#include "spell-realm/spells-hex.h"
#include "core/asking-player.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-processor.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 "system/redrawing-flags-updater.h"
#include "term/screen-processor.h"
#include "util/bit-flags-calculator.h"
#include "util/int-char-converter.h"
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;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ const auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::HP,
+ StatusRedrawingFlag::MP,
+ StatusRedrawingFlag::SPELLS,
+ };
+ rfu.set_flags(flags_srf);
+ const auto flags_mwrf = {
+ MainWindowRedrawingFlag::EXTRA,
+ MainWindowRedrawingFlag::HP,
+ MainWindowRedrawingFlag::MP,
+ };
+ rfu.set_flags(flags_mwrf);
}
/*!
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;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ const auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::HP,
+ StatusRedrawingFlag::MP,
+ StatusRedrawingFlag::SPELLS,
+ };
+ rfu.set_flags(flags_srf);
+ const auto flags_mwrf = {
+ MainWindowRedrawingFlag::EXTRA,
+ MainWindowRedrawingFlag::HP,
+ MainWindowRedrawingFlag::MP,
+ };
+ rfu.set_flags(flags_mwrf);
return is_selected;
}
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, SpellProcessType::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++;
}
}
}
s64b_sub(&(this->player_ptr->csp), &(this->player_ptr->csp_frac), need_mana, need_mana_frac);
- this->player_ptr->redraw |= PR_MANA;
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flag(MainWindowRedrawingFlag::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;
+ const auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::HP,
+ StatusRedrawingFlag::MONSTER_STATUSES,
+ };
+ rfu.set_flags(flags_srf);
+ const auto flags_mwrf = {
+ MainWindowRedrawingFlag::MAP,
+ MainWindowRedrawingFlag::TIMED_EFFECT,
+ MainWindowRedrawingFlag::ACTION,
+ };
+ rfu.set_flags(flags_mwrf);
this->player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
return true;
}
#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;
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);
}
}