#include "core/window-redrawer.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-processor.h"
-#include "monster-attack/monster-attack-util.h"
+#include "monster-attack/monster-attack-player.h"
#include "monster-race/monster-race.h"
+#include "player-base/player-class.h"
+#include "player-info/spell-hex-data-type.h"
#include "player/attack-defense-types.h"
#include "player/player-skill.h"
#include "realm/realm-hex-numbers.h"
#include "spell-realm/spells-crusade.h"
#include "spell-realm/spells-song.h"
#include "spell/spell-info.h"
-#include "spell/spell-types.h"
#include "spell/spells-execution.h"
#include "spell/technic-info-table.h"
#include "status/action-setter.h"
#include "system/floor-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 "term/screen-processor.h"
#include "util/bit-flags-calculator.h"
#include "monster/monster-description-types.h"
#endif
+#include <iterator>
+
/*!< 呪術の最大詠唱数 */
constexpr int MAX_KEEP = 4;
-SpellHex::SpellHex(player_type *player_ptr)
+SpellHex::SpellHex(PlayerType *player_ptr)
: player_ptr(player_ptr)
+ , spell_hex_data(PlayerClass(player_ptr).get_specific_data<spell_hex_data_type>())
{
- constexpr int max_realm_spells = 32;
- for (auto spell = 0; spell < max_realm_spells; spell++) {
- if (this->is_spelling_specific(spell)) {
- this->casting_spells.push_back(spell);
- }
+ if (!this->spell_hex_data) {
+ return;
}
+ HexSpellFlagGroup::get_flags(this->spell_hex_data->casting_spells, std::back_inserter(this->casting_spells));
+
if (this->casting_spells.size() > MAX_KEEP) {
throw("Invalid numbers of hex magics keep!");
}
}
-SpellHex::SpellHex(player_type *player_ptr, monap_type *monap_ptr)
+SpellHex::SpellHex(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
: player_ptr(player_ptr)
, monap_ptr(monap_ptr)
{
/*!
* @brief プレイヤーが詠唱中の全呪術を停止する
*/
-bool SpellHex::stop_all_spells()
+void SpellHex::stop_all_spells()
{
for (auto spell : this->casting_spells) {
- exe_spell(this->player_ptr, REALM_HEX, spell, SPELL_STOP);
+ exe_spell(this->player_ptr, REALM_HEX, spell, SpellProcessType::STOP);
}
- this->player_ptr->magic_num1[0] = 0;
- casting_hex_num(this->player_ptr) = 0;
+ this->spell_hex_data->casting_spells.clear();
if (this->player_ptr->action == ACTION_SPELL) {
set_action(this->player_ptr, ACTION_NONE);
}
- this->player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
- this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MANA;
- return true;
+ this->player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
+ this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MP;
}
/*!
- * @brief プレイヤーが詠唱中の呪術から一つを選んで停止する
+ * @brief プレイヤーが詠唱中の呪術から選択式で一つまたは全てを停止する
+ * @return 停止したらtrue、停止をキャンセルしたらfalse
*/
-bool SpellHex::stop_one_spell()
+bool SpellHex::stop_spells_with_selection()
{
if (!this->is_spelling_any()) {
msg_print(_("呪文を詠唱していません。", "You are not casting a spell."));
return false;
}
- if ((casting_hex_num(this->player_ptr) == 1) || (this->player_ptr->lev < 35)) {
- return this->stop_all_spells();
+ auto casting_num = this->get_casting_num();
+ if ((casting_num == 1) || (this->player_ptr->lev < 35)) {
+ this->stop_all_spells();
+ return true;
}
char out_val[160];
strnfmt(out_val, 78, _("どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)", "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)"),
- I2A(0), I2A(casting_hex_num(this->player_ptr) - 1));
+ I2A(0), I2A(casting_num - 1));
screen_save();
- char choice = 0;
- auto is_selected = select_spell_stopping(out_val, choice);
+ auto [is_all, is_selected, choice] = select_spell_stopping(out_val);
+ if (is_all) {
+ return true;
+ }
+
screen_load();
if (is_selected) {
auto n = this->casting_spells[A2I(choice)];
- exe_spell(this->player_ptr, REALM_HEX, n, SPELL_STOP);
- this->reset_casting_flag(static_cast<spell_hex_type>(n));
- casting_hex_num(this->player_ptr)--;
+ exe_spell(this->player_ptr, REALM_HEX, n, SpellProcessType::STOP);
+ this->reset_casting_flag(i2enum<spell_hex_type>(n));
}
- this->player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
- this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MANA;
+ this->player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
+ this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MP;
return is_selected;
}
/*!
