2 * @brief 魔法によるプレイヤーへの効果まとめ
7 #include "effect/effect-player.h"
8 #include "core/disturbance.h"
9 #include "effect/effect-characteristics.h"
10 #include "effect/effect-player-switcher.h"
11 #include "effect/effect-player-util.h"
12 #include "effect/effect-processor.h"
13 #include "effect/spells-effect-util.h"
14 #include "floor/cave.h"
15 #include "main/sound-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "mind/mind-ninja.h"
18 #include "monster-race/monster-race.h"
19 #include "monster/monster-describer.h"
20 #include "monster/monster-description-types.h"
21 #include "player/player-status-flags.h"
22 #include "player/special-defense-types.h"
23 #include "realm/realm-hex-numbers.h"
24 #include "spell-realm/spells-crusade.h"
25 #include "spell-realm/spells-hex.h"
26 #include "spell/spell-types.h"
27 #include "spell/spells-util.h"
28 #include "system/floor-type-definition.h"
29 #include "system/monster-race-definition.h"
30 #include "system/monster-type-definition.h"
31 #include "system/player-type-definition.h"
32 #include "target/projection-path-calculator.h"
33 #include "util/bit-flags-calculator.h"
34 #include "view/display-messages.h"
38 * @brief effect_player_type構造体を初期化する
39 * @param ep_ptr 初期化前の構造体
40 * @param who 魔法を唱えたモンスター (0ならプレイヤー自身)
42 * @param effect_type 効果属性
44 * @param monspell 効果元のモンスター魔法ID
45 * @return 初期化後の構造体ポインタ
47 static effect_player_type *initialize_effect_player(effect_player_type *ep_ptr, MONSTER_IDX who, HIT_POINT dam, EFFECT_ID effect_type, BIT_FLAGS flag)
50 ep_ptr->m_ptr = nullptr;
51 ep_ptr->get_damage = 0;
54 ep_ptr->effect_type = effect_type;
61 * @param player_ptr プレイヤーへの参照ポインタ
62 * @param ep_ptr プレイヤー効果構造体への参照ポインタ
63 * @return 当たったらFALSE、反射したらTRUE
65 static bool process_bolt_reflection(player_type *player_ptr, effect_player_type *ep_ptr, project_func project)
67 auto can_bolt_hit = has_reflect(player_ptr) || (((player_ptr->special_defense & KATA_FUUJIN) != 0) && !player_ptr->blind);
68 can_bolt_hit &= (ep_ptr->flag & PROJECT_REFLECTABLE) != 0;
69 can_bolt_hit &= !one_in_(10);
74 auto max_attempts = 10;
78 if (player_ptr->blind) {
79 mes = _("何かが跳ね返った!", "Something bounces!");
80 } else if (any_bits(player_ptr->special_defense, KATA_FUUJIN)) {
81 mes = _("風の如く武器を振るって弾き返した!", "The attack bounces!");
83 mes = _("攻撃が跳ね返った!", "The attack bounces!");
86 msg_print(mes.data());
89 if (ep_ptr->who > 0) {
90 auto *floor_ptr = player_ptr->current_floor_ptr;
91 auto *m_ptr = &floor_ptr->m_list[ep_ptr->who];
93 t_y = m_ptr->fy - 1 + randint1(3);
94 t_x = m_ptr->fx - 1 + randint1(3);
96 } while (max_attempts && in_bounds2u(floor_ptr, t_y, t_x) && !projectable(player_ptr, player_ptr->y, player_ptr->x, t_y, t_x));
98 if (max_attempts < 1) {
103 t_y = player_ptr->y - 1 + randint1(3);
104 t_x = player_ptr->x - 1 + randint1(3);
107 (*project)(player_ptr, 0, 0, t_y, t_x, ep_ptr->dam, ep_ptr->effect_type, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE));
108 disturb(player_ptr, true, true);
113 * @brief 反射・忍者の変わり身などでそもそも当たらない状況を判定する
114 * @param player_ptr プレイヤーへの参照ポインタ
115 * @param ep_ptr プレイヤー効果構造体への参照ポインタ
118 * @return 当たらなかったらFALSE、反射したらTRUE、当たったらCONTINUE
120 static process_result check_continue_player_effect(player_type *player_ptr, effect_player_type *ep_ptr, POSITION y, POSITION x, project_func project)
122 if (!player_bold(player_ptr, y, x)) {
123 return PROCESS_FALSE;
126 auto is_kawarimi = any_bits(player_ptr->special_defense, NINJA_KAWARIMI);
127 is_kawarimi &= kawarimi(player_ptr, true);
128 auto is_effective = ep_ptr->dam > 0;
