#include "cmd-item/cmd-magiceat.h"
#include "combat/attack-power-table.h"
#include "core/asking-player.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "dungeon/dungeon-flag-types.h"
-#include "dungeon/dungeon.h"
#include "effect/effect-characteristics.h"
#include "floor/cave.h"
#include "floor/floor-events.h"
#include "realm/realm-hex-numbers.h"
#include "realm/realm-names-table.h"
#include "realm/realm-song-numbers.h"
-#include "specific-object/bow.h"
#include "specific-object/torch.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-song.h"
#include "status/base-status.h"
#include "sv-definition/sv-lite-types.h"
#include "sv-definition/sv-weapon-types.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-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 "system/terrain-type-definition.h"
#include "term/screen-processor.h"
#include "timed-effect/player-acceleration.h"
#include "timed-effect/player-stun.h"
* @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
* @return 重すぎるならばTRUE
*/
-static bool is_heavy_shoot(PlayerType *player_ptr, ObjectType *o_ptr)
+static bool is_heavy_shoot(PlayerType *player_ptr, const ItemEntity *o_ptr)
{
return calc_bow_weight_limit(player_ptr) < (o_ptr->weight / 10);
}
{
WEIGHT weight = 0;
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
for (int i = 0; i < INVEN_TOTAL; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
weight += o_ptr->weight * o_ptr->number;
static void update_bonuses(PlayerType *player_ptr)
{
auto empty_hands_status = empty_hands(player_ptr, true);
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
/* Save the old vision stuff */
BIT_FLAGS old_telepathy = player_ptr->telepathy;
update_ability_scores(player_ptr);
o_ptr = &player_ptr->inventory_list[INVEN_BOW];
- if (o_ptr->k_idx) {
- player_ptr->tval_ammo = bow_tval_ammo(o_ptr);
+ if (o_ptr->is_valid()) {
+ player_ptr->tval_ammo = o_ptr->get_arrow_kind();
player_ptr->num_fire = calc_num_fire(player_ptr, o_ptr);
}
player_ptr->dis_ac = calc_base_ac(player_ptr);
player_ptr->dis_to_a = calc_to_ac(player_ptr, false);
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (old_mighty_throw != player_ptr->mighty_throw) {
- player_ptr->window_flags |= PW_INVEN;
+ rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
}
if (player_ptr->telepathy != old_telepathy) {
- set_bits(player_ptr->update, PU_MONSTERS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
}
- if ((player_ptr->esp_animal != old_esp_animal) || (player_ptr->esp_undead != old_esp_undead) || (player_ptr->esp_demon != old_esp_demon) || (player_ptr->esp_orc != old_esp_orc) || (player_ptr->esp_troll != old_esp_troll) || (player_ptr->esp_giant != old_esp_giant) || (player_ptr->esp_dragon != old_esp_dragon) || (player_ptr->esp_human != old_esp_human) || (player_ptr->esp_evil != old_esp_evil) || (player_ptr->esp_good != old_esp_good) || (player_ptr->esp_nonliving != old_esp_nonliving) || (player_ptr->esp_unique != old_esp_unique)) {
- set_bits(player_ptr->update, PU_MONSTERS);
+ auto is_esp_updated = player_ptr->esp_animal != old_esp_animal;
+ is_esp_updated |= player_ptr->esp_undead != old_esp_undead;
+ is_esp_updated |= player_ptr->esp_demon != old_esp_demon;
+ is_esp_updated |= player_ptr->esp_orc != old_esp_orc;
+ is_esp_updated |= player_ptr->esp_troll != old_esp_troll;
+ is_esp_updated |= player_ptr->esp_giant != old_esp_giant;
+ is_esp_updated |= player_ptr->esp_dragon != old_esp_dragon;
+ is_esp_updated |= player_ptr->esp_human != old_esp_human;
+ is_esp_updated |= player_ptr->esp_evil != old_esp_evil;
+ is_esp_updated |= player_ptr->esp_good != old_esp_good;
+ is_esp_updated |= player_ptr->esp_nonliving != old_esp_nonliving;
+ is_esp_updated |= player_ptr->esp_unique != old_esp_unique;
+ if (is_esp_updated) {
+ rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
}
if (player_ptr->see_inv != old_see_inv) {
- set_bits(player_ptr->update, PU_MONSTERS);
+ rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
}
if (player_ptr->pspeed != old_speed) {
- set_bits(player_ptr->redraw, PR_SPEED);
+ rfu.set_flag(MainWindowRedrawingFlag::SPEED);
}
if ((player_ptr->dis_ac != old_dis_ac) || (player_ptr->dis_to_a != old_dis_to_a)) {
- set_bits(player_ptr->redraw, PR_ARMOR);
- set_bits(player_ptr->window_flags, PW_PLAYER);
+ rfu.set_flag(MainWindowRedrawingFlag::AC);
+ rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
}
if (w_ptr->character_xtra) {
#endif
player_ptr->mhp = mhp;
- player_ptr->redraw |= PR_HP;
- player_ptr->window_flags |= PW_PLAYER;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::HP);
+ rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
}
/*!
