2 * @brief プレイヤーの職業クラスに基づく耐性・能力の判定処理等を行うクラス
5 * @details PlayerRaceからPlayerClassへの依存はあるが、逆は依存させないこと.
7 #include "player-base/player-class.h"
8 #include "cmd-io/diary-subtitle-table.h"
9 #include "inventory/inventory-slot-types.h"
10 #include "mind/mind-elementalist.h"
11 #include "player-info/bard-data-type.h"
12 #include "player-info/bluemage-data-type.h"
13 #include "player-info/equipment-info.h"
14 #include "player-info/force-trainer-data-type.h"
15 #include "player-info/magic-eater-data-type.h"
16 #include "player-info/mane-data-type.h"
17 #include "player-info/monk-data-type.h"
18 #include "player-info/ninja-data-type.h"
19 #include "player-info/samurai-data-type.h"
20 #include "player-info/smith-data-type.h"
21 #include "player-info/sniper-data-type.h"
22 #include "player-info/spell-hex-data-type.h"
23 #include "player/attack-defense-types.h"
24 #include "player/player-status-flags.h"
25 #include "player/special-defense-types.h"
26 #include "realm/realm-types.h"
27 #include "status/action-setter.h"
28 #include "system/item-entity.h"
29 #include "system/player-type-definition.h"
30 #include "system/redrawing-flags-updater.h"
31 #include "timed-effect/player-blindness.h"
32 #include "timed-effect/timed-effects.h"
33 #include "util/bit-flags-calculator.h"
35 PlayerClass::PlayerClass(PlayerType *player_ptr)
36 : player_ptr(player_ptr)
40 bool PlayerClass::equals(PlayerClassType type) const
42 return this->player_ptr->pclass == type;
46 * @brief プレイヤーの職業により得られる特性フラグを返す
48 TrFlags PlayerClass::tr_flags() const
51 const auto plev = this->player_ptr->lev;
53 switch (this->player_ptr->pclass) {
54 case PlayerClassType::WARRIOR: {
56 flags.set(TR_RES_FEAR);
64 case PlayerClassType::SAMURAI: {
66 flags.set(TR_RES_FEAR);
71 case PlayerClassType::PALADIN: {
73 flags.set(TR_RES_FEAR);
78 case PlayerClassType::CHAOS_WARRIOR: {
80 flags.set(TR_RES_CHAOS);
83 flags.set(TR_RES_FEAR);
88 case PlayerClassType::MONK:
89 case PlayerClassType::FORCETRAINER: {
90 if ((plev > 9) && !heavy_armor(this->player_ptr)) {
93 if ((plev > 24) && !heavy_armor(this->player_ptr)) {
94 flags.set(TR_FREE_ACT);
99 case PlayerClassType::NINJA: {
100 if (heavy_armor(this->player_ptr)) {
103 if (this->has_ninja_speed()) {
107 if (plev > 24 && !this->player_ptr->is_icky_wield[0] && !this->player_ptr->is_icky_wield[1]) {
108 flags.set(TR_FREE_ACT);
112 flags.set(TR_SLOW_DIGEST);
113 flags.set(TR_RES_FEAR);
115 flags.set(TR_RES_POIS);
118 flags.set(TR_SUST_DEX);
121 flags.set(TR_SEE_INVIS);
126 case PlayerClassType::MINDCRAFTER: {
128 flags.set(TR_RES_FEAR);
131 flags.set(TR_SUST_WIS);
134 flags.set(TR_RES_CONF);
137 flags.set(TR_TELEPATHY);
142 case PlayerClassType::BARD: {
143 flags.set(TR_RES_SOUND);
146 case PlayerClassType::BERSERKER: {
147 flags.set(TR_SUST_STR);
148 flags.set(TR_SUST_DEX);
149 flags.set(TR_SUST_CON);
151 flags.set(TR_FREE_ACT);
154 flags.set(TR_REFLECT);
159 case PlayerClassType::MIRROR_MASTER: {
161 flags.set(TR_REFLECT);
166 case PlayerClassType::ELEMENTALIST:
167 if (has_element_resist(this->player_ptr, ElementRealmType::FIRE, 1)) {
168 flags.set(TR_RES_FIRE);
170 if (has_element_resist(this->player_ptr, ElementRealmType::FIRE, 30)) {