129 is_effective &= randint0(55) < (player_ptr->lev * 3 / 5 + 20);
130 is_effective &= ep_ptr->who > 0;
131 is_effective &= ep_ptr->who != player_ptr->riding;
132 if (is_kawarimi && is_effective) {
133 return PROCESS_FALSE;
136 if ((ep_ptr->who == 0) || (ep_ptr->who == player_ptr->riding)) {
137 return PROCESS_FALSE;
140 if (process_bolt_reflection(player_ptr, ep_ptr, project)) {
144 return PROCESS_CONTINUE;
148 * @brief 魔法を発したモンスター名を記述する
149 * @param player_ptr プレイヤーへの参照ポインタ
150 * @param ep_ptr プレイヤー効果構造体への参照ポインタ
151 * @param who_name モンスター名
153 static void describe_effect_source(player_type *player_ptr, effect_player_type *ep_ptr, concptr who_name)
155 if (ep_ptr->who > 0) {
156 ep_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[ep_ptr->who];
157 ep_ptr->rlev = (&r_info[ep_ptr->m_ptr->r_idx])->level >= 1 ? (&r_info[ep_ptr->m_ptr->r_idx])->level : 1;
158 monster_desc(player_ptr, ep_ptr->m_name, ep_ptr->m_ptr, 0);
159 strcpy(ep_ptr->killer, who_name);
163 switch (ep_ptr->who) {
164 case PROJECT_WHO_UNCTRL_POWER:
165 strcpy(ep_ptr->killer, _("制御できない力の氾流", "uncontrollable power storm"));
167 case PROJECT_WHO_GLASS_SHARDS:
168 strcpy(ep_ptr->killer, _("ガラスの破片", "shards of glass"));
171 strcpy(ep_ptr->killer, _("罠", "a trap"));
175 strcpy(ep_ptr->m_name, ep_ptr->killer);
179 * @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
180 * @param who 魔法を発動したモンスター(0ならばプレイヤー、負値ならば自然発生) / Index of "source" monster (zero for "player")
181 * @param who_name 効果を起こしたモンスターの名前
182 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
183 * @param y 目標Y座標 / Target y location (or location to travel "towards")
184 * @param x 目標X座標 / Target x location (or location to travel "towards")
185 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
186 * @param effect_type 効果属性 / Type of damage to apply to monsters (and objects)
188 * @param monspell 効果元のモンスター魔法ID
189 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
191 bool affect_player(MONSTER_IDX who, player_type *player_ptr, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID effect_type,
192 BIT_FLAGS flag, project_func project)
194 effect_player_type tmp_effect;
195 auto *ep_ptr = initialize_effect_player(&tmp_effect, who, dam, effect_type, flag);
196 auto check_result = check_continue_player_effect(player_ptr, ep_ptr, y, x, project);
197 if (check_result != PROCESS_CONTINUE) {
198 return check_result == PROCESS_TRUE;
201 if (ep_ptr->dam > 1600) {
205 ep_ptr->dam = (ep_ptr->dam + r) / (r + 1);
206 describe_effect_source(player_ptr, ep_ptr, who_name);
207 switch_effects_player(player_ptr, ep_ptr);
209 SpellHex(player_ptr).store_vengeful_damage(ep_ptr->get_damage);
210 if ((player_ptr->tim_eyeeye || SpellHex(player_ptr).is_spelling_specific(HEX_EYE_FOR_EYE)) && (ep_ptr->get_damage > 0) && !player_ptr->is_dead && (ep_ptr->who > 0)) {
211 GAME_TEXT m_name_self[MAX_MONSTER_NAME];
212 monster_desc(player_ptr, m_name_self, ep_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
213 msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), ep_ptr->m_name, m_name_self);
214 (*project)(player_ptr, 0, 0, ep_ptr->m_ptr->fy, ep_ptr->m_ptr->fx, ep_ptr->get_damage, GF_MISSILE, PROJECT_KILL);
215 if (player_ptr->tim_eyeeye) {
216 set_tim_eyeeye(player_ptr, player_ptr->tim_eyeeye - 5, true);
220 if (player_ptr->riding && ep_ptr->dam > 0) {
221 rakubadam_p = (ep_ptr->dam > 200) ? 200 : ep_ptr->dam;
224 disturb(player_ptr, true, true);
225 if ((player_ptr->special_defense & NINJA_KAWARIMI) && ep_ptr->dam && ep_ptr->who && (ep_ptr->who != player_ptr->riding)) {
226 (void)kawarimi(player_ptr, false);