which = player_ptr->realm2;
}
+ const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
#ifdef JP
- msg_format("%sの%sを忘れてしまった。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
+ msg_format("%sの%sを忘れてしまった。", spell_name->data(), p);
#else
- msg_format("You have forgotten the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
+ msg_format("You have forgotten the %s of %s.", p, spell_name->data());
#endif
player_ptr->new_spells++;
}
which = player_ptr->realm2;
}
+ const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
#ifdef JP
- msg_format("%sの%sを忘れてしまった。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
+ msg_format("%sの%sを忘れてしまった。", spell_name->data(), p);
#else
- msg_format("You have forgotten the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
+ msg_format("You have forgotten the %s of %s.", p, spell_name->data());
#endif
player_ptr->new_spells++;
}
which = player_ptr->realm2;
}
+ const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
#ifdef JP
- msg_format("%sの%sを思い出した。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
+ msg_format("%sの%sを思い出した。", spell_name->data(), p);
#else
- msg_format("You have remembered the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
+ msg_format("You have remembered the %s of %s.", p, spell_name->data());
#endif
player_ptr->new_spells--;
}
}
player_ptr->old_spells = player_ptr->new_spells;
- set_bits(player_ptr->redraw, PR_STUDY);
- set_bits(player_ptr->window_flags, PW_OBJECT);
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::STUDY);
+ rfu.set_flag(SubWindowRedrawingFlag::ITEM_KNOWLEDGTE);
}
/*!
} else {
if (mp_ptr->spell_first > player_ptr->lev) {
player_ptr->msp = 0;
- set_bits(player_ptr->redraw, PR_MANA);
+ RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
return;
}
if (any_bits(mp_ptr->spell_xtra, extra_magic_glove_reduce_mana)) {
player_ptr->cumber_glove = false;
- ObjectType *o_ptr;
- o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
- auto flgs = object_flags(o_ptr);
- if (o_ptr->k_idx && flgs.has_not(TR_FREE_ACT) && flgs.has_not(TR_DEC_MANA) && flgs.has_not(TR_EASY_SPELL) && !((flgs.has(TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((flgs.has(TR_DEX)) && (o_ptr->pval > 0))) {
+ auto *o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
+ auto flags = object_flags(o_ptr);
+ auto should_mp_decrease = o_ptr->is_valid();
+ should_mp_decrease &= flags.has_not(TR_FREE_ACT);
+ should_mp_decrease &= flags.has_not(TR_DEC_MANA);
+ should_mp_decrease &= flags.has_not(TR_EASY_SPELL);
+ should_mp_decrease &= flags.has_not(TR_MAGIC_MASTERY) || (o_ptr->pval <= 0);
+ should_mp_decrease &= flags.has_not(TR_DEX) || (o_ptr->pval <= 0);
+ if (should_mp_decrease) {
player_ptr->cumber_glove = true;
msp = (3 * msp) / 4;
}
player_ptr->cumber_armor = false;
- int cur_wgt = 0;
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval > ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight;
+ auto cur_wgt = 0;
+ const auto &item_main_hand = player_ptr->inventory_list[INVEN_MAIN_HAND];
+ const auto tval_main = item_main_hand.bi_key.tval();
+ if (tval_main > ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval > ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight;
+
+ const auto &item_sub_hand = player_ptr->inventory_list[INVEN_SUB_HAND];
+ const auto tval_sub = item_sub_hand.bi_key.tval();
+ if (item_sub_hand.bi_key.tval() > ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight;
}
+
cur_wgt += player_ptr->inventory_list[INVEN_BODY].weight;
cur_wgt += player_ptr->inventory_list[INVEN_HEAD].weight;
cur_wgt += player_ptr->inventory_list[INVEN_OUTER].weight;
case PlayerClassType::MONK:
case PlayerClassType::FORCETRAINER:
case PlayerClassType::SORCERER:
- case PlayerClassType::ELEMENTALIST: {
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight;
+ case PlayerClassType::ELEMENTALIST:
+ if (tval_main <= ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight;
+
+ if (tval_sub <= ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight;
}
+
break;
- }
case PlayerClassType::PRIEST:
case PlayerClassType::BARD:
- case PlayerClassType::TOURIST: {
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight * 2 / 3;
+ case PlayerClassType::TOURIST:
+ if (tval_main <= ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight * 2 / 3;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight * 2 / 3;
+
+ if (tval_sub <= ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight * 2 / 3;
}
+
break;
- }
case PlayerClassType::MINDCRAFTER:
case PlayerClassType::BEASTMASTER:
- case PlayerClassType::MIRROR_MASTER: {
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 2;
+ case PlayerClassType::MIRROR_MASTER:
+ if (tval_main <= ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight / 2;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 2;
