#include "core/speed-table.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
-#include "dungeon/dungeon.h"
#include "floor/floor-save-util.h"
#include "floor/floor-util.h"
#include "floor/geometry.h"
#include "floor/wild.h"
+#include "game-option/cheat-options.h"
#include "game-option/disturbance-options.h"
#include "game-option/map-screen-options.h"
-#include "game-option/cheat-options.h"
#include "grid/grid.h"
#include "inventory/pack-overflow.h"
#include "io/cursor.h"
#include "player-base/player-class.h"
#include "player-info/bluemage-data-type.h"
#include "player-info/mane-data-type.h"
+#include "player-info/samurai-data-type.h"
#include "player-info/sniper-data-type.h"
#include "player-status/player-energy.h"
#include "player/attack-defense-types.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-song.h"
#include "status/action-setter.h"
+#include "system/dungeon-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
+#include "system/monster-race-info.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"
bool load = true;
bool can_save = false;
-static void process_fishing(player_type *player_ptr)
+static void process_fishing(PlayerType *player_ptr)
{
term_xtra(TERM_XTRA_DELAY, 10);
if (one_in_(1000)) {
- MONRACE_IDX r_idx;
bool success = false;
get_mon_num_prep(player_ptr, monster_is_fishing_target, nullptr);
- r_idx = get_mon_num(player_ptr, 0,
- is_in_dungeon(player_ptr) ? player_ptr->current_floor_ptr->dun_level
- : wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level,
- 0);
+ auto *floor_ptr = player_ptr->current_floor_ptr;
+ const auto wild_level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
+ const auto level = floor_ptr->is_in_dungeon() ? floor_ptr->dun_level : wild_level;
+ const auto r_idx = get_mon_num(player_ptr, 0, 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 (place_monster_aux(player_ptr, 0, y, x, r_idx, PM_NO_KAGE)) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
- msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
+ const auto m_name = monster_desc(player_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx], 0);
+ msg_format(_("%sが釣れた!", "You have a good catch!"), m_name.data());
success = true;
}
}
}
}
-bool continuous_action_running(player_type *player_ptr)
+bool continuous_action_running(PlayerType *player_ptr)
{
return player_ptr->running || travel.run || command_rep || (player_ptr->action == ACTION_REST) || (player_ptr->action == ACTION_FISH);
}
* must come first just in case somebody manages to corrupt\n
* the savefiles by clever use of menu commands or something.\n
*/
-void process_player(player_type *player_ptr)
+void process_player(PlayerType *player_ptr)
{
if (player_ptr->hack_mutation) {
msg_print(_("何か変わった気がする!", "You feel different!"));
if (player_ptr->phase_out) {
for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- if (!monster_is_valid(m_ptr))
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ if (!m_ptr->is_valid()) {
continue;
+ }
- m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
+ m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
update_monster(player_ptr, m_idx, false);
}
- WorldTurnProcessor(player_ptr).print_time();
+ WorldTurnProcessor(player_ptr).print_time();
} else if (!(load && player_ptr->energy_need <= 0)) {
- player_ptr->energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
+ player_ptr->energy_need -= speed_to_energy(player_ptr->pspeed);
}
- if (player_ptr->energy_need > 0)
+ if (player_ptr->energy_need > 0) {
return;
+ }
if (!command_rep) {
WorldTurnProcessor(player_ptr).print_time();
}
set_action(player_ptr, ACTION_NONE);
}
} else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE) {
- auto effects = player_ptr->effects();
- auto is_stunned = effects->stun()->is_stunned();
- auto is_cut = effects->cut()->is_cut();
- if ((player_ptr->chp == player_ptr->mhp) && (player_ptr->csp >= player_ptr->msp) && !player_ptr->blind && !player_ptr->confused
