*/
#include "cmd-item/cmd-eat.h"
+#include "avatar/avatar.h"
#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#include "flavor/flavor-describer.h"
#include "object/object-kind-hook.h"
#include "object/object-kind.h"
#include "perception/object-perception.h"
+#include "player-base/player-class.h"
+#include "player-base/player-race.h"
+#include "player-info/class-info.h"
+#include "player-info/mimic-info-table.h"
+#include "player-info/samurai-data-type.h"
#include "player-status/player-energy.h"
-#include "player-info/avatar.h"
#include "player/attack-defense-types.h"
#include "player/digestion-processor.h"
-#include "player/mimic-info-table.h"
-#include "player/player-class.h"
#include "player/player-damage.h"
-#include "player/player-race-types.h"
#include "player/player-status-flags.h"
#include "player/special-defense-types.h"
#include "spell-realm/spells-hex.h"
/*!
* @brief 食料タイプの食料を食べたときの効果を発動
- * @param creature_ptr プレイヤー情報への参照ポインタ
+ * @param player_ptr プレイヤー情報への参照ポインタ
* @param o_ptr 食べるオブジェクト
* @return 鑑定されるならTRUE、されないならFALSE
*/
-bool exe_eat_food_type_object(player_type *creature_ptr, object_type *o_ptr)
+bool exe_eat_food_type_object(player_type *player_ptr, object_type *o_ptr)
{
- if (o_ptr->tval != TV_FOOD)
- return FALSE;
+ if (o_ptr->tval != ItemKindType::FOOD)
+ return false;
+ BadStatusSetter bss(player_ptr);
switch (o_ptr->sval) {
case SV_FOOD_POISON:
- if (!(has_resist_pois(creature_ptr) || is_oppose_pois(creature_ptr)))
- if (set_poisoned(creature_ptr, creature_ptr->poisoned + randint0(10) + 10))
- return TRUE;
- break;
+ return (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr))) && bss.mod_poison(randint0(10) + 10);
case SV_FOOD_BLINDNESS:
- if (!has_resist_blind(creature_ptr))
- if (set_blind(creature_ptr, creature_ptr->blind + randint0(200) + 200))
- return TRUE;
- break;
+ return !has_resist_blind(player_ptr) && bss.mod_blindness(randint0(200) + 200);
case SV_FOOD_PARANOIA:
- if (!has_resist_fear(creature_ptr))
- if (set_afraid(creature_ptr, creature_ptr->afraid + randint0(10) + 10))
- return TRUE;
- break;
+ return !has_resist_fear(player_ptr) && bss.mod_afraidness(randint0(10) + 10);
case SV_FOOD_CONFUSION:
- if (!has_resist_conf(creature_ptr))
- if (set_confused(creature_ptr, creature_ptr->confused + randint0(10) + 10))
- return TRUE;
- break;
+ return !has_resist_conf(player_ptr) && bss.mod_confusion(randint0(10) + 10);
case SV_FOOD_HALLUCINATION:
- if (!has_resist_chaos(creature_ptr))
- if (set_image(creature_ptr, creature_ptr->image + randint0(250) + 250))
- return TRUE;
- break;
+ return !has_resist_chaos(player_ptr) && bss.mod_hallucination(randint0(250) + 250);
case SV_FOOD_PARALYSIS:
- if (!creature_ptr->free_act)
- if (set_paralyzed(creature_ptr, creature_ptr->paralyzed + randint0(10) + 10))
- return TRUE;
- break;
+ return !player_ptr->free_act && bss.mod_paralysis(randint0(10) + 10);
case SV_FOOD_WEAKNESS:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_STR);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_STR);
+ return true;
case SV_FOOD_SICKNESS:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_CON);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_CON);
