#include "mind/mind-force-trainer.h"
+#include "avatar/avatar.h"
#include "core/disturbance.h"
#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
+#include "effect/attribute-types.h"
#include "effect/spells-effect-util.h"
#include "floor/cave.h"
#include "floor/geometry.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
#include "pet/pet-util.h"
-#include "player-info/avatar.h"
+#include "player-base/player-class.h"
#include "player-info/equipment-info.h"
+#include "player-info/force-trainer-data-type.h"
#include "player/player-damage.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
-#include "spell/spell-types.h"
#include "spell/summon-types.h"
#include "status/temporary-resistance.h"
#include "system/floor-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-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 "target/projection-path-calculator.h"
#include "target/target-checker.h"
/*!
* @brief 練気術師が「練気」で溜めた気の量を返す
- * @param caster_ptr プレーヤーの参照ポインタ
+ * @param player_ptr プレイヤーの参照ポインタ
* @return 現在溜まっている気の量
*/
-MAGIC_NUM1 get_current_ki(player_type *caster_ptr)
+int32_t get_current_ki(PlayerType *player_ptr)
{
- return caster_ptr->magic_num1[0];
+ auto data = PlayerClass(player_ptr).get_specific_data<force_trainer_data_type>();
+
+ return data ? data->ki : 0;
}
/*!
* @brief 練気術師において、気を溜める
- * @param caster_ptr プレーヤーの参照ポインタ
+ * @param player_ptr プレイヤーの参照ポインタ
* @param is_reset TRUEなら気の量をkiにセットし、FALSEなら加減算を行う
* @param ki 気の量
*/
-void set_current_ki(player_type *caster_ptr, bool is_reset, MAGIC_NUM1 ki)
+void set_current_ki(PlayerType *player_ptr, bool is_reset, int32_t ki)
{
+ auto data = PlayerClass(player_ptr).get_specific_data<force_trainer_data_type>();
+ if (!data) {
+ return;
+ }
+
if (is_reset) {
- caster_ptr->magic_num1[0] = ki;
+ data->ki = ki;
return;
}
- caster_ptr->magic_num1[0] += ki;
+ data->ki += ki;
}
-bool clear_mind(player_type *creature_ptr)
+bool clear_mind(PlayerType *player_ptr)
{
if (total_friends) {
msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
- return FALSE;
+ return false;
}
msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
- creature_ptr->csp += (3 + creature_ptr->lev / 20);
- if (creature_ptr->csp >= creature_ptr->msp) {
- creature_ptr->csp = creature_ptr->msp;
- creature_ptr->csp_frac = 0;
+ player_ptr->csp += (3 + player_ptr->lev / 20);
+ if (player_ptr->csp >= player_ptr->msp) {
+ player_ptr->csp = player_ptr->msp;
+ player_ptr->csp_frac = 0;
}
- creature_ptr->redraw |= (PR_MANA);
- return TRUE;
+ player_ptr->redraw |= (PR_MANA);
+ return true;
}
/*!
* @param v 継続時間
* @param do_dec 現在の継続時間より長い値のみ上書きする
*/
-void set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
+void set_lightspeed(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec)
{
- bool notice = FALSE;
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+ bool notice = false;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
- if (creature_ptr->is_dead)
+ if (player_ptr->is_dead) {
return;
+ }
- if (creature_ptr->wild_mode)
+ if (player_ptr->wild_mode) {
v = 0;
+ }
if (v) {
- if (creature_ptr->lightspeed && !do_dec) {
- if (creature_ptr->lightspeed > v)
+ if (player_ptr->lightspeed && !do_dec) {
+ if (player_ptr->lightspeed > v) {
return;
- } else if (!creature_ptr->lightspeed) {
+ }
+ } else if (!player_ptr->lightspeed) {
msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely fast!"));
- notice = TRUE;
- chg_virtue(creature_ptr, V_PATIENCE, -1);
- chg_virtue(creature_ptr, V_DILIGENCE, 1);
+ notice = true;
+ chg_virtue(player_ptr, V_PATIENCE, -1);
+ chg_virtue(player_ptr, V_DILIGENCE, 1);
}
} else {
- if (creature_ptr->lightspeed) {
+ if (player_ptr->lightspeed) {
msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
- notice = TRUE;
+ notice = true;
}
}
- creature_ptr->lightspeed = v;
+ player_ptr->lightspeed = v;
- if (!notice)
+ if (!notice) {
return;
+ }
- if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
- creature_ptr->update |= (PU_BONUS);
- handle_stuff(creature_ptr);
+ if (disturb_state) {
+ disturb(player_ptr, false, false);
+ }
+ player_ptr->update |= (PU_BONUS);
+ handle_stuff(player_ptr);
}
/*!
