-/*!
+/*!
* @brief 魔法によるモンスターへの効果まとめ
* @date 2020/04/29
* @author Hourier
#include "effect/effect-monster.h"
#include "avatar/avatar.h"
#include "core/disturbance.h"
-#include "core/player-redraw-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "effect/attribute-types.h"
#include "effect/effect-monster-switcher.h"
#include "effect/effect-monster-util.h"
#include "effect/spells-effect-util.h"
-#include "floor/cave.h"
#include "floor/floor-object.h"
#include "game-option/play-record-options.h"
#include "grid/grid.h"
#include "spell-kind/spells-polymorph.h"
#include "spell-kind/spells-teleport.h"
#include "sv-definition/sv-other-types.h"
+#include "system/angband-system.h"
#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
#include "system/monster-entity.h"
#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "util/bit-flags-calculator.h"
#include "util/string-processor.h"
#include "view/display-messages.h"
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return 効果が何もないならFALSE、何かあるならTRUE
*/
-static ProcessResult is_affective(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static ProcessResult is_affective(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (!em_ptr->g_ptr->m_idx) {
return ProcessResult::PROCESS_FALSE;
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void make_description_of_affecred_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void make_description_of_affecred_monster(PlayerType *player_ptr, EffectMonster *em_ptr)
{
em_ptr->dam = (em_ptr->dam + em_ptr->r) / (em_ptr->r + 1);
- angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, 0).data(), sizeof(em_ptr->m_name));
- angband_strcpy(em_ptr->m_poss, monster_desc(player_ptr, em_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE).data(), sizeof(em_ptr->m_poss));
+ angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, 0), sizeof(em_ptr->m_name));
+ angband_strcpy(em_ptr->m_poss, monster_desc(player_ptr, em_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE), sizeof(em_ptr->m_poss));
}
/*!
* 完全な耐性を持っていたら、一部属性を除いて影響は及ぼさない
* デバッグ属性、モンスター打撃、モンスター射撃であれば貫通する
*/
-static ProcessResult exe_affect_monster_by_effect(PlayerType *player_ptr, effect_monster_type *em_ptr, std::optional<CapturedMonsterType *> cap_mon_ptr)
+static ProcessResult exe_affect_monster_by_effect(PlayerType *player_ptr, EffectMonster *em_ptr, std::optional<CapturedMonsterType *> cap_mon_ptr)
{
const std::vector<AttributeType> effect_arrtibute = {
AttributeType::OLD_CLONE,
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_killed_pet(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_killed_pet(PlayerType *player_ptr, EffectMonster *em_ptr)
{
bool sad = em_ptr->m_ptr->is_pet() && !(em_ptr->m_ptr->ml);
- if (em_ptr->known && em_ptr->note) {
- angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, MD_TRUE_NAME).data(), sizeof(em_ptr->m_name));
+ if (em_ptr->known && !em_ptr->note.empty()) {
+ angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, MD_TRUE_NAME), sizeof(em_ptr->m_name));
if (em_ptr->see_s_msg) {
- msg_format("%s^%s", em_ptr->m_name, em_ptr->note);
+ msg_format("%s^%s", em_ptr->m_name, em_ptr->note.data());
} else {
player_ptr->current_floor_ptr->monster_noise = true;
}
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_sleep(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_sleep(PlayerType *player_ptr, EffectMonster *em_ptr)
{
- if (em_ptr->note && em_ptr->seen_msg) {
- msg_format("%s^%s", em_ptr->m_name, em_ptr->note);
+ if (!em_ptr->note.empty() && em_ptr->seen_msg) {
+ msg_format("%s^%s", em_ptr->m_name, em_ptr->note.data());
} else if (em_ptr->see_s_msg) {
const auto pain_message = MonsterPainDescriber(player_ptr, em_ptr->g_ptr->m_idx).describe(em_ptr->dam);
if (!pain_message.empty()) {
* @details
* モンスターIDがプレイヤー(0)の場合は処理しない。
*/
-static bool deal_effect_damage_from_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static bool deal_effect_damage_from_monster(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (em_ptr->who <= 0) {
return false;
}
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (player_ptr->health_who == em_ptr->g_ptr->m_idx) {
- player_ptr->redraw |= (PR_HEALTH);
+ rfu.set_flag(MainWindowRedrawingFlag::HEALTH);
}
+
if (player_ptr->riding == em_ptr->g_ptr->m_idx) {
- player_ptr->redraw |= (PR_UHEALTH);
+ rfu.set_flag(MainWindowRedrawingFlag::UHEALTH);
}
(void)set_monster_csleep(player_ptr, em_ptr->g_ptr->m_idx, 0);
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return 大賞モンスターが不潔な病人だった場合はTRUE、それ以外はFALSE
*/
-static bool heal_leaper(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static bool heal_leaper(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (!em_ptr->heal_leper) {
return false;
