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[Refactor] #2886 再描画フラグの分かりにくい単語や名詞でない単語を分かりやすい名詞にした
[hengbandforosx/hengbandosx.git] / src / cmd-action / cmd-hissatsu.cpp
index ba513e8..e6823ec 100644 (file)
 #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"
 
@@ -61,7 +62,7 @@
  * 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 *player_ptr, SPELL_IDX *sn)
+static int get_hissatsu_power(PlayerType *player_ptr, SPELL_IDX *sn)
 {
     SPELL_IDX i;
     int j = 0;
@@ -69,7 +70,6 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
     POSITION y = 1;
     POSITION x = 15;
     PLAYER_LEVEL plev = player_ptr->lev;
-    int ask = true;
     char choice;
     char out_val[160];
     SPELL_IDX sentaku[32];
@@ -103,19 +103,22 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
     }
 
     /* 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': {
@@ -128,8 +131,9 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
             case 'K': {
                 do {
                     menu_line += 31;
-                    if (menu_line > 32)
+                    if (menu_line > 32) {
                         menu_line -= 32;
+                    }
                 } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
                 break;
             }
@@ -139,8 +143,9 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
             case 'J': {
                 do {
                     menu_line++;
-                    if (menu_line > 32)
+                    if (menu_line > 32) {
                         menu_line -= 32;
+                    }
                 } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
                 break;
             }
@@ -152,22 +157,26 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
             case 'l':
             case 'L': {
                 bool reverse = false;
-                if ((choice == '4') || (choice == 'h') || (choice == 'H'))
+                if ((choice == '4') || (choice == 'h') || (choice == 'H')) {
                     reverse = true;
+                }
                 if (menu_line > 16) {
                     menu_line -= 16;
                     reverse = true;
-                } else
+                } else {
                     menu_line += 16;
+                }
                 while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1)))) {
                     if (reverse) {
                         menu_line--;
-                        if (menu_line < 2)
+                        if (menu_line < 2) {
                             reverse = false;
+                        }
                     } else {
                         menu_line++;
-                        if (menu_line > 31)
+                        if (menu_line > 31) {
                             reverse = true;
+                        }
                     }
                 }
                 break;
@@ -178,20 +187,20 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
             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)
+                if (!use_menu) {
                     screen_save();
+                }
 
                 /* Display a list of spells */
                 prt("", y, x);
@@ -201,34 +210,42 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
                 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 (!(player_ptr->spell_learned1 >> i))
+                    if (!(player_ptr->spell_learned1 >> i)) {
                         break;
+                    }
 
                     /* Access the spell */
-                    if (spell.slevel > plev)
+                    if (spell.slevel > plev) {
                         continue;
-                    if (!(player_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(player_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);
                 }
@@ -247,18 +264,8 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
 
         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;
             }
         }
@@ -271,30 +278,20 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
 
         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(player_ptr, REALM_HISSATSU, j, SPELL_NAME));
-
-            /* Belay that order */
-            if (!get_check(tmp_val))
-                continue;
-        }
-
         /* Stop the loop */
         flag = true;
     }
-    if (redraw)
+    if (redraw) {
         screen_load();
+    }
 
     player_ptr->window_flags |= (PW_SPELL);
     handle_stuff(player_ptr);
 
     /* Abort if needed */
-    if (!flag)
+    if (!flag) {
         return false;
+    }
 
     /* Save the choice */
     (*sn) = j;
@@ -308,16 +305,18 @@ static int get_hissatsu_power(player_type *player_ptr, SPELL_IDX *sn)
 /*!
  * @brief 剣術コマンドのメインルーチン
  */
-void do_cmd_hissatsu(player_type *player_ptr)
+void do_cmd_hissatsu(PlayerType *player_ptr)
 {
     SPELL_IDX n = 0;
     magic_type spell;
 
-    if (cmd_limit_confused(player_ptr))
+    if (cmd_limit_confused(player_ptr)) {
         return;
+    }
     if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
-        if (flush_failure)
+        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;
     }
@@ -326,17 +325,19 @@ void do_cmd_hissatsu(player_type *player_ptr)
         return;
     }
 
-    PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU, SamuraiStance::IAI, SamuraiStance::FUUJIN, SamuraiStance::KOUKIJIN });
+    PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::IAI, SamuraiStanceType::FUUJIN, SamuraiStanceType::KOUKIJIN });
 
-    if (!get_hissatsu_power(player_ptr, &n))
+    if (!get_hissatsu_power(player_ptr, &n)) {
         return;
+    }
 
     spell = technic_info[TECHNIC_HISSATSU][n];
 
     /* Verify "dangerous" spells */
     if (spell.smana > player_ptr->csp) {
-        if (flush_failure)
+        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(nullptr);
@@ -345,8 +346,9 @@ void do_cmd_hissatsu(player_type *player_ptr)
 
     sound(SOUND_ZAP);
 
-    if (!exe_spell(player_ptr, REALM_HISSATSU, n, SPELL_CAST))
+    if (!exe_spell(player_ptr, REALM_HISSATSU, n, SpellProcessType::CAST)) {
         return;
+    }
 
     PlayerEnergy(player_ptr).set_player_turn_energy(100);
 
@@ -354,31 +356,22 @@ void do_cmd_hissatsu(player_type *player_ptr)
     player_ptr->csp -= spell.smana;
 
     /* Limit */
-    if (player_ptr->csp < 0)
+    if (player_ptr->csp < 0) {
         player_ptr->csp = 0;
-    player_ptr->redraw |= (PR_MANA);
+    }
+    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 *player_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;
-
-    PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU, SamuraiStance::KOUKIJIN });
-
-    if (cmd_limit_blind(player_ptr))
-        return;
-    if (cmd_limit_confused(player_ptr))
+    PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
+    if (cmd_limit_blind(player_ptr) || cmd_limit_confused(player_ptr)) {
         return;
+    }
 
     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!"));
@@ -391,27 +384,37 @@ void do_cmd_gain_hissatsu(player_type *player_ptr)
     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(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemPrimaryType::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 (player_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 > player_ptr->lev)
+        }
+
+        if (technic_info[TECHNIC_HISSATSU][i].slevel > player_ptr->lev) {
             continue;
+        }
 
         player_ptr->spell_learned1 |= (1UL << i);
         player_ptr->spell_worked1 |= (1UL << i);
-        msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(player_ptr, REALM_HISSATSU, i, SPELL_NAME));
+        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 (player_ptr->spell_order[j] == 99)
+            if (player_ptr->spell_order[j] == 99) {
                 break;
+            }
         }
+
         player_ptr->spell_order[j] = i;
         gain = true;
     }