+
+ if (tval_sub <= ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight / 2;
}
+
break;
- }
case PlayerClassType::ROGUE:
case PlayerClassType::RANGER:
case PlayerClassType::RED_MAGE:
- case PlayerClassType::WARRIOR_MAGE: {
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 3;
+ case PlayerClassType::WARRIOR_MAGE:
+ if (tval_main <= ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight / 3;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 3;
+
+ if (tval_sub <= ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight / 3;
}
+
break;
- }
case PlayerClassType::PALADIN:
- case PlayerClassType::CHAOS_WARRIOR: {
- if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 5;
+ case PlayerClassType::CHAOS_WARRIOR:
+ if (tval_main <= ItemKindType::SWORD) {
+ cur_wgt += item_main_hand.weight / 5;
}
- if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD) {
- cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 5;
+
+ if (tval_sub <= ItemKindType::SWORD) {
+ cur_wgt += item_sub_hand.weight / 5;
}
+
break;
- }
- default: {
+ default:
break;
}
- }
int max_wgt = mp_ptr->spell_weight;
if ((cur_wgt - max_wgt) > 0) {
}
#endif
player_ptr->msp = msp;
- set_bits(player_ptr->redraw, PR_MANA);
- set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::MP);
+ static constexpr auto flags = {
+ SubWindowRedrawingFlag::PLAYER,
+ SubWindowRedrawingFlag::SPELL,
+ };
+ rfu.set_flags(flags);
}
if (w_ptr->character_xtra) {
* @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
* @return 射撃倍率の値(100で1.00倍)
*/
-int16_t calc_num_fire(PlayerType *player_ptr, ObjectType *o_ptr)
+short calc_num_fire(PlayerType *player_ptr, const ItemEntity *o_ptr)
{
int extra_shots = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *q_ptr;
+ ItemEntity *q_ptr;
q_ptr = &player_ptr->inventory_list[i];
- if (!q_ptr->k_idx) {
+ if (!q_ptr->is_valid()) {
continue;
}
continue;
}
- auto flgs = object_flags(q_ptr);
- if (flgs.has(TR_XTRA_SHOTS)) {
+ auto flags = object_flags(q_ptr);
+ if (flags.has(TR_XTRA_SHOTS)) {
extra_shots++;
}
}
- auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_XTRA_SHOTS)) {
+ auto flags = object_flags(o_ptr);
+ if (flags.has(TR_XTRA_SHOTS)) {
extra_shots++;
}
int num = 0;
- if (o_ptr->k_idx == 0) {
+ if (!o_ptr->is_valid()) {
return (int16_t)num;
}
return (int16_t)num;
}
- ItemKindType tval_ammo = bow_tval_ammo(o_ptr);
+ const auto tval_ammo = o_ptr->get_arrow_kind();
PlayerClass pc(player_ptr);
if (pc.equals(PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
num += (player_ptr->lev * 4);
pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
- auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_MAGIC_MASTERY)) {
+ auto flags = object_flags(o_ptr);
+ if (flags.has(TR_MAGIC_MASTERY)) {
pow += 8 * o_ptr->pval;
}
}
pow += (c_ptr->x_srh * player_ptr->lev / 10);
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
- auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_SEARCH)) {
+ auto flags = object_flags(o_ptr);
+ if (flags.has(TR_SEARCH)) {
pow += (o_ptr->pval * 5);
}
}
pow += (c_ptr->x_fos * player_ptr->lev / 10);
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
- auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_SEARCH)) {
+ auto flags = object_flags(o_ptr);
+ if (flags.has(TR_SEARCH)) {
pow += (o_ptr->pval * 5);
}
}
*/
static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr)
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
ACTION_SKILL_POWER pow;
pow = 0;
- if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx) {
+ if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid()) {
pow += player_ptr->lev * 10;
}
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
- auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_TUNNEL)) {
+ auto flags = object_flags(o_ptr);
+ if (flags.has(TR_TUNNEL)) {
pow += (o_ptr->pval * 20);
}
}
static int16_t calc_num_blow(PlayerType *player_ptr, int i)
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
int16_t num_blow = 1;
o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
- auto flgs = object_flags(o_ptr);
+ auto flags = object_flags(o_ptr);
PlayerClass pc(player_ptr);
if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
- if (o_ptr->k_idx && !player_ptr->heavy_wield[i]) {
+ if (o_ptr->is_valid() && !player_ptr->heavy_wield[i]) {
int str_index, dex_index;
int num = 0, wgt = 0, mul = 0, div = 0;
wgt = info.wgt;
mul = info.mul;
- if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && flgs.has(TR_RIDING)) {
+ if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && flags.has(TR_RIDING)) {
num = 5;
wgt = 70;
mul = 4;
num_blow -= 1;
}
- if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
