#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "monster-race/monster-race-hook.h"
+#include "object/item-tester-hooker.h"
#include "object/item-use-flags.h"
+#include "player-base/player-class.h"
#include "player-info/equipment-info.h"
+#include "player-info/samurai-data-type.h"
#include "player-status/player-energy.h"
#include "player/attack-defense-types.h"
#include "player/special-defense-types.h"
#include "spell/spells-execution.h"
#include "spell/technic-info-table.h"
#include "status/action-setter.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
#include "system/player-type-definition.h"
#include "term/screen-processor.h"
+#include "term/z-form.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static int get_hissatsu_power(player_type *creature_ptr, SPELL_IDX *sn)
+static int get_hissatsu_power(PlayerType *player_ptr, SPELL_IDX *sn)
{
SPELL_IDX i;
int j = 0;
int num = 0;
POSITION y = 1;
POSITION x = 15;
- PLAYER_LEVEL plev = creature_ptr->lev;
- int ask = TRUE;
+ PLAYER_LEVEL plev = player_ptr->lev;
char choice;
char out_val[160];
SPELL_IDX sentaku[32];
/* Verify the spell */
if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev) {
/* Success */
- return TRUE;
+ return true;
}
}
- flag = FALSE;
- redraw = FALSE;
+ flag = false;
+ redraw = false;
for (i = 0; i < 32; i++) {
if (technic_info[TECHNIC_HISSATSU][i].slevel <= PY_MAX_LEVEL) {
}
/* Build a prompt (accept all spells) */
- (void)strnfmt(out_val, 78, _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "), p, I2A(0),
+ (void)strnfmt(out_val, 78, _("(%s^ %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%s^s %c-%c, *=List, ESC=exit) Use which %s? "), p, I2A(0),
"abcdefghijklmnopqrstuvwxyz012345"[num - 1], p);
- if (use_menu)
+ if (use_menu) {
screen_save();
+ }
choice = always_show_list ? ESCAPE : 1;
while (!flag) {
- if (choice == ESCAPE)
+ if (choice == ESCAPE) {
choice = ' ';
- else if (!get_com(out_val, &choice, FALSE))
+ } else if (!get_com(out_val, &choice, false)) {
break;
+ }
+ auto should_redraw_cursor = true;
if (use_menu && choice != ' ') {
switch (choice) {
case '0': {
screen_load();
- return FALSE;
+ return false;
}
case '8':
case 'K': {
do {
menu_line += 31;
- if (menu_line > 32)
+ if (menu_line > 32) {
menu_line -= 32;
- } while (!(creature_ptr->spell_learned1 & (1UL << (menu_line - 1))));
+ }
+ } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
break;
}
case 'J': {
do {
menu_line++;
- if (menu_line > 32)
+ if (menu_line > 32) {
menu_line -= 32;
- } while (!(creature_ptr->spell_learned1 & (1UL << (menu_line - 1))));
+ }
+ } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
break;
}
case '6':
case 'l':
case 'L': {
- bool reverse = FALSE;
- if ((choice == '4') || (choice == 'h') || (choice == 'H'))
- reverse = TRUE;
+ bool reverse = false;
+ if ((choice == '4') || (choice == 'h') || (choice == 'H')) {
+ reverse = true;
+ }
if (menu_line > 16) {
menu_line -= 16;
- reverse = TRUE;
- } else
+ reverse = true;
+ } else {
menu_line += 16;
- while (!(creature_ptr->spell_learned1 & (1UL << (menu_line - 1)))) {
+ }
+ while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1)))) {
if (reverse) {
menu_line--;
- if (menu_line < 2)
- reverse = FALSE;
+ if (menu_line < 2) {
+ reverse = false;
+ }
} else {
menu_line++;
- if (menu_line > 31)
- reverse = TRUE;
+ if (menu_line > 31) {
+ reverse = true;
+ }
}
}
break;
case '\r':
case '\n': {
i = menu_line - 1;
- ask = FALSE;
+ should_redraw_cursor = false;
break;
}
}
}
/* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
+ if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && should_redraw_cursor)) {
/* Show the list */
if (!redraw || use_menu) {
- char psi_desc[80];
int line;
- redraw = TRUE;
- if (!use_menu)
+ redraw = true;
+ if (!use_menu) {
screen_save();
+ }
/* Display a list of spells */
prt("", y, x);
for (i = 0, line = 0; i < 32; i++) {
spell = technic_info[TECHNIC_HISSATSU][i];
- if (spell.slevel > PY_MAX_LEVEL)
+ if (spell.slevel > PY_MAX_LEVEL) {
continue;
+ }
line++;
- if (!(creature_ptr->spell_learned1 >> i))
+ if (!(player_ptr->spell_learned1 >> i)) {
break;
+ }
/* Access the spell */
- if (spell.slevel > plev)
+ if (spell.slevel > plev) {
continue;
- if (!(creature_ptr->spell_learned1 & (1UL << i)))
+ }
