1 #include "hpmp/hp-mp-regenerator.h"
2 #include "cmd-item/cmd-magiceat.h"
3 #include "core/player-redraw-types.h"
4 #include "core/player-update-types.h"
5 #include "core/window-redrawer.h"
6 #include "inventory/inventory-slot-types.h"
7 #include "monster-race/monster-race.h"
8 #include "monster-race/race-flags2.h"
9 #include "monster/monster-status.h"
10 #include "player-base/player-class.h"
11 #include "player-info/magic-eater-data-type.h"
12 #include "player-info/samurai-data-type.h"
13 #include "player/attack-defense-types.h"
14 #include "player/player-status-table.h"
15 #include "player/special-defense-types.h"
16 #include "system/floor-type-definition.h"
17 #include "system/monster-race-definition.h"
18 #include "system/monster-type-definition.h"
19 #include "system/object-type-definition.h"
20 #include "system/player-type-definition.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))
33 if (player_ptr->action == ACTION_HAYAGAKE)
36 HIT_POINT old_chp = player_ptr->chp;
39 * Extract the new hitpoints
41 * 'percent' is the Regen factor in unit (1/2^16)
43 HIT_POINT new_chp = 0;
44 uint32_t new_chp_frac = (player_ptr->mhp * percent + PY_REGEN_HPBASE);
45 s64b_lshift(&new_chp, &new_chp_frac, 16);
46 s64b_add(&(player_ptr->chp), &(player_ptr->chp_frac), new_chp, new_chp_frac);
47 if (0 < s64b_cmp(player_ptr->chp, player_ptr->chp_frac, player_ptr->mhp, 0)) {
48 player_ptr->chp = player_ptr->mhp;
49 player_ptr->chp_frac = 0;
52 if (old_chp != player_ptr->chp) {
53 player_ptr->redraw |= (PR_HP);
54 player_ptr->window_flags |= (PW_PLAYER);
60 * @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
61 * @param upkeep_factor ペット維持によるMPコスト量
62 * @param regen_amount 回復量
64 void regenmana(PlayerType *player_ptr, MANA_POINT upkeep_factor, MANA_POINT regen_amount)
66 MANA_POINT old_csp = player_ptr->csp;
67 int32_t regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
70 * Excess mana will decay 32 times faster than normal
73 if (player_ptr->csp > player_ptr->msp) {
75 uint32_t decay_frac = (player_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
76 s64b_lshift(&decay, &decay_frac, 16);
77 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), decay, decay_frac);
78 if (player_ptr->csp < player_ptr->msp) {
79 player_ptr->csp = player_ptr->msp;
80 player_ptr->csp_frac = 0;
84 /* Regenerating mana (unless the player has excess mana) */
85 else if (regen_rate > 0) {
86 MANA_POINT new_mana = 0;
87 uint32_t new_mana_frac = (player_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
88 s64b_lshift(&new_mana, &new_mana_frac, 16);
89 s64b_add(&(player_ptr->csp), &(player_ptr->csp_frac), new_mana, new_mana_frac);
90 if (player_ptr->csp >= player_ptr->msp) {
91 player_ptr->csp = player_ptr->msp;
92 player_ptr->csp_frac = 0;
96 /* Reduce mana (even when the player has excess mana) */
98 int32_t reduce_mana = 0;
99 uint32_t reduce_mana_frac = (player_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
100 s64b_lshift(&reduce_mana, &reduce_mana_frac, 16);
101 s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), reduce_mana, reduce_mana_frac);
102 if (player_ptr->csp < 0) {
104 player_ptr->csp_frac = 0;
108 if (old_csp != player_ptr->csp) {
109 player_ptr->redraw |= (PR_MANA);
110 player_ptr->window_flags |= (PW_PLAYER);
111 player_ptr->window_flags |= (PW_SPELL);
117 * @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)
118 * @param regen_amount 回復量
120 void regenmagic(PlayerType *player_ptr, int regen_amount)
122 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
123 if (!magic_eater_data) {
128 const int mult = (dev + adj_mag_mana[player_ptr->stat_index[A_INT]]); /* x1 to x2 speed bonus for recharging */
130 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
131 for (auto &item : magic_eater_data->get_item_group(tval)) {
132 const int maximum_charge = item.count * EATER_CHARGE;
133 if (item.count == 0 || item.charge == maximum_charge) {
137 /* Increase remaining charge number like float value */
138 auto new_mana = (regen_amount * mult * (item.count + 13)) / (dev * 8);
139 item.charge += new_mana;
141 /* Check maximum charge */
142 item.charge = std::min(item.charge, maximum_charge);
146 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
147 if (item.count == 0 || item.charge == 0) {
151 /* Decrease remaining period for charging */
152 auto new_mana = (regen_amount * mult * (item.count + 10) * EATER_ROD_CHARGE) / (dev * 16 * PY_REGEN_NORMAL);
153 item.charge -= new_mana;
155 /* Check minimum remaining period for charging */
156 item.charge = std::max(item.charge, 0);
163 * @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)
164 * @param player_ptr プレイヤーへの参照ポインタ
165 * @note Should probably be done during monster turns.
167 void regenerate_monsters(PlayerType *player_ptr)
169 for (int i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
170 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
171 auto *r_ptr = &r_info[m_ptr->r_idx];
173 if (!monster_is_valid(m_ptr))
176 if (m_ptr->hp < m_ptr->maxhp) {
177 int frac = m_ptr->maxhp / 100;
182 if (r_ptr->flags2 & RF2_REGENERATE)
186 if (m_ptr->hp > m_ptr->maxhp)
187 m_ptr->hp = m_ptr->maxhp;
189 if (player_ptr->health_who == i)
190 player_ptr->redraw |= (PR_HEALTH);
191 if (player_ptr->riding == i)
192 player_ptr->redraw |= (PR_UHEALTH);
198 * @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)
199 * @param player_ptr プレイヤーへの参照ポインタ
200 * @note Should probably be done during monster turns.
202 void regenerate_captured_monsters(PlayerType *player_ptr)
205 for (int i = 0; i < INVEN_TOTAL; i++) {
207 auto *o_ptr = &player_ptr->inventory_list[i];
210 if (o_ptr->tval != ItemKindType::CAPTURE)
216 r_ptr = &r_info[o_ptr->pval];
217 if (o_ptr->xtra4 < o_ptr->xtra5) {
218 int frac = o_ptr->xtra5 / 100;
223 if (r_ptr->flags2 & RF2_REGENERATE)
226 o_ptr->xtra4 += (XTRA16)frac;
227 if (o_ptr->xtra4 > o_ptr->xtra5)
228 o_ptr->xtra4 = o_ptr->xtra5;
233 player_ptr->update |= (PU_COMBINE);
234 // 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。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。
235 //player_ptr->window_flags |= (PW_INVEN);
236 //player_ptr->window_flags |= (PW_EQUIP);