+ return true;
case SV_FOOD_STUPIDITY:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_INT);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_INT);
+ return true;
case SV_FOOD_NAIVETY:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_WIS);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_WIS);
+ return true;
case SV_FOOD_UNHEALTH:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_CON);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_CON);
+ return true;
case SV_FOOD_DISEASE:
- take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
- (void)do_dec_stat(creature_ptr, A_STR);
- return TRUE;
+ take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
+ (void)do_dec_stat(player_ptr, A_STR);
+ return true;
case SV_FOOD_CURE_POISON:
- if (set_poisoned(creature_ptr, 0))
- return TRUE;
- break;
+ return bss.poison(0);
case SV_FOOD_CURE_BLINDNESS:
- if (set_blind(creature_ptr, 0))
- return TRUE;
- break;
+ return bss.blindness(0);
case SV_FOOD_CURE_PARANOIA:
- if (set_afraid(creature_ptr, 0))
- return TRUE;
- break;
+ return bss.afraidness(0);
case SV_FOOD_CURE_CONFUSION:
- if (set_confused(creature_ptr, 0))
- return TRUE;
- break;
+ return bss.confusion(0);
case SV_FOOD_CURE_SERIOUS:
- return cure_serious_wounds(creature_ptr, 4, 8);
+ return cure_serious_wounds(player_ptr, 4, 8);
case SV_FOOD_RESTORE_STR:
- if (do_res_stat(creature_ptr, A_STR))
- return TRUE;
- break;
+ return do_res_stat(player_ptr, A_STR);
case SV_FOOD_RESTORE_CON:
- if (do_res_stat(creature_ptr, A_CON))
- return TRUE;
- break;
+ return do_res_stat(player_ptr, A_CON);
case SV_FOOD_RESTORING:
- return restore_all_status(creature_ptr);
-#ifdef JP
- /* それぞれの食べ物の感想をオリジナルより細かく表現 */
+ return restore_all_status(player_ptr);
case SV_FOOD_BISCUIT:
- msg_print("甘くてサクサクしてとてもおいしい。");
- return TRUE;
+ msg_print(_("甘くてサクサクしてとてもおいしい。", "That is sweetly and shortly delicious."));
+ return true;
case SV_FOOD_JERKY:
- msg_print("歯ごたえがあっておいしい。");
- return TRUE;
+ msg_print(_("歯ごたえがあっておいしい。", "That is chewy and delicious."));
+ return true;
case SV_FOOD_SLIME_MOLD:
- msg_print("これはなんとも形容しがたい味だ。");
- return TRUE;
+ msg_print(_("これはなんとも形容しがたい味だ。", "That is an indescribable taste."));
+ return true;
case SV_FOOD_RATION:
- msg_print("これはおいしい。");
- return TRUE;
-#else
- case SV_FOOD_RATION:
- case SV_FOOD_BISCUIT:
- case SV_FOOD_JERKY:
- case SV_FOOD_SLIME_MOLD:
- msg_print("That tastes good.");
- return TRUE;
-#endif
+ msg_print(_("これはおいしい。", "That tastes good."));
+ return true;
case SV_FOOD_WAYBREAD:
- msg_print(_("これはひじょうに美味だ。", "That tastes good."));
- (void)set_poisoned(creature_ptr, 0);
- (void)hp_player(creature_ptr, damroll(4, 8));
- return TRUE;
+ msg_print(_("これはひじょうに美味だ。", "That tastes very good."));
+ (void)bss.poison(0);
+ (void)hp_player(player_ptr, damroll(4, 8));
+ return true;
case SV_FOOD_PINT_OF_ALE:
case SV_FOOD_PINT_OF_WINE:
- msg_print(_("のどごし爽やかだ。", "That tastes good."));
- return TRUE;
+ msg_print(_("のどごし爽やかだ。", "That is refreshing through the throat."));
+ return true;
+ default:
+ return false;
}
-
- return FALSE;
}
/*!