171 flags.set(TR_IM_FIRE);
173 if (has_element_resist(this->player_ptr, ElementRealmType::ICE, 1)) {
174 flags.set(TR_RES_COLD);
176 if (has_element_resist(this->player_ptr, ElementRealmType::ICE, 30)) {
177 flags.set(TR_IM_COLD);
179 if (has_element_resist(this->player_ptr, ElementRealmType::SKY, 1)) {
180 flags.set(TR_RES_ELEC);
182 if (has_element_resist(this->player_ptr, ElementRealmType::SKY, 30)) {
183 flags.set(TR_IM_ELEC);
185 if (has_element_resist(this->player_ptr, ElementRealmType::SEA, 1)) {
186 flags.set(TR_RES_ACID);
188 if (has_element_resist(this->player_ptr, ElementRealmType::SEA, 30)) {
189 flags.set(TR_IM_ACID);
191 if (has_element_resist(this->player_ptr, ElementRealmType::DARKNESS, 1)) {
192 flags.set(TR_RES_DARK);
194 if (has_element_resist(this->player_ptr, ElementRealmType::DARKNESS, 30)) {
195 flags.set(TR_RES_NETHER);
197 if (has_element_resist(this->player_ptr, ElementRealmType::CHAOS, 1)) {
198 flags.set(TR_RES_CONF);
200 if (has_element_resist(this->player_ptr, ElementRealmType::CHAOS, 30)) {
201 flags.set(TR_RES_CHAOS);
203 if (has_element_resist(this->player_ptr, ElementRealmType::EARTH, 1)) {
204 flags.set(TR_RES_SHARDS);
206 if (has_element_resist(this->player_ptr, ElementRealmType::EARTH, 30)) {
207 flags.set(TR_REFLECT);
209 if (has_element_resist(this->player_ptr, ElementRealmType::DEATH, 1)) {
210 flags.set(TR_RES_POIS);
212 if (has_element_resist(this->player_ptr, ElementRealmType::DEATH, 30)) {
213 flags.set(TR_RES_DISEN);
223 TrFlags PlayerClass::stance_tr_flags() const
227 switch (this->get_samurai_stance()) {
228 case SamuraiStanceType::FUUJIN:
229 if (!this->player_ptr->effects()->blindness()->is_blind()) {
230 flags.set(TR_REFLECT);
233 case SamuraiStanceType::MUSOU:
234 flags.set({ TR_RES_ACID, TR_RES_ELEC, TR_RES_FIRE, TR_RES_COLD, TR_RES_POIS });
235 flags.set({ TR_REFLECT, TR_RES_FEAR, TR_RES_LITE, TR_RES_DARK, TR_RES_BLIND, TR_RES_CONF,
236 TR_RES_SOUND, TR_RES_SHARDS, TR_RES_NETHER, TR_RES_NEXUS, TR_RES_CHAOS, TR_RES_DISEN,
237 TR_RES_WATER, TR_RES_TIME, TR_RES_CURSE });
238 flags.set({ TR_HOLD_EXP, TR_FREE_ACT, TR_LEVITATION, TR_LITE_1, TR_SEE_INVIS, TR_TELEPATHY, TR_SLOW_DIGEST, TR_REGEN });
239 flags.set({ TR_SH_FIRE, TR_SH_ELEC, TR_SH_COLD });
240 flags.set({ TR_SUST_STR, TR_SUST_INT, TR_SUST_WIS, TR_SUST_DEX, TR_SUST_CON, TR_SUST_CHR });
242 case SamuraiStanceType::KOUKIJIN:
243 flags.set({ TR_VUL_ACID, TR_VUL_ELEC, TR_VUL_FIRE, TR_VUL_COLD });
249 switch (this->get_monk_stance()) {
250 case MonkStanceType::GENBU:
251 flags.set(TR_REFLECT);
253 case MonkStanceType::SUZAKU:
254 flags.set(TR_LEVITATION);
256 case MonkStanceType::SEIRYU:
257 flags.set({ TR_RES_ACID, TR_RES_ELEC, TR_RES_FIRE, TR_RES_COLD, TR_RES_POIS });
258 flags.set({ TR_SH_FIRE, TR_SH_ELEC, TR_SH_COLD });
259 flags.set(TR_LEVITATION);
268 bool PlayerClass::has_stun_immunity() const
270 return this->equals(PlayerClassType::BERSERKER) && (this->player_ptr->lev > 34);
273 bool PlayerClass::has_poison_resistance() const
275 return this->equals(PlayerClassType::NINJA) && (this->player_ptr->lev > 44);
279 * @brief 加速ボーナスのある種族かを返す
280 * @return 加速ボーナスのある種族か否か
282 * 種族と職業の両方で特性による加速が得られる場合、重複して加速することはない.