if (record_named_pet && em_ptr->m_ptr->is_named_pet()) {
const auto m2_name = monster_desc(player_ptr, em_ptr->m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name.data());
+ exe_write_diary(player_ptr, DiaryKind::NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
}
delete_monster_idx(player_ptr, em_ptr->g_ptr->m_idx);
* @details
* em_ptr->do_fearによる恐怖メッセージもここで表示。
*/
-static bool deal_effect_damage_from_player(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static bool deal_effect_damage_from_player(PlayerType *player_ptr, EffectMonster *em_ptr)
{
bool fear = false;
MonsterDamageProcessor mdp(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, &fear, em_ptr->attribute);
anger_monster(player_ptr, em_ptr->m_ptr);
}
- if (em_ptr->note && em_ptr->seen) {
- msg_format(_("%s%s", "%s^%s"), em_ptr->m_name, em_ptr->note);
+ if (!em_ptr->note.empty() && em_ptr->seen) {
+ msg_format(_("%s%s", "%s^%s"), em_ptr->m_name, em_ptr->note.data());
} else if (em_ptr->known && (em_ptr->dam || !em_ptr->do_fear)) {
const auto pain_message = MonsterPainDescriber(player_ptr, em_ptr->g_ptr->m_idx).describe(em_ptr->dam);
if (!pain_message.empty()) {
* 3.プレイヤーによる効果ダメージの処理
* 4.睡眠する処理
*/
-static void deal_effect_damage_to_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void deal_effect_damage_to_monster(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (em_ptr->attribute == AttributeType::DRAIN_MANA) {
return;
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_makes_change_virtues(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_makes_change_virtues(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if ((em_ptr->who > 0) || !em_ptr->slept) {
return;
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void affected_monster_prevents_bad_status(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void affected_monster_prevents_bad_status(PlayerType *player_ptr, EffectMonster *em_ptr)
{
const auto *r_ptr = em_ptr->r_ptr;
auto can_avoid_polymorph = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
auto should_alive = r_ptr->kind_flags.has(MonsterKindType::UNIQUE);
should_alive |= any_bits(r_ptr->flags1, RF1_QUESTOR);
should_alive |= r_ptr->population_flags.has(MonsterPopulationType::NAZGUL);
- if (should_alive && !player_ptr->phase_out && (em_ptr->who > 0) && (em_ptr->dam > em_ptr->m_ptr->hp)) {
+ if (should_alive && !AngbandSystem::get_instance().is_phase_out() && (em_ptr->who > 0) && (em_ptr->dam > em_ptr->m_ptr->hp)) {
em_ptr->dam = em_ptr->m_ptr->hp;
}
}
* @param em_ptr モンスター効果構造体への参照ポインタ
* @param stun_damage 朦朧値
*/
-static void effect_damage_piles_stun(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_stun(PlayerType *player_ptr, EffectMonster *em_ptr)
{
const auto *r_ptr = em_ptr->r_ptr;
auto can_avoid_stun = em_ptr->do_stun == 0;
can_avoid_stun |= r_ptr->resistance_flags.has_any_of({ MonsterResistanceType::RESIST_SOUND, MonsterResistanceType::RESIST_FORCE });
- can_avoid_stun |= any_bits(r_ptr->flags3, RF3_NO_STUN);
+ can_avoid_stun |= r_ptr->resistance_flags.has(MonsterResistanceType::NO_STUN);
if (can_avoid_stun) {
return;
}
* @param em_ptr モンスター効果構造体への参照ポインタ
* @param stun_damage 混乱値
*/
-static void effect_damage_piles_confusion(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_confusion(PlayerType *player_ptr, EffectMonster *em_ptr)
{
- if ((em_ptr->do_conf == 0) || (em_ptr->r_ptr->flags3 & RF3_NO_CONF) || em_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_RESIST_CHAOS_MASK)) {
+ if ((em_ptr->do_conf == 0) || (em_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::NO_CONF)) || em_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_RESIST_CHAOS_MASK)) {
return;
}
* @details
* 打撃ダメージによる恐怖もあるため、メッセージは後で表示。
*/
-static void effect_damage_piles_fear(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_fear(PlayerType *player_ptr, EffectMonster *em_ptr)
{
- if (em_ptr->do_fear == 0 || any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR)) {
+ if (em_ptr->do_fear == 0 || em_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::NO_FEAR)) {
return;
}
* @brief モンスターを衰弱させる
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_weak(effect_monster_type *em_ptr)
+static void effect_damage_makes_weak(EffectMonster *em_ptr)
{
if (em_ptr->do_time == 0) {
return;
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_polymorph(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_polymorph(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (!em_ptr->do_polymorph || (randint1(90) <= em_ptr->r_ptr->level)) {
return;
}
em_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[em_ptr->g_ptr->m_idx];
- em_ptr->r_ptr = &monraces_info[em_ptr->m_ptr->r_idx];
+ em_ptr->r_ptr = &em_ptr->m_ptr->get_monrace();
}
/*!
