-#include "player/player-skill.h"
-#include "core/player-update-types.h"
+#include "player/player-skill.h"
#include "monster-race/monster-race.h"
+#include "player-base/player-class.h"
+#include "player-base/player-race.h"
#include "player-info/class-info.h"
#include "player/player-realm.h"
+#include "realm/realm-names-table.h"
+#include "sv-definition/sv-weapon-types.h"
#include "system/floor-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.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"
/* Proficiency of weapons and misc. skills (except riding) */
constexpr SUB_EXP RIDING_EXP_EXPERT = 5000;
constexpr SUB_EXP RIDING_EXP_MASTER = 8000;
+/* Proficiency of spells */
+constexpr SUB_EXP SPELL_EXP_UNSKILLED = 0;
+constexpr SUB_EXP SPELL_EXP_BEGINNER = 900;
+constexpr SUB_EXP SPELL_EXP_SKILLED = 1200;
+constexpr SUB_EXP SPELL_EXP_EXPERT = 1400;
+constexpr SUB_EXP SPELL_EXP_MASTER = 1600;
+
/*
* The skill table
*/
-std::vector<skill_table> s_info;
-
-/*!
- * @brief 技能値到達表記テーブル
- */
-const concptr exp_level_str[5] =
-#ifdef JP
- { "[初心者]", "[入門者]", "[熟練者]", "[エキスパート]", "[達人]" };
-#else
- { "[Unskilled]", "[Beginner]", "[Skilled]", "[Expert]", "[Master]" };
-#endif
+std::vector<skill_table> class_skills_info;
namespace {
-using GainAmountList = std::array<int, EXP_LEVEL_MASTER>;
+using GainAmountList = std::array<int, enum2i(PlayerSkillRank::MASTER)>;
-void gain_attack_skill_exp(player_type *player_ptr, short &exp, const GainAmountList &gain_amount_list)
+void gain_attack_skill_exp(PlayerType *player_ptr, short &exp, const GainAmountList &gain_amount_list)
{
auto gain_amount = 0;
+ auto calc_gain_amount = [&gain_amount_list, exp](PlayerSkillRank rank, int next_rank_exp) {
+ return std::min(gain_amount_list[enum2i(rank)], next_rank_exp - exp);
+ };
if (exp < WEAPON_EXP_BEGINNER) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_UNSKILLED], WEAPON_EXP_BEGINNER - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::UNSKILLED, WEAPON_EXP_BEGINNER);
} else if (exp < WEAPON_EXP_SKILLED) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_BEGINNER], WEAPON_EXP_SKILLED - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::BEGINNER, WEAPON_EXP_SKILLED);
} else if ((exp < WEAPON_EXP_EXPERT) && (player_ptr->lev > 19)) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_SKILLED], WEAPON_EXP_EXPERT - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::SKILLED, WEAPON_EXP_EXPERT);
} else if ((exp < WEAPON_EXP_MASTER) && (player_ptr->lev > 34)) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_EXPERT], WEAPON_EXP_MASTER - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::EXPERT, WEAPON_EXP_MASTER);
}
exp += static_cast<short>(gain_amount);
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
}
