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[Refactor] #3286 Removed player-redraw-types.h
[hengbandforosx/hengbandosx.git] / src / spell-kind / earthquake.cpp
index d42ff06..caeb4cf 100644 (file)
@@ -1,9 +1,6 @@
 #include "spell-kind/earthquake.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
 #include "core/window-redrawer.h"
 #include "dungeon/dungeon-flag-types.h"
-#include "dungeon/dungeon.h"
 #include "dungeon/quest.h"
 #include "floor/cave.h"
 #include "floor/floor-object.h"
 #include "player/player-status-flags.h"
 #include "player/special-defense-types.h"
 #include "status/bad-status-setter.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/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 "util/bit-flags-calculator.h"
 #include "view/display-messages.h"
 
@@ -52,7 +52,7 @@
 bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
 {
     auto *floor_ptr = player_ptr->current_floor_ptr;
-    if ((inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number)) || !floor_ptr->dun_level) {
+    if ((inside_quest(floor_ptr->quest_number) && QuestType::is_fixed(floor_ptr->quest_number)) || !floor_ptr->dun_level) {
         return false;
     }
 
@@ -128,44 +128,29 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
             sx = x;
         }
 
-        switch (randint1(3)) {
-        case 1: {
-            msg_print(_("ダンジョンの壁が崩れた!", "The dungeon's ceiling collapses!"));
-            break;
-        }
-        case 2: {
-            msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The dungeon's floor twists in an unnatural way!"));
-            break;
-        }
-        default: {
-            msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The dungeon quakes!  You are pummeled with debris!"));
-            break;
-        }
-        }
+        constexpr static auto msgs = {
+            _("ダンジョンの壁が崩れた!", "The dungeon's ceiling collapses!"),
+            _("ダンジョンの床が不自然にねじ曲がった!", "The dungeon's floor twists in an unnatural way!"),
+            _("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The dungeon quakes!  You are pummeled with debris!"),
+        };
+        msg_print(rand_choice(msgs));
 
         if (!sn) {
             msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
             damage = 200;
         } else {
-            BadStatusSetter bss(player_ptr);
-            switch (randint1(3)) {
-            case 1: {
-                msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
-                damage = 0;
-                break;
-            }
-            case 2: {
-                msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
-                damage = damroll(10, 4);
-                (void)bss.mod_stun(randint1(50));
-                break;
-            }
-            case 3: {
-                msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
+            constexpr std::array<std::pair<bool, std::string_view>, 3> candidates = { {
+                { false, _("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!") },
+                { true, _("岩石があなたに直撃した!", "You are bashed by rubble!") },
+                { true, _("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!") },
+            } };
+
+            const auto &[is_damaged, msg] = rand_choice(candidates);
+
+            msg_print(msg);
+            if (is_damaged) {
                 damage = damroll(10, 4);
-                (void)bss.mod_stun(randint1(50));
-                break;
-            }
+                BadStatusSetter(player_ptr).mod_stun(randint1(50));
             }
 
             (void)move_player_effect(player_ptr, sy, sx, MPE_DONT_PICKUP);
@@ -176,15 +161,14 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
             std::string killer;
 
             if (m_idx) {
-                GAME_TEXT m_name[MAX_NLEN];
                 auto *m_ptr = &floor_ptr->m_list[m_idx];
-                monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
-                killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
+                const auto m_name = monster_desc(player_ptr, m_ptr, MD_WRONGDOER_NAME);
+                killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name.data());
             } else {
                 killer = _("地震", "an earthquake");
             }
 
-            take_hit(player_ptr, DAMAGE_ATTACK, damage, killer.c_str());
+            take_hit(player_ptr, DAMAGE_ATTACK, damage, killer.data());
         }
     }
 
@@ -207,7 +191,7 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
             }
 
             auto *m_ptr = &floor_ptr->m_list[gg_ptr->m_idx];
-            auto *r_ptr = &r_info[m_ptr->r_idx];
+            auto *r_ptr = &monraces_info[m_ptr->r_idx];
             if (r_ptr->flags1 & RF1_QUESTOR) {
                 map[16 + yy - cy][16 + xx - cx] = false;
                 continue;
@@ -217,7 +201,6 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
                 continue;
             }
 
