#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 "player/player-damage.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
-#include "effect/attribute-types.h"
#include "spell/summon-types.h"
#include "status/temporary-resistance.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-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"
void set_lightspeed(PlayerType *player_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = false;
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
- if (player_ptr->is_dead)
+ if (player_ptr->is_dead) {
return;
+ }
- if (player_ptr->wild_mode)
+ if (player_ptr->wild_mode) {
v = 0;
+ }
if (v) {
if (player_ptr->lightspeed && !do_dec) {
- if (player_ptr->lightspeed > v)
+ if (player_ptr->lightspeed > v) {
return;
+ }
} 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;
player_ptr->lightspeed = v;
- if (!notice)
+ if (!notice) {
return;
+ }
- if (disturb_state)
+ if (disturb_state) {
disturb(player_ptr, false, false);
+ }
player_ptr->update |= (PU_BONUS);
handle_stuff(player_ptr);
}
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;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
- if (player_ptr->is_dead)
+ if (player_ptr->is_dead) {
return false;
+ }
if (v) {
if (player_ptr->tim_sh_touki && !do_dec) {
- if (player_ptr->tim_sh_touki > v)
+ 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;
player_ptr->tim_sh_touki = v;
player_ptr->redraw |= (PR_STATUS);
- if (!notice)
+ if (!notice) {
return false;
+ }
- if (disturb_state)
+ if (disturb_state) {
disturb(player_ptr, false, false);
+ }
handle_stuff(player_ptr);
return true;
}
bool shock_power(PlayerType *player_ptr)
{
int boost = get_current_ki(player_ptr);
- if (heavy_armor(player_ptr))
+ if (heavy_armor(player_ptr)) {
boost /= 2;
+ }
project_length = 1;
DIRECTION dir;
- if (!get_aim_dir(player_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
POSITION y = player_ptr->y + ddy[dir];
POSITION x = player_ptr->x + ddx[dir];
PLAYER_LEVEL plev = player_ptr->lev;
- HIT_POINT dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ 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)
+ 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 = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_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(player_ptr, m_name, m_ptr, 0);
bool is_shock_successful = ty != oy;
is_shock_successful |= tx != ox;
- if (is_shock_successful)
+ if (is_shock_successful) {
return true;
+ }
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
lite_spot(player_ptr, oy, ox);
lite_spot(player_ptr, ty, tx);
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
player_ptr->update |= (PU_MON_LITE);
+ }
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(PlayerType *player_ptr, mind_force_trainer_type spell)
+bool cast_force_spell(PlayerType *player_ptr, MindForceTrainerType spell)
{
DIRECTION dir;
PLAYER_LEVEL plev = player_ptr->lev;
int boost = get_current_ki(player_ptr);
- if (heavy_armor(player_ptr))
+ if (heavy_armor(player_ptr)) {
boost /= 2;
+ }
switch (spell) {
- case SMALL_FORCE_BALL:
- if (!get_aim_dir(player_ptr, &dir))
+ case MindForceTrainerType::SMALL_FORCE_BALL:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
fire_ball(player_ptr, AttributeType::MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
break;
- case FLASH_LIGHT:
+ case MindForceTrainerType::FLASH_LIGHT:
(void)lite_area(player_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
break;
- case FLYING_TECHNIQUE:
+ 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(player_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
fire_beam(player_ptr, AttributeType::MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
break;
- case MAGIC_RESISTANCE:
+ 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(player_ptr, false, 70 + plev);
player_ptr->update |= (PU_BONUS);
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
+ } else {
return true;
+ }
break;
- case AURA_OF_FORCE:
+ case MindForceTrainerType::AURA_OF_FORCE:
set_tim_sh_force(player_ptr, randint1(plev / 2) + 15 + boost / 7, false);
break;
- case SHOCK_POWER:
+ case MindForceTrainerType::SHOCK_POWER:
return shock_power(player_ptr);
break;
- case LARGE_FORCE_BALL:
- if (!get_aim_dir(player_ptr, &dir))
+ case MindForceTrainerType::LARGE_FORCE_BALL:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
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(player_ptr, TARGET_KILL))
+ case MindForceTrainerType::DISPEL_MAGIC: {
+ if (!target_set(player_ptr, TARGET_KILL)) {
return false;
+ }
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))
+ 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(player_ptr, m_idx);
break;
}
- case SUMMON_GHOST: {
+ 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))
+ 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:
+ 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(player_ptr, &dir))
+ case MindForceTrainerType::SUPER_KAMEHAMEHA:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
fire_beam(player_ptr, AttributeType::MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
break;
- case LIGHT_SPEED:
+ case MindForceTrainerType::LIGHT_SPEED:
set_lightspeed(player_ptr, randint1(16) + 16 + boost / 20, false);
break;
default: