#include "monster/monster-status.h"
#include "object/item-tester-hooker.h"
#include "object/object-info.h"
-#include "object/object-kind.h"
#include "object/object-mark-types.h"
#include "player/player-status-flags.h"
#include "player/player-status.h"
#include "spell-kind/magic-item-recharger.h"
+#include "system/baseitem-info-definition.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/object-type-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
+#include "system/terrain-type-definition.h"
#include "target/target-describer.h"
#include "target/target-preparation.h"
#include "target/target-setter.h"
#include "term/gameterm.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
+#include "timed-effect/player-hallucination.h"
+#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
#include "view/display-lore.h"
#include "view/display-map.h"
void fix_inventory(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_INVEN)))
+ if (!(window_flag[j] & (PW_INVEN))) {
continue;
+ }
term_activate(angband_term[j]);
display_inventory(player_ptr, *fix_item_tester);
* name: name of monster
* </pre>
*/
-static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type *m_ptr, int n_same)
+static void print_monster_line(TERM_LEN x, TERM_LEN y, MonsterEntity *m_ptr, int n_same)
{
char buf[256];
- MONRACE_IDX r_idx = m_ptr->ap_r_idx;
- auto *r_ptr = &r_info[r_idx];
+ MonsterRaceId r_idx = m_ptr->ap_r_idx;
+ auto *r_ptr = &monraces_info[r_idx];
term_erase(0, y, 255);
term_gotoxy(x, y);
- if (!r_ptr)
+ if (!r_ptr) {
return;
+ }
if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
- bool is_bounty = false;
- for (int i = 0; i < MAX_BOUNTY; i++) {
- if (w_ptr->bounty_r_idx[i] == r_idx) {
- is_bounty = true;
- break;
- }
- }
-
- term_addstr(-1, TERM_WHITE, is_bounty ? " W" : " U");
+ term_addstr(-1, TERM_WHITE, MonsterRace(r_idx).is_bounty(true) ? " W" : " U");
} else {
sprintf(buf, "%3d", n_same);
term_addstr(-1, TERM_WHITE, buf);
term_addstr(-1, TERM_WHITE, buf);
- sprintf(buf, " %s ", r_ptr->name.c_str());
+ sprintf(buf, " %s ", r_ptr->name.data());
term_addstr(-1, TERM_WHITE, buf);
}
* @param y 表示行
* @param max_lines 最大何行描画するか
*/
-void print_monster_list(floor_type *floor_ptr, const std::vector<MONSTER_IDX> &monster_list, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
+void print_monster_list(FloorType *floor_ptr, const std::vector<MONSTER_IDX> &monster_list, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
{
TERM_LEN line = y;
- monster_type *last_mons = nullptr;
+ MonsterEntity *last_mons = nullptr;
int n_same = 0;
size_t i;
for (i = 0; i < monster_list.size(); i++) {
auto m_ptr = &floor_ptr->m_list[monster_list[i]];
- if (is_pet(m_ptr))
- continue; // pet
- if (!m_ptr->r_idx)
- continue; // dead?
+ if (m_ptr->is_pet()) {
+ continue;
+ } // pet
+ if (!MonsterRace(m_ptr->r_idx).is_valid()) {
+ continue;
+ } // dead?
- //ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
- //先頭モンスター
+ // ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
+ // 先頭モンスター
if (!last_mons) {
last_mons = m_ptr;
n_same = 1;
// same race?
if (last_mons->ap_r_idx == m_ptr->ap_r_idx) {
n_same++;
- continue; //表示処理を次に回す
+ continue; // 表示処理を次に回す
}
// last_mons と m_ptr が(見た目が)異なるなら、last_mons とその数を出力。
last_mons = m_ptr;
// 行数が足りなくなったら中断。
- if (line - y == max_lines)
+ if (line - y == max_lines) {
break;
+ }
}
if (i != monster_list.size()) {
term_addstr(-1, TERM_WHITE, "-- and more --");
} else {
// 行数が足りていれば last_mons とその数を出力し、残りの行をクリア。
- if (last_mons)
+ if (last_mons) {
print_monster_line(x, line++, last_mons, n_same);
- for (; line < max_lines; line++)
+ }
+ for (; line < max_lines; line++) {
term_erase(0, line, 255);
+ }
}
}
std::once_flag once;
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
- if (!(window_flag[j] & PW_MONSTER_LIST))
+ }
+ if (!(window_flag[j] & PW_MONSTER_LIST)) {
continue;
- if (angband_term[j]->never_fresh)
+ }
+ if (angband_term[j]->never_fresh) {
continue;
+ }
term_activate(angband_term[j]);
int w, h;
*/
static void display_equipment(PlayerType *player_ptr, const ItemTester &item_tester)
{
- if (!player_ptr || !player_ptr->inventory_list)
+ if (!player_ptr || !player_ptr->inventory_list) {
return;
+ }
TERM_LEN wid, hgt;
term_get_size(&wid, &hgt);
GAME_TEXT o_name[MAX_NLEN];
for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
int cur_row = i - INVEN_MAIN_HAND;
- if (cur_row >= hgt)
+ if (cur_row >= hgt) {
break;
+ }
auto o_ptr = &player_ptr->inventory_list[i];
auto do_disp = player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr);
}
int n = strlen(o_name);
- if (o_ptr->timeout)
+ if (o_ptr->timeout) {
attr = TERM_L_DARK;
+ }
if (show_item_graph) {
- TERM_COLOR a = object_attr(o_ptr);
- SYMBOL_CODE c = object_char(o_ptr);
+ const auto a = o_ptr->get_color();
+ const auto c = o_ptr->get_symbol();
term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
- if (use_bigtile)
+ if (use_bigtile) {
cur_col++;
+ }
cur_col += 2;
}
}
}
- for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++)
+ for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++) {
term_erase(0, i, 255);
+ }
}
/*!
