-/*!
+/*!
* @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
* @date 2014/01/08
* @author
#include "cmd-action/cmd-spell.h"
#include "cmd-item/cmd-magiceat.h"
#include "cmd-item/cmd-zapwand.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "effect/spells-effect-util.h"
#include "racial/racial-kutar.h"
#include "racial/racial-vampire.h"
#include "realm/realm-names-table.h"
+#include "spell-class/spells-mirror-master.h"
#include "spell-kind/spells-beam.h"
#include "spell-kind/spells-detection.h"
#include "spell-kind/spells-grid.h"
#include "spell-kind/spells-world.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-song.h"
-#include "spell/spell-types.h"
#include "spell/spells-status.h"
#include "status/action-setter.h"
#include "status/bad-status-setter.h"
#include "status/buff-setter.h"
#include "status/experience.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "target/target-getter.h"
+#include "timed-effect/player-paralysis.h"
+#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
-bool switch_class_racial_execution(player_type *player_ptr, const int32_t command)
+bool switch_class_racial_execution(PlayerType *player_ptr, const int32_t command)
{
DIRECTION dir = 0;
switch (player_ptr->pclass) {
- case CLASS_WARRIOR:
+ case PlayerClassType::WARRIOR:
return sword_dancing(player_ptr);
- case CLASS_HIGH_MAGE:
+ case PlayerClassType::HIGH_MAGE:
if (player_ptr->realm1 == REALM_HEX) {
- auto retval = SpellHex(player_ptr).stop_spells_with_selection();
+ const auto retval = SpellHex(player_ptr).stop_spells_with_selection();
if (retval) {
PlayerEnergy(player_ptr).set_player_turn_energy(10);
}
return retval;
}
- /* Fall through */
- case CLASS_MAGE:
- case CLASS_SORCERER:
+ [[fallthrough]];
+ case PlayerClassType::MAGE:
+ case PlayerClassType::SORCERER:
return eat_magic(player_ptr, player_ptr->lev * 2);
- case CLASS_PRIEST:
+ case PlayerClassType::PRIEST:
if (!is_good_realm(player_ptr->realm1)) {
(void)dispel_monsters(player_ptr, player_ptr->lev * 4);
turn_monsters(player_ptr, player_ptr->lev * 4);
}
return bless_weapon(player_ptr);
- case CLASS_ROGUE:
+ case PlayerClassType::ROGUE:
return hit_and_away(player_ptr);
- case CLASS_RANGER:
- case CLASS_SNIPER:
+ case PlayerClassType::RANGER:
+ case PlayerClassType::SNIPER:
msg_print(_("敵を調査した...", "You examine your foes..."));
probing(player_ptr);
return true;
- case CLASS_PALADIN:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerClassType::PALADIN:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
- fire_beam(player_ptr, is_good_realm(player_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, player_ptr->lev * 3);
+ fire_beam(player_ptr, is_good_realm(player_ptr->realm1) ? AttributeType::HOLY_FIRE : AttributeType::HELL_FIRE, dir, player_ptr->lev * 3);
return true;
- case CLASS_WARRIOR_MAGE:
- if (command == -3)
+ case PlayerClassType::WARRIOR_MAGE:
+ if (command == -3) {
return comvert_hp_to_mp(player_ptr);
- else if (command == -4)
+ } else if (command == -4) {
return comvert_mp_to_hp(player_ptr);
+ }
return true;
- case CLASS_CHAOS_WARRIOR:
+ case PlayerClassType::CHAOS_WARRIOR:
return confusing_light(player_ptr);
- case CLASS_MONK:
+ case PlayerClassType::MONK:
if (none_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN)) {
msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
return false;
}
if (command == -3) {
- if (!choose_monk_stance(player_ptr))
+ if (!choose_monk_stance(player_ptr)) {
return false;
+ }
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
return true;
}
- if (command == -4)
+ if (command == -4) {
return double_attack(player_ptr);
+ }
return true;
- case CLASS_MINDCRAFTER:
- case CLASS_FORCETRAINER:
+ case PlayerClassType::MINDCRAFTER:
+ case PlayerClassType::FORCETRAINER:
return clear_mind(player_ptr);
- case CLASS_TOURIST:
