2 * @brief 呪術の処理実装 / Hex code
5 * 2014 Deskull rearranged comment for Doxygen.\n
8 #include "realm/realm-hex.h"
9 #include "cmd-action/cmd-spell.h"
10 #include "cmd-item/cmd-quaff.h"
11 #include "core/asking-player.h"
12 #include "effect/attribute-types.h"
13 #include "effect/effect-characteristics.h"
14 #include "effect/effect-processor.h"
15 #include "flavor/flavor-describer.h"
16 #include "flavor/object-flavor-types.h"
17 #include "floor/cave.h"
18 #include "floor/floor-object.h"
19 #include "floor/geometry.h"
20 #include "inventory/inventory-slot-types.h"
21 #include "io/input-key-requester.h"
22 #include "monster-race/monster-race.h"
23 #include "monster/monster-util.h"
24 #include "object-enchant/object-curse.h"
25 #include "object-enchant/tr-types.h"
26 #include "object-enchant/trc-types.h"
27 #include "object-hook/hook-armor.h"
28 #include "object/item-tester-hooker.h"
29 #include "object/item-use-flags.h"
30 #include "player/attack-defense-types.h"
31 #include "player/player-skill.h"
32 #include "player/player-status.h"
33 #include "spell-kind/magic-item-recharger.h"
34 #include "spell-kind/spells-launcher.h"
35 #include "spell-kind/spells-neighbor.h"
36 #include "spell-kind/spells-sight.h"
37 #include "spell-kind/spells-teleport.h"
38 #include "spell-realm/spells-hex.h"
39 #include "spell/spells-execution.h"
40 #include "spell/spells-status.h"
41 #include "spell/technic-info-table.h"
42 #include "status/action-setter.h"
43 #include "system/floor-type-definition.h"
44 #include "system/grid-type-definition.h"
45 #include "system/item-entity.h"
46 #include "system/player-type-definition.h"
47 #include "system/redrawing-flags-updater.h"
48 #include "target/grid-selector.h"
49 #include "target/target-getter.h"
50 #include "term/screen-processor.h"
51 #include "util/bit-flags-calculator.h"
52 #include "view/display-messages.h"
53 #include "world/world.h"
56 #include "player-info/equipment-info.h"
60 * @brief 呪術領域魔法の各処理を行う
62 * @param mode 処理内容 (SpellProcessType::NAME / SPELL_DESC / SpellProcessType::INFO / SpellProcessType::CAST / SPELL_CONT / SpellProcessType::STOP)
63 * @return SpellProcessType::NAME / SPELL_DESC / SpellProcessType::INFO 時には文字列を返す。SpellProcessType::CAST / SPELL_CONT / SpellProcessType::STOP 時は std::nullopt を返す。
65 std::optional<std::string> do_hex_spell(PlayerType *player_ptr, spell_hex_type spell, SpellProcessType mode)
67 auto name = mode == SpellProcessType::NAME;
68 auto description = mode == SpellProcessType::DESCRIPTION;
69 auto info = mode == SpellProcessType::INFO;
70 auto cast = mode == SpellProcessType::CAST;
71 auto continuation = mode == SpellProcessType::CONTNUATION;
72 auto stop = mode == SpellProcessType::STOP;
73 auto should_continue = true;
76 /*** 1st book (0-7) ***/
79 return _("邪なる祝福", "Evily blessing");
82 return _("祝福により攻撃精度と防御力が上がる。", "Attempts to increase +to_hit of a weapon and AC");
85 if (!player_ptr->blessed) {
86 msg_print(_("高潔な気分になった!", "You feel righteous!"));
90 if (!player_ptr->blessed) {
91 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
98 return _("軽傷の治癒", "Cure light wounds");
101 return _("HPや傷を少し回復させる。", "Heals cuts and HP a little.");
104 return info_heal(1, 10, 0);
107 msg_print(_("気分が良くなってくる。", "You feel a little better."));
109 if (cast || continuation) {
110 (void)cure_light_wounds(player_ptr, 1, 10);
116 return _("悪魔のオーラ", "Demonic aura");
119 return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
122 msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
