5 #include "mind-elementalist.h"
6 #include "action/action-limited.h"
7 #include "cmd-action/cmd-spell.h"
8 #include "cmd-action/cmd-mind.h"
9 #include "cmd-io/cmd-gameoption.h"
10 #include "core/asking-player.h"
11 #include "core/hp-mp-processor.h"
12 #include "core/player-redraw-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "effect/effect-characteristics.h"
16 #include "effect/effect-monster-util.h"
17 #include "effect/effect-processor.h"
18 #include "effect/spells-effect-util.h"
19 #include "floor/cave.h"
20 #include "floor/floor-util.h"
21 #include "game-option/disturbance-options.h"
22 #include "game-option/input-options.h"
23 #include "game-option/text-display-options.h"
24 #include "grid/feature-flag-types.h"
25 #include "io/command-repeater.h"
26 #include "io/input-key-acceptor.h"
27 #include "io/input-key-requester.h"
28 #include "main/sound-definitions-table.h"
29 #include "main/sound-of-music.h"
30 #include "mind/mind-explanations-table.h"
31 #include "monster/monster-describer.h"
32 #include "monster-race/monster-race.h"
33 #include "monster-race/race-flags3.h"
34 #include "monster-race/race-flags7.h"
35 #include "monster-race/race-flags-resistance.h"
36 #include "mind/mind-mindcrafter.h"
37 #include "player/player-status-table.h"
38 #include "player-info/avatar.h"
39 #include "player-status/player-status-base.h"
40 #include "racial/racial-util.h"
41 #include "spell-kind/earthquake.h"
42 #include "spell-kind/spells-charm.h"
43 #include "spell-kind/spells-detection.h"
44 #include "spell-kind/spells-genocide.h"
45 #include "spell-kind/spells-launcher.h"
46 #include "spell-kind/spells-lite.h"
47 #include "spell-kind/magic-item-recharger.h"
48 #include "spell-kind/spells-beam.h"
49 #include "spell-kind/spells-sight.h"
50 #include "spell-kind/spells-teleport.h"
51 #include "spell-kind/spells-world.h"
52 #include "status/bad-status-setter.h"
53 #include "status/base-status.h"
54 #include "system/floor-type-definition.h"
55 #include "system/game-option-types.h"
56 #include "util/bit-flags-calculator.h"
57 #include "util/buffer-shaper.h"
58 #include "util/int-char-converter.h"
59 #include "target/grid-selector.h"
60 #include "target/target-getter.h"
61 #include "term/screen-processor.h"
62 #include "term/term-color-types.h"
63 #include "view/display-messages.h"
66 #include <unordered_map>
71 enum class ElementSpells {
96 std::string_view title; //!< 領域名
97 std::array<spells_type, 3> type; //!< 属性タイプリスト
98 std::array<std::string_view, 3> name; //!< 属性名リスト
99 std::unordered_map<spells_type, spells_type> extra; //!< 追加属性タイプ
105 struct element_power {
106 int elem; //!< 使用属性番号
107 mind_type info; //!< 難易度構造体
110 using element_type_list = const std::unordered_map<ElementRealm, element_type>;
111 using element_power_list = const std::unordered_map<ElementSpells, element_power>;
112 using element_tip_list = const std::unordered_map<ElementSpells, std::string_view>;
113 using element_text_list = const std::unordered_map<ElementRealm, std::string_view>;
119 static element_type_list element_types = {
121 ElementRealm::FIRE, {
123 { GF_FIRE, GF_HELL_FIRE, GF_PLASMA },
124 { _("火炎", "Fire"), _("業火", "Hell Fire"), _("プラズマ", "Plasma") },
131 { GF_COLD, GF_INERTIAL, GF_TIME },
132 { _("冷気", "Ice"), _("遅鈍", "Inertia"), _("時間逆転", "Time Stream") },
133 { { GF_COLD, GF_ICE} },
139 { GF_ELEC, GF_LITE, GF_MANA },
140 { _("電撃", "Lightning"), _("光", "Light"), _("魔力", "Mana") },
147 { GF_ACID, GF_WATER, GF_DISINTEGRATE },
148 { _("酸", "Acid"), _("水", "Water"), _("分解", "Disintegration") },
153 ElementRealm::DARKNESS, {
155 { GF_DARK, GF_NETHER, GF_VOID },
156 { _("暗黒", "Darkness"), _("地獄", "Nether"), _("虚無", "void") },
157 { { GF_DARK, GF_ABYSS } },
161 ElementRealm::CHAOS, {
163 { GF_CONFUSION, GF_CHAOS, GF_NEXUS },
164 { _("混乱", "Confusion"), _("カオス", "Chaos"), _("因果混乱", "Nexus") },
169 ElementRealm::EARTH, {
171 { GF_SHARDS, GF_FORCE, GF_METEOR },
172 { _("破片", "Shards"), _("フォース", "Force"), _("隕石", "Meteor") },
177 ElementRealm::DEATH, {
179 { GF_POIS, GF_HYPODYNAMIA, GF_DISENCHANT },
180 { _("毒", "Poison"), _("吸血", "Drain Life"), _("劣化", "Disenchantment") },
189 static element_power_list element_powers = {
