#include "spell-realm/spells-craft.h"
#include "avatar/avatar.h"
#include "core/disturbance.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
#include "racial/racial-android.h"
#include "spell/spells-object.h"
#include "sv-definition/sv-protector-types.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
#include "view/display-messages.h"
* @param v 継続時間
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_ele_attack(player_type *player_ptr, uint32_t attack_type, TIME_EFFECT v)
+bool set_ele_attack(PlayerType *player_ptr, uint32_t attack_type, TIME_EFFECT v)
{
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
if ((player_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) {
player_ptr->special_attack &= ~(ATTACK_ACID);
if ((v) && (attack_type)) {
player_ptr->special_attack |= (attack_type);
player_ptr->ele_attack = v;
-#ifdef JP
- msg_format("%sで攻撃できるようになった!",
- ((attack_type == ATTACK_ACID)
- ? "酸"
- : ((attack_type == ATTACK_ELEC)
- ? "電撃"
- : ((attack_type == ATTACK_FIRE) ? "火炎"
- : ((attack_type == ATTACK_COLD) ? "冷気" : ((attack_type == ATTACK_POIS) ? "毒" : "(なし)"))))));
-#else
- msg_format("For a while, the blows you deal will %s",
- ((attack_type == ATTACK_ACID)
- ? "melt with acid!"
- : ((attack_type == ATTACK_ELEC)
- ? "shock your foes!"
- : ((attack_type == ATTACK_FIRE)
- ? "burn with fire!"
- : ((attack_type == ATTACK_COLD) ? "chill to the bone!"
- : ((attack_type == ATTACK_POIS) ? "poison your enemies!" : "do nothing special."))))));
-#endif
+ std::string element;
+ switch (attack_type) {
+ case ATTACK_ACID:
+ element = _("酸", "melt with acid!");
+ break;
+ case ATTACK_ELEC:
+ element = _("電撃", "shock your foes!");
+ break;
+ case ATTACK_FIRE:
+ element = _("火炎", "burn with fire!");
+ break;
+ case ATTACK_COLD:
+ element = _("冷気", "chill to the bone!");
+ break;
+ case ATTACK_POIS:
+ element = _("毒", "poison your enemies!");
+ break;
+ default: // @todo 本来はruntime_error を飛ばすべきだが、既存コードと同じように動くことを優先した.
+ element = _("(なし)", "do nothing special.");
+ break;
+ }
+
+ constexpr auto mes = _("%sで攻撃できるようになった!", "For a while, the blows you deal will %s");
+ msg_format(mes, element.data());
}
- if (disturb_state)
+ if (disturb_state) {
disturb(player_ptr, false, false);
- player_ptr->redraw |= (PR_STATUS);
- player_ptr->update |= (PU_BONUS);
+ }
+
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
+ rfu.set_flag(StatusRecalculatingFlag::BONUS);
handle_stuff(player_ptr);
return true;
* @param v 継続時間
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_ele_immune(player_type *player_ptr, uint32_t immune_type, TIME_EFFECT v)
+bool set_ele_immune(PlayerType *player_ptr, uint32_t immune_type, TIME_EFFECT v)
{
- v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
+ v = (v > 10000) ? 10000 : (v < 0) ? 0
+ : v;
if ((player_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) {
player_ptr->special_defense &= ~(DEFENSE_ACID);
if ((v) && (immune_type)) {
player_ptr->special_defense |= (immune_type);
player_ptr->ele_immune = v;
- msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, you are immune to %s"),
- ((immune_type == DEFENSE_ACID)
- ? _("酸", "acid!")
- : ((immune_type == DEFENSE_ELEC)
- ? _("電撃", "electricity!")
- : ((immune_type == DEFENSE_FIRE)
- ? _("火炎", "fire!")
- : ((immune_type == DEFENSE_COLD)
- ? _("冷気", "cold!")
- : ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") : _("(なし)", "nothing special.")))))));
+ std::string element;
+ switch (immune_type) {
+ case ATTACK_ACID:
+ element = _("酸", "acid!");
+ break;
+ case ATTACK_ELEC:
+ element = _("電撃", "electricity!");
+ break;
+ case ATTACK_FIRE:
+ element = _("火炎", "fire!");
+ break;
+ case ATTACK_COLD:
+ element = _("冷気", "cold!");
+ break;
+ case ATTACK_POIS:
+ element = _("毒", "poison!");
+ break;
+ default: // @todo 本来はruntime_error を飛ばすべきだが、既存コードと同じように動くことを優先した.