+ if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
num_blow = 1;
}
+ if (has_not_ninja_weapon(player_ptr, i)) {
+ num_blow /= 2;
+ }
+
if (num_blow < 1) {
num_blow = 1;
}
num_blow += 1 + player_ptr->extra_blows[0];
}
- if (has_not_ninja_weapon(player_ptr, i)) {
- num_blow /= 2;
- if (num_blow < 1) {
- num_blow = 1;
- }
- }
-
return num_blow;
}
}
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
}
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
ac += o_ptr->ac;
const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
- if (o_ptr_mh->is_armour() || o_ptr_sh->is_armour()) {
+ if (o_ptr_mh->is_protector() || o_ptr_sh->is_protector()) {
ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
}
}
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
auto flags = object_flags(o_ptr);
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
if (is_real_value || o_ptr->is_known()) {
}
if (pc.is_martial_arts_pro() && !heavy_armor(player_ptr)) {
- if (!(player_ptr->inventory_list[INVEN_BODY].k_idx)) {
+ if (!player_ptr->inventory_list[INVEN_BODY].is_valid()) {
ac += (player_ptr->lev * 3) / 2;
}
- if (!(player_ptr->inventory_list[INVEN_OUTER].k_idx) && (player_ptr->lev > 15)) {
+ if (!player_ptr->inventory_list[INVEN_OUTER].is_valid() && (player_ptr->lev > 15)) {
ac += ((player_ptr->lev - 13) / 3);
}
- if (!(player_ptr->inventory_list[INVEN_SUB_HAND].k_idx) && (player_ptr->lev > 10)) {
+ if (!player_ptr->inventory_list[INVEN_SUB_HAND].is_valid() && (player_ptr->lev > 10)) {
ac += ((player_ptr->lev - 8) / 3);
}
- if (!(player_ptr->inventory_list[INVEN_HEAD].k_idx) && (player_ptr->lev > 4)) {
+ if (!player_ptr->inventory_list[INVEN_HEAD].is_valid() && (player_ptr->lev > 4)) {
ac += (player_ptr->lev - 2) / 3;
}
- if (!(player_ptr->inventory_list[INVEN_ARMS].k_idx)) {
+ if (!player_ptr->inventory_list[INVEN_ARMS].is_valid()) {
ac += (player_ptr->lev / 2);
}
- if (!(player_ptr->inventory_list[INVEN_FEET].k_idx)) {
+ if (!player_ptr->inventory_list[INVEN_FEET].is_valid()) {
ac += (player_ptr->lev / 3);
}
}
for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
auto *o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
- if (!o_ptr->is_armour()) {
+ if (!o_ptr->is_protector()) {
continue;
}
if (!o_ptr->is_cursed()) {
}
if (pc.equals(PlayerClassType::NINJA)) {
- if ((!player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(player_ptr)) && (!player_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(player_ptr))) {
+ const auto bi_id_main = player_ptr->inventory_list[INVEN_MAIN_HAND].bi_id;
+ const auto bi_id_sub = player_ptr->inventory_list[INVEN_SUB_HAND].bi_id;
+ if (((bi_id_main == 0) || can_attack_with_main_hand(player_ptr)) && ((bi_id_sub == 0) || can_attack_with_sub_hand(player_ptr))) {
ac += player_ptr->lev / 2 + 5;
}
}
penalty = std::min(0, penalty);
}
- if (player_ptr->inventory_list[slot].tval == ItemKindType::POLEARM) {
+ if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::POLEARM) {
penalty += 10;
}
}
penalty = 5;
}
} else {
- penalty = r_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
+ penalty = monraces_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
penalty += 30;
if (penalty < 30) {
penalty = 30;
if (player_ptr->old_heavy_shoot != heavy_shoot) {
if (heavy_shoot) {
msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
- } else if (player_ptr->inventory_list[INVEN_BOW].k_idx) {
+ } else if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
msg_print(_("この弓なら装備していても辛くない。", "You have no trouble wielding your bow."));
} else {
msg_print(_("重い弓を装備からはずして体が楽になった。", "You feel relieved to put down your heavy bow."));
if (player_ptr->is_icky_wield[i]) {
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
if (w_ptr->is_loading_now) {
- chg_virtue(player_ptr, V_FAITH, -1);
+ chg_virtue(player_ptr, Virtue::FAITH, -1);
}
} else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
if (heavy_armor(player_ptr)) {
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
if (w_ptr->is_loading_now) {
- chg_virtue(player_ptr, V_HARMONY, -1);
+ chg_virtue(player_ptr, Virtue::HARMONY, -1);
}
} else {
msg_print(_("バランスがとれるようになった。", "You regain your balance."));
}
}
+static bool is_bare_knuckle(PlayerType *player_ptr)
+{
+ auto bare_knuckle = is_martial_arts_mode(player_ptr);
+ bare_knuckle &= empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB);
+ return bare_knuckle;
+}
+
static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
{
auto *o_ptr = &player_ptr->inventory_list[slot];
- auto flgs = object_flags(o_ptr);
+ auto flags = object_flags(o_ptr);
player_hand calc_hand = PLAYER_HAND_OTHER;
if (slot == INVEN_MAIN_HAND) {
auto player_stun = player_ptr->effects()->stun();
damage -= player_stun->get_damage_penalty();
PlayerClass pc(player_ptr);