void fix_equip(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
- if (!(window_flag[j] & (PW_EQUIP)))
+ }
+ if (!(window_flag[j] & (PW_EQUIP))) {
continue;
+ }
term_activate(angband_term[j]);
display_equipment(player_ptr, *fix_item_tester);
void fix_player(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_PLAYER)))
+ if (!(window_flag[j] & (PW_PLAYER))) {
continue;
+ }
term_activate(angband_term[j]);
update_playtime();
void fix_message(void)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_MESSAGE)))
+ if (!(window_flag[j] & (PW_MESSAGE))) {
continue;
+ }
term_activate(angband_term[j]);
TERM_LEN w, h;
void fix_overhead(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
+ term_type *old = game_term;
TERM_LEN wid, hgt;
- if (!angband_term[j])
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_OVERHEAD)))
+ if (!(window_flag[j] & (PW_OVERHEAD))) {
continue;
+ }
term_activate(angband_term[j]);
term_get_size(&wid, &hgt);
static void display_dungeon(PlayerType *player_ptr)
{
TERM_COLOR ta = 0;
- SYMBOL_CODE tc = '\0';
+ auto tc = '\0';
- for (TERM_LEN x = player_ptr->x - Term->wid / 2 + 1; x <= player_ptr->x + Term->wid / 2; x++) {
- for (TERM_LEN y = player_ptr->y - Term->hgt / 2 + 1; y <= player_ptr->y + Term->hgt / 2; y++) {
+ for (TERM_LEN x = player_ptr->x - game_term->wid / 2 + 1; x <= player_ptr->x + game_term->wid / 2; x++) {
+ for (TERM_LEN y = player_ptr->y - game_term->hgt / 2 + 1; y <= player_ptr->y + game_term->hgt / 2; y++) {
TERM_COLOR a;
- SYMBOL_CODE c;
+ char c;
if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
- auto *f_ptr = &f_info[feat_none];
+ auto *f_ptr = &terrains_info[feat_none];
a = f_ptr->x_attr[F_LIT_STANDARD];
c = f_ptr->x_char[F_LIT_STANDARD];
- term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
+ term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
continue;
}
map_info(player_ptr, y, x, &a, &c, &ta, &tc);
if (!use_graphics) {
- if (w_ptr->timewalk_m_idx)
+ if (w_ptr->timewalk_m_idx) {
a = TERM_DARK;
- else if (is_invuln(player_ptr) || player_ptr->timewalk)
+ } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
a = TERM_WHITE;
- else if (player_ptr->wraith_form)
+ } else if (player_ptr->wraith_form) {
a = TERM_L_DARK;
+ }
}
- term_queue_char(x - player_ptr->x + Term->wid / 2 - 1, y - player_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc);
+ term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
}
}
}
void fix_dungeon(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_DUNGEON)))
+ if (!(window_flag[j] & (PW_DUNGEON))) {
continue;
+ }
term_activate(angband_term[j]);
display_dungeon(player_ptr);
void fix_monster(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_MONSTER)))
+ if (!(window_flag[j] & (PW_MONSTER))) {
continue;
+ }
term_activate(angband_term[j]);
- if (player_ptr->monster_race_idx)
+ if (MonsterRace(player_ptr->monster_race_idx).is_valid()) {
display_roff(player_ptr);
+ }
term_fresh();
term_activate(old);
void fix_object(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- term_type *old = Term;
- if (!angband_term[j])
+ term_type *old = game_term;
+ if (!angband_term[j]) {
continue;
+ }
- if (!(window_flag[j] & (PW_OBJECT)))
+ if (!(window_flag[j] & (PW_OBJECT))) {
continue;
+ }
term_activate(angband_term[j]);
- if (player_ptr->object_kind_idx)
- display_koff(player_ptr, player_ptr->object_kind_idx);
+ if (player_ptr->baseitem_info_idx) {
+ display_koff(player_ptr, player_ptr->baseitem_info_idx);
+ }
term_fresh();
term_activate(old);
* @details
* Lookコマンドでカーソルを合わせた場合に合わせてミミックは考慮しない。
*/
-static const monster_type *monster_on_floor_items(floor_type *floor_ptr, const grid_type *g_ptr)