125 msg_print(_("炎のオーラが消え去った。", "The fiery aura disappeared."));
129 case HEX_STINKING_MIST:
131 return _("悪臭霧", "Stinking mist");
134 return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals a little poison damage to all monsters in your sight.");
136 power = player_ptr->lev / 2 + 5;
138 return info_damage(1, power, 0);
140 if (cast || continuation) {
141 project_all_los(player_ptr, AttributeType::POIS, randint1(power));
147 return _("腕力強化", "Extra might");
150 return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
153 msg_print(_("何だか力が湧いて来る。", "You feel stronger."));
157 case HEX_CURSE_WEAPON:
159 return _("武器呪縛", "Curse weapon");
163 return _("装備している武器を呪う。", "Curses your weapon.");
167 constexpr auto q = _("どれを呪いますか?", "Which weapon do you curse?");
168 constexpr auto s = _("武器を装備していない。", "You're not wielding a weapon.");
170 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_melee_weapon));
171 if (o_ptr == nullptr) {
175 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
176 if (!input_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), item_name.data()))) {
180 if (!one_in_(3) && (o_ptr->is_fixed_or_random_artifact() || o_ptr->get_flags().has(TR_BLESSED))) {
181 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), item_name.data());
183 if (o_ptr->to_d > 0) {
184 o_ptr->to_d -= randint1(3) % 2;
185 if (o_ptr->to_d < 0) {
189 if (o_ptr->to_h > 0) {
190 o_ptr->to_h -= randint1(3) % 2;
191 if (o_ptr->to_h < 0) {
195 if (o_ptr->to_a > 0) {
196 o_ptr->to_a -= randint1(3) % 2;
197 if (o_ptr->to_a < 0) {
201 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), item_name.data());
205 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), item_name.data());
206 o_ptr->curse_flags.set(CurseTraitType::CURSED);
208 if (o_ptr->is_fixed_or_random_artifact() || o_ptr->is_ego()) {
211 o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
214 o_ptr->curse_flags.set(CurseTraitType::TY_CURSE);
216 o_ptr->curse_flags.set(CurseTraitType::PERMA_CURSE);
219 o_ptr->art_flags.set(TR_AGGRAVATE);
220 o_ptr->art_flags.set(TR_VORPAL);
221 o_ptr->art_flags.set(TR_VAMPIRIC);
222 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
227 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
230 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
231 should_continue = false;
235 case HEX_DETECT_EVIL:
237 return _("邪悪感知", "Evil detection");
240 return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
243 return info_range(MAX_PLAYER_SIGHT);
246 msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You sense the presence of evil creatures."));
252 return _("我慢", "Patience");
256 return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。", "Bursts hell fire strongly after enduring damage for a few turns.");
259 SpellHex spell_hex(player_ptr);
260 power = std::min(200, spell_hex.get_revenge_power() * 2);
262 return info_damage(0, 0, power);
266 int a = 3 - (player_ptr->pspeed - 100) / 10;
267 byte r = 3 + randint1(3) + std::max(0, std::min(3, a));
269 if (spell_hex.get_revenge_turn() > 0) {
270 msg_print(_("すでに我慢をしている。", "You are already biding your time for vengeance."));
274 spell_hex.set_revenge_type(SpellHexRevengeType::PATIENCE);
275 spell_hex.set_revenge_turn(r, true);
276 spell_hex.set_revenge_power(0, true);
277 msg_print(_("じっと耐えることにした。", "You decide to endure damage for future retribution."));
278 should_continue = false;
282 POSITION rad = 2 + (power / 50);
283 spell_hex.set_revenge_turn(1, false);