- if (pc.equals(PlayerClassType::PRIEST) && (flgs.has_not(TR_BLESSED)) && ((o_ptr->tval == ItemKindType::SWORD) || (o_ptr->tval == ItemKindType::POLEARM))) {
+ const auto tval = o_ptr->bi_key.tval();
+ if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
damage -= 2;
} else if (pc.equals(PlayerClassType::BERSERKER)) {
damage += player_ptr->lev / 6;
damage += player_ptr->lev / 6;
}
} else if (pc.equals(PlayerClassType::SORCERER)) {
- if (!((o_ptr->tval == ItemKindType::HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
+ auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
+ is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
+ if (!is_suitable) {
damage -= 200;
} else {
damage -= 10;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
int bonus_to_d = 0;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i)) || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW) {
+ const auto has_melee = has_melee_weapon(player_ptr, i);
+ if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
+ continue;
+ }
+
+ if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
continue;
}
}
switch (player_melee_type(player_ptr)) {
- case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
case MELEE_TYPE_WEAPON_TWOHAND:
if (calc_hand == main_attack_hand(player_ptr)) {
damage += (int16_t)bonus_to_d;
}
break;
- case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
+ case MELEE_TYPE_BAREHAND_MAIN:
case MELEE_TYPE_WEAPON_MAIN:
if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
damage += (int16_t)bonus_to_d;
}
break;
- case MELEE_TYPE_BAREHAND_SUB: /* fall through */
+ case MELEE_TYPE_BAREHAND_SUB:
case MELEE_TYPE_WEAPON_SUB:
if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
damage += (int16_t)bonus_to_d;
}
if (main_attack_hand(player_ptr) == calc_hand) {
- if ((is_martial_arts_mode(player_ptr) && empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB)) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
+ if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
int bonus_to_d = 0;
bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
damage += std::max<int>(bonus_to_d, 1);
if (player_ptr->riding) {
break;
}
- /* fall through */
+ [[fallthrough]];
case MELEE_TYPE_BAREHAND_SUB:
if (player_ptr->riding) {
break;
}
- /* fall through */
+ [[fallthrough]];
case MELEE_TYPE_BAREHAND_TWO:
hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
break;
break;
}
- if ((is_martial_arts_mode(player_ptr) && empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB)) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
+ if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
int bonus_to_h = 0;
bonus_to_h = ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128) + ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
hit += std::max<int>(bonus_to_h, 1);
PlayerClass pc(player_ptr);
if (has_melee_weapon(player_ptr, slot)) {
auto *o_ptr = &player_ptr->inventory_list[slot];
- auto flgs = object_flags(o_ptr);
+ auto flags = object_flags(o_ptr);
/* Traind bonuses */
- hit += (player_ptr->weapon_exp[o_ptr->tval][o_ptr->sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
+ const auto tval = o_ptr->bi_key.tval();
+ const auto sval = o_ptr->bi_key.sval().value();
+ hit += (player_ptr->weapon_exp[tval][sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
/* Weight penalty */
if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
if (player_ptr->riding > 0) {
if (o_ptr->is_lance()) {
hit += 15;
- } else if (flgs.has_not(TR_RIDING)) {
+ } else if (flags.has_not(TR_RIDING)) {
short penalty;
if (PlayerClass(player_ptr).is_tamer()) {
penalty = 5;
} else {
- penalty = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
+ penalty = monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
penalty += 30;
if (penalty < 30) {
penalty = 30;
}
/* Class penalties */
- if (pc.equals(PlayerClassType::PRIEST) && (flgs.has_not(TR_BLESSED)) && ((o_ptr->tval == ItemKindType::SWORD) || (o_ptr->tval == ItemKindType::POLEARM))) {
+ if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
hit -= 2;
} else if (pc.equals(PlayerClassType::BERSERKER)) {
hit += player_ptr->lev / 5;
hit += player_ptr->lev / 5;
}
} else if (pc.equals(PlayerClassType::SORCERER)) {
- if (!((o_ptr->tval == ItemKindType::HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
+ auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
+ is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
+ if (!is_suitable) {
hit -= 200;
} else {
hit -= 30;
auto *o_ptr = &player_ptr->inventory_list[i];
/* Ignore empty hands, handed weapons, bows and capture balls */
- if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i)) || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW) {
+ const auto has_melee = has_melee_weapon(player_ptr, i);
