* @brief プレイヤーの職業クラスに基づく耐性・能力の判定処理等を行うクラス
* @date 2021/09/08
* @author Hourier
+ * @details PlayerRaceからPlayerClassへの依存はあるが、逆は依存させないこと.
*/
#include "player-base/player-class.h"
#include "core/player-redraw-types.h"
#include "status/action-setter.h"
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
+#include "timed-effect/player-blindness.h"
+#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
-PlayerClass::PlayerClass(player_type *player_ptr)
+PlayerClass::PlayerClass(PlayerType *player_ptr)
: player_ptr(player_ptr)
{
}
+bool PlayerClass::equals(PlayerClassType type) const
+{
+ return this->player_ptr->pclass == type;
+}
+
/*!
* @brief プレイヤーの職業により得られる特性フラグを返す
*/
switch (this->player_ptr->pclass) {
case PlayerClassType::WARRIOR: {
- if (plev > 29)
+ if (plev > 29) {
flags.set(TR_RES_FEAR);
- if (plev > 44)
+ }
+ if (plev > 44) {
flags.set(TR_REGEN);
+ }
break;
}
case PlayerClassType::SAMURAI: {
- if (plev > 29)
+ if (plev > 29) {
flags.set(TR_RES_FEAR);
+ }
break;
}
case PlayerClassType::PALADIN: {
- if (plev > 39)
+ if (plev > 39) {
flags.set(TR_RES_FEAR);
+ }
break;
}
case PlayerClassType::CHAOS_WARRIOR: {
- if (plev > 29)
+ if (plev > 29) {
flags.set(TR_RES_CHAOS);
- if (plev > 39)
+ }
+ if (plev > 39) {
flags.set(TR_RES_FEAR);
+ }
break;
}
case PlayerClassType::MONK:
case PlayerClassType::FORCETRAINER: {
- if ((plev > 9) && !heavy_armor(this->player_ptr))
+ if ((plev > 9) && !heavy_armor(this->player_ptr)) {
flags.set(TR_SPEED);
- if ((plev > 24) && !heavy_armor(this->player_ptr))
+ }
+ if ((plev > 24) && !heavy_armor(this->player_ptr)) {
flags.set(TR_FREE_ACT);
+ }
break;
}
if (heavy_armor(this->player_ptr)) {
flags.set(TR_SPEED);
} else {
- if ((!this->player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(this->player_ptr)) && (!this->player_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(this->player_ptr)))
+ if ((!this->player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(this->player_ptr)) && (!this->player_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(this->player_ptr))) {
flags.set(TR_SPEED);
- if (plev > 24 && !this->player_ptr->is_icky_wield[0] && !this->player_ptr->is_icky_wield[1])
+ }
+ if (plev > 24 && !this->player_ptr->is_icky_wield[0] && !this->player_ptr->is_icky_wield[1]) {
flags.set(TR_FREE_ACT);
+ }
}
flags.set(TR_SLOW_DIGEST);
flags.set(TR_RES_FEAR);
- if (plev > 19)
+ if (plev > 19) {
flags.set(TR_RES_POIS);
- if (plev > 24)
+ }
+ if (plev > 24) {
flags.set(TR_SUST_DEX);
- if (plev > 29)
+ }
+ if (plev > 29) {
flags.set(TR_SEE_INVIS);
+ }
break;
}
case PlayerClassType::MINDCRAFTER: {
- if (plev > 9)
+ if (plev > 9) {
flags.set(TR_RES_FEAR);
- if (plev > 19)
+ }
+ if (plev > 19) {
flags.set(TR_SUST_WIS);
- if (plev > 29)
+ }
+ if (plev > 29) {
flags.set(TR_RES_CONF);
- if (plev > 39)
+ }
+ if (plev > 39) {
flags.set(TR_TELEPATHY);
+ }
break;
}
flags.set(TR_REGEN);
flags.set(TR_FREE_ACT);
flags.set(TR_SPEED);
- if (plev > 39)
+ if (plev > 39) {
flags.set(TR_REFLECT);
+ }
break;
}
case PlayerClassType::MIRROR_MASTER: {
- if (plev > 39)
+ if (plev > 39) {
flags.set(TR_REFLECT);
+ }
break;
}
case PlayerClassType::ELEMENTALIST:
- if (has_element_resist(this->player_ptr, ElementRealm::FIRE, 1))
+ if (has_element_resist(this->player_ptr, ElementRealmType::FIRE, 1)) {
flags.set(TR_RES_FIRE);
- if (has_element_resist(this->player_ptr, ElementRealm::FIRE, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::FIRE, 30)) {
flags.set(TR_IM_FIRE);
- if (has_element_resist(this->player_ptr, ElementRealm::ICE, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::ICE, 1)) {
flags.set(TR_RES_COLD);
- if (has_element_resist(this->player_ptr, ElementRealm::ICE, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::ICE, 30)) {