285 bool PlayerClass::has_additional_speed() const
287 auto has_additional_speed = this->equals(PlayerClassType::MONK);
288 has_additional_speed |= this->equals(PlayerClassType::FORCETRAINER);
289 has_additional_speed |= this->equals(PlayerClassType::NINJA);
290 return has_additional_speed;
293 bool PlayerClass::is_soldier() const
295 auto is_soldier = this->equals(PlayerClassType::WARRIOR);
296 is_soldier |= this->equals(PlayerClassType::ARCHER);
297 is_soldier |= this->equals(PlayerClassType::CAVALRY);
298 is_soldier |= this->equals(PlayerClassType::BERSERKER);
299 is_soldier |= this->equals(PlayerClassType::SMITH);
303 bool PlayerClass::is_wizard() const
305 auto is_wizard = this->equals(PlayerClassType::MAGE);
306 is_wizard |= this->equals(PlayerClassType::HIGH_MAGE);
307 is_wizard |= this->equals(PlayerClassType::SORCERER);
308 is_wizard |= this->equals(PlayerClassType::MAGIC_EATER);
309 is_wizard |= this->equals(PlayerClassType::BLUE_MAGE);
310 is_wizard |= this->equals(PlayerClassType::ELEMENTALIST);
314 bool PlayerClass::is_tamer() const
316 auto is_tamer = this->equals(PlayerClassType::BEASTMASTER);
317 is_tamer |= this->equals(PlayerClassType::CAVALRY);
321 bool PlayerClass::can_browse() const
323 auto can_browse = this->equals(PlayerClassType::MINDCRAFTER);
324 can_browse |= this->equals(PlayerClassType::BERSERKER);
325 can_browse |= this->equals(PlayerClassType::NINJA);
326 can_browse |= this->equals(PlayerClassType::MIRROR_MASTER);
330 bool PlayerClass::has_listed_magics() const
332 auto has_listed_magics = this->can_browse();
333 has_listed_magics |= this->equals(PlayerClassType::FORCETRAINER);
334 has_listed_magics |= this->equals(PlayerClassType::ELEMENTALIST);
335 return has_listed_magics;
339 * @brief プレイ日記のタイトルが「最高の肉体を求めて」になり得るクラスを判定する
342 bool PlayerClass::is_tough() const
344 auto is_tough = this->equals(PlayerClassType::WARRIOR);
345 is_tough |= this->equals(PlayerClassType::MONK);
346 is_tough |= this->equals(PlayerClassType::SAMURAI);
347 is_tough |= this->equals(PlayerClassType::BERSERKER);
351 bool PlayerClass::is_martial_arts_pro() const
353 auto is_martial_arts_pro = this->equals(PlayerClassType::MONK);
354 is_martial_arts_pro |= this->equals(PlayerClassType::FORCETRAINER);
355 return is_martial_arts_pro;
358 bool PlayerClass::is_every_magic() const
360 auto is_every_magic = this->equals(PlayerClassType::SORCERER);
361 is_every_magic |= this->equals(PlayerClassType::RED_MAGE);
362 return is_every_magic;
366 * @brief 「覚えた呪文の数」という概念を持つクラスかをチェックする.
369 bool PlayerClass::has_number_of_spells_learned() const
371 auto has_number_of_spells_learned = this->equals(PlayerClassType::MAGE);
372 has_number_of_spells_learned |= this->equals(PlayerClassType::PRIEST);
373 has_number_of_spells_learned |= this->equals(PlayerClassType::ROGUE);
374 has_number_of_spells_learned |= this->equals(PlayerClassType::RANGER);
375 has_number_of_spells_learned |= this->equals(PlayerClassType::PALADIN);
376 has_number_of_spells_learned |= this->equals(PlayerClassType::WARRIOR_MAGE);
377 has_number_of_spells_learned |= this->equals(PlayerClassType::CHAOS_WARRIOR);
378 has_number_of_spells_learned |= this->equals(PlayerClassType::MONK);
379 has_number_of_spells_learned |= this->equals(PlayerClassType::HIGH_MAGE);
380 has_number_of_spells_learned |= this->equals(PlayerClassType::TOURIST);
381 has_number_of_spells_learned |= this->equals(PlayerClassType::BEASTMASTER);
382 has_number_of_spells_learned |= this->equals(PlayerClassType::BARD);
383 has_number_of_spells_learned |= this->equals(PlayerClassType::FORCETRAINER);
384 return has_number_of_spells_learned;
387 bool PlayerClass::lose_balance()
389 if (this->player_ptr->pclass != PlayerClassType::SAMURAI) {
393 if (this->samurai_stance_is(SamuraiStanceType::NONE)) {
397 this->set_samurai_stance(SamuraiStanceType::NONE);
398 auto &rfu = RedrawingFlagsUpdater::get_instance();
399 static constexpr auto flags_srf = {
400 StatusRecalculatingFlag::BONUS,
401 StatusRecalculatingFlag::MONSTER_STATUSES,
403 rfu.set_flags(flags_srf);
404 static constexpr auto flags_mwrf = {
405 MainWindowRedrawingFlag::ACTION,