- && !player_ptr->poisoned && !player_ptr->afraid && !is_stunned && !is_cut && !player_ptr->slow
- && !player_ptr->paralyzed && !player_ptr->hallucinated && !player_ptr->word_recall && !player_ptr->alter_reality) {
+ if (player_ptr->is_fully_healthy()) {
set_action(player_ptr, ACTION_NONE);
}
}
}
- if (player_ptr->action == ACTION_FISH)
+ if (player_ptr->action == ACTION_FISH) {
process_fishing(player_ptr);
+ }
if (check_abort) {
if (continuous_action_running(player_ptr)) {
}
}
- if (player_ptr->riding && !player_ptr->confused && !player_ptr->blind) {
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (monster_csleep_remaining(m_ptr)) {
- GAME_TEXT m_name[MAX_NLEN];
+ 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 = &monraces_info[m_ptr->r_idx];
+ if (m_ptr->is_asleep()) {
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
(void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
+ msg_format(_("%^sを起こした。", "You have woken %s up."), m_name.data());
}
- if (monster_stunned_remaining(m_ptr)) {
+ if (m_ptr->is_stunned()) {
if (set_monster_stunned(player_ptr, player_ptr->riding,
- (randint0(r_ptr->level) < player_ptr->skill_exp[SKILL_RIDING]) ? 0 : (monster_stunned_remaining(m_ptr) - 1))) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
+ (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_stun() - 1))) {
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
+ msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name.data());
}
}
- if (monster_confused_remaining(m_ptr)) {
+ if (m_ptr->is_confused()) {
if (set_monster_confused(player_ptr, player_ptr->riding,
- (randint0(r_ptr->level) < player_ptr->skill_exp[SKILL_RIDING]) ? 0 : (monster_confused_remaining(m_ptr) - 1))) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
+ (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_confusion() - 1))) {
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
+ msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name.data());
}
}
- if (monster_fear_remaining(m_ptr)) {
+ if (m_ptr->is_fearful()) {
if (set_monster_monfear(player_ptr, player_ptr->riding,
- (randint0(r_ptr->level) < player_ptr->skill_exp[SKILL_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);
+ (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_fear() - 1))) {
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fearful."), m_name.data());
}
}
}
load = false;
- if (player_ptr->lightspeed)
+ if (player_ptr->lightspeed) {
set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
+ }
- if ((player_ptr->pclass == CLASS_FORCETRAINER) && get_current_ki(player_ptr)) {
- if (get_current_ki(player_ptr) < 40)
+ if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER) && get_current_ki(player_ptr)) {
+ if (get_current_ki(player_ptr) < 40) {
set_current_ki(player_ptr, true, 0);
- else
+ } else {
set_current_ki(player_ptr, false, -40);
+ }
player_ptr->update |= (PU_BONUS);
}
player_ptr->redraw |= PR_MANA;
}
- if (player_ptr->special_defense & KATA_MASK) {
- if (player_ptr->special_defense & KATA_MUSOU) {
- if (player_ptr->csp < 3) {
- set_action(player_ptr, ACTION_NONE);
- } else {
- player_ptr->csp -= 2;
- player_ptr->redraw |= (PR_MANA);
- }
+ if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
+ if (player_ptr->csp < 3) {
+ set_action(player_ptr, ACTION_NONE);
+ } else {
+ player_ptr->csp -= 2;
+ player_ptr->redraw |= (PR_MANA);
}
}
update_monsters(player_ptr, false);
handle_stuff(player_ptr);
move_cursor_relative(player_ptr->y, player_ptr->x);
- if (fresh_before)
+ if (fresh_before) {
term_fresh_force();
+ }
pack_overflow(player_ptr);
- if (!command_new)
+ if (!command_new) {
command_see = false;
+ }
PlayerEnergy energy(player_ptr);
energy.reset_player_turn();
- auto effects = player_ptr->effects();
- auto is_unconscious = effects->stun()->get_rank() == PlayerStunRank::UNCONSCIOUS;