190 { ElementSpells::BOLT_1ST, { 0, { 1, 1, 15, _("%sの矢", "%s Bolt") }}},
191 { ElementSpells::MON_DETECT, { 0, { 2, 2, 20, _("モンスター感知", "Detect Monsters") }}},
192 { ElementSpells::PERCEPT, { 0, { 5, 5, 50, _("擬似鑑定", "Psychometry") }}},
193 { ElementSpells::CURE, { 0, { 6, 5, 35, _("傷の治癒", "Cure Wounds") }}},
194 { ElementSpells::BOLT_2ND, { 1, { 8, 6, 35, _("%sの矢", "%s Bolt") }}},
195 { ElementSpells::MAG_DETECT, { 0, { 10, 8, 60, _("魔法感知", "Detect Magical Objs") }}},
196 { ElementSpells::BALL_3RD, { 2, { 15, 10, 55, _("%s放射", "%s Spout") }}},
197 { ElementSpells::BALL_1ST, { 0, { 18, 13, 65, _("%sの球", "%s Ball") }}},
198 { ElementSpells::BREATH_2ND, { 1, { 21, 20, 70, _("%sのブレス", "Breath of %s") }}},
199 { ElementSpells::ANNIHILATE, { 0, { 24, 20, 75, _("モンスター消滅", "Annihilation") }}},
200 { ElementSpells::BOLT_3RD, { 2, { 25, 15, 60, _("%sの矢", "%s Bolt") }}},
201 { ElementSpells::WAVE_1ST, { 0, { 28, 30, 75, _("元素の波動", "Elemental Wave") }}},
202 { ElementSpells::BALL_2ND, { 1, { 28, 22, 75, _("%sの球", "%s Ball") }}},
203 { ElementSpells::BURST_1ST, { 0, { 33, 35, 75, _("精気乱射", "%s Blast") }}},
204 { ElementSpells::STORM_2ND, { 1, { 35, 30, 75, _("%sの嵐", "%s Storm") }}},
205 { ElementSpells::BREATH_1ST, { 0, { 42, 48, 75, _("%sのブレス", "Breath of %s") }}},
206 { ElementSpells::STORM_3ND, { 2, { 45, 60, 80, _("%sの嵐", "%s Storm") }}},
212 static element_tip_list element_tips = {
213 { ElementSpells::BOLT_1ST,
214 _("弱い%sの矢を放つ。", "Fire a weak bolt of %s.") },
215 { ElementSpells::MON_DETECT,
216 _("近くの全てのモンスターを感知する。", "Detects monsters.") },
217 { ElementSpells::PERCEPT,
218 _("アイテムの雰囲気を知る。", "Gives feeling of an item.") },
219 { ElementSpells::CURE,
220 _("怪我と体力を少し回復させる。", "Heals HP and wounds a bit.") },
221 { ElementSpells::BOLT_2ND,
222 _("%sの矢を放つ。", "Fire a bolt of %s.") },
223 { ElementSpells::MAG_DETECT,
224 _("近くの魔法のアイテムを感知する。", "Detects magic devices.") },
225 { ElementSpells::BALL_3RD,
226 _("高威力で射程が短い%sの球を放つ。", "Fire a strong, short-range, ball of %s.") },
227 { ElementSpells::BALL_1ST,
228 _("%sの球を放つ。", "Fire a ball of %s.") },
229 { ElementSpells::BREATH_2ND,
230 _("%sのブレスを吐く。", "Fire a breath of %s.") },
231 { ElementSpells::ANNIHILATE,
232 _("%s耐性のないモンスターを1体抹殺する。", "Erase a monster unless it resists %s.") },
233 { ElementSpells::BOLT_3RD,
234 _("%sの矢を放つ。", "Fire a bolt of %s.") },
235 { ElementSpells::WAVE_1ST,
236 _("視界内の全ての敵に%sによるダメージを与える。", "Inflict %s damage on all monsters in sight.") },
237 { ElementSpells::BALL_2ND,
238 _("%sの球を放つ。", "Fire a ball of %s.") },
239 { ElementSpells::BURST_1ST,
240 _("ランダムな方向に%sの矢を放つ。", "Fire some bolts of %s in random direction.") },
241 { ElementSpells::STORM_2ND,
242 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
243 { ElementSpells::BREATH_1ST,
244 _("%sのブレスを吐く。", "Fire a breath of %s.") },
245 { ElementSpells::STORM_3ND,
246 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
250 * @brief 元素魔法選択時説明文定義
252 static element_text_list element_texts = {
253 { ElementRealm::FIRE,
254 _("炎系統は巨大なエネルギーで灼熱を生み出し、全ての敵を燃やし尽くそうとします。",
255 "Great energy of Fire system will be able to burn out all of your enemies.")},
257 _("氷系統の魔法はその冷たさで敵の動きを奪い尽くし、魂すらも止めてしまうでしょう。",
258 "Ice system will freeze your enemies, even their souls.")},
260 _("空系統は大いなる天空のエネルギーを駆使して敵の全てを撃滅できます。",
261 "Sky system can terminate all of your enemies powerfully with the energy of the great sky.")},
263 _("海系統はその敵の全てを溶かし、大いなる海へと返してしまいます。",
264 "Sea system melts all of your enemies and returns them to the great ocean.")},
265 { ElementRealm::DARKNESS,
266 _("闇系統は恐るべき力を常闇から引き出し、敵を地獄へと叩き落とすでしょう。",
267 "Dark system draws terrifying power from the darkness and knocks your enemies into hell.")},
268 { ElementRealm::CHAOS,
269 _("混沌系統は敵の意識も条理も捻じ曲げ、その存在をあの世に送ってしまいます。",
270 "Chaos system twists and wraps your enemies, even their souls, and scatters them as dust in the wind.")},
271 { ElementRealm::EARTH,
272 _("地系統は偉大なる大地の力を呼び出して、数多の敵のことごとくを粉砕しようとします。",
273 "Earth system smashes all of your enemies massively using its huge powers.")},
274 { ElementRealm::DEATH,
275 _("瘴気系統は全ての生ける者にとって途轍もない毒です。",
276 "Death system is a tremendous poison for all living enemies.")},
283 * @param realm_idx 領域番号
286 concptr get_element_title(int realm_idx)