flags.set(TR_IM_COLD);
- if (has_element_resist(this->player_ptr, ElementRealm::SKY, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::SKY, 1)) {
flags.set(TR_RES_ELEC);
- if (has_element_resist(this->player_ptr, ElementRealm::SKY, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::SKY, 30)) {
flags.set(TR_IM_ELEC);
- if (has_element_resist(this->player_ptr, ElementRealm::SEA, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::SEA, 1)) {
flags.set(TR_RES_ACID);
- if (has_element_resist(this->player_ptr, ElementRealm::SEA, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::SEA, 30)) {
flags.set(TR_IM_ACID);
- if (has_element_resist(this->player_ptr, ElementRealm::DARKNESS, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::DARKNESS, 1)) {
flags.set(TR_RES_DARK);
- if (has_element_resist(this->player_ptr, ElementRealm::DARKNESS, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::DARKNESS, 30)) {
flags.set(TR_RES_NETHER);
- if (has_element_resist(this->player_ptr, ElementRealm::CHAOS, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::CHAOS, 1)) {
flags.set(TR_RES_CONF);
- if (has_element_resist(this->player_ptr, ElementRealm::CHAOS, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::CHAOS, 30)) {
flags.set(TR_RES_CHAOS);
- if (has_element_resist(this->player_ptr, ElementRealm::EARTH, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::EARTH, 1)) {
flags.set(TR_RES_SHARDS);
- if (has_element_resist(this->player_ptr, ElementRealm::EARTH, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::EARTH, 30)) {
flags.set(TR_REFLECT);
- if (has_element_resist(this->player_ptr, ElementRealm::DEATH, 1))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::DEATH, 1)) {
flags.set(TR_RES_POIS);
- if (has_element_resist(this->player_ptr, ElementRealm::DEATH, 30))
+ }
+ if (has_element_resist(this->player_ptr, ElementRealmType::DEATH, 30)) {
flags.set(TR_RES_DISEN);
+ }
break;
default:
break;
return flags;
}
-TrFlags PlayerClass::form_tr_flags() const
+TrFlags PlayerClass::stance_tr_flags() const
{
TrFlags flags;
switch (this->get_samurai_stance()) {
- case SamuraiStance::FUUJIN:
- if (!this->player_ptr->blind) {
+ case SamuraiStanceType::FUUJIN:
+ if (!this->player_ptr->effects()->blindness()->is_blind()) {
flags.set(TR_REFLECT);
}
break;
- case SamuraiStance::MUSOU:
+ case SamuraiStanceType::MUSOU:
flags.set({ TR_RES_ACID, TR_RES_ELEC, TR_RES_FIRE, TR_RES_COLD, TR_RES_POIS });
flags.set({ TR_REFLECT, TR_RES_FEAR, TR_RES_LITE, TR_RES_DARK, TR_RES_BLIND, TR_RES_CONF,
TR_RES_SOUND, TR_RES_SHARDS, TR_RES_NETHER, TR_RES_NEXUS, TR_RES_CHAOS, TR_RES_DISEN,
flags.set({ TR_SH_FIRE, TR_SH_ELEC, TR_SH_COLD });
flags.set({ TR_SUST_STR, TR_SUST_INT, TR_SUST_WIS, TR_SUST_DEX, TR_SUST_CON, TR_SUST_CHR });
break;
- case SamuraiStance::KOUKIJIN:
+ case SamuraiStanceType::KOUKIJIN:
flags.set({ TR_VUL_ACID, TR_VUL_ELEC, TR_VUL_FIRE, TR_VUL_COLD });
break;
default:
}
switch (this->get_monk_stance()) {
- case MonkStance::GENBU:
+ case MonkStanceType::GENBU:
flags.set(TR_REFLECT);
break;
- case MonkStance::SUZAKU:
+ case MonkStanceType::SUZAKU:
flags.set(TR_LEVITATION);
break;
- case MonkStance::SEIRYU:
+ case MonkStanceType::SEIRYU:
flags.set({ TR_RES_ACID, TR_RES_ELEC, TR_RES_FIRE, TR_RES_COLD, TR_RES_POIS });
flags.set({ TR_SH_FIRE, TR_SH_ELEC, TR_SH_COLD });
flags.set(TR_LEVITATION);
bool PlayerClass::has_stun_immunity() const
{
- return (this->player_ptr->pclass == PlayerClassType::BERSERKER) && (this->player_ptr->lev > 34);
+ return this->equals(PlayerClassType::BERSERKER) && (this->player_ptr->lev > 34);
+}
+
+bool PlayerClass::has_poison_resistance() const
+{
+ return this->equals(PlayerClassType::NINJA) && (this->player_ptr->lev > 44);
+}
+
+/*!