+ if (!(player_ptr->spell_learned1 & (1UL << i))) {
continue;
+ }
+ std::string psi_desc;
if (use_menu) {
- if (i == (menu_line - 1))
- strcpy(psi_desc, _(" 》", " > "));
- else
- strcpy(psi_desc, " ");
+ if (i == (menu_line - 1)) {
+ psi_desc = _(" 》", " > ");
+ } else {
+ psi_desc = " ";
+ }
} else {
char letter;
- if (line <= 26)
+ if (line <= 26) {
letter = I2A(line - 1);
- else
+ } else {
letter = '0' + line - 27;
- sprintf(psi_desc, " %c)", letter);
+ }
+ psi_desc = format(" %c)", letter);
}
/* Dump the spell --(-- */
- strcat(psi_desc, format(" %-18s%2d %3d", exe_spell(creature_ptr, REALM_HISSATSU, i, SPELL_NAME), spell.slevel, spell.smana));
+ const auto spell_name = exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME);
+ psi_desc.append(format(" %-18s%2d %3d", spell_name->data(), spell.slevel, spell.smana));
prt(psi_desc, y + (line % 17) + (line >= 17), x + (line / 17) * 30);
prt("", y + (line % 17) + (line >= 17) + 1, x + (line / 17) * 30);
}
/* Hide the list */
else {
/* Hide list */
- redraw = FALSE;
+ redraw = false;
screen_load();
}
if (!use_menu) {
if (isalpha(choice)) {
- /* Note verify */
- ask = (isupper(choice));
-
- /* Lowercase */
- if (ask)
- choice = (char)tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
+ i = A2I(choice);
} else {
- ask = FALSE; /* Can't uppercase digits */
-
i = choice - '0' + 26;
}
}
/* Totally Illegal */
- if ((i < 0) || (i >= 32) || !(creature_ptr->spell_learned1 & (1U << sentaku[i]))) {
+ if ((i < 0) || (i >= 32) || !(player_ptr->spell_learned1 & (1U << sentaku[i]))) {
bell();
continue;
}
j = sentaku[i];
- /* Verify it */
- if (ask) {
- char tmp_val[160];
-
- /* Prompt */
- (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), exe_spell(creature_ptr, REALM_HISSATSU, j, SPELL_NAME));
-
- /* Belay that order */
- if (!get_check(tmp_val))
- continue;
- }
-
/* Stop the loop */
- flag = TRUE;
+ flag = true;
}
- if (redraw)
+ if (redraw) {
screen_load();
+ }
- creature_ptr->window_flags |= (PW_SPELL);
- handle_stuff(creature_ptr);
+ player_ptr->window_flags |= (PW_SPELL);
+ handle_stuff(player_ptr);
/* Abort if needed */
- if (!flag)
- return FALSE;
+ if (!flag) {
+ return false;
+ }
/* Save the choice */
(*sn) = j;
repeat_push((COMMAND_CODE)j);
/* Success */
- return TRUE;
+ return true;
}
/*!
* @brief 剣術コマンドのメインルーチン
*/
-void do_cmd_hissatsu(player_type *creature_ptr)
+void do_cmd_hissatsu(PlayerType *player_ptr)
{
SPELL_IDX n = 0;
magic_type spell;
- if (cmd_limit_confused(creature_ptr))
+ if (cmd_limit_confused(player_ptr)) {
return;
- if (!has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
- if (flush_failure)
+ }
+ if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
+ if (flush_failure) {
flush();
+ }
msg_print(_("武器を持たないと必殺技は使えない!", "You need to wield a weapon!"));
return;
}
- if (!creature_ptr->spell_learned1) {
+ if (!player_ptr->spell_learned1) {
msg_print(_("何も技を知らない。", "You don't know any special attacks."));
return;
}
- if (creature_ptr->special_defense & KATA_MASK) {
- set_action(creature_ptr, ACTION_NONE);
- }
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::IAI, SamuraiStanceType::FUUJIN, SamuraiStanceType::KOUKIJIN });
- if (!get_hissatsu_power(creature_ptr, &n))
+ if (!get_hissatsu_power(player_ptr, &n)) {
return;
+ }
spell = technic_info[TECHNIC_HISSATSU][n];
/* Verify "dangerous" spells */
- if (spell.smana > creature_ptr->csp) {
- if (flush_failure)
+ if (spell.smana > player_ptr->csp) {
+ if (flush_failure) {
flush();
+ }
/* Warning */
msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
- msg_print(NULL);
+ msg_print(nullptr);
return;
}
sound(SOUND_ZAP);
- if (!exe_spell(creature_ptr, REALM_HISSATSU, n, SPELL_CAST))
+ if (!exe_spell(player_ptr, REALM_HISSATSU, n, SpellProcessType::CAST)) {
return;
+ }
- PlayerEnergy(creature_ptr).set_player_turn_energy(100);
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
/* Use some mana */
- creature_ptr->csp -= spell.smana;
+ player_ptr->csp -= spell.smana;
/* Limit */
- if (creature_ptr->csp < 0)
- creature_ptr->csp = 0;
- creature_ptr->redraw |= (PR_MANA);
- creature_ptr->window_flags |= (PW_PLAYER | PW_SPELL);
+ if (player_ptr->csp < 0) {
+ player_ptr->csp = 0;
+ }
+ player_ptr->redraw |= (PR_MP);
+ player_ptr->window_flags |= (PW_PLAYER | PW_SPELL);
}
/*!