-void gain_spell_skill_exp_aux(player_type *player_ptr, short &exp, const GainAmountList &gain_amount_list, int spell_level)
+void gain_spell_skill_exp_aux(PlayerType *player_ptr, short &exp, const GainAmountList &gain_amount_list, int spell_level)
{
const auto dlev = player_ptr->current_floor_ptr->dun_level;
const auto plev = player_ptr->lev;
auto gain_amount = 0;
+ auto calc_gain_amount = [&gain_amount_list, exp](PlayerSkillRank rank, int next_rank_exp) {
+ return std::min(gain_amount_list[enum2i(rank)], next_rank_exp - exp);
+ };
+
if (exp < SPELL_EXP_BEGINNER) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_UNSKILLED], SPELL_EXP_BEGINNER - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::UNSKILLED, SPELL_EXP_BEGINNER);
} else if (exp < SPELL_EXP_SKILLED) {
if ((dlev > 4) && ((dlev + 10) > plev)) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_BEGINNER], SPELL_EXP_SKILLED - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::BEGINNER, SPELL_EXP_SKILLED);
}
} else if (exp < SPELL_EXP_EXPERT) {
if (((dlev + 5) > plev) && ((dlev + 5) > spell_level)) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_SKILLED], SPELL_EXP_EXPERT - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::SKILLED, SPELL_EXP_EXPERT);
}
} else if (exp < SPELL_EXP_MASTER) {
if (((dlev + 5) > plev) && (dlev > spell_level)) {
- gain_amount = std::min(gain_amount_list[EXP_LEVEL_EXPERT], SPELL_EXP_MASTER - exp);
+ gain_amount = calc_gain_amount(PlayerSkillRank::EXPERT, SPELL_EXP_MASTER);
}
}
exp += static_cast<short>(gain_amount);
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
}
}
-PlayerSkill::PlayerSkill(player_type *player_ptr)
+PlayerSkill::PlayerSkill(PlayerType *player_ptr)
: player_ptr(player_ptr)
{
}
-SUB_EXP PlayerSkill::weapon_exp_at(int level)
+SUB_EXP PlayerSkill::weapon_exp_at(PlayerSkillRank rank)
{
- switch (level) {
- case EXP_LEVEL_UNSKILLED:
+ switch (rank) {
+ case PlayerSkillRank::UNSKILLED:
return WEAPON_EXP_UNSKILLED;
- case EXP_LEVEL_BEGINNER:
+ case PlayerSkillRank::BEGINNER:
return WEAPON_EXP_BEGINNER;
- case EXP_LEVEL_SKILLED:
+ case PlayerSkillRank::SKILLED:
return WEAPON_EXP_SKILLED;
- case EXP_LEVEL_EXPERT:
+ case PlayerSkillRank::EXPERT:
return WEAPON_EXP_EXPERT;
- case EXP_LEVEL_MASTER:
+ case PlayerSkillRank::MASTER:
return WEAPON_EXP_MASTER;
}
return WEAPON_EXP_UNSKILLED;
}
+SUB_EXP PlayerSkill::spell_exp_at(PlayerSkillRank rank)
+{
+ switch (rank) {
+ case PlayerSkillRank::UNSKILLED:
+ return SPELL_EXP_UNSKILLED;
+ case PlayerSkillRank::BEGINNER:
+ return SPELL_EXP_BEGINNER;
+ case PlayerSkillRank::SKILLED:
+ return SPELL_EXP_SKILLED;
+ case PlayerSkillRank::EXPERT:
+ return SPELL_EXP_EXPERT;
+ case PlayerSkillRank::MASTER:
+ return SPELL_EXP_MASTER;
+ }
+
+ return SPELL_EXP_UNSKILLED;
+}
/*!
