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)) {
809 elem = get_elemental_elem(caster_ptr, i);
810 spell = get_elemental_info(caster_ptr, i);
811 (void)sprintf(name, spell.name, get_element_name(caster_ptr->realm1, elem));
812 (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), name);
813 if (!get_check(tmp_val))
820 if (redraw && !only_browse)
823 set_bits(caster_ptr->window_flags, PW_SPELL);
824 handle_stuff(caster_ptr);
829 repeat_push((COMMAND_CODE)i);
834 * @brief 元素魔法呪文をMPがなくても挑戦するか確認する
835 * @param caster_ptr プレイヤー情報への参照ポインタ
836 * @param mana_cost 消費MP
837 * @return 詠唱するならTRUE、しないならFALSE
839 static bool check_element_mp_sufficiency(player_type *caster_ptr, int mana_cost)
841 if (mana_cost <= caster_ptr->csp)
844 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
848 return get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "));
852 * @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
853 * @param caster_ptr プレイヤー情報への参照ポインタ
854 * @param spell_idx 呪文番号
856 * @return 詠唱して実行したらTRUE、されなかったらFALSE
858 static bool try_cast_element_spell(player_type *caster_ptr, SPELL_IDX spell_idx, PERCENTAGE chance)
860 if (randint0(100) >= chance) {
862 return cast_element_spell(caster_ptr, spell_idx);
868 msg_format(_("魔力の集中に失敗した!", "You failed to concentrate hard enough for Mana!"));
871 if (randint1(100) < chance / 2) {
872 int plev = caster_ptr->lev;
873 msg_print(_("元素の力が制御できない氾流となって解放された!",
874 "Elemental power unleashes its power in an uncontrollable storm!"));
875 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
876 get_element_types(caster_ptr->realm1)[0],
877 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
878 caster_ptr->csp = MAX(0, caster_ptr->csp - caster_ptr->msp * 10 / (20 + randint1(10)));
880 take_turn(caster_ptr, 100);
881 set_bits(caster_ptr->redraw, PR_MANA);
882 set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
891 * @brief 元素魔法コマンドのメインルーチン
892 * @param caster_ptr プレイヤー情報への参照ポインタ
895 void do_cmd_element(player_type *caster_ptr)
898 if (cmd_limit_confused(caster_ptr) || !get_element_power(caster_ptr, &i, FALSE))
901 mind_type spell = get_elemental_info(caster_ptr, i);
902 PERCENTAGE chance = decide_element_chance(caster_ptr, spell);
903 int mana_cost = decide_element_mana_cost(caster_ptr, spell);
905 if (!check_element_mp_sufficiency(caster_ptr, mana_cost))
908 if (!try_cast_element_spell(caster_ptr, i, chance))
911 if (mana_cost <= caster_ptr->csp) {
912 caster_ptr->csp -= mana_cost;
914 int oops = mana_cost;
916 caster_ptr->csp_frac = 0;
917 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!"));
918 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
919 chg_virtue(caster_ptr, V_KNOWLEDGE, -10);
920 if (randint0(100) < 50) {
921 bool perm = (randint0(100) < 25);
922 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
923 (void)dec_stat(caster_ptr, A_CON, 15 + randint1(10), perm);
927 take_turn(caster_ptr, 100);
928 set_bits(caster_ptr->redraw, PR_MANA);
929 set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
933 * @brief 現在プレイヤーが使用可能な元素魔法の一覧表示
934 * @param caster_ptr プレイヤー情報への参照ポインタ
937 void do_cmd_element_browse(player_type *caster_ptr)
944 if (!get_element_power(caster_ptr, &n, TRUE)) {
949 term_erase(12, 21, 255);
950 term_erase(12, 20, 255);
951 term_erase(12, 19, 255);
952 term_erase(12, 18, 255);
953 term_erase(12, 17, 255);
954 term_erase(12, 16, 255);
955 shape_buffer(get_element_tip(caster_ptr, n), 62, temp, sizeof(temp));
956 for (int j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
957 prt(&temp[j], line, 15);
961 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);