* @brief 剣術コマンドの学習
*/
-void do_cmd_gain_hissatsu(player_type *creature_ptr)
+void do_cmd_gain_hissatsu(PlayerType *player_ptr)
{
- OBJECT_IDX item;
- int i, j;
-
- object_type *o_ptr;
- concptr q, s;
-
- bool gain = FALSE;
-
- if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
- set_action(creature_ptr, ACTION_NONE);
- }
-
- if (cmd_limit_blind(creature_ptr))
- return;
- if (cmd_limit_confused(creature_ptr))
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
+ if (cmd_limit_blind(player_ptr) || cmd_limit_confused(player_ptr)) {
return;
+ }
- if (!(creature_ptr->new_spells)) {
+ if (!(player_ptr->new_spells)) {
msg_print(_("新しい必殺技を覚えることはできない!", "You cannot learn any new special attacks!"));
return;
}
#ifdef JP
- msg_format("あと %d 種の必殺技を学べる。", creature_ptr->new_spells);
+ msg_format("あと %d 種の必殺技を学べる。", player_ptr->new_spells);
#else
- msg_format("You can learn %d new special attack%s.", creature_ptr->new_spells, (creature_ptr->new_spells == 1 ? "" : "s"));
+ msg_format("You can learn %d new special attack%s.", player_ptr->new_spells, (player_ptr->new_spells == 1 ? "" : "s"));
#endif
- q = _("どの書から学びますか? ", "Study which book? ");
- s = _("読める書がない。", "You have no books that you can read.");
-
- o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_HISSATSU_BOOK);
- if (!o_ptr)
+ const auto q = _("どの書から学びますか? ", "Study which book? ");
+ const auto s = _("読める書がない。", "You have no books that you can read.");
+ short item;
+ const auto *o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemKindType::HISSATSU_BOOK));
+ if (o_ptr == nullptr) {
return;
+ }
- for (i = o_ptr->sval * 8; i < o_ptr->sval * 8 + 8; i++) {
- if (creature_ptr->spell_learned1 & (1UL << i))
+ const auto sval = o_ptr->bi_key.sval().value();
+ auto gain = false;
+ for (auto i = sval * 8; i < sval * 8 + 8; i++) {
+ if (player_ptr->spell_learned1 & (1UL << i)) {
continue;
- if (technic_info[TECHNIC_HISSATSU][i].slevel > creature_ptr->lev)
+ }
+
+ if (technic_info[TECHNIC_HISSATSU][i].slevel > player_ptr->lev) {
continue;
+ }
- creature_ptr->spell_learned1 |= (1UL << i);
- creature_ptr->spell_worked1 |= (1UL << i);
- msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(creature_ptr, REALM_HISSATSU, i, SPELL_NAME));
+ player_ptr->spell_learned1 |= (1UL << i);
+ player_ptr->spell_worked1 |= (1UL << i);
+ const auto spell_name = exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME);
+ msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), spell_name->data());
+ int j;
for (j = 0; j < 64; j++) {
/* Stop at the first empty space */
- if (creature_ptr->spell_order[j] == 99)
+ if (player_ptr->spell_order[j] == 99) {
break;
+ }
}
- creature_ptr->spell_order[j] = i;
- gain = TRUE;
+
+ player_ptr->spell_order[j] = i;
+ gain = true;
}
if (!gain) {
msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
} else {
- PlayerEnergy(creature_ptr).set_player_turn_energy(100);
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
}
- creature_ptr->update |= (PU_SPELLS);
+ player_ptr->update |= (PU_SPELLS);
}