+ case PlayerClassType::TOURIST:
if (command == -3) {
- if (!get_aim_dir(player_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
project_length = 1;
- fire_beam(player_ptr, GF_PHOTO, dir, 1);
+ fire_beam(player_ptr, AttributeType::PHOTO, dir, 1);
return true;
}
return (command != -4) || identify_fully(player_ptr, false);
- case CLASS_IMITATOR:
+ case PlayerClassType::IMITATOR:
handle_stuff(player_ptr);
return do_cmd_mane(player_ptr, true);
- case CLASS_BEASTMASTER:
+ case PlayerClassType::BEASTMASTER:
if (command == -3) {
- if (!get_aim_dir(player_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
- (void)fire_ball_hide(player_ptr, GF_CHARM_LIVING, dir, player_ptr->lev, 0);
+ (void)fire_ball_hide(player_ptr, AttributeType::CHARM_LIVING, dir, player_ptr->lev, 0);
return true;
}
- if (command == -4)
- project_all_los(player_ptr, GF_CHARM_LIVING, player_ptr->lev);
+ if (command == -4) {
+ project_all_los(player_ptr, AttributeType::CHARM_LIVING, player_ptr->lev);
+ }
return true;
- case CLASS_ARCHER:
+ case PlayerClassType::ARCHER:
return create_ammo(player_ptr);
- case CLASS_MAGIC_EATER:
- if (command == -3)
+ case PlayerClassType::MAGIC_EATER:
+ if (command == -3) {
return import_magic_device(player_ptr);
+ }
return (command != -4) || (!cmd_limit_cast(player_ptr) && do_cmd_magic_eater(player_ptr, false, true));
- case CLASS_BARD:
- if ((get_singing_song_effect(player_ptr) == 0) && (get_interrupting_song_effect(player_ptr) == 0))
+ case PlayerClassType::BARD:
+ if ((get_singing_song_effect(player_ptr) == 0) && (get_interrupting_song_effect(player_ptr) == 0)) {
return false;
+ }
stop_singing(player_ptr);
PlayerEnergy(player_ptr).set_player_turn_energy(10);
return true;
- case CLASS_RED_MAGE:
- if (cmd_limit_cast(player_ptr))
+ case PlayerClassType::RED_MAGE:
+ if (cmd_limit_cast(player_ptr)) {
return false;
+ }
handle_stuff(player_ptr);
- if (!do_cmd_cast(player_ptr))
+ if (!do_cmd_cast(player_ptr)) {
return false;
+ }
- if (!player_ptr->paralyzed && !cmd_limit_cast(player_ptr)) {
+ if (!player_ptr->effects()->paralysis()->is_paralyzed() && !cmd_limit_cast(player_ptr)) {
handle_stuff(player_ptr);
command_dir = 0;
(void)do_cmd_cast(player_ptr);
}
return true;
- case CLASS_SAMURAI:
+ case PlayerClassType::SAMURAI:
if (command == -3) {
concentration(player_ptr);
return true;
}
- if (command != -4)
+ if (command != -4) {
return true;
+ }
if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return false;
}
- if (!choose_kata(player_ptr))
+ if (!choose_samurai_stance(player_ptr)) {
return false;
+ }
- set_bits(player_ptr->update, PU_BONUS);
+ RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
return true;
- case CLASS_BLUE_MAGE:
+ case PlayerClassType::BLUE_MAGE:
set_action(player_ptr, player_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
PlayerEnergy(player_ptr).reset_player_turn();
return true;
- case CLASS_CAVALRY:
+ case PlayerClassType::CAVALRY:
return rodeo(player_ptr);
- case CLASS_BERSERKER:
+ case PlayerClassType::BERSERKER:
return recall_player(player_ptr, randint0(21) + 15);
- case CLASS_SMITH:
- if (player_ptr->lev <= 29)
+ case PlayerClassType::SMITH:
+ if (player_ptr->lev <= 29) {
return ident_spell(player_ptr, true);
+ }
return identify_fully(player_ptr, true);
- case CLASS_MIRROR_MASTER:
+ case PlayerClassType::MIRROR_MASTER: {
+ SpellsMirrorMaster smm(player_ptr);
if (command == -3) {
- remove_all_mirrors(player_ptr, true);
+ smm.remove_all_mirrors(true);
return true;
}
- if (command == -4)
- return mirror_concentration(player_ptr);
+ if (command == -4) {
+ return smm.mirror_concentration();
+ }
return true;
- case CLASS_NINJA:
+ }
+ case PlayerClassType::NINJA:
return hayagake(player_ptr);
- case CLASS_ELEMENTALIST:
- if (command == -3)
+ case PlayerClassType::ELEMENTALIST:
+ if (command == -3) {