* @brief 中断する呪術を選択する
- * @param spells 詠唱中の呪術リスト
* @param out_val 呪文名
- * @param choice 選択した呪文
- * @return 選択が完了したらtrue、キャンセルならばfalse
+ * @return
+ * Item1: 全ての呪文を中断するならばtrue、1つの呪文を中断するならばfalse
+ * Item2: 選択が完了したらtrue、キャンセルならばfalse
+ * Item3: 選択した呪文番号 (a~d、lの5択)
*/
-bool SpellHex::select_spell_stopping(char *out_val, char &choice)
+std::tuple<bool, bool, char> SpellHex::select_spell_stopping(char *out_val)
{
while (true) {
+ char choice = 0;
this->display_casting_spells_list();
if (!get_com(out_val, &choice, true)) {
- return false;
+ return std::make_tuple(false, false, choice);
}
if (isupper(choice)) {
choice = static_cast<char>(tolower(choice));
}
- /* All */
if (choice == 'l') {
screen_load();
- return this->stop_all_spells();
+ this->stop_all_spells();
+ return std::make_tuple(true, true, choice);
}
- if ((choice < I2A(0)) || (choice > I2A(casting_hex_num(this->player_ptr) - 1))) {
+ if ((choice < I2A(0)) || (choice > I2A(this->get_casting_num() - 1))) {
continue;
}
- return true;
+ return std::make_tuple(false, true, choice);
}
}
prt(_(" 名前", " Name"), y, x + 5);
for (auto spell : this->casting_spells) {
term_erase(x, y + n + 1, 255);
- auto spell_result = exe_spell(this->player_ptr, REALM_HEX, spell, SPELL_NAME);
- put_str(format("%c) %s", I2A(n), spell_result), y + n + 1, x + 2);
+ const auto spell_name = exe_spell(this->player_ptr, REALM_HEX, spell, SpellProcessType::NAME);
+ put_str(format("%c) %s", I2A(n), spell_name->data()), y + n + 1, x + 2);
n++;
}
}
*/
void SpellHex::decrease_mana()
{
- if (this->player_ptr->realm1 != REALM_HEX) {
+ if (!this->spell_hex_data) {
return;
}
- if (!this->is_spelling_any() && !this->player_ptr->magic_num1[1]) {
+ if (this->spell_hex_data->casting_spells.none() && this->spell_hex_data->interrupting_spells.none()) {
return;
}
return;
}
- this->gain_exp_from_hex();
+ this->gain_exp();
for (auto spell : this->casting_spells) {
- exe_spell(this->player_ptr, REALM_HEX, spell, SPELL_CONT);
+ exe_spell(this->player_ptr, REALM_HEX, spell, SpellProcessType::CONTNUATION);
}
}
auto need_mana = this->calc_need_mana();
uint need_mana_frac = 0;
s64b_div(&need_mana, &need_mana_frac, 0, 3); /* Divide by 3 */
- need_mana += (casting_hex_num(this->player_ptr) - 1);
+ need_mana += this->get_casting_num() - 1;
auto enough_mana = s64b_cmp(this->player_ptr->csp, this->player_ptr->csp_frac, need_mana, need_mana_frac) >= 0;
if (!enough_mana) {
}
s64b_sub(&(this->player_ptr->csp), &(this->player_ptr->csp_frac), need_mana, need_mana_frac);
- this->player_ptr->redraw |= PR_MANA;
+ this->player_ptr->redraw |= PR_MP;
if (!need_restart) {
return true;
}
msg_print(_("詠唱を再開した。", "You restart casting."));
this->player_ptr->action = ACTION_SPELL;
this->player_ptr->update |= PU_BONUS | PU_HP;
- this->player_ptr->redraw |= PR_MAP | PR_STATUS | PR_STATE;
- this->player_ptr->update |= PU_MONSTERS;
+ this->player_ptr->redraw |= PR_MAP | PR_TIMED_EFFECT | PR_ACTION;
+ this->player_ptr->update |= PU_MONSTER_STATUSES;
this->player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
return true;
}
bool SpellHex::check_restart()
{
- if (this->player_ptr->magic_num1[1] == 0) {
+ if (this->spell_hex_data->interrupting_spells.none()) {
return false;
}
- this->player_ptr->magic_num1[0] = this->player_ptr->magic_num1[1];
- this->player_ptr->magic_num1[1] = 0;
+ this->spell_hex_data->casting_spells = this->spell_hex_data->interrupting_spells;
+ this->spell_hex_data->interrupting_spells.clear();
