#include "system/monster-race-definition.h"
#include "system/player-type-definition.h"
#include "term/screen-processor.h"
+#include "timed-effect/player-blindness.h"
#include "timed-effect/player-confusion.h"
#include "timed-effect/player-cut.h"
#include "timed-effect/player-hallucination.h"
+#include "timed-effect/player-paralysis.h"
#include "timed-effect/player-stun.h"
#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
{
term_xtra(TERM_XTRA_DELAY, 10);
if (one_in_(1000)) {
- MONRACE_IDX r_idx;
+ MonsterRaceId r_idx;
bool success = false;
get_mon_num_prep(player_ptr, monster_is_fishing_target, nullptr);
r_idx = get_mon_num(player_ptr, 0,
: wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level,
0);
msg_print(nullptr);
- if (r_idx && one_in_(2)) {
+ if (MonsterRace(r_idx).is_valid() && one_in_(2)) {
POSITION y, x;
y = player_ptr->y + ddy[player_ptr->fishing_dir];
x = player_ptr->x + ddx[player_ptr->fishing_dir];
}
}
- if (player_ptr->riding && !player_ptr->effects()->confusion()->is_confused() && !player_ptr->blind) {
+ const auto effects = player_ptr->effects();
+ if (player_ptr->riding && !effects->confusion()->is_confused() && !effects->blindness()->is_blind()) {
auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
auto *r_ptr = &r_info[m_ptr->r_idx];
if (monster_csleep_remaining(m_ptr)) {
(randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (monster_fear_remaining(m_ptr) - 1))) {
GAME_TEXT m_name[MAX_NLEN];
monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer afraid."), m_name);
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fearful."), m_name);
}
}
PlayerEnergy energy(player_ptr);
energy.reset_player_turn();
- auto effects = player_ptr->effects();
auto is_knocked_out = effects->stun()->is_knocked_out();
+ auto is_paralyzed = effects->paralysis()->is_paralyzed();
if (player_ptr->phase_out) {
move_cursor_relative(player_ptr->y, player_ptr->x);
command_cmd = SPECIAL_KEY_BUILDING;
process_command(player_ptr);
- } else if ((player_ptr->paralyzed || is_knocked_out) && !cheat_immortal) {
+ } else if ((is_paralyzed || is_knocked_out) && !cheat_immortal) {
energy.set_player_turn_energy(100);
} else if (player_ptr->action == ACTION_REST) {
if (player_ptr->resting > 0) {