+ if (!o_ptr->is_valid() || o_ptr->bi_key.tval() == ItemKindType::CAPTURE) {
+ continue;
+ }
+
+ if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
continue;
}
}
switch (player_melee_type(player_ptr)) {
- case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
case MELEE_TYPE_WEAPON_TWOHAND:
if (calc_hand == main_attack_hand(player_ptr)) {
hit += (int16_t)bonus_to_h;
}
break;
- case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
+ case MELEE_TYPE_BAREHAND_MAIN:
case MELEE_TYPE_WEAPON_MAIN:
if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
hit += (int16_t)bonus_to_h;
}
break;
- case MELEE_TYPE_BAREHAND_SUB: /* fall through */
+ case MELEE_TYPE_BAREHAND_SUB:
case MELEE_TYPE_WEAPON_SUB:
if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
hit += (int16_t)bonus_to_h;
pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &player_ptr->inventory_list[INVEN_BOW];
- if (o_ptr->k_idx) {
+ if (o_ptr->is_valid()) {
if (o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
pow -= 15;
pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
}
- if (o_ptr->k_idx) {
- if (o_ptr->k_idx && !is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
+ if (o_ptr->is_valid()) {
+ if (!is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
if (PlayerClass(player_ptr).equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
pow += (10 + (player_ptr->lev / 5));
}
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
int bonus_to_h;
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i)) || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW) {
+ const auto has_melee = has_melee_weapon(player_ptr, i);
+ if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
+ continue;
+ }
+
+ if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
continue;
}
static int16_t calc_to_damage_misc(PlayerType *player_ptr)
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
int16_t to_dam = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
static int16_t calc_to_hit_misc(PlayerType *player_ptr)
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
int16_t to_hit = 0;
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
continue;
}
*/
void update_creature(PlayerType *player_ptr)
{
- if (!player_ptr->update) {
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ if (!rfu.any_stats()) {
return;
}
auto *floor_ptr = player_ptr->current_floor_ptr;
- if (any_bits(player_ptr->update, (PU_AUTODESTROY))) {
- reset_bits(player_ptr->update, PU_AUTODESTROY);
+ if (rfu.has(StatusRedrawingFlag::AUTO_DESTRUCTION)) {
+ rfu.reset_flag(StatusRedrawingFlag::AUTO_DESTRUCTION);
autopick_delayed_alter(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_COMBINE))) {
- reset_bits(player_ptr->update, PU_COMBINE);
+ if (rfu.has(StatusRedrawingFlag::COMBINATION)) {
+ rfu.reset_flag(StatusRedrawingFlag::COMBINATION);
combine_pack(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_REORDER))) {
- reset_bits(player_ptr->update, PU_REORDER);
+ if (rfu.has(StatusRedrawingFlag::REORDER)) {
+ rfu.reset_flag(StatusRedrawingFlag::REORDER);
reorder_pack(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_BONUS))) {
- reset_bits(player_ptr->update, PU_BONUS);
+ if (rfu.has(StatusRedrawingFlag::BONUS)) {
+ rfu.reset_flag(StatusRedrawingFlag::BONUS);
PlayerAlignment(player_ptr).update_alignment();
PlayerSkill ps(player_ptr);
ps.apply_special_weapon_skill_max_values();
update_bonuses(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_TORCH))) {
- reset_bits(player_ptr->update, PU_TORCH);
+ if (rfu.has(StatusRedrawingFlag::TORCH)) {
+ rfu.reset_flag(StatusRedrawingFlag::TORCH);
update_lite_radius(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_HP))) {
- reset_bits(player_ptr->update, PU_HP);
+ if (rfu.has(StatusRedrawingFlag::HP)) {
+ rfu.reset_flag(StatusRedrawingFlag::HP);
update_max_hitpoints(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_MANA))) {
- reset_bits(player_ptr->update, PU_MANA);
+ if (rfu.has(StatusRedrawingFlag::MP)) {
+ rfu.reset_flag(StatusRedrawingFlag::MP);
update_max_mana(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_SPELLS))) {
- reset_bits(player_ptr->update, PU_SPELLS);
+ if (rfu.has(StatusRedrawingFlag::SPELLS)) {
+ rfu.reset_flag(StatusRedrawingFlag::SPELLS);
update_num_of_spells(player_ptr);
}
- if (!w_ptr->character_generated) {
+ if (!w_ptr->character_generated || (w_ptr->character_icky_depth > 0)) {
return;
}
- if (w_ptr->character_icky_depth > 0) {
- return;
- }
- if (any_bits(player_ptr->update, (PU_UN_LITE))) {
- reset_bits(player_ptr->update, PU_UN_LITE);
+
+ if (rfu.has(StatusRedrawingFlag::UN_LITE)) {
+ rfu.reset_flag(StatusRedrawingFlag::UN_LITE);
forget_lite(floor_ptr);
}
- if (any_bits(player_ptr->update, (PU_UN_VIEW))) {