return clear_mind(player_ptr);
- if (command == -4)
+ }
+ if (command == -4) {
return switch_element_execution(player_ptr);
+ }
return true;
default:
return true;
}
}
-bool switch_mimic_racial_execution(player_type *player_ptr)
+bool switch_mimic_racial_execution(PlayerType *player_ptr)
{
switch (player_ptr->mimic_form) {
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD: {
+ case MimicKindType::DEMON:
+ case MimicKindType::DEMON_LORD: {
return demonic_breath(player_ptr);
}
- case MIMIC_VAMPIRE:
+ case MimicKindType::VAMPIRE:
vampirism(player_ptr);
return true;
default:
}
}
-bool switch_race_racial_execution(player_type *player_ptr, const int32_t command)
+bool switch_race_racial_execution(PlayerType *player_ptr, const int32_t command)
{
DIRECTION dir = 0;
switch (player_ptr->prace) {
- case player_race_type::DWARF:
+ case PlayerRaceType::DWARF:
msg_print(_("周囲を調べた。", "You examine your surroundings."));
(void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
(void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
return true;
- case player_race_type::HOBBIT:
+ case PlayerRaceType::HOBBIT:
return create_ration(player_ptr);
- case player_race_type::GNOME:
+ case PlayerRaceType::GNOME:
msg_print(_("パッ!", "Blink!"));
teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
return true;
- case player_race_type::HALF_ORC:
+ case PlayerRaceType::HALF_ORC:
msg_print(_("勇気を出した。", "You play tough."));
- (void)set_afraid(player_ptr, 0);
+ (void)BadStatusSetter(player_ptr).set_fear(0);
return true;
- case player_race_type::HALF_TROLL:
+ case PlayerRaceType::HALF_TROLL:
msg_print(_("うがぁぁ!", "RAAAGH!"));
(void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
return true;
- case player_race_type::AMBERITE:
+ case PlayerRaceType::AMBERITE:
if (command == -1) {
msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
reserve_alter_reality(player_ptr, randint0(21) + 15);
return true;
}
- if (command != -2)
+ if (command != -2) {
return true;
+ }
msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
(void)true_healing(player_ptr, 0);
(void)restore_all_status(player_ptr);
(void)restore_level(player_ptr);
return true;
- case player_race_type::BARBARIAN:
+ case PlayerRaceType::BARBARIAN:
msg_print(_("うぉぉおお!", "Raaagh!"));
(void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
return true;
- case player_race_type::HALF_OGRE:
+ case PlayerRaceType::HALF_OGRE:
msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
(void)create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
return true;
- case player_race_type::HALF_GIANT:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::HALF_GIANT:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
(void)wall_to_mud(player_ptr, dir, 20 + randint1(30));
return true;
- case player_race_type::HALF_TITAN:
+ case PlayerRaceType::HALF_TITAN:
msg_print(_("敵を調査した...", "You examine your foes..."));
(void)probing(player_ptr);
return true;
- case player_race_type::CYCLOPS:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::CYCLOPS:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
- (void)fire_bolt(player_ptr, GF_MISSILE, dir, (3 * player_ptr->lev) / 2);
+ (void)fire_bolt(player_ptr, AttributeType::MISSILE, dir, (3 * player_ptr->lev) / 2);
return true;
- case player_race_type::YEEK:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::YEEK:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
stop_mouth(player_ptr);
msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
(void)fear_monster(player_ptr, dir, player_ptr->lev);
return true;
- case player_race_type::KLACKON:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::KLACKON:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
stop_mouth(player_ptr);
msg_print(_("酸を吐いた。", "You spit acid."));
- if (player_ptr->lev < 25)
- (void)fire_bolt(player_ptr, GF_ACID, dir, player_ptr->lev);