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_force(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
+bool set_tim_sh_force(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec)
{
- bool notice = FALSE;
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+ bool notice = false;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
- if (creature_ptr->is_dead)
- return FALSE;
+ if (player_ptr->is_dead) {
+ return false;
+ }
if (v) {
- if (creature_ptr->tim_sh_touki && !do_dec) {
- if (creature_ptr->tim_sh_touki > v)
- return FALSE;
- } else if (!creature_ptr->tim_sh_touki) {
+ if (player_ptr->tim_sh_touki && !do_dec) {
+ if (player_ptr->tim_sh_touki > v) {
+ return false;
+ }
+ } else if (!player_ptr->tim_sh_touki) {
msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
- notice = TRUE;
+ notice = true;
}
} else {
- if (creature_ptr->tim_sh_touki) {
+ if (player_ptr->tim_sh_touki) {
msg_print(_("闘気が消えた。", "The aura of the Force disappeared."));
- notice = TRUE;
+ notice = true;
}
}
- creature_ptr->tim_sh_touki = v;
- creature_ptr->redraw |= (PR_STATUS);
+ player_ptr->tim_sh_touki = v;
+ player_ptr->redraw |= (PR_STATUS);
- if (!notice)
- return FALSE;
+ if (!notice) {
+ return false;
+ }
- if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
- handle_stuff(creature_ptr);
- return TRUE;
+ if (disturb_state) {
+ disturb(player_ptr, false, false);
+ }
+ handle_stuff(player_ptr);
+ return true;
}
/*!
* @brief 衝波
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @return 命中したらTRUE
*/
-bool shock_power(player_type *caster_ptr)
+bool shock_power(PlayerType *player_ptr)
{
- int boost = get_current_ki(caster_ptr);
- if (heavy_armor(caster_ptr))
+ int boost = get_current_ki(player_ptr);
+ if (heavy_armor(player_ptr)) {
boost /= 2;
+ }
project_length = 1;
DIRECTION dir;
- if (!get_aim_dir(caster_ptr, &dir))
- return FALSE;
+ if (!get_aim_dir(player_ptr, &dir)) {
+ return false;
+ }
- POSITION y = caster_ptr->y + ddy[dir];
- POSITION x = caster_ptr->x + ddx[dir];
- PLAYER_LEVEL plev = caster_ptr->lev;
- HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
- fire_beam(caster_ptr, GF_MISSILE, dir, dam);
- if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- return TRUE;
+ POSITION y = player_ptr->y + ddy[dir];
+ POSITION x = player_ptr->x + ddx[dir];
+ PLAYER_LEVEL plev = player_ptr->lev;
+ int dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ fire_beam(player_ptr, AttributeType::MISSILE, dir, dam);
+ if (!player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ return true;
+ }
POSITION ty = y, tx = x;
POSITION oy = y, ox = x;
- MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ auto *r_ptr = &monraces_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(caster_ptr, m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2) {
msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
- return TRUE;
+ return true;
}
for (int i = 0; i < 5; i++) {
y += ddy[dir];
x += ddx[dir];
- if (is_cave_empty_bold(caster_ptr, y, x)) {
+ if (is_cave_empty_bold(player_ptr, y, x)) {
ty = y;
tx = x;
} else {
bool is_shock_successful = ty != oy;
is_shock_successful |= tx != ox;
- if (is_shock_successful)
- return TRUE;
+ if (is_shock_successful) {
+ return true;
+ }
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
- caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
+ player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ player_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
m_ptr->fy = ty;
m_ptr->fx = tx;
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(caster_ptr, oy, ox);
- lite_spot(caster_ptr, ty, tx);
+ update_monster(player_ptr, m_idx, true);
+ lite_spot(player_ptr, oy, ox);
+ lite_spot(player_ptr, ty, tx);
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- caster_ptr->update |= (PU_MON_LITE);
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
+ player_ptr->update |= (PU_MON_LITE);
+ }
- return TRUE;
+ return true;
}
/*!