967 * @brief 元素魔法の単体抹殺が有効か確認する
968 * @param r_ptr モンスター種族への参照ポインタ
970 * @return 効果があるならTRUE、なければFALSE
972 bool is_elemental_genocide_effective(monster_race *r_ptr, spells_type type)
976 if (any_bits(r_ptr->flagsr, RFR_IM_FIRE))
980 if (any_bits(r_ptr->flagsr, RFR_IM_COLD))
984 if (any_bits(r_ptr->flagsr, RFR_IM_ELEC))
988 if (any_bits(r_ptr->flagsr, RFR_IM_ACID))
992 if (any_bits(r_ptr->flagsr, RFR_RES_DARK) || any_bits(r_ptr->r_flags3, RF3_HURT_LITE))
996 if (any_bits(r_ptr->flags3, RF3_NO_CONF))
1000 if (any_bits(r_ptr->flagsr, RFR_RES_SHAR))
1004 if (any_bits(r_ptr->flagsr, RFR_IM_POIS))
1015 * @brief 元素魔法の単体抹殺の効果を発動する
1016 * @param caster_ptr プレイヤー情報への参照ポインタ
1017 * @param em_ptr 魔法効果情報への参照ポインタ
1018 * @return 効果処理を続けるかどうか
1020 process_result effect_monster_elemental_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
1022 auto type = get_element_type(caster_ptr->realm1, 0);
1023 auto name = get_element_name(caster_ptr->realm1, 0);
1024 bool b = is_elemental_genocide_effective(em_ptr->r_ptr, type);
1026 if (em_ptr->seen_msg)
1027 msg_format(_("%sが%sを包み込んだ。", "The %s surrounds %s."), name, em_ptr->m_name);
1030 em_ptr->obvious = TRUE;
1033 if (em_ptr->seen_msg)
1034 msg_format(_("%sには効果がなかった。", "%^s is unaffected."), em_ptr->m_name);
1036 return PROCESS_TRUE;
1039 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"))) {
1040 if (em_ptr->seen_msg)
1041 msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
1043 chg_virtue(caster_ptr, V_VITALITY, -1);
1044 return PROCESS_TRUE;
1047 em_ptr->skipped = TRUE;
1048 return PROCESS_CONTINUE;
1052 * @brief 元素領域とレベルの条件に見合うかチェックする
1053 * @param caster_ptr プレイヤー情報への参照ポインタ
1055 * @param lev プレイヤーレベル
1056 * @return 見合うならTRUE、そうでなければFALSE
1058 * レベルに応じて取得する耐性などの判定に使用する
1060 bool has_element_resist(player_type *creature_ptr, ElementRealm realm, PLAYER_LEVEL lev)
1062 if (creature_ptr->pclass != CLASS_ELEMENTALIST)
1065 auto prealm = static_cast<ElementRealm>(creature_ptr->realm1);
1066 return (prealm == realm && creature_ptr->lev >= lev);
1070 * @brief 領域選択時のカーソル表示(シンボル+領域名)
1076 static void display_realm_cursor(int i, int n, term_color_type color)
1083 name = _("ランダム", "Random");
1086 name = element_types.at(static_cast<ElementRealm>(i + 1)).title.data();
1088 sprintf(cur, "%c) %s", sym, name);
1090 c_put_str(color, cur, 12 + (i / 5), 2 + 15 * (i % 5));
1094 * @brief 領域選択時の移動キー処理
1100 static int interpret_realm_select_key(int cs, int n, char c)
1126 * @param creature_ptr プレイヤー情報への参照ポインタ
1130 static int get_element_realm(player_type *creature_ptr, int is, int n)
1132 int cs = MAX(0, is);
1137 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));
1140 display_realm_cursor(os, n, TERM_WHITE);
1141 display_realm_cursor(cs, n, TERM_YELLOW);
1142 put_str(buf, 10, 10);
1146 cs = interpret_realm_select_key(cs, n, c);
1151 if (c == ' ' || c == '\r' || c == '\n') {
1153 display_realm_cursor(cs, n, TERM_WHITE);
1154 cs = randint0(n - 1);
1160 display_realm_cursor(cs, n, TERM_WHITE);
1161 cs = randint0(n - 1);
1165 k = islower(c) ? A2I(c) : -1;
1166 if (k >= 0 && k < n) {
1167 display_realm_cursor(cs, n, TERM_WHITE);
1172 k = isupper(c) ? (26 + c - 'A') : -1;
1173 if (k >= 26 && k < n) {
1174 display_realm_cursor(cs, n, TERM_WHITE);
1181 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"));
1183 } else if (c != '2' && c != '4' && c != '6' && c != '8')
1187 display_realm_cursor(cs, n, TERM_YELLOW);
1193 * @param creature_ptr プレイヤー情報への参照ポインタ
1196 byte select_element_realm(player_type *creature_ptr)
1200 int realm_max = static_cast<int>(ElementRealm::MAX);