-            GAME_TEXT m_name[MAX_NLEN];
             sn = 0;
             if (r_ptr->behavior_flags.has_not(MonsterBehaviorType::NEVER_MOVE)) {
                 for (DIRECTION i = 0; i < 8; i++) {
@@ -263,9 +246,9 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
                 }
             }
 
-            monster_desc(player_ptr, m_name, m_ptr, 0);
+            const auto m_name = monster_desc(player_ptr, m_ptr, 0);
             if (!ignore_unview || is_seen(player_ptr, m_ptr)) {
-                msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
+                msg_format(_("%s^は苦痛で泣きわめいた!", "%s^ wails out in pain!"), m_name.data());
             }
 
             damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
@@ -273,16 +256,14 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
             m_ptr->hp -= damage;
             if (m_ptr->hp < 0) {
                 if (!ignore_unview || is_seen(player_ptr, m_ptr)) {
-                    msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
+                    msg_format(_("%s^は岩石に埋もれてしまった!", "%s^ is embedded in the rock!"), m_name.data());
                 }
 
                 if (gg_ptr->m_idx) {
                     const auto &m_ref = floor_ptr->m_list[gg_ptr->m_idx];
-                    if (record_named_pet && m_ref.is_pet() && m_ref.nickname) {
-                        char m2_name[MAX_NLEN];
-
-                        monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
-                        exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
+                    if (record_named_pet && m_ref.is_named_pet()) {
+                        const auto m2_name = monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE);
+                        exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name.data());
                     }
                 }
 
@@ -319,7 +300,7 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
             }
 
             delete_all_items_from_floor(player_ptr, yy, xx);
-            int t = cave_has_flag_bold(floor_ptr, yy, xx, FloorFeatureType::PROJECT) ? randint0(100) : 200;
+            int t = cave_has_flag_bold(floor_ptr, yy, xx, TerrainCharacteristics::PROJECT) ? randint0(100) : 200;
             if (t < 20) {
                 cave_set_feat(player_ptr, yy, xx, feat_granite);
                 continue;
@@ -335,7 +316,7 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
                 continue;
             }
 
-            cave_set_feat(player_ptr, yy, xx, feat_ground_type[randint0(100)]);
+            cave_set_feat(player_ptr, yy, xx, rand_choice(feat_ground_type));
         }
     }
 
@@ -357,7 +338,7 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
                 continue;
             }
 
-            if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
+            if (dungeons_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
                 continue;
             }
 
@@ -369,7 +350,7 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
                     continue;
                 }
                 cc_ptr = &floor_ptr->grid_array[yyy][xxx];
-                if (f_info[cc_ptr->get_feat_mimic()].flags.has(FloorFeatureType::GLOW)) {
+                if (terrains_info[cc_ptr->get_feat_mimic()].flags.has(TerrainCharacteristics::GLOW)) {
                     g_ptr->info |= CAVE_GLOW;
                     break;
                 }
@@ -377,8 +358,23 @@ bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MO
         }
     }
 
-    player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-    player_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
+    auto &rfu = RedrawingFlagsUpdater::get_instance();
+    const auto flags_srf = {
+        StatusRedrawingFlag::UN_VIEW,
+        StatusRedrawingFlag::UN_LITE,
+        StatusRedrawingFlag::VIEW,
+        StatusRedrawingFlag::LITE,
+        StatusRedrawingFlag::FLOW,
+        StatusRedrawingFlag::MONSTER_LITE,
+        StatusRedrawingFlag::MONSTER_STATUSES,
+    };
+    rfu.set_flags(flags_srf);
+    const auto flags_mwrf = {
+        MainWindowRedrawingFlag::HEALTH,
+        MainWindowRedrawingFlag::UHEALTH,
+        MainWindowRedrawingFlag::MAP,
+    };
+    rfu.set_flags(flags_mwrf);
     player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
     if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) {
         set_superstealth(player_ptr, false);