+ element = _("(なし)", "nothing special.");
+ break;
+ }
+
+ msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, you are immune to %s"), element.data());
}
- if (disturb_state)
+ if (disturb_state) {
disturb(player_ptr, false, false);
- player_ptr->redraw |= (PR_STATUS);
- player_ptr->update |= (PU_BONUS);
+ }
+
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
+ rfu.set_flag(StatusRecalculatingFlag::BONUS);
handle_stuff(player_ptr);
return true;
/*
* Choose a warrior-mage elemental attack. -LM-
*/
-bool choose_ele_attack(player_type *player_ptr)
+bool choose_ele_attack(PlayerType *player_ptr)
{
if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
int num = (player_ptr->lev - 20) / 5;
c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
- if (num >= 2)
+ if (num >= 2) {
c_prt(TERM_L_WHITE, _(" b) 凍結", " b) Cold Brand"), 3, 14);
- else
+ } else {
prt("", 3, 14);
+ }
- if (num >= 3)
+ if (num >= 3) {
c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
- else
+ } else {
prt("", 4, 14);
+ }
- if (num >= 4)
+ if (num >= 4) {
c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
- else
+ } else {
prt("", 5, 14);
+ }
- if (num >= 5)
+ if (num >= 5) {
c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
- else
+ } else {
prt("", 6, 14);
+ }
prt("", 7, 14);
prt("", 8, 14);
char choice = inkey();
- if ((choice == 'a') || (choice == 'A'))
+ if ((choice == 'a') || (choice == 'A')) {
set_ele_attack(player_ptr, ATTACK_FIRE, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
- else if (((choice == 'b') || (choice == 'B')) && (num >= 2))
+ } else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) {
set_ele_attack(player_ptr, ATTACK_COLD, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
- else if (((choice == 'c') || (choice == 'C')) && (num >= 3))
+ } else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) {
set_ele_attack(player_ptr, ATTACK_POIS, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
- else if (((choice == 'd') || (choice == 'D')) && (num >= 4))
+ } else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) {
set_ele_attack(player_ptr, ATTACK_ACID, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
- else if (((choice == 'e') || (choice == 'E')) && (num >= 5))
+ } else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) {
set_ele_attack(player_ptr, ATTACK_ELEC, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
- else {
+ } else {
msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
screen_load();
return false;
/*
* Choose a elemental immune. -LM-
*/
-bool choose_ele_immune(player_type *player_ptr, TIME_EFFECT immune_turn)
+bool choose_ele_immune(PlayerType *player_ptr, TIME_EFFECT immune_turn)
{
screen_save();
char choice = inkey();
- if ((choice == 'a') || (choice == 'A'))
+ if ((choice == 'a') || (choice == 'A')) {
set_ele_immune(player_ptr, DEFENSE_FIRE, immune_turn);
- else if ((choice == 'b') || (choice == 'B'))
+ } else if ((choice == 'b') || (choice == 'B')) {
set_ele_immune(player_ptr, DEFENSE_COLD, immune_turn);
- else if ((choice == 'c') || (choice == 'C'))
+ } else if ((choice == 'c') || (choice == 'C')) {
set_ele_immune(player_ptr, DEFENSE_ACID, immune_turn);
- else if ((choice == 'd') || (choice == 'D'))
+ } else if ((choice == 'd') || (choice == 'D')) {
set_ele_immune(player_ptr, DEFENSE_ELEC, immune_turn);
- else {
+ } else {
msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
screen_load();
return false;
* pulish shield
* @return ターン消費を要する処理を行ったならばTRUEを返す
*/
-bool pulish_shield(player_type *player_ptr)
+bool pulish_shield(PlayerType *player_ptr)
{
- concptr q = _("どの盾を磨きますか?", "Polish which shield? ");
- concptr s = _("磨く盾がありません。", "You have no shield to polish.");
-
- OBJECT_IDX item;
- object_type *o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, TvalItemTester(TV_SHIELD));
- if (o_ptr == nullptr)
+ const auto q = _("どの盾を磨きますか?", "Polish which shield? ");
+ const auto s = _("磨く盾がありません。", "You have no shield to polish.");
+ const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
+ short item;
+ auto *o_ptr = choose_object(player_ptr, &item, q, s, options, TvalItemTester(ItemKindType::SHIELD));
+ if (o_ptr == nullptr) {
return false;
+ }
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
-
- bool is_pulish_successful = o_ptr->k_idx && !o_ptr->is_artifact() && !o_ptr->is_ego();
+ const auto item_name = describe_flavor(player_ptr, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
+ auto is_pulish_successful = o_ptr->is_valid() && !o_ptr->is_fixed_or_random_artifact() && !o_ptr->is_ego();
is_pulish_successful &= !o_ptr->is_cursed();
- is_pulish_successful &= (o_ptr->sval != SV_MIRROR_SHIELD);
+ is_pulish_successful &= (o_ptr->bi_key.sval() != SV_MIRROR_SHIELD);
if (is_pulish_successful) {
#ifdef JP
- msg_format("%sは輝いた!", o_name);
+ msg_format("%sは輝いた!", item_name.data());
#else
- msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
#endif
- o_ptr->name2 = EGO_REFLECTION;
- enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
+ o_ptr->ego_idx = EgoType::REFLECTION;
+ enchant_equipment(o_ptr, randint0(3) + 4, ENCH_TOAC);
o_ptr->discount = 99;
- chg_virtue(player_ptr, V_ENCHANT, 2);
+ chg_virtue(player_ptr, Virtue::ENCHANT, 2);
return true;
}
- if (flush_failure)
+ if (flush_failure) {
flush();
+ }
msg_print(_("失敗した。", "Failed."));
- chg_virtue(player_ptr, V_ENCHANT, -2);
+ chg_virtue(player_ptr, Virtue::ENCHANT, -2);
calc_android_exp(player_ptr);
return false;
}