288 auto realm = static_cast<ElementRealm>(realm_idx);
289 return element_types.at(realm).title.data();
293 * @brief 元素魔法領域の属性リストを返す
294 * @param realm_idx 領域番号
295 * @return 領域で使用できる属性リスト
297 static std::array<spells_type, 3> get_element_types(int realm_idx)
299 auto realm = static_cast<ElementRealm>(realm_idx);
300 return element_types.at(realm).type;
304 * @brief 元素魔法領域のn番目の属性を返す
305 * @param realm_idx 領域番号
309 spells_type get_element_type(int realm_idx, int n)
311 return get_element_types(realm_idx)[n];
315 * @brief 元素魔法領域のn番目の呪文用の属性を返す
316 * @param realm_idx 領域番号
320 static spells_type get_element_spells_type(player_type *caster_ptr, int n) {
321 auto realm = element_types.at(static_cast<ElementRealm>(caster_ptr->realm1));
322 auto t = realm.type.at(n);
323 if (realm.extra.find(t) != realm.extra.end()) {
324 if (randint0(100) < caster_ptr->lev * 2)
325 return realm.extra.at(t);
331 * @brief 元素魔法領域の属性名リストを返す
332 * @param realm_idx 領域番号
333 * @return 領域で使用できる属性の名称リスト
335 static std::array<std::string_view, 3> get_element_names(int realm_idx)
337 auto realm = static_cast<ElementRealm>(realm_idx);
338 return element_types.at(realm).name;
342 * @brief 元素魔法領域のn番目の属性名を返す
343 * @param realm_idx 領域番号
347 concptr get_element_name(int realm_idx, int n)
349 return get_element_names(realm_idx)[n].data();
354 * @param caster_ptr プレイヤー情報への参照ポインタ
355 * @param spell_idx 呪文番号
358 static concptr get_element_tip(player_type *caster_ptr, int spell_idx)
360 auto realm = static_cast<ElementRealm>(caster_ptr->realm1);
361 auto spell = static_cast<ElementSpells>(spell_idx);
362 auto elem = element_powers.at(spell).elem;
363 return format(element_tips.at(spell).data(), element_types.at(realm).name[elem].data());
368 * @param caster_ptr プレイヤー情報への参照ポインタ
369 * @param spell_idx 呪文番号
372 static int get_elemental_elem(player_type *caster_ptr, int spell_idx)
375 auto spell = static_cast<ElementSpells>(spell_idx);
376 return element_powers.at(spell).elem;
380 * @brief 元素魔法呪文の難易度データを取得
381 * @param caster_ptr プレイヤー情報への参照ポインタ
382 * @param spell_idx 呪文番号
385 static mind_type get_elemental_info(player_type *caster_ptr, int spell_idx)
388 auto spell = static_cast<ElementSpells>(spell_idx);
389 return element_powers.at(spell).info;
393 * @brief 元素魔法呪文の効果表示文字列を取得
394 * @param caster_ptr プレイヤー情報への参照ポインタ
395 * @param spell_idx 呪文番号
399 void get_element_effect_info(player_type *caster_ptr, int spell_idx, char *p)
401 PLAYER_LEVEL plev = caster_ptr->lev;
402 auto spell = static_cast<ElementSpells>(spell_idx);
406 case ElementSpells::BOLT_1ST:
407 sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 5), 4);
409 case ElementSpells::CURE:
410 sprintf(p, " %s%dd%d", KWD_HEAL, 2, 8);
412 case ElementSpells::BOLT_2ND:
413 sprintf(p, " %s%dd%d", KWD_DAM, 8 + ((plev - 5) / 4), 8);
415 case ElementSpells::BALL_3RD:
416 sprintf(p, " %s%d", KWD_DAM, (50 + plev * 2));
418 case ElementSpells::BALL_1ST:
419 sprintf(p, " %s%d", KWD_DAM, 55 + plev);
421 case ElementSpells::BREATH_2ND:
422 dam = p_ptr->chp / 2;
423 sprintf(p, " %s%d", KWD_DAM, (dam > 150) ? 150 : dam);
425 case ElementSpells::ANNIHILATE:
426 sprintf(p, " %s%d", _("効力:", "pow "), 50 + plev);
428 case ElementSpells::BOLT_3RD:
429 sprintf(p, " %s%dd%d", KWD_DAM, 12 + ((plev - 5) / 4), 8);
431 case ElementSpells::WAVE_1ST:
432 sprintf(p, " %s50+d%d", KWD_DAM, plev * 3);
434 case ElementSpells::BALL_2ND:
435 sprintf(p, " %s%d", KWD_DAM, 75 + plev * 3 / 2);
437 case ElementSpells::BURST_1ST:
438 sprintf(p, " %s%dd%d", KWD_DAM, 6 + plev / 8, 7);
440 case ElementSpells::STORM_2ND:
441 sprintf(p, " %s%d", KWD_DAM, 115 + plev * 5 / 2);
443 case ElementSpells::BREATH_1ST:
444 sprintf(p, " %s%d", KWD_DAM, p_ptr->chp * 2 / 3);
446 case ElementSpells::STORM_3ND:
447 sprintf(p, " %s%d", KWD_DAM, 300 + plev * 5);
457 * @param caster_ptr プレイヤー情報への参照ポインタ
458 * @param spell_idx 呪文番号
459 * @return 実行したらTRUE、キャンセルならFALSE
461 static bool cast_element_spell(player_type *caster_ptr, SPELL_IDX spell_idx)
463 auto spell = static_cast<ElementSpells>(spell_idx);
464 auto power = element_powers.at(spell);
467 PLAYER_LEVEL plev = caster_ptr->lev;
473 case ElementSpells::BOLT_1ST:
474 if (!get_aim_dir(caster_ptr, &dir))
476 dam = damroll(3 + ((plev - 1) / 5), 4);