* @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
* @param weapon_exp 経験値
* @return ランク値
*/
-int PlayerSkill::weapon_exp_level(int weapon_exp)
+PlayerSkillRank PlayerSkill::weapon_skill_rank(int weapon_exp)
{
- if (weapon_exp < WEAPON_EXP_BEGINNER)
- return EXP_LEVEL_UNSKILLED;
- else if (weapon_exp < WEAPON_EXP_SKILLED)
- return EXP_LEVEL_BEGINNER;
- else if (weapon_exp < WEAPON_EXP_EXPERT)
- return EXP_LEVEL_SKILLED;
- else if (weapon_exp < WEAPON_EXP_MASTER)
- return EXP_LEVEL_EXPERT;
- else
- return EXP_LEVEL_MASTER;
+ if (weapon_exp < WEAPON_EXP_BEGINNER) {
+ return PlayerSkillRank::UNSKILLED;
+ } else if (weapon_exp < WEAPON_EXP_SKILLED) {
+ return PlayerSkillRank::BEGINNER;
+ } else if (weapon_exp < WEAPON_EXP_EXPERT) {
+ return PlayerSkillRank::SKILLED;
+ } else if (weapon_exp < WEAPON_EXP_MASTER) {
+ return PlayerSkillRank::EXPERT;
+ } else {
+ return PlayerSkillRank::MASTER;
+ }
}
bool PlayerSkill::valid_weapon_exp(int weapon_exp)
* @param riding_exp 経験値
* @return ランク値
*/
-int PlayerSkill::riding_exp_level(int riding_exp)
+PlayerSkillRank PlayerSkill::riding_skill_rank(int riding_exp)
{
- if (riding_exp < RIDING_EXP_BEGINNER)
- return EXP_LEVEL_UNSKILLED;
- else if (riding_exp < RIDING_EXP_SKILLED)
- return EXP_LEVEL_BEGINNER;
- else if (riding_exp < RIDING_EXP_EXPERT)
- return EXP_LEVEL_SKILLED;
- else if (riding_exp < RIDING_EXP_MASTER)
- return EXP_LEVEL_EXPERT;
- else
- return EXP_LEVEL_MASTER;
+ if (riding_exp < RIDING_EXP_BEGINNER) {
+ return PlayerSkillRank::UNSKILLED;
+ } else if (riding_exp < RIDING_EXP_SKILLED) {
+ return PlayerSkillRank::BEGINNER;
+ } else if (riding_exp < RIDING_EXP_EXPERT) {
+ return PlayerSkillRank::SKILLED;
+ } else if (riding_exp < RIDING_EXP_MASTER) {
+ return PlayerSkillRank::EXPERT;
+ } else {
+ return PlayerSkillRank::MASTER;
+ }
}
/*!
* @param spell_exp 経験値
* @return ランク値
*/
-int PlayerSkill::spell_exp_level(int spell_exp)
+PlayerSkillRank PlayerSkill::spell_skill_rank(int spell_exp)
{
- if (spell_exp < SPELL_EXP_BEGINNER)
- return EXP_LEVEL_UNSKILLED;
- else if (spell_exp < SPELL_EXP_SKILLED)
- return EXP_LEVEL_BEGINNER;
- else if (spell_exp < SPELL_EXP_EXPERT)
- return EXP_LEVEL_SKILLED;
- else if (spell_exp < SPELL_EXP_MASTER)
- return EXP_LEVEL_EXPERT;
- else
- return EXP_LEVEL_MASTER;
+ if (spell_exp < SPELL_EXP_BEGINNER) {
+ return PlayerSkillRank::UNSKILLED;
+ } else if (spell_exp < SPELL_EXP_SKILLED) {
+ return PlayerSkillRank::BEGINNER;
+ } else if (spell_exp < SPELL_EXP_EXPERT) {
+ return PlayerSkillRank::SKILLED;
+ } else if (spell_exp < SPELL_EXP_MASTER) {
+ return PlayerSkillRank::EXPERT;
+ } else {
+ return PlayerSkillRank::MASTER;
+ }
+}
+
+concptr PlayerSkill::skill_name(PlayerSkillKindType skill)
+{
+ switch (skill) {
+ case PlayerSkillKindType::MARTIAL_ARTS:
+ return _("マーシャルアーツ", "Martial Arts");
+ case PlayerSkillKindType::TWO_WEAPON:
+ return _("二刀流", "Dual Wielding");
+ case PlayerSkillKindType::RIDING:
+ return _("乗馬", "Riding");
+ case PlayerSkillKindType::SHIELD:
+ return _("盾", "Shield");