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_teleport(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_teleport(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (em_ptr->do_dist == 0) {
return;
* 2.ダメージ量が現HPを上回る場合
* 3.通常時(デバフをかける)
*/
-static void effect_damage_gives_bad_status(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_gives_bad_status(PlayerType *player_ptr, EffectMonster *em_ptr)
{
int tmp_damage = em_ptr->dam;
em_ptr->dam = mon_damage_mod(player_ptr, em_ptr->m_ptr, em_ptr->dam, (bool)(em_ptr->attribute == AttributeType::PSY_SPEAR));
* 4.ダメージ処理及び恐怖メッセージ
* 5.悪魔領域血の呪いによる事後処理
*/
-static void exe_affect_monster_by_damage(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void exe_affect_monster_by_damage(PlayerType *player_ptr, EffectMonster *em_ptr)
{
effect_makes_change_virtues(player_ptr, em_ptr);
affected_monster_prevents_bad_status(player_ptr, em_ptr);
effect_damage_gives_bad_status(player_ptr, em_ptr);
deal_effect_damage_to_monster(player_ptr, em_ptr);
if ((em_ptr->attribute == AttributeType::BLOOD_CURSE) && one_in_(4)) {
- blood_curse_to_enemy(player_ptr, em_ptr->who);
+ blood_curse_to_enemy(player_ptr, em_ptr->g_ptr->m_idx);
}
}
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void update_phase_out_stat(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void update_phase_out_stat(PlayerType *player_ptr, EffectMonster *em_ptr)
{
- if (!player_ptr->phase_out) {
+ if (!AngbandSystem::get_instance().is_phase_out()) {
return;
}
player_ptr->health_who = em_ptr->g_ptr->m_idx;
- player_ptr->redraw |= (PR_HEALTH);
+ RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::HEALTH);
handle_stuff(player_ptr);
}
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void postprocess_by_effected_pet(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_effected_pet(PlayerType *player_ptr, EffectMonster *em_ptr)
{
auto *m_ptr = em_ptr->m_ptr;
if ((em_ptr->dam <= 0) || m_ptr->is_pet() || m_ptr->is_friendly()) {
}
const auto &m_caster_ref = *em_ptr->m_caster_ptr;
- if ((em_ptr->who > 0) && m_caster_ref.is_pet() && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x)) {
+ if ((em_ptr->who > 0) && m_caster_ref.is_pet() && !player_ptr->is_located_at({ m_ptr->target_y, m_ptr->target_x })) {
set_target(m_ptr, m_caster_ref.fy, m_caster_ref.fx);
}
}
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void postprocess_by_riding_pet_effected(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_riding_pet_effected(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (!player_ptr->riding || (player_ptr->riding != em_ptr->g_ptr->m_idx) || (em_ptr->dam <= 0)) {
return;
* @param em_ptr モンスター効果構造体への参照ポインタ
* @details 写真のフラッシュは弱閃光属性
*/
-static void postprocess_by_taking_photo(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_taking_photo(PlayerType *player_ptr, EffectMonster *em_ptr)
{
if (em_ptr->photo == 0) {
return;
* @param player_ptr プレイヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void exe_affect_monster_postprocess(PlayerType *player_ptr, effect_monster_type *em_ptr)
+static void exe_affect_monster_postprocess(PlayerType *player_ptr, EffectMonster *em_ptr)
{
postprocess_by_effected_pet(player_ptr, em_ptr);
postprocess_by_riding_pet_effected(player_ptr, em_ptr);
PlayerType *player_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, int dam, AttributeType attribute, BIT_FLAGS flag, bool see_s_msg,
std::optional<CapturedMonsterType *> cap_mon_ptr)
{
- effect_monster_type tmp_effect;
- effect_monster_type *em_ptr = initialize_effect_monster(player_ptr, &tmp_effect, who, r, y, x, dam, attribute, flag, see_s_msg);
+ EffectMonster tmp_effect(player_ptr, who, r, y, x, dam, attribute, flag, see_s_msg);
+ auto *em_ptr = &tmp_effect;
make_description_of_affecred_monster(player_ptr, em_ptr);
lite_spot(player_ptr, em_ptr->y, em_ptr->x);
if ((player_ptr->monster_race_idx == em_ptr->m_ptr->r_idx) && (em_ptr->seen || !monster_is_valid)) {
- player_ptr->window_flags |= (PW_MONSTER_LORE);
+ RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::MONSTER_LORE);
}
exe_affect_monster_postprocess(player_ptr, em_ptr);