477 typ = get_element_spells_type(caster_ptr, power.elem);
478 (void)fire_bolt(caster_ptr, typ, dir, dam);
480 case ElementSpells::MON_DETECT:
481 (void)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
482 (void)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
484 case ElementSpells::PERCEPT:
485 return psychometry(caster_ptr);
486 case ElementSpells::CURE:
487 (void)hp_player(caster_ptr, damroll(2, 8));
488 (void)set_cut(caster_ptr, caster_ptr->cut - 10);
490 case ElementSpells::BOLT_2ND:
491 if (!get_aim_dir(caster_ptr, &dir))
493 dam = damroll(8 + ((plev - 5) / 4), 8);
494 typ = get_element_spells_type(caster_ptr, power.elem);
495 if (fire_bolt_or_beam(caster_ptr, plev, typ, dir, dam)) {
496 if (typ == GF_HYPODYNAMIA) {
497 (void)hp_player(caster_ptr, dam / 2);
501 case ElementSpells::MAG_DETECT:
502 (void)detect_objects_magic(caster_ptr, DETECT_RAD_DEFAULT);
504 case ElementSpells::BALL_3RD:
506 if (!get_aim_dir(caster_ptr, &dir))
508 typ = get_element_spells_type(caster_ptr, power.elem);
510 (void)fire_ball(caster_ptr, typ, dir, dam, 1);
513 case ElementSpells::BALL_1ST:
514 if (!get_aim_dir(caster_ptr, &dir))
517 typ = get_element_spells_type(caster_ptr, power.elem);
518 (void)fire_ball(caster_ptr, typ, dir, dam, 2);
520 case ElementSpells::BREATH_2ND:
521 if (!get_aim_dir(caster_ptr, &dir))
523 dam = MIN(150, caster_ptr->chp / 2);
524 typ = get_element_spells_type(caster_ptr, power.elem);
525 if (fire_breath(caster_ptr, typ, dir, dam, 3)) {
526 if (typ == GF_HYPODYNAMIA) {
527 (void)hp_player(caster_ptr, dam / 2);
531 case ElementSpells::ANNIHILATE:
532 if (!get_aim_dir(caster_ptr, &dir))
534 fire_ball_hide(caster_ptr, GF_E_GENOCIDE, dir, plev + 50, 0);
536 case ElementSpells::BOLT_3RD:
537 if (!get_aim_dir(caster_ptr, &dir))
539 dam = damroll(12 + ((plev - 5) / 4), 8);
540 typ = get_element_spells_type(caster_ptr, power.elem);
541 fire_bolt_or_beam(caster_ptr, plev, typ, dir, dam);
543 case ElementSpells::WAVE_1ST:
544 dam = 50 + randint1(plev * 3);
545 typ = get_element_spells_type(caster_ptr, power.elem);
546 project_all_los(caster_ptr, typ, dam);
548 case ElementSpells::BALL_2ND:
549 if (!get_aim_dir(caster_ptr, &dir))
551 dam = 75 + plev * 3 / 2;
552 typ = get_element_spells_type(caster_ptr, power.elem);
553 if (fire_ball(caster_ptr, typ, dir, dam, 3)) {
554 if (typ == GF_HYPODYNAMIA) {
555 (void)hp_player(caster_ptr, dam / 2);
559 case ElementSpells::BURST_1ST:
563 typ = get_element_spells_type(caster_ptr, power.elem);
564 for (int k = 0; k < num; k++) {
567 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_NONE);
568 if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
570 if (!player_bold(caster_ptr, y, x))
573 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 7), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
576 case ElementSpells::STORM_2ND:
577 if (!get_aim_dir(caster_ptr, &dir))
579 dam = 115 + plev * 5 / 2;
580 typ = get_element_spells_type(caster_ptr, power.elem);
581 if (fire_ball(caster_ptr, typ, dir, dam, 4)) {
582 if (typ == GF_HYPODYNAMIA) {
583 (void)hp_player(caster_ptr, dam / 2);
587 case ElementSpells::BREATH_1ST:
588 if (!get_aim_dir(caster_ptr, &dir))
590 dam = caster_ptr->chp * 2 / 3;
591 typ = get_element_spells_type(caster_ptr, power.elem);
592 (void)fire_breath(caster_ptr, typ, dir, dam, 3);
594 case ElementSpells::STORM_3ND:
595 if (!get_aim_dir(caster_ptr, &dir))
597 dam = 300 + plev * 5;
598 typ = get_element_spells_type(caster_ptr, power.elem);
599 (void)fire_ball(caster_ptr, typ, dir, dam, 5);
609 * @brief 元素魔法呪文の失敗率を計算
610 * @param caster_ptr プレイヤー情報への参照ポインタ
611 * @param spell_idx 呪文番号
614 static PERCENTAGE decide_element_chance(player_type *caster_ptr, mind_type spell)
616 PERCENTAGE chance = spell.fail;
618 chance -= 3 * (caster_ptr->lev - spell.min_lev);
619 chance += caster_ptr->to_m_chance;
620 chance -= 3 * (adj_mag_stat[caster_ptr->stat_index[A_WIS]] - 1);
622 PERCENTAGE minfail = adj_mag_fail[caster_ptr->stat_index[A_WIS]];
623 if (chance < minfail)
626 if (caster_ptr->stun > 50)
628 else if (caster_ptr->stun)
631 if (heavy_armor(caster_ptr))
634 if (caster_ptr->icky_wield[0])
637 if (caster_ptr->icky_wield[1])
647 * @brief 元素魔法呪文の消費MPを計算
648 * @param caster_ptr プレイヤー情報への参照ポインタ