406 MainWindowRedrawingFlag::TIMED_EFFECT,
408 rfu.set_flags(flags_mwrf);
409 this->player_ptr->action = ACTION_NONE;
413 SamuraiStanceType PlayerClass::get_samurai_stance() const
415 auto samurai_data = this->get_specific_data<samurai_data_type>();
417 return SamuraiStanceType::NONE;
420 return samurai_data->stance;
423 bool PlayerClass::samurai_stance_is(SamuraiStanceType stance) const
425 return this->get_samurai_stance() == stance;
431 * @param stance_list 崩す型を指定する。取っている型が指定された型に含まれない場合は崩さない。
433 void PlayerClass::break_samurai_stance(std::initializer_list<SamuraiStanceType> stance_list)
435 auto samurai_data = this->get_specific_data<samurai_data_type>();
440 for (auto stance : stance_list) {
441 if (samurai_data->stance == stance) {
442 set_action(player_ptr, ACTION_NONE);
443 samurai_data->stance = SamuraiStanceType::NONE;
449 void PlayerClass::set_samurai_stance(SamuraiStanceType stance) const
451 auto samurai_data = this->get_specific_data<samurai_data_type>();
456 samurai_data->stance = stance;
459 MonkStanceType PlayerClass::get_monk_stance() const
461 auto monk_data = this->get_specific_data<monk_data_type>();
463 return MonkStanceType::NONE;
466 return monk_data->stance;
469 bool PlayerClass::monk_stance_is(MonkStanceType stance) const
471 return this->get_monk_stance() == stance;
474 void PlayerClass::set_monk_stance(MonkStanceType stance) const
476 auto monk_data = this->get_specific_data<monk_data_type>();
481 monk_data->stance = stance;
485 * @brief プレイヤーの職業にで使用する職業固有データ領域を初期化する
486 * @details 事前条件: PlayerType の職業や領域が決定済みであること
488 void PlayerClass::init_specific_data()
490 switch (this->player_ptr->pclass) {
491 case PlayerClassType::SMITH:
492 this->player_ptr->class_specific_data = std::make_shared<smith_data_type>();
494 case PlayerClassType::FORCETRAINER:
495 this->player_ptr->class_specific_data = std::make_shared<force_trainer_data_type>();
497 case PlayerClassType::BLUE_MAGE:
498 this->player_ptr->class_specific_data = std::make_shared<bluemage_data_type>();
500 case PlayerClassType::MAGIC_EATER:
501 this->player_ptr->class_specific_data = std::make_shared<magic_eater_data_type>();
503 case PlayerClassType::BARD:
504 this->player_ptr->class_specific_data = std::make_shared<bard_data_type>();
506 case PlayerClassType::IMITATOR:
507 this->player_ptr->class_specific_data = std::make_shared<mane_data_type>();
509 case PlayerClassType::SNIPER:
510 this->player_ptr->class_specific_data = std::make_shared<SniperData>();
512 case PlayerClassType::SAMURAI:
513 this->player_ptr->class_specific_data = std::make_shared<samurai_data_type>();
515 case PlayerClassType::MONK:
516 this->player_ptr->class_specific_data = std::make_shared<monk_data_type>();
518 case PlayerClassType::NINJA:
519 this->player_ptr->class_specific_data = std::make_shared<ninja_data_type>();
521 case PlayerClassType::HIGH_MAGE:
522 if (this->player_ptr->realm1 == REALM_HEX) {
523 this->player_ptr->class_specific_data = std::make_shared<spell_hex_data_type>();
525 this->player_ptr->class_specific_data = no_class_specific_data();
529 this->player_ptr->class_specific_data = no_class_specific_data();
534 bool PlayerClass::has_ninja_speed() const
536 auto has_ninja_speed_main = !this->player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid();
537 has_ninja_speed_main |= can_attack_with_main_hand(this->player_ptr);
538 auto has_ninja_speed_sub = !this->player_ptr->inventory_list[INVEN_SUB_HAND].is_valid();
539 has_ninja_speed_sub |= can_attack_with_sub_hand(this->player_ptr);
540 return has_ninja_speed_main && has_ninja_speed_sub;
544 * @brief 日記のサブタイトルの候補一覧を取得する
546 * 候補一覧の先頭は「最高の肉体を求めて」、末尾は「最高の頭脳を求めて」で
547 * あるため、プレイヤーの職業に従い範囲を決定する。
549 * @return 候補一覧を参照するstd::spanオブジェクト
551 std::span<const std::string> PlayerClass::get_subtitle_candidates() const
553 static const std::span<const std::string> candidates(diary_subtitles.begin(), diary_subtitles.end());
554 const auto max = diary_subtitles.size();
555 if (this->is_tough()) {
556 return candidates.subspan(0, max - 1);
559 if (this->is_wizard()) {
560 return candidates.subspan(1);
563 return candidates.subspan(1, max - 2);