+ case PlayerSkillKindType::MAX:
+ break;
+ }
+
+ return _("不明", "Unknown");
}
-void PlayerSkill::gain_melee_weapon_exp(const object_type *o_ptr)
+concptr PlayerSkill::skill_rank_str(PlayerSkillRank rank)
{
- const GainAmountList gain_amount_list{ 80, 10, 1, (one_in_(2) ? 1 : 0) };
- constexpr GainAmountList others_gain_amount_list{ 8, 1, 0, 0 };
+ switch (rank) {
+ case PlayerSkillRank::UNSKILLED:
+ return _("[初心者]", "[Unskilled]");
+ case PlayerSkillRank::BEGINNER:
+ return _("[入門者]", "[Beginner]");
+ case PlayerSkillRank::SKILLED:
+ return _("[熟練者]", "[Skilled]");
+ case PlayerSkillRank::EXPERT:
+ return _("[エキスパート]", "[Expert]");
+ case PlayerSkillRank::MASTER:
+ return _("[達人]", "[Master]");
+ }
- for (auto sval = 0U; sval < this->player_ptr->weapon_exp[o_ptr->tval].size(); ++sval) {
- auto &now_exp = this->player_ptr->weapon_exp[o_ptr->tval][sval];
- if (now_exp < s_info[enum2i(this->player_ptr->pclass)].w_max[o_ptr->tval][sval]) {
+ return _("[不明]", "[Unknown]");
+}
+
+void PlayerSkill::gain_melee_weapon_exp(const ItemEntity *o_ptr)
+{
+ const GainAmountList gain_amount_list{ { 80, 10, 1, (one_in_(2) ? 1 : 0) } };
+ constexpr GainAmountList others_gain_amount_list{ { 8, 1, 0, 0 } };
+ const auto tval = o_ptr->bi_key.tval();
+ for (auto sval = 0U; sval < this->player_ptr->weapon_exp[tval].size(); ++sval) {
+ auto &now_exp = this->player_ptr->weapon_exp[tval][sval];
+ if (now_exp < this->player_ptr->weapon_exp_max[tval][sval]) {
gain_attack_skill_exp(this->player_ptr, now_exp,
- (static_cast<int>(sval) == o_ptr->sval) ? gain_amount_list : others_gain_amount_list);
+ (static_cast<int>(sval) == o_ptr->bi_key.sval()) ? gain_amount_list : others_gain_amount_list);
}
}
}
-void PlayerSkill::gain_range_weapon_exp(const object_type *o_ptr)
+void PlayerSkill::gain_range_weapon_exp(const ItemEntity *o_ptr)
{
- constexpr GainAmountList gain_amount_list{ 80, 25, 10, 2 };
- constexpr GainAmountList others_gain_amount_list{ 8, 2, 0, 0 };
-
- for (auto sval = 0U; sval < this->player_ptr->weapon_exp[o_ptr->tval].size(); ++sval) {
- auto &now_exp = this->player_ptr->weapon_exp[o_ptr->tval][sval];
- if (now_exp < s_info[enum2i(this->player_ptr->pclass)].w_max[o_ptr->tval][sval]) {
+ constexpr GainAmountList gain_amount_list{ { 80, 25, 10, 2 } };
+ constexpr GainAmountList others_gain_amount_list{ { 8, 2, 0, 0 } };
+ const auto tval = o_ptr->bi_key.tval();
+ for (auto sval = 0U; sval < this->player_ptr->weapon_exp[tval].size(); ++sval) {
+ auto &now_exp = this->player_ptr->weapon_exp[tval][sval];
+ if (now_exp < this->player_ptr->weapon_exp_max[tval][sval]) {
gain_attack_skill_exp(this->player_ptr, now_exp,
- (static_cast<int>(sval) == o_ptr->sval) ? gain_amount_list : others_gain_amount_list);
+ (static_cast<int>(sval) == o_ptr->bi_key.sval()) ? gain_amount_list : others_gain_amount_list);
}
}
}
void PlayerSkill::gain_martial_arts_skill_exp()
{
- if (this->player_ptr->skill_exp[SKILL_MARTIAL_ARTS] < s_info[enum2i(this->player_ptr->pclass)].s_max[SKILL_MARTIAL_ARTS]) {