649 * @param spell_idx 呪文番号
652 static MANA_POINT decide_element_mana_cost(player_type *caster_ptr, mind_type spell)
655 return spell.mana_cost;
659 * @brief 元素魔法呪文を選択して取得
660 * @param caster_ptr プレイヤー情報への参照ポインタ
662 * @param only_browse 閲覧モードかどうか
663 * @return 選んだらTRUE、選ばなかったらFALSE
665 bool get_element_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
671 PLAYER_LEVEL plev = caster_ptr->lev;
678 int menu_line = (use_menu ? 1 : 0);
681 if (repeat_pull(&code)) {
682 *sn = (SPELL_IDX)code;
683 if (get_elemental_info(caster_ptr, *sn).min_lev <= plev)
687 concptr p = _("元素魔法", "magic");
691 for (i = 0; i < static_cast<SPELL_IDX>(ElementSpells::MAX); i++) {
692 if (get_elemental_info(caster_ptr, i).min_lev <= plev)
697 (void)strnfmt(out_val, 78,
698 _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
699 p, I2A(0), I2A(num - 1), p);
701 (void)strnfmt(out_val, 78,
702 _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
703 p, I2A(0), I2A(num - 1), p);
705 if (use_menu && !only_browse)
710 choice = (always_show_list || use_menu) ? ESCAPE : 1;
712 if (choice == ESCAPE)
714 else if (!get_com(out_val, &choice, TRUE))
717 if (use_menu && choice != ' ') {
726 menu_line += (num - 1);
746 int spell_max = static_cast<int>(ElementSpells::MAX);
747 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
748 if (!redraw || use_menu) {
752 if (!only_browse && !use_menu)
756 put_str(_("名前", "Name"), y, x + 5);
757 put_str(_("Lv MP 失率 効果", "Lv MP Fail Info"), y, x + 35);
758 for (i = 0; i < spell_max; i++) {
759 elem = get_elemental_elem(caster_ptr, i);
760 spell = get_elemental_info(caster_ptr, i);
762 if (spell.min_lev > plev)
765 PERCENTAGE chance = decide_element_chance(caster_ptr, spell);
766 int mana_cost = decide_element_mana_cost(caster_ptr, spell);
767 get_element_effect_info(caster_ptr, i, comment);
770 if (i == (menu_line - 1))
771 strcpy(desc, _(" 》 ", " > "));
775 sprintf(desc, " %c) ", I2A(i));
777 concptr s = get_element_name(caster_ptr->realm1, elem);
778 sprintf(name, spell.name, s);
780 format("%-30s%2d %4d %3d%%%s", name, spell.min_lev, mana_cost, chance, comment));
781 prt(desc, y + i + 1, x);
784 prt("", y + i + 1, x);
785 } else if (!only_browse) {
794 ask = isupper(choice);
796 choice = (char)tolower(choice);
798 i = (islower(choice) ? A2I(choice) : -1);
801 if ((i < 0) || (i >= num)) {
806 spell = get_elemental_info(caster_ptr, i);
809 (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
810 if (!get_check(tmp_val))
817 if (redraw && !only_browse)
820 set_bits(caster_ptr->window_flags, PW_SPELL);
821 handle_stuff(caster_ptr);
826 repeat_push((COMMAND_CODE)i);
831 * @brief 元素魔法呪文をMPがなくても挑戦するか確認する
832 * @param caster_ptr プレイヤー情報への参照ポインタ
833 * @param mana_cost 消費MP
834 * @return 詠唱するならTRUE、しないならFALSE
836 static bool check_element_mp_sufficiency(player_type *caster_ptr, int mana_cost)
838 if (mana_cost <= caster_ptr->csp)
841 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
845 return get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "));
849 * @brief 元素魔法呪文の詠唱を試み、成功なら詠唱し、失敗ならファンブルする
850 * @param caster_ptr プレイヤー情報への参照ポインタ
851 * @param spell_idx 呪文番号
853 * @return 詠唱して実行したらTRUE、されなかったらFALSE
855 static bool try_cast_element_spell(player_type *caster_ptr, SPELL_IDX spell_idx, PERCENTAGE chance)
857 if (randint0(100) >= chance) {
859 return cast_element_spell(caster_ptr, spell_idx);
865 msg_format(_("魔力の集中に失敗した!", "You failed to concentrate hard enough for Mana!"));
868 if (randint1(100) < chance / 2) {
869 int plev = caster_ptr->lev;
870 msg_print(_("元素の力が制御できない氾流となって解放された!",
871 "Elemental power unleashes its power in an uncontrollable storm!"));
872 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
873 get_element_types(caster_ptr->realm1)[0],
874 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
875 caster_ptr->csp = MAX(0, caster_ptr->csp - caster_ptr->msp * 10 / (20 + randint1(10)));
877 take_turn(caster_ptr, 100);
878 set_bits(caster_ptr->redraw, PR_MANA);
879 set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
888 * @brief 元素魔法コマンドのメインルーチン
889 * @param caster_ptr プレイヤー情報への参照ポインタ
892 void do_cmd_element(player_type *caster_ptr)
895 if (cmd_limit_confused(caster_ptr) || !get_element_power(caster_ptr, &i, FALSE))