* @brief 魔法道具のチャージをの食料として食べたときの効果を発動
- * @param creature_ptr プレイヤー情報への参照ポインタ
+ * @param player_ptr プレイヤー情報への参照ポインタ
* @param o_ptr 食べるオブジェクト
* @param item オブジェクトのインベントリ番号
* @return 食べようとしたらTRUE、しなかったらFALSE
*/
-bool exe_eat_charge_of_magic_device(player_type *creature_ptr, object_type *o_ptr, INVENTORY_IDX item)
+bool exe_eat_charge_of_magic_device(player_type *player_ptr, object_type *o_ptr, INVENTORY_IDX item)
{
- if (o_ptr->tval != TV_STAFF && o_ptr->tval != TV_WAND)
- return FALSE;
+ if (o_ptr->tval != ItemKindType::STAFF && o_ptr->tval != ItemKindType::WAND)
+ return false;
- if (player_race_food(creature_ptr) == PlayerRaceFood::MANA) {
+ if (PlayerRace(player_ptr).food() == PlayerRaceFoodType::MANA) {
concptr staff;
- if (o_ptr->tval == TV_STAFF && (item < 0) && (o_ptr->number > 1)) {
+ if (o_ptr->tval == ItemKindType::STAFF && (item < 0) && (o_ptr->number > 1)) {
msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
- return TRUE;
+ return true;
}
- staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
+ staff = (o_ptr->tval == ItemKindType::STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
/* "Eat" charges */
if (o_ptr->pval == 0) {
msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff);
o_ptr->ident |= (IDENT_EMPTY);
- creature_ptr->window_flags |= (PW_INVEN);
- return TRUE;
+ player_ptr->window_flags |= (PW_INVEN);
+ return true;
}
msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff);
o_ptr->pval--;
/* Eat a charge */
- set_food(creature_ptr, creature_ptr->food + 5000);
+ set_food(player_ptr, player_ptr->food + 5000);
/* XXX Hack -- unstack if necessary */
- if (o_ptr->tval == TV_STAFF && (item >= 0) && (o_ptr->number > 1)) {
+ if (o_ptr->tval == ItemKindType::STAFF && (item >= 0) && (o_ptr->number > 1)) {
object_type forge;
object_type *q_ptr;
q_ptr = &forge;
/* Unstack the used item */
o_ptr->number--;
- item = store_item_to_inventory(creature_ptr, q_ptr);
+ item = store_item_to_inventory(player_ptr, q_ptr);
msg_format(_("杖をまとめなおした。", "You unstack your staff."));
}
if (item >= 0) {
- inven_item_charges(creature_ptr, item);
+ inven_item_charges(player_ptr, item);
} else {
- floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
+ floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
}
- creature_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
- return TRUE;
+ player_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
+ return true;
}
- return FALSE;
+ return false;
}
/*!
* @brief 食料を食べるコマンドのサブルーチン
* @param item 食べるオブジェクトの所持品ID
*/
-void exe_eat_food(player_type *creature_ptr, INVENTORY_IDX item)
+void exe_eat_food(player_type *player_ptr, INVENTORY_IDX item)
{
- if (music_singing_any(creature_ptr))
- stop_singing(creature_ptr);
- if (hex_spelling_any(creature_ptr))
- stop_hex_spell_all(creature_ptr);
+ if (music_singing_any(player_ptr))
+ stop_singing(player_ptr);
- object_type *o_ptr = ref_item(creature_ptr, item);
+ SpellHex spell_hex(player_ptr);
+ if (spell_hex.is_spelling_any()) {
+ (void)spell_hex.stop_all_spells();
+ }
+
+ object_type *o_ptr = ref_item(player_ptr, item);
sound(SOUND_EAT);
- PlayerEnergy(creature_ptr).set_player_turn_energy(100);
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
/* Object level */
int lev = k_info[o_ptr->k_idx].level;
/* Identity not known yet */
- int ident = exe_eat_food_type_object(creature_ptr, o_ptr);
+ int ident = exe_eat_food_type_object(player_ptr, o_ptr);
/*
* Store what may have to be updated for the inventory (including
* do not rearrange the inventory before the food item is destroyed in
* the pack.