* @param spell 発動する特殊技能のID
* @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
-bool cast_force_spell(player_type *caster_ptr, mind_force_trainer_type spell)
+bool cast_force_spell(PlayerType *player_ptr, MindForceTrainerType spell)
{
DIRECTION dir;
- PLAYER_LEVEL plev = caster_ptr->lev;
- int boost = get_current_ki(caster_ptr);
- if (heavy_armor(caster_ptr))
+ PLAYER_LEVEL plev = player_ptr->lev;
+ int boost = get_current_ki(player_ptr);
+ if (heavy_armor(player_ptr)) {
boost /= 2;
+ }
switch (spell) {
- case SMALL_FORCE_BALL:
- if (!get_aim_dir(caster_ptr, &dir))
- return FALSE;
+ case MindForceTrainerType::SMALL_FORCE_BALL:
+ if (!get_aim_dir(player_ptr, &dir)) {
+ return false;
+ }
- fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
+ fire_ball(player_ptr, AttributeType::MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
break;
- case FLASH_LIGHT:
- (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
+ case MindForceTrainerType::FLASH_LIGHT:
+ (void)lite_area(player_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
break;
- case FLYING_TECHNIQUE:
- set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
+ case MindForceTrainerType::FLYING_TECHNIQUE:
+ set_tim_levitation(player_ptr, randint1(30) + 30 + boost / 5, false);
break;
- case KAMEHAMEHA:
+ case MindForceTrainerType::KAMEHAMEHA:
project_length = plev / 8 + 3;
- if (!get_aim_dir(caster_ptr, &dir))
- return FALSE;
+ if (!get_aim_dir(player_ptr, &dir)) {
+ return false;
+ }
- fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
+ fire_beam(player_ptr, AttributeType::MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
break;
- case MAGIC_RESISTANCE:
- set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
+ case MindForceTrainerType::MAGIC_RESISTANCE:
+ set_resist_magic(player_ptr, randint1(20) + 20 + boost / 5, false);
break;
- case IMPROVE_FORCE:
+ case MindForceTrainerType::IMPROVE_FORCE:
msg_print(_("気を練った。", "You improved the Force."));
- set_current_ki(caster_ptr, FALSE, 70 + plev);
- caster_ptr->update |= (PU_BONUS);
- if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120)) {
+ set_current_ki(player_ptr, false, 70 + plev);
+ player_ptr->update |= (PU_BONUS);
+ if (randint1(get_current_ki(player_ptr)) > (plev * 4 + 120)) {
msg_print(_("気が暴走した!", "The Force exploded!"));
- fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
- take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"));
- } else
- return TRUE;
+ fire_ball(player_ptr, AttributeType::MANA, 0, get_current_ki(player_ptr) / 2, 10);
+ auto data = PlayerClass(player_ptr).get_specific_data<force_trainer_data_type>();
+ take_hit(player_ptr, DAMAGE_LOSELIFE, data->ki / 2, _("気の暴走", "Explosion of the Force"));
+ } else {
+ return true;
+ }
break;
- case AURA_OF_FORCE:
- set_tim_sh_force(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
+ case MindForceTrainerType::AURA_OF_FORCE:
+ set_tim_sh_force(player_ptr, randint1(plev / 2) + 15 + boost / 7, false);
break;
- case SHOCK_POWER:
- return shock_power(caster_ptr);
+ case MindForceTrainerType::SHOCK_POWER:
+ return shock_power(player_ptr);
break;
- case LARGE_FORCE_BALL:
- if (!get_aim_dir(caster_ptr, &dir))
- return FALSE;
+ case MindForceTrainerType::LARGE_FORCE_BALL:
+ if (!get_aim_dir(player_ptr, &dir)) {
+ return false;
+ }
- fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
+ fire_ball(player_ptr, AttributeType::MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
break;
- case DISPEL_MAGIC: {
- if (!target_set(caster_ptr, TARGET_KILL))
- return FALSE;
+ case MindForceTrainerType::DISPEL_MAGIC: {
+ if (!target_set(player_ptr, TARGET_KILL)) {
+ return false;
+ }
- MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
- if ((m_idx == 0) || !player_has_los_bold(caster_ptr, target_row, target_col)
- || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
+ MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
+ if ((m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col) || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
break;
+ }
- dispel_monster_status(caster_ptr, m_idx);
+ dispel_monster_status(player_ptr, m_idx);
break;
}
- case SUMMON_GHOST: {
- bool success = FALSE;
- for (int i = 0; i < 1 + boost / 100; i++)
- if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
- success = TRUE;
+ case MindForceTrainerType::SUMMON_GHOST: {
+ bool success = false;
+ for (int i = 0; i < 1 + boost / 100; i++) {
+ if (summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET)) {
+ success = true;
+ }
+ }
- if (success)
+ if (success) {
msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
- else
+ } else {
msg_print(_("何も現れなかった。", "Nothing happens."));
+ }
break;
}
- case EXPLODING_FLAME:
- fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
+ case MindForceTrainerType::EXPLODING_FLAME:
+ fire_ball(player_ptr, AttributeType::FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
break;
- case SUPER_KAMEHAMEHA:
- if (!get_aim_dir(caster_ptr, &dir))
- return FALSE;
+ case MindForceTrainerType::SUPER_KAMEHAMEHA:
+ if (!get_aim_dir(player_ptr, &dir)) {
+ return false;
+ }
- fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
+ fire_beam(player_ptr, AttributeType::MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
break;
- case LIGHT_SPEED:
- set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
+ case MindForceTrainerType::LIGHT_SPEED:
+ set_lightspeed(player_ptr, randint1(16) + 16 + boost / 20, false);
break;
default:
msg_print(_("なに?", "Zap?"));
}
- set_current_ki(caster_ptr, TRUE, 0);
- caster_ptr->update |= PU_BONUS;
- return TRUE;
+ set_current_ki(player_ptr, true, 0);
+ player_ptr->update |= PU_BONUS;
+ return true;
}