return true;
}
return need_mana;
}
-void SpellHex::gain_exp_from_hex()
+void SpellHex::gain_exp()
{
+ PlayerSkill ps(player_ptr);
for (auto spell : this->casting_spells) {
if (!this->is_spelling_specific(spell)) {
continue;
}
- if (this->player_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER) {
- this->player_ptr->spell_exp[spell] += 5;
- continue;
- }
-
- if (this->gain_exp_skilled(spell)) {
- continue;
- }
-
- if (this->gain_exp_expert(spell)) {
- continue;
- }
-
- this->gain_exp_master(spell);
- }
-}
-
-bool SpellHex::gain_exp_skilled(const int spell)
-{
- if (this->player_ptr->spell_exp[spell] >= SPELL_EXP_SKILLED) {
- return false;
- }
-
- auto *floor_ptr = this->player_ptr->current_floor_ptr;
- auto gain_condition = one_in_(2);
- gain_condition &= floor_ptr->dun_level > 4;
- gain_condition &= (floor_ptr->dun_level + 10) > this->player_ptr->lev;
- if (gain_condition) {
- this->player_ptr->spell_exp[spell]++;
- }
-
- return true;
-}
-
-bool SpellHex::gain_exp_expert(const int spell)
-{
- if (this->player_ptr->spell_exp[spell] >= SPELL_EXP_EXPERT) {
- return false;
- }
-
- const auto *s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
- auto *floor_ptr = this->player_ptr->current_floor_ptr;
- auto gain_condition = one_in_(5);
- gain_condition &= (floor_ptr->dun_level + 5) > this->player_ptr->lev;
- gain_condition &= (floor_ptr->dun_level + 5) > s_ptr->slevel;
- if (gain_condition) {
- this->player_ptr->spell_exp[spell]++;
- }
-
- return true;
-}
-
-void SpellHex::gain_exp_master(const int spell)
-{
- if (this->player_ptr->spell_exp[spell] >= SPELL_EXP_MASTER) {
- return;
- }
-
- const auto *s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
- auto *floor_ptr = this->player_ptr->current_floor_ptr;
- auto gain_condition = one_in_(5);
- gain_condition &= (floor_ptr->dun_level + 5) > this->player_ptr->lev;
- gain_condition &= floor_ptr->dun_level > s_ptr->slevel;
- if (gain_condition) {
- this->player_ptr->spell_exp[spell]++;
+ ps.gain_continuous_spell_skill_exp(REALM_HEX, spell);
}
}
bool SpellHex::is_casting_full_capacity() const
{
auto k_max = (this->player_ptr->lev / 15) + 1;
- k_max = MIN(k_max, MAX_KEEP);
- return casting_hex_num(this->player_ptr) >= k_max;
+ k_max = std::min(k_max, MAX_KEEP);
+ return this->get_casting_num() >= k_max;
}
/*!
*/
void SpellHex::continue_revenge()
{
- if ((this->player_ptr->realm1 != REALM_HEX) || (hex_revenge_turn(this->player_ptr) <= 0)) {
+ if (!this->spell_hex_data || (this->get_revenge_turn() == 0)) {
return;
}
- switch (hex_revenge_type(this->player_ptr)) {
- case 1:
- exe_spell(this->player_ptr, REALM_HEX, HEX_PATIENCE, SPELL_CONT);
+ switch (this->get_revenge_type()) {
+ case SpellHexRevengeType::PATIENCE:
+ exe_spell(this->player_ptr, REALM_HEX, HEX_PATIENCE, SpellProcessType::CONTNUATION);
return;
- case 2:
- exe_spell(this->player_ptr, REALM_HEX, HEX_REVENGE, SPELL_CONT);
+ case SpellHexRevengeType::REVENGE:
+ exe_spell(this->player_ptr, REALM_HEX, HEX_REVENGE, SpellProcessType::CONTNUATION);
return;
default:
return;
* @brief 復讐ダメージの追加を行う
* @param dam 蓄積されるダメージ量
*/
-void SpellHex::store_vengeful_damage(HIT_POINT dam)
+void SpellHex::store_vengeful_damage(int dam)
{
- if ((this->player_ptr->realm1 != REALM_HEX) || (hex_revenge_turn(this->player_ptr) <= 0)) {
+ if (!this->spell_hex_data || (this->get_revenge_turn() == 0)) {
return;
}
- hex_revenge_power(this->player_ptr) += dam;
+ this->set_revenge_power(dam, false);
}
/*!
