1 #include "hpmp/hp-mp-regenerator.h"
2 #include "cmd-item/cmd-magiceat.h"
3 #include "core/player-redraw-types.h"
4 #include "core/window-redrawer.h"
5 #include "inventory/inventory-slot-types.h"
6 #include "monster-race/monster-race.h"
7 #include "monster-race/race-flags2.h"
8 #include "monster/monster-status.h"
9 #include "player-base/player-class.h"
10 #include "player-info/magic-eater-data-type.h"
11 #include "player-info/samurai-data-type.h"
12 #include "player/attack-defense-types.h"
13 #include "player/player-status-table.h"
14 #include "player/special-defense-types.h"
15 #include "system/floor-type-definition.h"
16 #include "system/item-entity.h"
17 #include "system/monster-entity.h"
18 #include "system/monster-race-info.h"
19 #include "system/player-type-definition.h"
20 #include "system/redrawing-flags-updater.h"
22 /*!<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)*/
26 * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
29 void regenhp(PlayerType *player_ptr, int percent)
31 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
34 if (player_ptr->action == ACTION_HAYAGAKE) {
38 int old_chp = player_ptr->chp;
41 * Extract the new hitpoints
43 * 'percent' is the Regen factor in unit (1/2^16)
46 uint32_t new_chp_frac = (player_ptr->mhp * percent + PY_REGEN_HPBASE);
47 s64b_lshift(&new_chp, &new_chp_frac, 16);
48 s64b_add(&(player_ptr->chp), &(player_ptr->chp_frac), new_chp, new_chp_frac);
49 if (0 < s64b_cmp(player_ptr->chp, player_ptr->chp_frac, player_ptr->mhp, 0)) {
50 player_ptr->chp = player_ptr->mhp;
51 player_ptr->chp_frac = 0;
54 if (old_chp != player_ptr->chp) {
55 auto &rfu = RedrawingFlagsUpdater::get_instance();
56 rfu.set_flag(MainWindowRedrawingFlag::HP);
57 player_ptr->window_flags |= (PW_PLAYER);
63 * @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
64 * @param upkeep_factor ペット維持によるMPコスト量
65 * @param regen_amount 回復量
67 void regenmana(PlayerType *player_ptr, MANA_POINT upkeep_factor, MANA_POINT regen_amount)
69 MANA_POINT old_csp = player_ptr->csp;
70 int32_t regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
73 * Excess mana will decay 32 times faster than normal
76 if (player_ptr->csp > player_ptr->msp) {
78 uint32_t decay_frac = (player_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
79 s64b_lshift(&decay, &decay_frac, 16);
80 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), decay, decay_frac);
81 if (player_ptr->csp < player_ptr->msp) {
82 player_ptr->csp = player_ptr->msp;
83 player_ptr->csp_frac = 0;
87 /* Regenerating mana (unless the player has excess mana) */
88 else if (regen_rate > 0) {
89 MANA_POINT new_mana = 0;
90 uint32_t new_mana_frac = (player_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
91 s64b_lshift(&new_mana, &new_mana_frac, 16);
92 s64b_add(&(player_ptr->csp), &(player_ptr->csp_frac), new_mana, new_mana_frac);
93 if (player_ptr->csp >= player_ptr->msp) {
94 player_ptr->csp = player_ptr->msp;
95 player_ptr->csp_frac = 0;
99 /* Reduce mana (even when the player has excess mana) */
100 if (regen_rate < 0) {
101 int32_t reduce_mana = 0;
102 uint32_t reduce_mana_frac = (player_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
103 s64b_lshift(&reduce_mana, &reduce_mana_frac, 16);
104 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), reduce_mana, reduce_mana_frac);
105 if (player_ptr->csp < 0) {
107 player_ptr->csp_frac = 0;
111 if (old_csp != player_ptr->csp) {
112 auto &rfu = RedrawingFlagsUpdater::get_instance();
113 rfu.set_flag(MainWindowRedrawingFlag::MP);
114 player_ptr->window_flags |= (PW_PLAYER);
115 player_ptr->window_flags |= (PW_SPELL);
121 * @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)
122 * @param regen_amount 回復量
124 void regenmagic(PlayerType *player_ptr, int regen_amount)
126 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
127 if (!magic_eater_data) {
132 const int mult = (dev + adj_mag_mana[player_ptr->stat_index[A_INT]]); /* x1 to x2 speed bonus for recharging */
134 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
135 for (auto &item : magic_eater_data->get_item_group(tval)) {
136 const int maximum_charge = item.count * EATER_CHARGE;
137 if (item.count == 0 || item.charge == maximum_charge) {
141 /* Increase remaining charge number like float value */
142 auto new_mana = (regen_amount * mult * (item.count + 13)) / (dev * 8);
143 item.charge += new_mana;
145 /* Check maximum charge */
146 item.charge = std::min(item.charge, maximum_charge);
150 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
151 if (item.count == 0 || item.charge == 0) {
155 /* Decrease remaining period for charging */
156 auto new_mana = (regen_amount * mult * (item.count + 10) * EATER_ROD_CHARGE) / (dev * 16 * PY_REGEN_NORMAL);
157 item.charge -= new_mana;
159 /* Check minimum remaining period for charging */
160 item.charge = std::max(item.charge, 0);
167 * @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)
168 * @param player_ptr プレイヤーへの参照ポインタ
169 * @note Should probably be done during monster turns.
171 void regenerate_monsters(PlayerType *player_ptr)
173 for (int i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
174 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
175 auto *r_ptr = &monraces_info[m_ptr->r_idx];
177 if (!m_ptr->is_valid()) {
181 if (m_ptr->hp < m_ptr->maxhp) {
182 int frac = m_ptr->maxhp / 100;
189 if (r_ptr->flags2 & RF2_REGENERATE) {
194 if (m_ptr->hp > m_ptr->maxhp) {
195 m_ptr->hp = m_ptr->maxhp;
198 auto &rfu = RedrawingFlagsUpdater::get_instance();
199 if (player_ptr->health_who == i) {
200 rfu.set_flag(MainWindowRedrawingFlag::HEALTH);
202 if (player_ptr->riding == i) {
203 rfu.set_flag(MainWindowRedrawingFlag::UHEALTH);
210 * @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)
211 * @param player_ptr プレイヤーへの参照ポインタ
212 * @note Should probably be done during monster turns.
214 void regenerate_captured_monsters(PlayerType *player_ptr)
217 for (int i = 0; i < INVEN_TOTAL; i++) {
218 auto *o_ptr = &player_ptr->inventory_list[i];
219 if (!o_ptr->is_valid()) {
222 if (o_ptr->bi_key.tval() != ItemKindType::CAPTURE) {
230 const auto r_idx = i2enum<MonsterRaceId>(o_ptr->pval);
231 const auto *r_ptr = &monraces_info[r_idx];
232 if (o_ptr->captured_monster_current_hp < o_ptr->captured_monster_max_hp) {
233 short frac = o_ptr->captured_monster_max_hp / 100;
240 if (r_ptr->flags2 & RF2_REGENERATE) {
244 o_ptr->captured_monster_current_hp += frac;
245 if (o_ptr->captured_monster_current_hp > o_ptr->captured_monster_max_hp) {
246 o_ptr->captured_monster_current_hp = o_ptr->captured_monster_max_hp;
252 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::COMBINATION);
255 * @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.
256 * 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.
258 // rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
259 // rfu.set_flag(SubWindowRedrawingFlag::EQUIPMENT);