#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
+#include "effect/attribute-types.h"
#include "effect/effect-characteristics.h"
#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
#include "mind/mind-force-trainer.h"
#include "monster/monster-describer.h"
#include "object/object-kind-hook.h"
-#include "object/object-kind.h"
+#include "player-base/player-class.h"
#include "player-info/class-info.h"
+#include "player-info/magic-eater-data-type.h"
#include "player-status/player-energy.h"
#include "player/attack-defense-types.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-teleport.h"
#include "spell-kind/spells-world.h"
-#include "spell/spell-types.h"
#include "status/action-setter.h"
#include "status/bad-status-setter.h"
#include "status/base-status.h"
#include "status/experience.h"
#include "status/shape-changer.h"
#include "status/sight-setter.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"
#include "timed-effect/player-cut.h"
#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool heal_monster(player_type *player_ptr, DIRECTION dir, HIT_POINT dam)
+bool heal_monster(PlayerType *player_ptr, DIRECTION dir, int dam)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_HEAL, dir, dam, flg));
+ return project_hook(player_ptr, AttributeType::OLD_HEAL, dir, dam, flg);
}
/*!
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool speed_monster(player_type *player_ptr, DIRECTION dir, int power)
+bool speed_monster(PlayerType *player_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_SPEED, dir, power, flg));
+ return project_hook(player_ptr, AttributeType::OLD_SPEED, dir, power, flg);
}
/*!
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool slow_monster(player_type *player_ptr, DIRECTION dir, int power)
+bool slow_monster(PlayerType *player_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_SLOW, dir, power, flg));
+ return project_hook(player_ptr, AttributeType::OLD_SLOW, dir, power, flg);
}
/*!
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool sleep_monster(player_type *player_ptr, DIRECTION dir, int power)
+bool sleep_monster(PlayerType *player_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_SLEEP, dir, power, flg));
+ return project_hook(player_ptr, AttributeType::OLD_SLEEP, dir, power, flg);
}
/*!
* @return 作用が実際にあった場合TRUEを返す
* @details 威力はプレイヤーレベル*2に固定
*/
-bool stasis_monster(player_type *player_ptr, DIRECTION dir)
+bool stasis_monster(PlayerType *player_ptr, DIRECTION dir)
{
- return (fire_ball_hide(player_ptr, GF_STASIS, dir, player_ptr->lev * 2, 0));
+ return fire_ball_hide(player_ptr, AttributeType::STASIS, dir, player_ptr->lev * 2, 0);
}
/*!
* @return 作用が実際にあった場合TRUEを返す
* @details 威力はプレイヤーレベル*2に固定
*/
-bool stasis_evil(player_type *player_ptr, DIRECTION dir)
+bool stasis_evil(PlayerType *player_ptr, DIRECTION dir)
{
- return (fire_ball_hide(player_ptr, GF_STASIS_EVIL, dir, player_ptr->lev * 2, 0));
+ return fire_ball_hide(player_ptr, AttributeType::STASIS_EVIL, dir, player_ptr->lev * 2, 0);
}
/*!
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool confuse_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
+bool confuse_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_CONF, dir, plev, flg));
+ return project_hook(player_ptr, AttributeType::OLD_CONF, dir, plev, flg);
}
/*!
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool stun_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
+bool stun_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_STUN, dir, plev, flg));
+ return project_hook(player_ptr, AttributeType::STUN, dir, plev, flg);
}
/*!
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool poly_monster(player_type *player_ptr, DIRECTION dir, int power)
+bool poly_monster(PlayerType *player_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(player_ptr, GF_OLD_POLY, dir, power, flg));
- if (tester)
- chg_virtue(player_ptr, V_CHANCE, 1);
- return (tester);
+ bool tester = (project_hook(player_ptr, AttributeType::OLD_POLY, dir, power, flg));
+ if (tester) {
+ chg_virtue(player_ptr, Virtue::CHANCE, 1);
+ }
+ return tester;
}
/*!
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool clone_monster(player_type *player_ptr, DIRECTION dir)
+bool clone_monster(PlayerType *player_ptr, DIRECTION dir)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_OLD_CLONE, dir, 0, flg));
+ return project_hook(player_ptr, AttributeType::OLD_CLONE, dir, 0, flg);
}
/*!