+static const MonsterEntity *monster_on_floor_items(FloorType *floor_ptr, const grid_type *g_ptr)
{
- if (g_ptr->m_idx == 0)
+ if (g_ptr->m_idx == 0) {
return nullptr;
+ }
auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
- if (!monster_is_valid(m_ptr) || !m_ptr->ml)
+ if (!m_ptr->is_valid() || !m_ptr->ml) {
return nullptr;
+ }
return m_ptr;
}
TERM_LEN term_w;
term_get_size(&term_w, &term_h);
}
- if (term_h <= 0)
+ if (term_h <= 0) {
return;
+ }
term_clear();
term_gotoxy(0, 0);
char line[1024];
// 先頭行を書く。
- if (player_bold(player_ptr, y, x))
+ auto is_hallucinated = player_ptr->effects()->hallucination()->is_hallucinated();
+ if (player_bold(player_ptr, y, x)) {
sprintf(line, _("(X:%03d Y:%03d) あなたの足元のアイテム一覧", "Items at (%03d,%03d) under you"), x, y);
- else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
- if (player_ptr->hallucinated) {
+ } else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
+ if (is_hallucinated) {
sprintf(line, _("(X:%03d Y:%03d) 何か奇妙な物の足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under something strange"), x, y);
} else {
- const monster_race *const r_ptr = &r_info[m_ptr->ap_r_idx];
- sprintf(line, _("(X:%03d Y:%03d) %sの足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under %s"), x, y, r_ptr->name.c_str());
+ const MonsterRaceInfo *const r_ptr = &monraces_info[m_ptr->ap_r_idx];
+ sprintf(line, _("(X:%03d Y:%03d) %sの足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under %s"), x, y, r_ptr->name.data());
}
} else {
- const feature_type *const f_ptr = &f_info[g_ptr->feat];
- concptr fn = f_ptr->name.c_str();
+ const TerrainType *const f_ptr = &terrains_info[g_ptr->feat];
+ concptr fn = f_ptr->name.data();
char buf[512];
- if (f_ptr->flags.has(FloorFeatureType::STORE) || (f_ptr->flags.has(FloorFeatureType::BLDG) && !floor_ptr->inside_arena))
+ if (f_ptr->flags.has(TerrainCharacteristics::STORE) || (f_ptr->flags.has(TerrainCharacteristics::BLDG) && !floor_ptr->inside_arena)) {
sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
- else if (f_ptr->flags.has(FloorFeatureType::WALL))
+ } else if (f_ptr->flags.has(TerrainCharacteristics::WALL)) {
sprintf(buf, _("%sの中", "in %s"), fn);
- else
+ } else {
sprintf(buf, _("%s", "on %s"), fn);
+ }
sprintf(line, _("(X:%03d Y:%03d) %sの上の発見済みアイテム一覧", "Found items at (X:%03d Y:%03d) %s"), x, y, buf);
}
term_addstr(-1, TERM_WHITE, line);
// (y,x) のアイテムを1行に1個ずつ書く。
TERM_LEN term_y = 1;
for (const auto o_idx : g_ptr->o_idx_list) {
- ObjectType *const o_ptr = &floor_ptr->o_list[o_idx];
+ ItemEntity *const o_ptr = &floor_ptr->o_list[o_idx];
// 未発見アイテムおよび金は対象外。
if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == ItemKindType::GOLD) {
term_gotoxy(0, term_y);
- if (player_ptr->hallucinated) {
+ if (is_hallucinated) {
term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
} else {
describe_flavor(player_ptr, line, o_ptr, 0);
void fix_floor_item_list(PlayerType *player_ptr, const int y, const int x)
{
for (int j = 0; j < 8; j++) {
- if (!angband_term[j])
+ if (!angband_term[j]) {
continue;
- if (angband_term[j]->never_fresh)
+ }
+ if (angband_term[j]->never_fresh) {
continue;
- if (!(window_flag[j] & PW_FLOOR_ITEM_LIST))
+ }
+ if (!(window_flag[j] & PW_FLOOR_ITEM_LIST)) {
continue;
+ }
- term_type *old = Term;
+ term_type *old = game_term;
term_activate(angband_term[j]);
display_floor_item_list(player_ptr, y, x);
void toggle_inventory_equipment(PlayerType *player_ptr)
{
for (int j = 0; j < 8; j++) {
- if (!angband_term[j])
+ if (!angband_term[j]) {
continue;
+ }
if (window_flag[j] & (PW_INVEN)) {
window_flag[j] &= ~(PW_INVEN);