- reset_bits(player_ptr->update, PU_UN_VIEW);
+ if (rfu.has(StatusRedrawingFlag::UN_VIEW)) {
+ rfu.reset_flag(StatusRedrawingFlag::UN_VIEW);
forget_view(floor_ptr);
}
- if (any_bits(player_ptr->update, (PU_VIEW))) {
- reset_bits(player_ptr->update, PU_VIEW);
+ if (rfu.has(StatusRedrawingFlag::VIEW)) {
+ rfu.reset_flag(StatusRedrawingFlag::VIEW);
update_view(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_LITE))) {
- reset_bits(player_ptr->update, PU_LITE);
+ if (rfu.has(StatusRedrawingFlag::LITE)) {
+ rfu.reset_flag(StatusRedrawingFlag::LITE);
update_lite(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_FLOW))) {
- reset_bits(player_ptr->update, PU_FLOW);
+ if (rfu.has(StatusRedrawingFlag::FLOW)) {
+ rfu.reset_flag(StatusRedrawingFlag::FLOW);
update_flow(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_DISTANCE))) {
- reset_bits(player_ptr->update, PU_DISTANCE);
-
+ if (rfu.has(StatusRedrawingFlag::DISTANCE)) {
+ rfu.reset_flag(StatusRedrawingFlag::DISTANCE);
update_monsters(player_ptr, true);
}
- if (any_bits(player_ptr->update, (PU_MON_LITE))) {
- reset_bits(player_ptr->update, PU_MON_LITE);
+ if (rfu.has(StatusRedrawingFlag::MONSTER_LITE)) {
+ rfu.reset_flag(StatusRedrawingFlag::MONSTER_LITE);
update_mon_lite(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_DELAY_VIS))) {
- reset_bits(player_ptr->update, PU_DELAY_VIS);
+ if (rfu.has(StatusRedrawingFlag::DELAY_VISIBILITY)) {
+ rfu.reset_flag(StatusRedrawingFlag::DELAY_VISIBILITY);
delayed_visual_update(player_ptr);
}
- if (any_bits(player_ptr->update, (PU_MONSTERS))) {
- reset_bits(player_ptr->update, PU_MONSTERS);
+ if (rfu.has(StatusRedrawingFlag::MONSTER_STATUSES)) {
+ rfu.reset_flag(StatusRedrawingFlag::MONSTER_STATUSES);
update_monsters(player_ptr, false);
}
}
*/
bool player_has_no_spellbooks(PlayerType *player_ptr)
{
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
for (int i = 0; i < INVEN_PACK; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (o_ptr->k_idx && check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)) {
+ if (o_ptr->is_valid() && check_book_realm(player_ptr, o_ptr->bi_key)) {
return false;
}
}
auto *floor_ptr = player_ptr->current_floor_ptr;
for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
o_ptr = &floor_ptr->o_list[this_o_idx];
- if (o_ptr->k_idx && any_bits(o_ptr->marked, OM_FOUND) && check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)) {
+ if (o_ptr->is_valid() && o_ptr->marked.has(OmType::FOUND) && check_book_realm(player_ptr, o_ptr->bi_key)) {
return false;
}
}
player_ptr->max_max_exp = player_ptr->max_exp;
}
- set_bits(player_ptr->redraw, PR_EXP);
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::EXP);
handle_stuff(player_ptr);
PlayerRace pr(player_ptr);
bool android = pr.equals(PlayerRaceType::ANDROID);
PLAYER_LEVEL old_lev = player_ptr->lev;
+ static constexpr auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::HP,
+ StatusRedrawingFlag::MP,
+ StatusRedrawingFlag::SPELLS,
+ };
while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
player_ptr->lev--;
- set_bits(player_ptr->update, PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- set_bits(player_ptr->redraw, PR_LEV | PR_TITLE);
- set_bits(player_ptr->window_flags, PW_PLAYER);
+ rfu.set_flags(flags_srf);
+ static constexpr auto flags_mwrf = {
+ MainWindowRedrawingFlag::LEVEL,
+ MainWindowRedrawingFlag::TITLE,
+ };
+ rfu.set_flags(flags_mwrf);
+ rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
handle_stuff(player_ptr);
}
}
level_inc_stat = true;
- exe_write_diary(player_ptr, DIARY_LEVELUP, player_ptr->lev, nullptr);
+ exe_write_diary(player_ptr, DiaryKind::LEVELUP, player_ptr->lev);
}
sound(SOUND_LEVEL);
msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
- set_bits(player_ptr->update, (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS));
- set_bits(player_ptr->redraw, (PR_LEV | PR_TITLE | PR_EXP));
- set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL | PW_INVEN));
+ rfu.set_flags(flags_srf);
+ const auto flags_mwrf_levelup = {
+ MainWindowRedrawingFlag::LEVEL,
+ MainWindowRedrawingFlag::TITLE,
+ MainWindowRedrawingFlag::EXP,
+ };
+ rfu.set_flags(flags_mwrf_levelup);
+ const auto &flags_swrf_levelup = {
+ SubWindowRedrawingFlag::PLAYER,
+ SubWindowRedrawingFlag::SPELL,
+ SubWindowRedrawingFlag::INVENTORY,
+ };
+ rfu.set_flags(flags_swrf_levelup);
player_ptr->level_up_message = true;
handle_stuff(player_ptr);
screen_save();
while (true) {
int n;
- char tmp[32];
-
- cnv_stat(player_ptr->stat_max[0], tmp);
- prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
- cnv_stat(player_ptr->stat_max[1], tmp);
- prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
- cnv_stat(player_ptr->stat_max[2], tmp);
- prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
