#include "core/disturbance.h"
#include "core/player-redraw-types.h"
#include "floor/geometry.h"
-#include "grid/feature.h"
#include "grid/grid.h"
#include "io/input-key-requester.h"
+#include "player-base/player-class.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 "status/action-setter.h"
#include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
#include "system/player-type-definition.h"
+#include "system/terrain-type-definition.h"
#include "target/target-getter.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
/*!
* @brief 「掘る」動作コマンドのメインルーチン /
* Tunnels through "walls" (including rubble and closed doors)
- * @return なし
* @details
* <pre>
* Note that you must tunnel in order to hit invisible monsters
* accomplished by strong players using heavy weapons.
* </pre>
*/
-void do_cmd_tunnel(player_type *creature_ptr)
+void do_cmd_tunnel(PlayerType *player_ptr)
{
- bool more = FALSE;
- if (creature_ptr->special_defense & KATA_MUSOU)
- set_action(creature_ptr, ACTION_NONE);
+ bool more = false;
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
if (command_arg) {
command_rep = command_arg - 1;
- creature_ptr->redraw |= PR_STATE;
+ player_ptr->redraw |= PR_ACTION;
command_arg = 0;
}
DIRECTION dir;
- if (!get_rep_dir(creature_ptr, &dir, FALSE)) {
- if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ if (!get_rep_dir(player_ptr, &dir, false)) {
+ if (!more) {
+ disturb(player_ptr, false, false);
+ }
return;
}
- POSITION y = creature_ptr->y + ddy[dir];
- POSITION x = creature_ptr->x + ddx[dir];
+ POSITION y = player_ptr->y + ddy[dir];
+ POSITION x = player_ptr->x + ddx[dir];
grid_type *g_ptr;
- g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
- FEAT_IDX feat = get_feat_mimic(g_ptr);
- if (has_flag(f_info[feat].flags, FF_DOOR))
+ g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+ FEAT_IDX feat = g_ptr->get_feat_mimic();
+ if (terrains_info[feat].flags.has(TerrainCharacteristics::DOOR)) {
msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
- else if (!has_flag(f_info[feat].flags, FF_TUNNEL))
+ } else if (terrains_info[feat].flags.has_not(TerrainCharacteristics::TUNNEL)) {
msg_print(_("そこは掘れない。", "You can't tunnel through that."));
- else if (g_ptr->m_idx) {
- PlayerEnergy(creature_ptr).set_player_turn_energy(100);
+ } else if (g_ptr->m_idx) {
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
- do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
- } else
- more = exe_tunnel(creature_ptr, y, x);
+ do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
+ } else {
+ more = exe_tunnel(player_ptr, y, x);
+ }
- if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ if (!more) {
+ disturb(player_ptr, false, false);
+ }
}