+ * @brief 加速ボーナスのある種族かを返す
+ * @return 加速ボーナスのある種族か否か
+ * @details
+ * 種族と職業の両方で特性による加速が得られる場合、重複して加速することはない.
+ * 代りに経験値補正が軽くなる.
+ */
+bool PlayerClass::has_additional_speed() const
+{
+ auto has_additional_speed = this->equals(PlayerClassType::MONK);
+ has_additional_speed |= this->equals(PlayerClassType::FORCETRAINER);
+ has_additional_speed |= this->equals(PlayerClassType::NINJA);
+ return has_additional_speed;
+}
+
+bool PlayerClass::is_soldier() const
+{
+ auto is_soldier = this->equals(PlayerClassType::WARRIOR);
+ is_soldier |= this->equals(PlayerClassType::ARCHER);
+ is_soldier |= this->equals(PlayerClassType::CAVALRY);
+ is_soldier |= this->equals(PlayerClassType::BERSERKER);
+ is_soldier |= this->equals(PlayerClassType::SMITH);
+ return is_soldier;
}
bool PlayerClass::is_wizard() const
{
- auto is_wizard = this->player_ptr->pclass == PlayerClassType::MAGE;
- is_wizard |= this->player_ptr->pclass == PlayerClassType::HIGH_MAGE;
- is_wizard |= this->player_ptr->pclass == PlayerClassType::SORCERER;
- is_wizard |= this->player_ptr->pclass == PlayerClassType::MAGIC_EATER;
- is_wizard |= this->player_ptr->pclass == PlayerClassType::BLUE_MAGE;
- is_wizard |= this->player_ptr->pclass == PlayerClassType::ELEMENTALIST;
+ auto is_wizard = this->equals(PlayerClassType::MAGE);
+ is_wizard |= this->equals(PlayerClassType::HIGH_MAGE);
+ is_wizard |= this->equals(PlayerClassType::SORCERER);
+ is_wizard |= this->equals(PlayerClassType::MAGIC_EATER);
+ is_wizard |= this->equals(PlayerClassType::BLUE_MAGE);
+ is_wizard |= this->equals(PlayerClassType::ELEMENTALIST);
return is_wizard;
}
+bool PlayerClass::is_tamer() const
+{
+ auto is_tamer = this->equals(PlayerClassType::BEASTMASTER);
+ is_tamer |= this->equals(PlayerClassType::CAVALRY);
+ return is_tamer;
+}
+
+bool PlayerClass::can_browse() const
+{
+ auto can_browse = this->equals(PlayerClassType::MINDCRAFTER);
+ can_browse |= this->equals(PlayerClassType::BERSERKER);
+ can_browse |= this->equals(PlayerClassType::NINJA);
+ can_browse |= this->equals(PlayerClassType::MIRROR_MASTER);
+ return can_browse;
+}
+
+bool PlayerClass::has_listed_magics() const
+{
+ auto has_listed_magics = this->can_browse();
+ has_listed_magics |= this->equals(PlayerClassType::FORCETRAINER);
+ has_listed_magics |= this->equals(PlayerClassType::ELEMENTALIST);
+ return has_listed_magics;
+}
+
+/*!
+ * @brief プレイ日記のタイトルが「最高の肉体を求めて」になり得るクラスを判定する
+ * @return 該当のクラスか否か
+ */
+bool PlayerClass::is_tough() const
+{
+ auto is_tough = this->equals(PlayerClassType::WARRIOR);
+ is_tough |= this->equals(PlayerClassType::MONK);
+ is_tough |= this->equals(PlayerClassType::SAMURAI);
+ is_tough |= this->equals(PlayerClassType::BERSERKER);
+ return is_tough;
+}
+
+bool PlayerClass::is_martial_arts_pro() const
+{
+ auto is_martial_arts_pro = this->equals(PlayerClassType::MONK);
+ is_martial_arts_pro |= this->equals(PlayerClassType::FORCETRAINER);
+ return is_martial_arts_pro;
+}
+
+bool PlayerClass::is_every_magic() const
+{
+ auto is_every_magic = this->equals(PlayerClassType::SORCERER);
+ is_every_magic |= this->equals(PlayerClassType::RED_MAGE);
+ return is_every_magic;
+}
+
+/*!