- else
- (void)fire_ball(player_ptr, GF_ACID, dir, player_ptr->lev, 2);
+ if (player_ptr->lev < 25) {
+ (void)fire_bolt(player_ptr, AttributeType::ACID, dir, player_ptr->lev);
+ } else {
+ (void)fire_ball(player_ptr, AttributeType::ACID, dir, player_ptr->lev, 2);
+ }
return true;
- case player_race_type::KOBOLD:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::KOBOLD:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
msg_print(_("毒のダーツを投げた。", "You throw a poisoned dart."));
- (void)fire_bolt(player_ptr, GF_POIS, dir, player_ptr->lev);
+ (void)fire_bolt(player_ptr, AttributeType::POIS, dir, player_ptr->lev);
return true;
- case player_race_type::NIBELUNG:
+ case PlayerRaceType::NIBELUNG:
msg_print(_("周囲を調査した。", "You examine your surroundings."));
(void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
(void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
return true;
- case player_race_type::DARK_ELF:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::DARK_ELF:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
- (void)fire_bolt_or_beam(player_ptr, 10, GF_MISSILE, dir, damroll(3 + ((player_ptr->lev - 1) / 5), 4));
+ (void)fire_bolt_or_beam(player_ptr, 10, AttributeType::MISSILE, dir, damroll(3 + ((player_ptr->lev - 1) / 5), 4));
return true;
- case player_race_type::DRACONIAN:
+ case PlayerRaceType::DRACONIAN:
return draconian_breath(player_ptr);
- case player_race_type::MIND_FLAYER:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::MIND_FLAYER:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
- (void)fire_bolt(player_ptr, GF_PSI, dir, player_ptr->lev);
+ (void)fire_bolt(player_ptr, AttributeType::PSI, dir, player_ptr->lev);
return true;
- case player_race_type::IMP:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::IMP:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
if (player_ptr->lev >= 30) {
msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
- (void)fire_ball(player_ptr, GF_FIRE, dir, player_ptr->lev, 2);
+ (void)fire_ball(player_ptr, AttributeType::FIRE, dir, player_ptr->lev, 2);
} else {
msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
- (void)fire_bolt(player_ptr, GF_FIRE, dir, player_ptr->lev);
+ (void)fire_bolt(player_ptr, AttributeType::FIRE, dir, player_ptr->lev);
}
return true;
- case player_race_type::GOLEM:
+ case PlayerRaceType::GOLEM:
(void)set_shield(player_ptr, randint1(20) + 30, false);
return true;
- case player_race_type::SKELETON:
- case player_race_type::ZOMBIE:
+ case PlayerRaceType::SKELETON:
+ case PlayerRaceType::ZOMBIE:
msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
(void)restore_level(player_ptr);
return true;
- case player_race_type::VAMPIRE:
+ case PlayerRaceType::VAMPIRE:
(void)vampirism(player_ptr);
return true;
- case player_race_type::SPECTRE:
- if (!get_aim_dir(player_ptr, &dir))
+ case PlayerRaceType::SPECTRE:
+ if (!get_aim_dir(player_ptr, &dir)) {
return false;
+ }
stop_mouth(player_ptr);
msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
(void)fear_monster(player_ptr, dir, player_ptr->lev);
return true;
- case player_race_type::SPRITE:
+ case PlayerRaceType::SPRITE:
msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
- if (player_ptr->lev < 25)
+ if (player_ptr->lev < 25) {
(void)sleep_monsters_touch(player_ptr);
- else
+ } else {
(void)sleep_monsters(player_ptr, player_ptr->lev);
+ }
return true;
- case player_race_type::BALROG:
+ case PlayerRaceType::BALROG:
return demonic_breath(player_ptr);
- case player_race_type::KUTAR:
+ case PlayerRaceType::KUTAR:
(void)set_leveling(player_ptr, randint1(20) + 30, false);
return true;
- case player_race_type::ANDROID:
+ case PlayerRaceType::ANDROID:
return android_inside_weapon(player_ptr);
default:
msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));