898 mind_type spell = get_elemental_info(caster_ptr, i);
899 PERCENTAGE chance = decide_element_chance(caster_ptr, spell);
900 int mana_cost = decide_element_mana_cost(caster_ptr, spell);
902 if (!check_element_mp_sufficiency(caster_ptr, mana_cost))
905 if (!try_cast_element_spell(caster_ptr, i, chance))
908 if (mana_cost <= caster_ptr->csp) {
909 caster_ptr->csp -= mana_cost;
911 int oops = mana_cost;
913 caster_ptr->csp_frac = 0;
914 msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
915 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
916 chg_virtue(caster_ptr, V_KNOWLEDGE, -10);
917 if (randint0(100) < 50) {
918 bool perm = (randint0(100) < 25);
919 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
920 (void)dec_stat(caster_ptr, A_CON, 15 + randint1(10), perm);
924 take_turn(caster_ptr, 100);
925 set_bits(caster_ptr->redraw, PR_MANA);
926 set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
930 * @brief 現在プレイヤーが使用可能な元素魔法の一覧表示
931 * @param caster_ptr プレイヤー情報への参照ポインタ
934 void do_cmd_element_browse(player_type *caster_ptr)
941 if (!get_element_power(caster_ptr, &n, TRUE)) {
946 term_erase(12, 21, 255);
947 term_erase(12, 20, 255);
948 term_erase(12, 19, 255);
949 term_erase(12, 18, 255);
950 term_erase(12, 17, 255);
951 term_erase(12, 16, 255);
952 shape_buffer(get_element_tip(caster_ptr, n), 62, temp, sizeof(temp));
953 for (int j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
954 prt(&temp[j], line, 15);
958 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);
964 * @brief 元素魔法の単体抹殺が有効か確認する
965 * @param r_ptr モンスター種族への参照ポインタ
967 * @return 効果があるならTRUE、なければFALSE
969 bool is_elemental_genocide_effective(monster_race *r_ptr, spells_type type)
973 if (any_bits(r_ptr->flagsr, RFR_IM_FIRE))
977 if (any_bits(r_ptr->flagsr, RFR_IM_COLD))
981 if (any_bits(r_ptr->flagsr, RFR_IM_ELEC))
985 if (any_bits(r_ptr->flagsr, RFR_IM_ACID))
989 if (any_bits(r_ptr->flagsr, RFR_RES_DARK) || any_bits(r_ptr->r_flags3, RF3_HURT_LITE))
993 if (any_bits(r_ptr->flags3, RF3_NO_CONF))
997 if (any_bits(r_ptr->flagsr, RFR_RES_SHAR))
1001 if (any_bits(r_ptr->flagsr, RFR_IM_POIS))
1012 * @brief 元素魔法の単体抹殺の効果を発動する
1013 * @param caster_ptr プレイヤー情報への参照ポインタ
1014 * @param em_ptr 魔法効果情報への参照ポインタ
1015 * @return 効果処理を続けるかどうか
1017 process_result effect_monster_elemental_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
1019 auto type = get_element_type(caster_ptr->realm1, 0);
1020 auto name = get_element_name(caster_ptr->realm1, 0);
1021 bool b = is_elemental_genocide_effective(em_ptr->r_ptr, type);
1023 if (em_ptr->seen_msg)
1024 msg_format(_("%sが%sを包み込んだ。", "The %s surrounds %s."), name, em_ptr->m_name);
1027 em_ptr->obvious = TRUE;
1030 if (em_ptr->seen_msg)
1031 msg_format(_("%sには効果がなかった。", "%^s is unaffected."), em_ptr->m_name);
1033 return PROCESS_TRUE;
1036 if (genocide_aux(caster_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, !em_ptr->who, (em_ptr->r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One"))) {
1037 if (em_ptr->seen_msg)
1038 msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
1040 chg_virtue(caster_ptr, V_VITALITY, -1);
1041 return PROCESS_TRUE;
1044 em_ptr->skipped = TRUE;
1045 return PROCESS_CONTINUE;
1049 * @brief 元素領域とレベルの条件に見合うかチェックする
1050 * @param caster_ptr プレイヤー情報への参照ポインタ
1052 * @param lev プレイヤーレベル
1053 * @return 見合うならTRUE、そうでなければFALSE
1055 * レベルに応じて取得する耐性などの判定に使用する
1057 bool has_element_resist(player_type *creature_ptr, ElementRealm realm, PLAYER_LEVEL lev)
1059 if (creature_ptr->pclass != CLASS_ELEMENTALIST)
1062 auto prealm = static_cast<ElementRealm>(creature_ptr->realm1);
1063 return (prealm == realm && creature_ptr->lev >= lev);
1067 * @brief 領域選択時のカーソル表示(シンボル+領域名)
1073 static void display_realm_cursor(int i, int n, term_color_type color)
1080 name = _("ランダム", "Random");
1083 name = element_types.at(static_cast<ElementRealm>(i + 1)).title.data();
1085 sprintf(cur, "%c) %s", sym, name);
1087 c_put_str(color, cur, 12 + (i / 5), 2 + 15 * (i % 5));
1091 * @brief 領域選択時の移動キー処理
1097 static int interpret_realm_select_key(int cs, int n, char c)
1123 * @param creature_ptr プレイヤー情報への参照ポインタ
1127 static int get_element_realm(player_type *creature_ptr, int is, int n)