+ 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_unconscious) && !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) {
player_ptr->resting--;
- if (!player_ptr->resting)
+ if (!player_ptr->resting) {
set_action(player_ptr, ACTION_NONE);
+ }
player_ptr->redraw |= (PR_STATE);
}
window_stuff(player_ptr);
can_save = true;
- request_command(player_ptr, false);
+ InputKeyRequestor(player_ptr, false).request_command();
can_save = false;
process_command(player_ptr);
}
player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
}
- if (player_ptr->hallucinated)
+ if (effects->hallucination()->is_hallucinated()) {
player_ptr->redraw |= (PR_MAP);
+ }
for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
- monster_type *m_ptr;
- monster_race *r_ptr;
+ MonsterEntity *m_ptr;
+ MonsterRaceInfo *r_ptr;
m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- if (!monster_is_valid(m_ptr))
+ if (!m_ptr->is_valid()) {
continue;
+ }
- r_ptr = &r_info[m_ptr->ap_r_idx];
+ r_ptr = &monraces_info[m_ptr->ap_r_idx];
// モンスターのシンボル/カラーの更新
- if (m_ptr->ml && any_bits(r_ptr->flags1, (RF1_ATTR_MULTI | RF1_SHAPECHANGER))) {
+ if (m_ptr->ml && r_ptr->visual_flags.has_any_of({ MonsterVisualType::MULTI_COLOR, MonsterVisualType::SHAPECHANGER })) {
lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
}
// 出現して即魔法を使わないようにするフラグを落とす処理
- if (m_ptr->mflag.has(MFLAG::PREVENT_MAGIC)) {
- m_ptr->mflag.reset(MFLAG::PREVENT_MAGIC);
+ if (m_ptr->mflag.has(MonsterTemporaryFlagType::PREVENT_MAGIC)) {
+ m_ptr->mflag.reset(MonsterTemporaryFlagType::PREVENT_MAGIC);
}
- if (m_ptr->mflag.has(MFLAG::SANITY_BLAST)) {
- m_ptr->mflag.reset(MFLAG::SANITY_BLAST);
+ if (m_ptr->mflag.has(MonsterTemporaryFlagType::SANITY_BLAST)) {
+ m_ptr->mflag.reset(MonsterTemporaryFlagType::SANITY_BLAST);
sanity_blast(player_ptr, m_ptr, false);
}
// 感知中のモンスターのフラグを落とす処理
// 感知したターンはMFLAG2_SHOWを落とし、次のターンに感知中フラグのMFLAG2_MARKを落とす
- if (m_ptr->mflag2.has(MFLAG2::MARK)) {
- if (m_ptr->mflag2.has(MFLAG2::SHOW)) {
- m_ptr->mflag2.reset(MFLAG2::SHOW);
+ if (m_ptr->mflag2.has(MonsterConstantFlagType::MARK)) {
+ if (m_ptr->mflag2.has(MonsterConstantFlagType::SHOW)) {
+ m_ptr->mflag2.reset(MonsterConstantFlagType::SHOW);
} else {
- m_ptr->mflag2.reset(MFLAG2::MARK);
+ m_ptr->mflag2.reset(MonsterConstantFlagType::MARK);
m_ptr->ml = false;
update_monster(player_ptr, m_idx, false);
- if (player_ptr->health_who == m_idx)
+ if (player_ptr->health_who == m_idx) {
player_ptr->redraw |= (PR_HEALTH);
- if (player_ptr->riding == m_idx)
+ }
+ if (player_ptr->riding == m_idx) {
player_ptr->redraw |= (PR_UHEALTH);
+ }
lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
}
}
}
- if (player_ptr->pclass == CLASS_IMITATOR) {
+ if (PlayerClass(player_ptr).equals(PlayerClassType::IMITATOR)) {
auto mane_data = PlayerClass(player_ptr).get_specific_data<mane_data_type>();
- if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2 : 1)) {
+ if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2
+ : 1)) {
mane_data->mane_list.pop_front();
}
}
auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
- if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent)
+ if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent) {
reset_concentration(player_ptr, true);
+ }
- if (player_ptr->leaving)
+ if (player_ptr->leaving) {
break;
+ }
}
update_smell(player_ptr->current_floor_ptr, player_ptr);
/*!
* @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
*/
-void process_upkeep_with_speed(player_type *player_ptr)
+void process_upkeep_with_speed(PlayerType *player_ptr)
{
if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
- player_ptr->enchant_energy_need -= SPEED_TO_ENERGY(player_ptr->pspeed);
+ player_ptr->enchant_energy_need -= speed_to_energy(player_ptr->pspeed);
}
- if (player_ptr->enchant_energy_need > 0)
+ if (player_ptr->enchant_energy_need > 0) {
return;
+ }
while (player_ptr->enchant_energy_need <= 0) {
if (!load) {