+ if (this->player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] < class_skills_info[enum2i(this->player_ptr->pclass)].s_max[PlayerSkillKindType::MARTIAL_ARTS]) {
const GainAmountList gain_amount_list{ 40, 5, 1, (one_in_(3) ? 1 : 0) };
- gain_attack_skill_exp(this->player_ptr, this->player_ptr->skill_exp[SKILL_MARTIAL_ARTS], gain_amount_list);
+ gain_attack_skill_exp(this->player_ptr, this->player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS], gain_amount_list);
}
}
void PlayerSkill::gain_two_weapon_skill_exp()
{
- if (this->player_ptr->skill_exp[SKILL_TWO_WEAPON] < s_info[enum2i(this->player_ptr->pclass)].s_max[SKILL_TWO_WEAPON]) {
+ if (this->player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] < class_skills_info[enum2i(this->player_ptr->pclass)].s_max[PlayerSkillKindType::TWO_WEAPON]) {
const GainAmountList gain_amount_list{ 80, 4, 1, (one_in_(3) ? 1 : 0) };
- gain_attack_skill_exp(this->player_ptr, this->player_ptr->skill_exp[SKILL_TWO_WEAPON], gain_amount_list);
+ gain_attack_skill_exp(this->player_ptr, this->player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON], gain_amount_list);
}
}
-void PlayerSkill::gain_riding_skill_exp_on_melee_attack(const monster_race *r_ptr)
+void PlayerSkill::gain_riding_skill_exp_on_melee_attack(const MonsterRaceInfo *r_ptr)
{
- auto now_exp = this->player_ptr->skill_exp[SKILL_RIDING];
- auto max_exp = s_info[enum2i(this->player_ptr->pclass)].s_max[SKILL_RIDING];
- if (now_exp >= max_exp)
+ auto now_exp = this->player_ptr->skill_exp[PlayerSkillKindType::RIDING];
+ auto max_exp = class_skills_info[enum2i(this->player_ptr->pclass)].s_max[PlayerSkillKindType::RIDING];
+ if (now_exp >= max_exp) {
return;
+ }
- auto riding_level = r_info[this->player_ptr->current_floor_ptr->m_list[this->player_ptr->riding].r_idx].level;
+ auto riding_level = monraces_info[this->player_ptr->current_floor_ptr->m_list[this->player_ptr->riding].r_idx].level;
int inc = 0;
- if ((now_exp / 200 - 5) < r_ptr->level)
+ if ((now_exp / 200 - 5) < r_ptr->level) {
inc += 1;
+ }
if ((now_exp / 100) < riding_level) {
- if ((now_exp / 100 + 15) < riding_level)
+ if ((now_exp / 100 + 15) < riding_level) {
inc += 1 + (riding_level - (now_exp / 100 + 15));
- else
+ } else {
inc += 1;
+ }
}
- this->player_ptr->skill_exp[SKILL_RIDING] = std::min<SUB_EXP>(max_exp, now_exp + inc);
- set_bits(this->player_ptr->update, PU_BONUS);
+ this->player_ptr->skill_exp[PlayerSkillKindType::RIDING] = std::min<SUB_EXP>(max_exp, now_exp + inc);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
}
void PlayerSkill::gain_riding_skill_exp_on_range_attack()
{
- auto now_exp = this->player_ptr->skill_exp[SKILL_RIDING];
- auto max_exp = s_info[enum2i(this->player_ptr->pclass)].s_max[SKILL_RIDING];
- if (now_exp >= max_exp)
+ auto now_exp = this->player_ptr->skill_exp[PlayerSkillKindType::RIDING];
+ auto max_exp = class_skills_info[enum2i(this->player_ptr->pclass)].s_max[PlayerSkillKindType::RIDING];
+ if (now_exp >= max_exp) {
return;
+ }
