#include "status/experience.h"
#include "status/shape-changer.h"
#include "status/sight-setter.h"
-#include "system/baseitem-info-definition.h"
+#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-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/player-type-definition.h"
#include "target/target-getter.h"
#include "timed-effect/player-acceleration.h"
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
bool tester = (project_hook(player_ptr, AttributeType::OLD_POLY, dir, power, flg));
if (tester) {
- chg_virtue(player_ptr, V_CHANCE, 1);
+ chg_virtue(player_ptr, Virtue::CHANCE, 1);
}
return tester;
}
player_ptr->energy_need -= 1000 + (100 + player_ptr->csp - 50) * TURNS_PER_TICK / 10;
player_ptr->redraw |= (PR_MAP);
- player_ptr->update |= (PU_MONSTERS);
+ player_ptr->update |= (PU_MONSTER_STATUSES);
player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff(player_ptr);
return true;
player_ptr->knowledge &= ~(KNOW_HPRATE);
- PERCENTAGE percent = (int)(((long)player_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * player_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (player_ptr->hitdie + 1))));
+ auto percent = (player_ptr->player_hp[PY_MAX_LEVEL - 1] * 200) / (2 * player_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (player_ptr->hitdie + 1)));
/* Update and redraw hitpoints */
player_ptr->update |= (PU_HP);
bool life_stream(PlayerType *player_ptr, bool message, bool virtue_change)
{
if (virtue_change) {
- chg_virtue(player_ptr, V_VITALITY, 1);
- chg_virtue(player_ptr, V_UNLIFE, -5);
+ chg_virtue(player_ptr, Virtue::VITALITY, 1);
+ chg_virtue(player_ptr, Virtue::UNLIFE, -5);
}
if (message) {
(void)bss.set_blindness(0);
(void)bss.set_confusion(0);
(void)bss.hallucination(0);
- (void)bss.stun(0);
- (void)bss.cut(0);
- (void)bss.paralysis(0);
+ (void)bss.set_stun(0);
+ (void)bss.set_cut(0);
+ (void)bss.set_paralysis(0);
(void)restore_all_status(player_ptr);
(void)set_shero(player_ptr, 0, true);
handle_stuff(player_ptr);
bool heroism(PlayerType *player_ptr, int base)
{
auto ident = false;
- if (BadStatusSetter(player_ptr).fear(0)) {
+ if (BadStatusSetter(player_ptr).set_fear(0)) {
ident = true;
}
bool berserk(PlayerType *player_ptr, int base)
{
auto ident = false;
- if (BadStatusSetter(player_ptr).fear(0)) {
+ if (BadStatusSetter(player_ptr).set_fear(0)) {
ident = true;
}
ident = true;
}
- if (bss.cut((player_ptr->effects()->cut()->current() / 2) - 50)) {
+ if (bss.set_cut((player_ptr->effects()->cut()->current() / 2) - 50)) {
ident = true;
}
ident = true;
}
- if (bss.stun(0)) {
+ if (bss.set_stun(0)) {
ident = true;
}
- if (bss.cut(0)) {
+ if (bss.set_cut(0)) {
ident = true;
}
ident = true;
}
- if (bss.stun(0)) {
+ if (bss.set_stun(0)) {
ident = true;
}
- if (bss.cut(0)) {
+ if (bss.set_cut(0)) {
ident = true;
}
auto sval = 0;
for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
- KIND_OBJECT_IDX k_idx = lookup_kind(ItemKindType::ROD, sval);
- item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
+ const auto bi_id = lookup_baseitem_id({ ItemKindType::ROD, sval });
+ item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * baseitems_info[bi_id].pval;
item.charge = std::max(item.charge, 0);
++sval;
}
player_ptr->csp = player_ptr->msp;
player_ptr->csp_frac = 0;
msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- player_ptr->redraw |= (PR_MANA);
+ player_ptr->redraw |= (PR_MP);
player_ptr->window_flags |= (PW_PLAYER);
player_ptr->window_flags |= (PW_SPELL);
return true;
POSITION y = player_ptr->y + ddy[dir];
POSITION x = player_ptr->x + ddx[dir];
player_ptr->fishing_dir = dir;
- if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::WATER)) {
+ auto *floor_ptr = player_ptr->current_floor_ptr;
+ if (!cave_has_flag_bold(floor_ptr, y, x, TerrainCharacteristics::WATER)) {
msg_print(_("そこは水辺ではない。", "You can't fish here."));
return false;
}
- if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
- msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
+ if (floor_ptr->grid_array[y][x].m_idx) {
+ const auto m_name = monster_desc(player_ptr, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx], 0);
+ msg_format(_("%sが邪魔だ!", "%s^ is standing in your way."), m_name.data());
PlayerEnergy(player_ptr).reset_player_turn();
return false;
}
set_action(player_ptr, ACTION_FISH);
- player_ptr->redraw |= (PR_STATE);
+ player_ptr->redraw |= (PR_ACTION);
return true;
}
* @details
* 脱いで落とした装備にtimeoutを設定するために装備品のアドレスを返す。
*/
-bool cosmic_cast_off(PlayerType *player_ptr, ObjectType **o_ptr_ptr)
+bool cosmic_cast_off(PlayerType *player_ptr, ItemEntity **o_ptr_ptr)
{
auto *o_ptr = (*o_ptr_ptr);
return false;
}
- ObjectType forge;
+ ItemEntity forge;
(&forge)->copy_from(o_ptr);
inven_item_increase(player_ptr, slot, (0 - o_ptr->number));
inven_item_optimize(player_ptr, slot);
OBJECT_IDX old_o_idx = drop_near(player_ptr, &forge, 0, player_ptr->y, player_ptr->x);
*o_ptr_ptr = &player_ptr->current_floor_ptr->o_list[old_o_idx];
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, &forge, OD_NAME_ONLY);
- msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
+ const auto item_name = describe_flavor(player_ptr, &forge, OD_NAME_ONLY);
+ msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), item_name.data());
sound(SOUND_TAKE_OFF);
/* Get effects */
TIME_EFFECT t = 20 + randint1(20);
BadStatusSetter bss(player_ptr);
(void)bss.mod_blindness(t);
- (void)bss.fear(0);
+ (void)bss.set_fear(0);
(void)set_tim_esp(player_ptr, player_ptr->tim_esp + t, false);
(void)set_tim_regen(player_ptr, player_ptr->tim_regen + t, false);
(void)set_hero(player_ptr, player_ptr->hero + t, false);
* @brief プレイヤーの因果混乱処理 / Apply Nexus
* @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
*/
-void apply_nexus(monster_type *m_ptr, PlayerType *player_ptr)
+void apply_nexus(MonsterEntity *m_ptr, PlayerType *player_ptr)
{
switch (randint1(7)) {
case 1:
;
}
- BASE_STATUS max1 = player_ptr->stat_max[i];
- BASE_STATUS cur1 = player_ptr->stat_cur[i];
- BASE_STATUS max2 = player_ptr->stat_max[j];
- BASE_STATUS cur2 = player_ptr->stat_cur[j];
+ const auto max1 = player_ptr->stat_max[i];
+ const auto cur1 = player_ptr->stat_cur[i];
+ const auto max2 = player_ptr->stat_max[j];
+ const auto cur2 = player_ptr->stat_cur[j];
player_ptr->stat_max[i] = max2;
player_ptr->stat_cur[i] = cur2;