#include "status/experience.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
#include "system/player-type-definition.h"
+#include "system/terrain-type-definition.h"
#include "target/target-getter.h"
#include "term/screen-processor.h"
+#include "timed-effect/player-blindness.h"
#include "timed-effect/player-confusion.h"
#include "timed-effect/player-hallucination.h"
#include "timed-effect/timed-effects.h"
if (o_ptr->pval > 0) {
flag = false;
int i = player_ptr->skill_dis;
- if (player_ptr->blind || no_lite(player_ptr)) {
+ const auto effects = player_ptr->effects();
+ if (effects->blindness()->is_blind() || no_lite(player_ptr)) {
i = i / 10;
}
- auto effects = player_ptr->effects();
if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
i = i / 10;
}
g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
feat = g_ptr->get_feat_mimic();
o_idx = chest_check(player_ptr->current_floor_ptr, y, x, false);
- if (f_info[feat].flags.has_not(FloorFeatureType::OPEN) && !o_idx) {
+ if (terrains_info[feat].flags.has_not(TerrainCharacteristics::OPEN) && !o_idx) {
msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
} else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
PlayerEnergy(player_ptr).set_player_turn_energy(100);
x = player_ptr->x + ddx[dir];
g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
feat = g_ptr->get_feat_mimic();
- if (f_info[feat].flags.has_not(FloorFeatureType::CLOSE)) {
+ if (terrains_info[feat].flags.has_not(TerrainCharacteristics::CLOSE)) {
msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
} else if (g_ptr->m_idx) {
PlayerEnergy(player_ptr).set_player_turn_energy(100);
x = player_ptr->x + ddx[dir];
g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
feat = g_ptr->get_feat_mimic();
- if (f_info[feat].flags.has_not(FloorFeatureType::BASH)) {
+ if (terrains_info[feat].flags.has_not(TerrainCharacteristics::BASH)) {
msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
} else if (g_ptr->m_idx) {
PlayerEnergy(player_ptr).set_player_turn_energy(100);
{
for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
auto *o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->bi_id) {
continue;
}
g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
FEAT_IDX feat = g_ptr->get_feat_mimic();
INVENTORY_IDX item;
- if (f_info[feat].flags.has_not(FloorFeatureType::SPIKE)) {
+ if (terrains_info[feat].flags.has_not(TerrainCharacteristics::SPIKE)) {
msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
} else if (!get_spike(player_ptr, &item)) {
msg_print(_("くさびを持っていない!", "You have no spikes!"));
do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
} else {
PlayerEnergy(player_ptr).set_player_turn_energy(100);
- msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_info[feat].name.c_str());
- cave_alter_feat(player_ptr, y, x, FloorFeatureType::SPIKE);
+ msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), terrains_info[feat].name.data());
+ cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::SPIKE);
vary_item(player_ptr, item, -1);
}
}