1205 _("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."),
1208 for (int i = 0; i < realm_max; i++) {
1209 display_realm_cursor(i, realm_max - 1, TERM_WHITE);
1212 realm_idx = get_element_realm(creature_ptr, realm_idx - 1, realm_max - 1);
1213 if (realm_idx == 255)
1216 auto realm = static_cast<ElementRealm>(realm_idx);
1218 shape_buffer(element_texts.at(realm).data(), 74, temp, sizeof(temp));
1220 for (int i = 0; i < 5; i++) {
1227 if (get_check_strict(creature_ptr, _("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y))
1234 return (byte)realm_idx;
1238 * @brief クラスパワー情報を追加
1239 * @param creature_ptr プレイヤー情報への参照ポインタ
1240 * @param rc_ptr レイシャルパワー情報への参照ポインタ
1243 void switch_element_racial(player_type *creature_ptr, rc_type *rc_ptr)
1245 auto plev = creature_ptr->lev;
1246 auto realm = static_cast<ElementRealm>(creature_ptr->realm1);
1248 case ElementRealm::FIRE:
1249 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("ライト・エリア", "Light area"));
1250 rc_ptr->power_desc[rc_ptr->num].min_level = 3;
1251 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1252 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1253 rc_ptr->power_desc[rc_ptr->num].fail = 10;
1254 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1256 case ElementRealm::ICE:
1257 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("周辺フリーズ", "Sleep monsters"));
1258 rc_ptr->power_desc[rc_ptr->num].min_level = 10;
1259 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1260 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1261 rc_ptr->power_desc[rc_ptr->num].fail = 25;
1262 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1264 case ElementRealm::SKY:
1265 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("魔力充填", "Recharging"));
1266 rc_ptr->power_desc[rc_ptr->num].min_level = 20;
1267 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1268 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1269 rc_ptr->power_desc[rc_ptr->num].fail = 25;
1270 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1272 case ElementRealm::SEA:
1273 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("岩石溶解", "Stone to mud"));
1274 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1275 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1276 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1277 rc_ptr->power_desc[rc_ptr->num].fail = 10;
1278 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1280 case ElementRealm::DARKNESS:
1281 sprintf(rc_ptr->power_desc[rc_ptr->num].racial_name, _("闇の扉(半径%d)", "Door to darkness(rad %d)"), 15 + plev / 2);
1282 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1283 rc_ptr->power_desc[rc_ptr->num].cost = 5 + plev / 7;
1284 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1285 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1286 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1288 case ElementRealm::CHAOS:
1289 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("現実変容", "Alter reality"));
1290 rc_ptr->power_desc[rc_ptr->num].min_level = 35;
1291 rc_ptr->power_desc[rc_ptr->num].cost = 30;
1292 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1293 rc_ptr->power_desc[rc_ptr->num].fail = 40;
1294 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1296 case ElementRealm::EARTH:
1297 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("地震", "Earthquake"));
1298 rc_ptr->power_desc[rc_ptr->num].min_level = 25;
1299 rc_ptr->power_desc[rc_ptr->num].cost = 15;
1300 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1301 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1302 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1304 case ElementRealm::DEATH:
1305 strcpy(rc_ptr->power_desc[rc_ptr->num].racial_name, _("増殖阻止", "Sterilization"));
1306 rc_ptr->power_desc[rc_ptr->num].min_level = 5;
1307 rc_ptr->power_desc[rc_ptr->num].cost = 5;
1308 rc_ptr->power_desc[rc_ptr->num].stat = A_WIS;
1309 rc_ptr->power_desc[rc_ptr->num].fail = 20;
1310 rc_ptr->power_desc[rc_ptr->num++].number = -4;
1318 * @todo 宣言だけ。後日適切な場所に移動
1320 static bool door_to_darkness(player_type *caster_ptr, POSITION dist);
1324 * @param creature_ptr プレイヤー情報への参照ポインタ
1325 * @return 実行したらTRUE、しなかったらFALSE
1327 bool switch_element_execution(player_type *creature_ptr)
1329 auto realm = static_cast<ElementRealm>(creature_ptr->realm1);
1330 PLAYER_LEVEL plev = creature_ptr->lev;
1334 case ElementRealm::FIRE:
1335 (void)lite_area(creature_ptr, damroll(2, plev / 2), plev / 10);
1337 case ElementRealm::ICE:
1338 (void)project(creature_ptr, 0, 5, creature_ptr->y, creature_ptr->x, 1, GF_COLD, PROJECT_ITEM, -1);
1339 (void)project_all_los(creature_ptr, GF_OLD_SLEEP, 20 + plev * 3 / 2);
1341 case ElementRealm::SKY:
1342 (void)recharge(creature_ptr, 120);
1344 case ElementRealm::SEA:
1345 if (!get_aim_dir(creature_ptr, &dir))
1347 (void)wall_to_mud(creature_ptr, dir, plev * 3 / 2);
1349 case ElementRealm::DARKNESS:
1350 return door_to_darkness(creature_ptr, 15 + plev / 2);
1352 case ElementRealm::CHAOS:
1353 reserve_alter_reality(creature_ptr, randint0(21) + 15);
1355 case ElementRealm::EARTH:
1356 (void)earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, 10, 0);
1358 case ElementRealm::DEATH:
1359 if (creature_ptr->current_floor_ptr->num_repro <= MAX_REPRO)
1360 creature_ptr->current_floor_ptr->num_repro += MAX_REPRO;
1370 * @brief 指定したマスが暗いかどうか
1371 * @param f_ptr 階の情報への参照ポインタ
1374 * @return 暗いならTRUE、そうでないならFALSE
1376 static bool is_target_grid_dark(floor_type* f_ptr, POSITION y, POSITION x)
1378 if (any_bits(f_ptr->grid_array[y][x].info, CAVE_MNLT))
1381 bool is_dark = FALSE;
1382 bool is_lite = any_bits(f_ptr->grid_array[y][x].info, CAVE_GLOW | CAVE_LITE);
1384 for (int dx = x - 2; dx <= x + 2; dx++)
1385 for (int dy = y - 2; dy <= y + 2; dy++) {
1386 if (dx == x && dy == y)
1388 if (!in_bounds(f_ptr, dy, dx))
1391 MONSTER_IDX m_idx = f_ptr->grid_array[dy][dx].m_idx;
1395 POSITION d = distance(dy, dx, y, x);
1396 monster_race *r_ptr = &r_info[f_ptr->m_list[m_idx].r_idx];
1397 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_LITE_1 | RF7_SELF_LITE_1))
1399 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_LITE_2 | RF7_SELF_LITE_2))
1401 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_DARK_1 | RF7_SELF_DARK_1))
1403 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_DARK_2 | RF7_SELF_DARK_2))
1407 return !is_lite || is_dark;
1411 * @breif 暗いところ限定での次元の扉
1412 * @param caster_ptr プレイヤー情報への参照ポインタ
1414 static bool door_to_darkness(player_type* caster_ptr, POSITION dist)
1416 POSITION y = caster_ptr->y;
1417 POSITION x = caster_ptr->x;
1420 for (int i = 0; i < 3; i++) {
1421 if (!tgt_pt(caster_ptr, &x, &y))
1424 f_ptr = caster_ptr->current_floor_ptr;
1426 if (distance(y, x, caster_ptr->y, caster_ptr->x) > dist) {
1427 msg_print(_("遠すぎる!", "There is too far!"));
1431 if (!is_cave_empty_bold(caster_ptr, y, x) || f_ptr->grid_array[y][x].info & CAVE_ICKY) {
1432 msg_print(_("そこには移動できない。", "Can not teleport to there."));
1439 bool flag = cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) && is_target_grid_dark(f_ptr, y, x);
1441 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
1443 msg_print(_("闇の扉は開かなかった!", "Door to darkness does not open!"));