- cnv_stat(player_ptr->stat_max[3], tmp);
- prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
- cnv_stat(player_ptr->stat_max[4], tmp);
- prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
- cnv_stat(player_ptr->stat_max[5], tmp);
- prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
+
+ prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), cnv_stat(player_ptr->stat_max[0]).data()), 2, 14);
+ prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), cnv_stat(player_ptr->stat_max[1]).data()), 3, 14);
+ prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), cnv_stat(player_ptr->stat_max[2]).data()), 4, 14);
+ prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), cnv_stat(player_ptr->stat_max[3]).data()), 5, 14);
+ prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), cnv_stat(player_ptr->stat_max[4]).data()), 6, 14);
+ prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), cnv_stat(player_ptr->stat_max[5]).data()), 7, 14);
prt("", 8, 14);
prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
level_reward = false;
}
- set_bits(player_ptr->update, PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- set_bits(player_ptr->redraw, (PR_LEV | PR_TITLE));
- set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
+ rfu.set_flags(flags_srf);
+ static constexpr auto flags_mwrf = {
+ MainWindowRedrawingFlag::LEVEL,
+ MainWindowRedrawingFlag::TITLE,
+ };
+ rfu.set_flags(flags_mwrf);
+ static constexpr auto flags_swrf = {
+ SubWindowRedrawingFlag::PLAYER,
+ SubWindowRedrawingFlag::SPELL,
+ };
+ rfu.set_flags(flags_swrf);
handle_stuff(player_ptr);
}
/*!
* @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
* @param val 能力値
- * @param out_val 出力先文字列ポインタ
+ * @return std::string 右詰め6文字で記述した能力値
*/
-void cnv_stat(int val, char *out_val)
+std::string cnv_stat(int val)
{
if (val <= 18) {
- sprintf(out_val, " %2d", val);
- return;
+ return format(" %2d", val);
}
int bonus = (val - 18);
if (bonus >= 220) {
- sprintf(out_val, "18/%3s", "***");
+ return "18/***";
} else if (bonus >= 100) {
- sprintf(out_val, "18/%03d", bonus);
+ return format("18/%03d", bonus);
} else {
- sprintf(out_val, " 18/%02d", bonus);
+ return format(" 18/%02d", bonus);
}
}
bool is_tim_esp(PlayerType *player_ptr)
{
- auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
auto sniper_concent = sniper_data ? sniper_data->concent : 0;
return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
}
bool is_time_limit_esp(PlayerType *player_ptr)
{
- auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
auto sniper_concent = sniper_data ? sniper_data->concent : 0;
return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
}
bool is_echizen(PlayerType *player_ptr)
{
- return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].fixed_artifact_idx == FixedArtifactId::CRIMSON);
+ return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].is_specific_artifact(FixedArtifactId::CRIMSON));
}
bool is_chargeman(PlayerType *player_ptr)
bool set_quick_and_tiny(PlayerType *player_ptr)
{
- auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].fixed_artifact_idx == FixedArtifactId::QUICKTHORN;
- is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].fixed_artifact_idx == FixedArtifactId::TINYTHORN;
+ auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::QUICKTHORN);
+ is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TINYTHORN);
return is_quickly_tiny;
}
bool set_musasi(PlayerType *player_ptr)
{
- auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].fixed_artifact_idx == FixedArtifactId::MUSASI_KATANA;
- is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].fixed_artifact_idx == FixedArtifactId::MUSASI_WAKIZASI;
+ auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::MUSASI_KATANA);
+ is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::MUSASI_WAKIZASI);
return is_musasi;
}
bool set_icing_and_twinkle(PlayerType *player_ptr)
{
- auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].fixed_artifact_idx == FixedArtifactId::ICINGDEATH;
- can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].fixed_artifact_idx == FixedArtifactId::TWINKLE;
+ auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ICINGDEATH);
+ can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TWINKLE);
return can_call_ice_wind_saga;
}
bool set_anubis_and_chariot(PlayerType *player_ptr)
{
- auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].fixed_artifact_idx == FixedArtifactId::ANUBIS;
- is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].fixed_artifact_idx == FixedArtifactId::SILVER_CHARIOT;
+ auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ANUBIS);
+ is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::SILVER_CHARIOT);
return is_anubis_chariot;
}