+ * @brief 「覚えた呪文の数」という概念を持つクラスかをチェックする.
+ * @return 呪文の数を持つか否か
+ */
+bool PlayerClass::has_number_of_spells_learned() const
+{
+ auto has_number_of_spells_learned = this->equals(PlayerClassType::MAGE);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::PRIEST);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::ROGUE);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::RANGER);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::PALADIN);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::WARRIOR_MAGE);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::CHAOS_WARRIOR);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::MONK);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::HIGH_MAGE);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::TOURIST);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::BEASTMASTER);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::BARD);
+ has_number_of_spells_learned |= this->equals(PlayerClassType::FORCETRAINER);
+ return has_number_of_spells_learned;
+}
+
bool PlayerClass::lose_balance()
{
if (this->player_ptr->pclass != PlayerClassType::SAMURAI) {
return false;
}
- if (this->samurai_stance_is(SamuraiStance::NONE)) {
+ if (this->samurai_stance_is(SamuraiStanceType::NONE)) {
return false;
}
- this->set_samurai_stance(SamuraiStance::NONE);
+ this->set_samurai_stance(SamuraiStanceType::NONE);
this->player_ptr->update |= PU_BONUS;
this->player_ptr->update |= PU_MONSTERS;
this->player_ptr->redraw |= PR_STATE;
return true;
}
-SamuraiStance PlayerClass::get_samurai_stance() const
+SamuraiStanceType PlayerClass::get_samurai_stance() const
{
auto samurai_data = this->get_specific_data<samurai_data_type>();
if (!samurai_data) {
- return SamuraiStance::NONE;
+ return SamuraiStanceType::NONE;
}
return samurai_data->stance;
}
-bool PlayerClass::samurai_stance_is(SamuraiStance stance) const
+bool PlayerClass::samurai_stance_is(SamuraiStanceType stance) const
{
return this->get_samurai_stance() == stance;
}
*
* @param stance_list 崩す型を指定する。取っている型が指定された型に含まれない場合は崩さない。
*/
-void PlayerClass::break_samurai_stance(std::initializer_list<SamuraiStance> stance_list)
+void PlayerClass::break_samurai_stance(std::initializer_list<SamuraiStanceType> stance_list)
{
auto samurai_data = this->get_specific_data<samurai_data_type>();
if (!samurai_data) {
for (auto stance : stance_list) {
if (samurai_data->stance == stance) {
set_action(player_ptr, ACTION_NONE);
- samurai_data->stance = SamuraiStance::NONE;
+ samurai_data->stance = SamuraiStanceType::NONE;
break;
}
}
}
-void PlayerClass::set_samurai_stance(SamuraiStance stance) const
+void PlayerClass::set_samurai_stance(SamuraiStanceType stance) const
{
auto samurai_data = this->get_specific_data<samurai_data_type>();
if (!samurai_data) {
samurai_data->stance = stance;
}
-MonkStance PlayerClass::get_monk_stance() const
+MonkStanceType PlayerClass::get_monk_stance() const
{
auto monk_data = this->get_specific_data<monk_data_type>();
if (!monk_data) {
- return MonkStance::NONE;
+ return MonkStanceType::NONE;
}
return monk_data->stance;
}
-bool PlayerClass::monk_stance_is(MonkStance stance) const
+bool PlayerClass::monk_stance_is(MonkStanceType stance) const
{
return this->get_monk_stance() == stance;
}
-void PlayerClass::set_monk_stance(MonkStance stance) const
+void PlayerClass::set_monk_stance(MonkStanceType stance) const
{
auto monk_data = this->get_specific_data<monk_data_type>();
if (!monk_data) {
/**
* @brief プレイヤーの職業にで使用する職業固有データ領域を初期化する
- * @details 事前条件: player_type の職業や領域が決定済みであること
+ * @details 事前条件: PlayerType の職業や領域が決定済みであること
*/
void PlayerClass::init_specific_data()
{