
12 #include "player/player-status-table.h"
13 #include "player/special-defense-types.h"
14 #include "system/floor-type-definition.h"
15 #include "system/item-entity.h"
16 #include "system/monster-entity.h"
17 #include "system/monster-race-info.h"
18 #include "system/player-type-definition.h"
19 #include "system/redrawing-flags-updater.h"
21 /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
25 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
28 void regenhp(PlayerType *player_ptr, int percent)
30 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
33 if (player_ptr->action == ACTION_HAYAGAKE) {
37 int old_chp = player_ptr->chp;
40 * Extract the new hitpoints
42 * 'percent' is the Regen factor in unit (1/2^16)
45 uint32_t new_chp_frac = (player_ptr->mhp * percent + PY_REGEN_HPBASE);
46 s64b_lshift(&new_chp, &new_chp_frac, 16);
47 s64b_add(&(player_ptr->chp), &(player_ptr->chp_frac), new_chp, new_chp_frac);
48 if (0 < s64b_cmp(player_ptr->chp, player_ptr->chp_frac, player_ptr->mhp, 0)) {
49 player_ptr->chp = player_ptr->mhp;
50 player_ptr->chp_frac = 0;
53 if (old_chp != player_ptr->chp) {
54 auto &rfu = RedrawingFlagsUpdater::get_instance();
55 rfu.set_flag(MainWindowRedrawingFlag::HP);
56 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
62 * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
63 * @param upkeep_factor ペット維持によるMPコスト量
64 * @param regen_amount 回復量
66 void regenmana(PlayerType *player_ptr, MANA_POINT upkeep_factor, MANA_POINT regen_amount)
68 MANA_POINT old_csp = player_ptr->csp;
69 int32_t regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
72 * Excess mana will decay 32 times faster than normal
75 if (player_ptr->csp > player_ptr->msp) {
77 uint32_t decay_frac = (player_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
78 s64b_lshift(&decay, &decay_frac, 16);
79 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), decay, decay_frac);
80 if (player_ptr->csp < player_ptr->msp) {
81 player_ptr->csp = player_ptr->msp;
82 player_ptr->csp_frac = 0;
86 /* Regenerating mana (unless the player has excess mana) */
87 else if (regen_rate > 0) {
88 MANA_POINT new_mana = 0;
89 uint32_t new_mana_frac = (player_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
90 s64b_lshift(&new_mana, &new_mana_frac, 16);
91 s64b_add(&(player_ptr->csp), &(player_ptr->csp_frac), new_mana, new_mana_frac);
92 if (player_ptr->csp >= player_ptr->msp) {
93 player_ptr->csp = player_ptr->msp;
94 player_ptr->csp_frac = 0;
98 /* Reduce mana (even when the player has excess mana) */
100 int32_t reduce_mana = 0;
101 uint32_t reduce_mana_frac = (player_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
102 s64b_lshift(&reduce_mana, &reduce_mana_frac, 16);
103 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), reduce_mana, reduce_mana_frac);
104 if (player_ptr->csp < 0) {
106 player_ptr->csp_frac = 0;
110 if (old_csp != player_ptr->csp) {
111 auto &rfu = RedrawingFlagsUpdater::get_instance();
112 rfu.set_flag(MainWindowRedrawingFlag::MP);
113 static constexpr auto flags = {
114 SubWindowRedrawingFlag::PLAYER,
115 SubWindowRedrawingFlag::SPELL,
117 rfu.set_flags(flags);
123 * @brief 取り込んだ魔道具の自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
124 * @param regen_amount 回復量
126 void regenmagic(PlayerType *player_ptr, int regen_amount)
128 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
129 if (!magic_eater_data) {
134 const int mult = (dev + adj_mag_mana[player_ptr->stat_index[A_INT]]); /* x1 to x2 speed bonus for recharging */
136 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
137 for (auto &item : magic_eater_data->get_item_group(tval)) {
138 const int maximum_charge = item.count * EATER_CHARGE;
139 if (item.count == 0 || item.charge == maximum_charge) {
143 /* Increase remaining charge number like float value */
144 auto new_mana = (regen_amount * mult * (item.count + 13)) / (dev * 8);
145 item.charge += new_mana;
147 /* Check maximum charge */
148 item.charge = std::min(item.charge, maximum_charge);
152 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
153 if (item.count == 0 || item.charge == 0) {
157 /* Decrease remaining period for charging */
158 auto new_mana = (regen_amount * mult * (item.count + 10) * EATER_ROD_CHARGE) / (dev * 16 * PY_REGEN_NORMAL);
159 item.charge -= new_mana;
161 /* Check minimum remaining period for charging */
162 item.charge = std::max(item.charge, 0);
169 * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
170 * @param player_ptr プレイヤーへの参照ポインタ
171 * @note Should probably be done during monster turns.
173 void regenerate_monsters(PlayerType *player_ptr)
175 for (int i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
176 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
177 auto *r_ptr = &monraces_info[m_ptr->r_idx];
179 if (!m_ptr->is_valid()) {
183 if (m_ptr->hp < m_ptr->maxhp) {
184 int frac = m_ptr->maxhp / 100;
191 if (r_ptr->flags2 & RF2_REGENERATE) {
196 if (m_ptr->hp > m_ptr->maxhp) {
197 m_ptr->hp = m_ptr->maxhp;
200 auto &rfu = RedrawingFlagsUpdater::get_instance();
201 if (player_ptr->health_who == i) {
202 rfu.set_flag(MainWindowRedrawingFlag::HEALTH);
204 if (player_ptr->riding == i) {
205 rfu.set_flag(MainWindowRedrawingFlag::UHEALTH);
212 * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
213 * @param player_ptr プレイヤーへの参照ポインタ
214 * @note Should probably be done during monster turns.
216 void regenerate_captured_monsters(PlayerType *player_ptr)
219 for (int i = 0; i < INVEN_TOTAL; i++) {
220 auto *o_ptr = &player_ptr->inventory_list[i];
221 if (!o_ptr->is_valid()) {
224 if (o_ptr->bi_key.tval() != ItemKindType::CAPTURE) {
232 const auto r_idx = i2enum<MonsterRaceId>(o_ptr->pval);
233 const auto *r_ptr = &monraces_info[r_idx];
234 if (o_ptr->captured_monster_current_hp < o_ptr->captured_monster_max_hp) {
235 short frac = o_ptr->captured_monster_max_hp / 100;
242 if (r_ptr->flags2 & RF2_REGENERATE) {
246 o_ptr->captured_monster_current_hp += frac;
247 if (o_ptr->captured_monster_current_hp > o_ptr->captured_monster_max_hp) {
248 o_ptr->captured_monster_current_hp = o_ptr->captured_monster_max_hp;
254 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::COMBINATION);
257 * @todo FIXME 広域マップ移動で1歩毎に何度も再描画されて重くなる.
258 * 現在はボール中モンスターのHP回復でボールの表示は変わらないためコメントアウトする.
260 // rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
261 // rfu.set_flag(SubWindowRedrawingFlag::EQUIPMENT);