1129 int cs = MAX(0, is);
1134 sprintf(buf, _("領域を選んで下さい(%c-%c) ('='初期オプション設定): ", "Choose a realm (%c-%c) ('=' for options): "), I2A(0), I2A(n - 1));
1137 display_realm_cursor(os, n, TERM_WHITE);
1138 display_realm_cursor(cs, n, TERM_YELLOW);
1139 put_str(buf, 10, 10);
1143 cs = interpret_realm_select_key(cs, n, c);
1148 if (c == ' ' || c == '\r' || c == '\n') {
1150 display_realm_cursor(cs, n, TERM_WHITE);
1151 cs = randint0(n - 1);
1157 display_realm_cursor(cs, n, TERM_WHITE);
1158 cs = randint0(n - 1);
1162 k = islower(c) ? A2I(c) : -1;
1163 if (k >= 0 && k < n) {
1164 display_realm_cursor(cs, n, TERM_WHITE);
1169 k = isupper(c) ? (26 + c - 'A') : -1;
1170 if (k >= 26 && k < n) {
1171 display_realm_cursor(cs, n, TERM_WHITE);
1178 do_cmd_options_aux(creature_ptr, OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Options ((*)) affect score"));
1180 } else if (c != '2' && c != '4' && c != '6' && c != '8')
1184 display_realm_cursor(cs, n, TERM_YELLOW);
1190 * @param creature_ptr プレイヤー情報への参照ポインタ
1193 byte select_element_realm(player_type *creature_ptr)
1197 int realm_max = static_cast<int>(ElementRealm::MAX);
1202 _("注意:元素系統の選択によりあなたが習得する呪文のタイプが決まります。", "Note: The system of element will determine which spells you can learn."),
1205 for (int i = 0; i < realm_max; i++) {
1206 display_realm_cursor(i, realm_max - 1, TERM_WHITE);
1209 realm_idx = get_element_realm(creature_ptr, realm_idx - 1, realm_max - 1);
1210 if (realm_idx == 255)
1213 auto realm = static_cast<ElementRealm>(realm_idx);
1215 shape_buffer(element_texts.at(realm).data(), 74, temp, sizeof(temp));
1217 for (int i = 0; i < 5; i++) {
1224 if (get_check_strict(creature_ptr, _("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y))
1231 return (byte)realm_idx;
1235 * @brief クラスパワー情報を追加
1236 * @param creature_ptr プレイヤー情報への参照ポインタ
1237 * @param rc_ptr レイシャルパワー情報への参照ポインタ
1240 void switch_element_racial(player_type *creature_ptr, rc_type *rc_ptr)
1242 auto plev = creature_ptr->lev;
1243 auto realm = static_cast<ElementRealm>(creature_ptr->realm1);
1245 case ElementRealm::FIRE:
1246 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("ライト・エリア", "Light area"));
1247 rc_ptr->power_desc[rc_ptr->num].min_level = 3;
1248 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1249 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1250 rc_ptr->power_desc[rc_ptr->num].fail = 10;
1251 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1253 case ElementRealm::ICE:
1254 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("周辺フリーズ", "Sleep monsters"));
1255 rc_ptr->power_desc[rc_ptr->num].min_level = 10;
1256 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1257 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1258 rc_ptr->power_desc[rc_ptr->num].fail = 25;
1259 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1261 case ElementRealm::SKY:
1262 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("魔力充填", "Recharging"));
1263 rc_ptr->power_desc[rc_ptr->num].min_level = 20;
1264 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1265 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1266 rc_ptr->power_desc[rc_ptr->num].fail = 25;
1267 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1269 case ElementRealm::SEA:
1270 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("岩石溶解", "Stone to mud"));
1271 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1272 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1273 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1274 rc_ptr->power_desc[rc_ptr->num].fail = 10;
1275 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1277 case ElementRealm::DARKNESS:
1278 sprintf(rc_ptr->power_desc[rc_ptr->num].racial_name, _("闇の扉(半径%d)", "Door to darkness(rad %d)"), 15 + plev / 2);
1279 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1280 rc_ptr->power_desc[rc_ptr->num].cost = 5 + plev / 7;
1281 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1282 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1283 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1285 case ElementRealm::CHAOS:
1286 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("現実変容", "Alter reality"));
1287 rc_ptr->power_desc[rc_ptr->num].min_level = 35;