bool SpellHex::check_hex_barrier(MONSTER_IDX m_idx, spell_hex_type type) const
{
const auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[m_idx];
- const auto *r_ptr = &r_info[m_ptr->r_idx];
+ const auto *r_ptr = &monraces_info[m_ptr->r_idx];
return this->is_spelling_specific(type) && ((this->player_ptr->lev * 3 / 2) >= randint1(r_ptr->level));
}
bool SpellHex::is_spelling_specific(int hex) const
{
- auto check = static_cast<uint32_t>(this->player_ptr->magic_num1[0]);
- return (this->player_ptr->realm1 == REALM_HEX) && any_bits(check, 1U << hex);
+ return this->spell_hex_data && this->spell_hex_data->casting_spells.has(i2enum<spell_hex_type>(hex));
}
bool SpellHex::is_spelling_any() const
{
- return (this->player_ptr->realm1 == REALM_HEX) && (this->player_ptr->magic_num1[0] != 0);
+ return this->spell_hex_data && (this->get_casting_num() > 0);
+}
+
+void SpellHex::interrupt_spelling()
+{
+ this->spell_hex_data->interrupting_spells = this->spell_hex_data->casting_spells;
+ this->spell_hex_data->casting_spells.clear();
}
/*!
#ifdef JP
msg_format("攻撃が%s自身を傷つけた!", this->monap_ptr->m_name);
#else
- GAME_TEXT m_name_self[MAX_MONSTER_NAME];
- monster_desc(this->player_ptr, m_name_self, this->monap_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
- msg_format("The attack of %s has wounded %s!", this->monap_ptr->m_name, m_name_self);
+ const auto m_name_self = monster_desc(this->player_ptr, this->monap_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ msg_format("The attack of %s has wounded %s!", this->monap_ptr->m_name, m_name_self.data());
#endif
const auto y = this->monap_ptr->m_ptr->fy;
const auto x = this->monap_ptr->m_ptr->fx;
- project(this->player_ptr, 0, 0, y, x, this->monap_ptr->get_damage, GF_MISSILE, PROJECT_KILL);
+ project(this->player_ptr, 0, 0, y, x, this->monap_ptr->get_damage, AttributeType::MISSILE, PROJECT_KILL);
if (this->player_ptr->tim_eyeeye) {
set_tim_eyeeye(this->player_ptr, this->player_ptr->tim_eyeeye - 5, true);
}
msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But a magic barrier obstructs it."));
} else {
msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
- teleport_away(this->player_ptr, this->monap_ptr->m_idx, MAX_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
+ teleport_away(this->player_ptr, this->monap_ptr->m_idx, MAX_PLAYER_SIGHT * 2 + 5, TELEPORT_SPONTANEOUS);
}
}
void SpellHex::set_casting_flag(spell_hex_type type)
{
- auto value = static_cast<uint>(this->player_ptr->magic_num1[0]);
- set_bits(value, 1U << type);
- this->player_ptr->magic_num1[0] = value;
+ this->spell_hex_data->casting_spells.set(type);
}
void SpellHex::reset_casting_flag(spell_hex_type type)
{
- auto value = static_cast<uint>(this->player_ptr->magic_num1[0]);
- reset_bits(value, 1U << type);
- this->player_ptr->magic_num1[0] = value;
+ this->spell_hex_data->casting_spells.reset(type);
+}
+
+int32_t SpellHex::get_casting_num() const
+{
+ return this->spell_hex_data->casting_spells.count();
+}
+
+int32_t SpellHex::get_revenge_power() const
+{
+ return this->spell_hex_data->revenge_power;
+}
+
+void SpellHex::set_revenge_power(int32_t power, bool substitution)
+{
+ if (substitution) {
+ this->spell_hex_data->revenge_power = power;
+ } else {
+ this->spell_hex_data->revenge_power += power;
+ }
+}
+
+byte SpellHex::get_revenge_turn() const
+{
+ return this->spell_hex_data->revenge_turn;
+}
+
+/*!
+ * @brief 復讐の残りターンをセットするか、残りターン数を減らす
+ * @param turn 残りターン (非負整数であること)
+ * @param substitution セットならtrue、ターン減少ならfalse
+ */
+void SpellHex::set_revenge_turn(byte turn, bool substitution)
+{
+ if (substitution) {
+ this->spell_hex_data->revenge_turn = turn;
+ } else {
+ this->spell_hex_data->revenge_turn -= turn;
+ }
+}
+
+SpellHexRevengeType SpellHex::get_revenge_type() const
+{
+ return this->spell_hex_data->revenge_type;
+}
+
+void SpellHex::set_revenge_type(SpellHexRevengeType type)
+{
+ this->spell_hex_data->revenge_type = type;
}