- if (((this->player_ptr->skill_exp[SKILL_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[this->player_ptr->current_floor_ptr->m_list[this->player_ptr->riding].r_idx].level) && one_in_(2)) {
- this->player_ptr->skill_exp[SKILL_RIDING] += 1;
- set_bits(this->player_ptr->update, PU_BONUS);
+ const auto *floor_ptr = this->player_ptr->current_floor_ptr;
+ const auto &monster = floor_ptr->m_list[this->player_ptr->riding];
+ const auto &monrace = monraces_info[monster.r_idx];
+ if (((this->player_ptr->skill_exp[PlayerSkillKindType::RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < monrace.level) && one_in_(2)) {
+ this->player_ptr->skill_exp[PlayerSkillKindType::RIDING] += 1;
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
}
}
-void PlayerSkill::gain_riding_skill_exp_on_fall_off_check(HIT_POINT dam)
+void PlayerSkill::gain_riding_skill_exp_on_fall_off_check(int dam)
{
- auto now_exp = this->player_ptr->skill_exp[SKILL_RIDING];
- auto max_exp = s_info[enum2i(this->player_ptr->pclass)].s_max[SKILL_RIDING];
- if (now_exp >= max_exp || max_exp <= 1000)
+ auto now_exp = this->player_ptr->skill_exp[PlayerSkillKindType::RIDING];
+ auto max_exp = class_skills_info[enum2i(this->player_ptr->pclass)].s_max[PlayerSkillKindType::RIDING];
+ if (now_exp >= max_exp || max_exp <= 1000) {
return;
+ }
- auto riding_level = r_info[this->player_ptr->current_floor_ptr->m_list[this->player_ptr->riding].r_idx].level;
+ auto riding_level = monraces_info[this->player_ptr->current_floor_ptr->m_list[this->player_ptr->riding].r_idx].level;
- if ((dam / 2 + riding_level) <= (now_exp / 30 + 10))
+ if ((dam / 2 + riding_level) <= (now_exp / 30 + 10)) {
return;
+ }
int inc = 0;
- if ((now_exp / 100 + 15) < riding_level)
+ if ((now_exp / 100 + 15) < riding_level) {
inc += 1 + (riding_level - (now_exp / 100 + 15));
- else
+ } else {
inc += 1;
+ }
- this->player_ptr->skill_exp[SKILL_RIDING] = std::min<SUB_EXP>(max_exp, now_exp + inc);
- set_bits(this->player_ptr->update, PU_BONUS);
+ this->player_ptr->skill_exp[PlayerSkillKindType::RIDING] = std::min<SUB_EXP>(max_exp, now_exp + inc);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
}
void PlayerSkill::gain_spell_skill_exp(int realm, int spell_idx)
{
- if (((spell_idx < 0) || (32 <= spell_idx)) ||
- ((realm < 1) || (static_cast<int>(std::size(mp_ptr->info)) < realm)) ||
- ((realm != this->player_ptr->realm1) && (realm != this->player_ptr->realm2))) {
+ auto is_valid_realm = is_magic(realm) ||
+ (realm == REALM_MUSIC) || (realm == REALM_HEX);
+ is_valid_realm &= (realm == this->player_ptr->realm1) || (realm == this->player_ptr->realm2);
+ const auto is_valid_spell_idx = (0 <= spell_idx) && (spell_idx < 32);
+
+ if (!is_valid_realm || !is_valid_spell_idx) {
return;
}
- constexpr GainAmountList gain_amount_list_first{ 60, 8, 2, 1 };
- constexpr GainAmountList gain_amount_list_second{ 60, 8, 2, 0 };
+ constexpr GainAmountList gain_amount_list_first{ { 60, 8, 2, 1 } };
+ constexpr GainAmountList gain_amount_list_second{ { 60, 8, 2, 0 } };
const auto is_first_realm = (realm == this->player_ptr->realm1);
- const auto *s_ptr = &mp_ptr->info[realm - 1][spell_idx];