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool fear_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
+bool fear_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(player_ptr, GF_TURN_ALL, dir, plev, flg));
+ return project_hook(player_ptr, AttributeType::TURN_ALL, dir, plev, flg);
}
-bool time_walk(player_type *player_ptr)
+bool time_walk(PlayerType *player_ptr)
{
if (player_ptr->timewalk) {
msg_print(_("既に時は止まっている。", "Time is already stopped."));
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;
* @param player_ptr プレイヤーへの参照ポインタ
* @param options スペル共通オプション
*/
-void roll_hitdice(player_type *player_ptr, spell_operation options)
+void roll_hitdice(PlayerType *player_ptr, spell_operation options)
{
- HIT_POINT min_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 3 / 8;
- HIT_POINT max_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 5 / 8;
+ int min_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 3 / 8;
+ int max_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 5 / 8;
/* Rerate */
while (true) {
/* Pre-calculate level 1 hitdice */
- player_ptr->player_hp[0] = (HIT_POINT)player_ptr->hitdie;
+ player_ptr->player_hp[0] = (int)player_ptr->hitdie;
for (int i = 1; i < 4; i++) {
player_ptr->player_hp[0] += randint1(player_ptr->hitdie);
}
/* Require "valid" hitpoints at highest level */
- if ((player_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (player_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
+ if ((player_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (player_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) {
break;
+ }
}
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);
player_ptr->redraw |= (PR_HP);
player_ptr->window_flags |= (PW_PLAYER);
- if (!(options & SPOP_NO_UPDATE))
+ if (!(options & SPOP_NO_UPDATE)) {
handle_stuff(player_ptr);
+ }
- if (!(options & SPOP_DISPLAY_MES))
+ if (!(options & SPOP_DISPLAY_MES)) {
return;
+ }
if (options & SPOP_DEBUG) {
msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
msg_print(_("体力ランクが変わった。", "Life rate has changed."));
}
-bool life_stream(player_type *player_ptr, bool message, bool virtue_change)
+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) {
restore_level(player_ptr);
BadStatusSetter bss(player_ptr);
- (void)bss.poison(0);
- (void)bss.blindness(0);
- (void)bss.confusion(0);
+ (void)bss.set_poison(0);
+ (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);
return true;
}
-bool heroism(player_type *player_ptr, int base)
+bool heroism(PlayerType *player_ptr, int base)
{
auto ident = false;
- if (BadStatusSetter(player_ptr).afraidness(0)) {
+ if (BadStatusSetter(player_ptr).set_fear(0)) {
ident = true;
}
return ident;
}
-bool berserk(player_type *player_ptr, int base)
+bool berserk(PlayerType *player_ptr, int base)
{
auto ident = false;
- if (BadStatusSetter(player_ptr).afraidness(0)) {
+ if (BadStatusSetter(player_ptr).set_fear(0)) {
ident = true;
}
return ident;
}
-bool cure_light_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
+bool cure_light_wounds(PlayerType *player_ptr, DICE_NUMBER dice, DICE_SID sides)
{
auto ident = false;
if (hp_player(player_ptr, damroll(dice, sides))) {
}
BadStatusSetter bss(player_ptr);
- if (bss.blindness(0)) {
+ if (bss.set_blindness(0)) {
ident = true;
}
return ident;
}
-bool cure_serious_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
+bool cure_serious_wounds(PlayerType *player_ptr, DICE_NUMBER dice, DICE_SID sides)
{
auto ident = false;
if (hp_player(player_ptr, damroll(dice, sides))) {
}
BadStatusSetter bss(player_ptr);
- if (bss.blindness(0)) {
+ if (bss.set_blindness(0)) {
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
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;
}
return ident;
}
-bool cure_critical_wounds(player_type *player_ptr, HIT_POINT pow)
+bool cure_critical_wounds(PlayerType *player_ptr, int pow)
{
auto ident = false;
if (hp_player(player_ptr, pow)) {
}
BadStatusSetter bss(player_ptr);
- if (bss.blindness(0)) {
+ if (bss.set_blindness(0)) {
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
ident = true;
}
- if (bss.poison(0)) {
+ if (bss.set_poison(0)) {
ident = true;
}
- if (bss.stun(0)) {
+ if (bss.set_stun(0)) {
ident = true;
}
- if (bss.cut(0)) {
+ if (bss.set_cut(0)) {
ident = true;
}
return ident;
}
-bool true_healing(player_type *player_ptr, HIT_POINT pow)
+bool true_healing(PlayerType *player_ptr, int pow)
{
auto ident = false;
if (hp_player(player_ptr, pow)) {
}
BadStatusSetter bss(player_ptr);
- if (bss.blindness(0)) {
+ if (bss.set_blindness(0)) {
ident = true;
}
- if (bss.confusion(0)) {
+ if (bss.set_confusion(0)) {
ident = true;
}
- if (bss.poison(0)) {
+ if (bss.set_poison(0)) {
ident = true;
}
- if (bss.stun(0)) {
+ if (bss.set_stun(0)) {
ident = true;
}
- if (bss.cut(0)) {
+ if (bss.set_cut(0)) {
ident = true;
}
return ident;
}
-bool restore_mana(player_type *player_ptr, bool magic_eater)