*/
- BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
- creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
+ BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
+ player_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
- if (!(object_is_aware(o_ptr))) {
- chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
- chg_virtue(creature_ptr, V_PATIENCE, -1);
- chg_virtue(creature_ptr, V_CHANCE, 1);
+ if (!(o_ptr->is_aware())) {
+ chg_virtue(player_ptr, V_KNOWLEDGE, -1);
+ chg_virtue(player_ptr, V_PATIENCE, -1);
+ chg_virtue(player_ptr, V_CHANCE, 1);
}
/* We have tried it */
- if (o_ptr->tval == TV_FOOD)
+ if (o_ptr->tval == ItemKindType::FOOD)
object_tried(o_ptr);
/* The player is now aware of the object */
- if (ident && !object_is_aware(o_ptr)) {
- object_aware(creature_ptr, o_ptr);
- gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
+ if (ident && !o_ptr->is_aware()) {
+ object_aware(player_ptr, o_ptr);
+ gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
}
- creature_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Undeads drain recharge of magic device */
- if (exe_eat_charge_of_magic_device(creature_ptr, o_ptr, item)) {
- creature_ptr->update |= inventory_flags;
+ if (exe_eat_charge_of_magic_device(player_ptr, o_ptr, item)) {
+ player_ptr->update |= inventory_flags;
return;
}
- auto food_type = player_race_food(creature_ptr);
+ auto food_type = PlayerRace(player_ptr).food();
/* Balrogs change humanoid corpses to energy */
- if (food_type == PlayerRaceFood::CORPSE && (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char))) {
+ if (food_type == PlayerRaceFoodType::CORPSE && (o_ptr->tval == ItemKindType::CORPSE && o_ptr->sval == SV_CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char))) {
GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes. You absorb its vitality!"), o_name);
- (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
+ (void)set_food(player_ptr, PY_FOOD_MAX - 1);
- creature_ptr->update |= inventory_flags;
- vary_item(creature_ptr, item, -1);
+ player_ptr->update |= inventory_flags;
+ vary_item(player_ptr, item, -1);
return;
}
- if (is_specific_player_race(creature_ptr, RACE_SKELETON)) {
+ if (PlayerRace(player_ptr).equals(PlayerRaceType::SKELETON)) {
if (!((o_ptr->sval == SV_FOOD_WAYBREAD) || (o_ptr->sval < SV_FOOD_BISCUIT))) {
object_type forge;
object_type *q_ptr = &forge;
msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
- q_ptr->prep(creature_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
+ q_ptr->prep(lookup_kind(o_ptr->tval, o_ptr->sval));
/* Drop the object from heaven */
- (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
+ (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
} else {
msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!"));
}
- } else if (food_type == PlayerRaceFood::BLOOD) {
+ } else if (food_type == PlayerRaceFoodType::BLOOD) {
/* Vampires are filled only by bloods, so reduced nutritional benefit */
- (void)set_food(creature_ptr, creature_ptr->food + (o_ptr->pval / 10));
+ (void)set_food(player_ptr, player_ptr->food + (o_ptr->pval / 10));
msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。", "Mere victuals hold scant sustenance for a being such as yourself."));
- if (creature_ptr->food < PY_FOOD_ALERT) /* Hungry */
+ if (player_ptr->food < PY_FOOD_ALERT) /* Hungry */
msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!", "Your hunger can only be satisfied with fresh blood!"));
- } else if (food_type == PlayerRaceFood::WATER) {
+ } else if (food_type == PlayerRaceFoodType::WATER) {
msg_print(_("動物の食物はあなたにとってほとんど栄養にならない。", "The food of animals is poor sustenance for you."));
- set_food(creature_ptr, creature_ptr->food + ((o_ptr->pval) / 20));
- } else if (food_type != PlayerRaceFood::RATION) {
+ set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
+ } else if (food_type != PlayerRaceFoodType::RATION) {
msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you."));
- set_food(creature_ptr, creature_ptr->food + ((o_ptr->pval) / 20));
+ set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
} else {
- if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD) {
+ if (o_ptr->tval == ItemKindType::FOOD && o_ptr->sval == SV_FOOD_WAYBREAD) {
/* Waybread is always fully satisfying. */
- set_food(creature_ptr, MAX(creature_ptr->food, PY_FOOD_MAX - 1));
+ set_food(player_ptr, std::max<short>(player_ptr->food, PY_FOOD_MAX - 1));
} else {
/* Food can feed the player */
- (void)set_food(creature_ptr, creature_ptr->food + o_ptr->pval);
+ (void)set_food(player_ptr, player_ptr->food + o_ptr->pval);
}
}
- creature_ptr->update |= inventory_flags;
- vary_item(creature_ptr, item, -1);
+ player_ptr->update |= inventory_flags;
+ vary_item(player_ptr, item, -1);
}
/*!
* @brief 食料を食べるコマンドのメインルーチン /
* Eat some food (from the pack or floor)
*/
-void do_cmd_eat_food(player_type *creature_ptr)
+void do_cmd_eat_food(player_type *player_ptr)
{
OBJECT_IDX item;
concptr q, s;
- if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
- set_action(creature_ptr, ACTION_NONE);
- }
-
- item_tester_hook = item_tester_hook_eatable;
+ PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
q = _("どれを食べますか? ", "Eat which item? ");
s = _("食べ物がない。", "You have nothing to eat.");
- if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_NONE))
+ if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_eatable, player_ptr)))
return;
- exe_eat_food(creature_ptr, item);
+ exe_eat_food(player_ptr, item);
}