+ const auto *s_ptr = is_magic(realm) ? &mp_ptr->info[realm - 1][spell_idx] : &technic_info[realm - MIN_TECHNIC][spell_idx];
gain_spell_skill_exp_aux(this->player_ptr, this->player_ptr->spell_exp[spell_idx + (is_first_realm ? 0 : 32)],
(is_first_realm ? gain_amount_list_first : gain_amount_list_second), s_ptr->slevel);
gain_spell_skill_exp_aux(this->player_ptr, this->player_ptr->spell_exp[spell_idx], gain_amount_list, s_ptr->slevel);
}
-int PlayerSkill::gain_spell_skill_exp_over_learning(int spell_idx)
+PlayerSkillRank PlayerSkill::gain_spell_skill_exp_over_learning(int spell_idx)
{
if ((spell_idx < 0) || (static_cast<int>(std::size(this->player_ptr->spell_exp)) <= spell_idx)) {
- return EXP_LEVEL_UNSKILLED;
+ return PlayerSkillRank::UNSKILLED;
}
auto &exp = this->player_ptr->spell_exp[spell_idx];
exp = SPELL_EXP_BEGINNER + exp / 3;
}
- set_bits(this->player_ptr->update, PU_BONUS);
-
- return PlayerSkill::spell_exp_level(exp);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
+ return PlayerSkill::spell_skill_rank(exp);
}
/*!
*/
EXP PlayerSkill::exp_of_spell(int realm, int spell_idx) const
{
- if (this->player_ptr->pclass == PlayerClassType::SORCERER)
+ PlayerClass pc(this->player_ptr);
+ if (pc.equals(PlayerClassType::SORCERER)) {
return SPELL_EXP_MASTER;
- else if (this->player_ptr->pclass == PlayerClassType::RED_MAGE)
+ } else if (pc.equals(PlayerClassType::RED_MAGE)) {
return SPELL_EXP_SKILLED;
- else if (realm == this->player_ptr->realm1)
+ } else if (realm == this->player_ptr->realm1) {
return this->player_ptr->spell_exp[spell_idx];
- else if (realm == this->player_ptr->realm2)
+ } else if (realm == this->player_ptr->realm2) {
return this->player_ptr->spell_exp[spell_idx + 32];
- else
+ } else {
return 0;
+ }
+}
+
+/*!
+ * @brief 特別な武器スキル最大値の適用を行う
+ * 性格セクシーギャルの場合ムチスキルの最大値が達人になる
+ * 種族マーフォークの場合三叉槍とトライデントのスキルが達人になる
+ * (但し、いずれも職業がスペルマスターではない場合に限る)
+ */
+void PlayerSkill::apply_special_weapon_skill_max_values()
+{
+ this->player_ptr->weapon_exp_max = class_skills_info[enum2i(this->player_ptr->pclass)].w_max;
+ if (PlayerClass(this->player_ptr).equals(PlayerClassType::SORCERER)) {
+ return;
+ }
+
+ auto &w_exp_max = this->player_ptr->weapon_exp_max;
+ if (this->player_ptr->ppersonality == PERSONALITY_SEXY) {
+ w_exp_max[ItemKindType::HAFTED][SV_WHIP] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
+ }
+
+ if (PlayerRace(player_ptr).equals(PlayerRaceType::MERFOLK)) {
+ w_exp_max[ItemKindType::POLEARM][SV_TRIDENT] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
+ w_exp_max[ItemKindType::POLEARM][SV_TRIFURCATE_SPEAR] = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
+ }
+}
+
+/*!
+ * @brief 武器スキル経験値を最大値で制限する
+ */
+void PlayerSkill::limit_weapon_skills_by_max_value()
+{
+ for (auto tval : TV_WEAPON_RANGE) {
+ auto &exp_table = this->player_ptr->weapon_exp[tval];
+ const auto &max_exp_table = this->player_ptr->weapon_exp_max[tval];
+ for (auto i = 0U; i < exp_table.size(); ++i) {
+ exp_table[i] = std::min(exp_table[i], max_exp_table[i]);
+ }
+ }
}