1288 rc_ptr->power_desc[rc_ptr->num].cost = 30;
1289 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1290 rc_ptr->power_desc[rc_ptr->num].fail = 40;
1291 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1293 case ElementRealm::EARTH:
1294 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("地震", "Earthquake"));
1295 rc_ptr->power_desc[rc_ptr->num].min_level = 25;
1296 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1297 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1298 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1299 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1301 case ElementRealm::DEATH:
1302 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("増殖阻止", "Sterilization"));
1303 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1304 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1305 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1306 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1307 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1315 * @todo 宣言だけ。後日適切な場所に移動
1317 static bool door_to_darkness(player_type *caster_ptr, POSITION dist);
1321 * @param creature_ptr プレイヤー情報への参照ポインタ
1322 * @return 実行したらTRUE、しなかったらFALSE
1324 bool switch_element_execution(player_type *creature_ptr)
1326 auto realm = static_cast<ElementRealm>(creature_ptr->realm1);
1327 PLAYER_LEVEL plev = creature_ptr->lev;
1331 case ElementRealm::FIRE:
1332 (void)lite_area(creature_ptr, damroll(2, plev / 2), plev / 10);
1334 case ElementRealm::ICE:
1335 (void)project(creature_ptr, 0, 5, creature_ptr->y, creature_ptr->x, 1, GF_COLD, PROJECT_ITEM, -1);
1336 (void)project_all_los(creature_ptr, GF_OLD_SLEEP, 20 + plev * 3 / 2);
1338 case ElementRealm::SKY:
1339 (void)recharge(creature_ptr, 120);
1341 case ElementRealm::SEA:
1342 if (!get_aim_dir(creature_ptr, &dir))
1344 (void)wall_to_mud(creature_ptr, dir, plev * 3 / 2);
1346 case ElementRealm::DARKNESS:
1347 return door_to_darkness(creature_ptr, 15 + plev / 2);
1349 case ElementRealm::CHAOS:
1350 reserve_alter_reality(creature_ptr, randint0(21) + 15);
1352 case ElementRealm::EARTH:
1353 (void)earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, 10, 0);
1355 case ElementRealm::DEATH:
1356 if (creature_ptr->current_floor_ptr->num_repro <= MAX_REPRO)
1357 creature_ptr->current_floor_ptr->num_repro += MAX_REPRO;
1367 * @brief 指定したマスが暗いかどうか
1368 * @param f_ptr 階の情報への参照ポインタ
1371 * @return 暗いならTRUE、そうでないならFALSE
1373 static bool is_target_grid_dark(floor_type* f_ptr, POSITION y, POSITION x)
1375 if (any_bits(f_ptr->grid_array[y][x].info, CAVE_MNLT))
1378 bool is_dark = FALSE;
1379 bool is_lite = any_bits(f_ptr->grid_array[y][x].info, CAVE_GLOW | CAVE_LITE);
1381 for (int dx = x - 2; dx <= x + 2; dx++)
1382 for (int dy = y - 2; dy <= y + 2; dy++) {
1383 if (dx == x && dy == y)
1385 if (!in_bounds(f_ptr, dy, dx))
1388 MONSTER_IDX m_idx = f_ptr->grid_array[dy][dx].m_idx;
1392 POSITION d = distance(dy, dx, y, x);
1393 monster_race *r_ptr = &r_info[f_ptr->m_list[m_idx].r_idx];
1394 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_LITE_1 | RF7_SELF_LITE_1))
1396 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_LITE_2 | RF7_SELF_LITE_2))
1398 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_DARK_1 | RF7_SELF_DARK_1))
1400 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_DARK_2 | RF7_SELF_DARK_2))
1404 return !is_lite || is_dark;
1408 * @breif 暗いところ限定での次元の扉
1409 * @param caster_ptr プレイヤー情報への参照ポインタ
1411 static bool door_to_darkness(player_type* caster_ptr, POSITION dist)
1413 POSITION y = caster_ptr->y;
1414 POSITION x = caster_ptr->x;
1417 for (int i = 0; i < 3; i++) {
1418 if (!tgt_pt(caster_ptr, &x, &y))
1421 f_ptr = caster_ptr->current_floor_ptr;
1423 if (distance(y, x, caster_ptr->y, caster_ptr->x) > dist) {
1424 msg_print(_("遠すぎる!", "There is too far!"));
1428 if (!is_cave_empty_bold(caster_ptr, y, x) || f_ptr->grid_array[y][x].info & CAVE_ICKY) {
1429 msg_print(_("そこには移動できない。", "Can not teleport to there."));
1436 bool flag = cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) && is_target_grid_dark(f_ptr, y, x);
1438 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
1440 msg_print(_("闇の扉は開かなかった!", "Door to darkness does not open!"));