+bool restore_mana(PlayerType *player_ptr, bool magic_eater)
{
- if (player_ptr->pclass == CLASS_MAGIC_EATER && magic_eater) {
- int i;
- for (i = 0; i < EATER_EXT * 2; i++) {
- player_ptr->magic_num1[i] += (player_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : player_ptr->magic_num2[i] * EATER_CHARGE / 3;
- if (player_ptr->magic_num1[i] > player_ptr->magic_num2[i] * EATER_CHARGE)
- player_ptr->magic_num1[i] = player_ptr->magic_num2[i] * EATER_CHARGE;
+ if (PlayerClass(player_ptr).equals(PlayerClassType::MAGIC_EATER) && magic_eater) {
+ // 魔力復活による、魔道具術師の取り込んだ魔法の回復量
+ // 取り込み数が10回未満: 3 回分回復
+ // 取り込み数が10回以上: 取り込み回数/3 回分回復
+ auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
+ for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
+ for (auto &item : magic_eater_data->get_item_group(tval)) {
+ item.charge += (item.count < 10) ? EATER_CHARGE * 3 : item.count * EATER_CHARGE / 3;
+ item.charge = std::min(item.charge, item.count * EATER_CHARGE);
+ }
}
- for (; i < EATER_EXT * 3; i++) {
- KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
- player_ptr->magic_num1[i]
- -= ((player_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : player_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
- if (player_ptr->magic_num1[i] < 0)
- player_ptr->magic_num1[i] = 0;
+ auto sval = 0;
+ for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
+ 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;
}
msg_print(_("頭がハッキリとした。", "You feel your head clear."));
return true;
}
- if (player_ptr->csp >= player_ptr->msp)
+ if (player_ptr->csp >= player_ptr->msp) {
return false;
+ }
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;
}
-bool restore_all_status(player_type *player_ptr)
+bool restore_all_status(PlayerType *player_ptr)
{
bool ident = false;
- if (do_res_stat(player_ptr, A_STR))
+ if (do_res_stat(player_ptr, A_STR)) {
ident = true;
- if (do_res_stat(player_ptr, A_INT))
+ }
+ if (do_res_stat(player_ptr, A_INT)) {
ident = true;
- if (do_res_stat(player_ptr, A_WIS))
+ }
+ if (do_res_stat(player_ptr, A_WIS)) {
ident = true;
- if (do_res_stat(player_ptr, A_DEX))
+ }
+ if (do_res_stat(player_ptr, A_DEX)) {
ident = true;
- if (do_res_stat(player_ptr, A_CON))
+ }
+ if (do_res_stat(player_ptr, A_CON)) {
ident = true;
- if (do_res_stat(player_ptr, A_CHR))
+ }
+ if (do_res_stat(player_ptr, A_CHR)) {
ident = true;
+ }
return ident;
}
-bool fishing(player_type *player_ptr)
+bool fishing(PlayerType *player_ptr)
{
DIRECTION dir;
- if (!get_direction(player_ptr, &dir, false, false))
+ if (!get_direction(player_ptr, &dir, false, false)) {
return false;
+ }
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, FF::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(player_type *player_ptr, object_type **o_ptr_ptr)
+bool cosmic_cast_off(PlayerType *player_ptr, ItemEntity **o_ptr_ptr)
{
- object_type *o_ptr = (*o_ptr_ptr);
+ auto *o_ptr = (*o_ptr_ptr);
/* Cast off activated item */
INVENTORY_IDX slot;
for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
- if (o_ptr == &player_ptr->inventory_list[slot])
+ if (o_ptr == &player_ptr->inventory_list[slot]) {
break;
+ }
}
- if (slot > INVEN_FEET)
+ if (slot > INVEN_FEET) {
return false;
+ }
- object_type 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.afraidness(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);
(void)set_blessed(player_ptr, player_ptr->blessed + t, false);
- (void)set_fast(player_ptr, player_ptr->fast + t, false);
+ (void)mod_acceleration(player_ptr, t, false);
(void)set_shero(player_ptr, player_ptr->shero + t, false);
- if (player_ptr->pclass == CLASS_FORCETRAINER) {
+ if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER)) {
set_current_ki(player_ptr, true, player_ptr->lev * 5 + 190);
msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
}
* @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, player_type *player_ptr)
+void apply_nexus(MonsterEntity *m_ptr, PlayerType *player_ptr)
{
switch (randint1(7)) {
case 1:
* @brief プレイヤーのステータスシャッフル処理
* @param player_ptr プレイヤーへの参照ポインタ
*/
-void status_shuffle(player_type *player_ptr)
+void status_shuffle(PlayerType *player_ptr)
{
/* Pick a pair of stats */
int i = randint0(A_MAX);
int j;
//!< @todo ここのループは一体何をしている?
- for (j = i; j == i; j = randint0(A_MAX)) /* loop */
+ for (j = i; j == i; j = randint0(A_MAX)) { /* loop */
;
+ }
- 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;
player_ptr->stat_cur[j] = cur1;
for (int k = 0; k < A_MAX; k++) {
- if (player_ptr->stat_max[k] > player_ptr->stat_max_max[k])
+ if (player_ptr->stat_max[k] > player_ptr->stat_max_max[k]) {
player_ptr->stat_max[k] = player_ptr->stat_max_max[k];
- if (player_ptr->stat_cur[k] > player_ptr->stat_max_max[k])
+ }
+ if (player_ptr->stat_cur[k] > player_ptr->stat_max_max[k]) {
player_ptr->stat_cur[k] = player_ptr->stat_max_max[k];
+ }
}
player_ptr->update |= PU_BONUS;