284 if ((spell_hex.get_revenge_turn() == 0) || (power >= 200)) {
285 msg_print(_("我慢が解かれた!", "My patience is at an end!"));
287 project(player_ptr, 0, rad, player_ptr->y, player_ptr->x, power, AttributeType::HELL_FIRE, (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL));
291 msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
294 spell_hex.set_revenge_type(SpellHexRevengeType::NONE);
295 spell_hex.set_revenge_turn(0, true);
296 spell_hex.set_revenge_power(0, true);
302 /*** 2nd book (8-15) ***/
305 return _("氷の鎧", "Armor of ice");
308 return _("氷のオーラを身にまとい、防御力が上昇する。", "Surrounds you with an icy aura and gives a bonus to AC.");
311 msg_print(_("体が氷の鎧で覆われた。", "You are enveloped by icy armor!"));
314 msg_print(_("氷の鎧が消え去った。", "The icy armor disappeared."));
318 case HEX_CURE_SERIOUS:
320 return _("重傷の治癒", "Cure serious wounds");
323 return _("体力や傷を多少回復させる。", "Heals cuts and HP.");
326 return info_heal(2, 10, 0);
329 msg_print(_("気分が良くなってくる。", "You feel better."));
331 if (cast || continuation) {
332 (void)cure_serious_wounds(player_ptr, 2, 10);
338 return _("薬品吸入", "Inhale potion");
342 return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling spell casting.");
345 SpellHex spell_hex(player_ptr);
347 spell_hex.set_casting_flag(HEX_INHALE);
348 do_cmd_quaff_potion(player_ptr);
349 spell_hex.reset_casting_flag(HEX_INHALE);
350 should_continue = false;
357 return _("衰弱の霧", "Hypodynamic mist");
360 return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。", "Deals a little life-draining damage to all monsters in your sight.");
362 power = (player_ptr->lev / 2) + 5;
364 return info_damage(1, power, 0);
366 if (cast || continuation) {
367 project_all_los(player_ptr, AttributeType::HYPODYNAMIA, randint1(power));
373 return _("魔剣化", "Swords to runeswords");
376 return _("武器の攻撃力を上げる。切れ味を得、呪いに応じて与えるダメージが上昇し、善良なモンスターに対するダメージが2倍になる。",
377 "Gives vorpal ability to your weapon. Increases damage from your weapon acccording to curse of your weapon.");
381 msg_print("あなたの武器が黒く輝いた。");
383 if (!empty_hands(player_ptr, false)) {
384 msg_print("Your weapons glow bright black.");
386 msg_print("Your weapon glows bright black.");
392 msg_print("武器の輝きが消え去った。");
394 msg_format("Your weapon%s.", (empty_hands(player_ptr, false)) ? " no longer glows" : "s no longer glow");
401 return _("混乱の手", "Touch of confusion");
404 return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
407 msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
410 msg_print(_("手の輝きがなくなった。", "Your hands no longer glow."));
416 return _("肉体強化", "Building up");
420 "術者の腕力、器用さ、耐久力を上昇させる。攻撃回数の上限を 1 増加させる。", "Attempts to increases your strength, dexterity and constitusion.");
423 msg_print(_("身体が強くなった気がした。", "You feel your body is more developed now."));
429 return _("反テレポート結界", "Anti teleport barrier");
432 return _("視界内のモンスターのテレポートを阻害するバリアを張る。", "Obstructs all teleportations by monsters in your sight.");
434 power = player_ptr->lev * 3 / 2;
436 return info_power(power);
439 msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
443 /*** 3rd book (16-23) ***/
444 case HEX_SHOCK_CLOAK:
446 return _("衝撃のクローク", "Cloak of shock");
449 return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
452 msg_print(_("体が稲妻のオーラで覆われた。", "You are enveloped by an electrical aura!"));
455 msg_print(_("稲妻のオーラが消え去った。", "The electrical aura disappeared."));
459 case HEX_CURE_CRITICAL:
461 return _("致命傷の治癒", "Cure critical wounds");
464 return _("体力や傷を回復させる。", "Heals cuts and HP greatly.");
467 return info_heal(4, 10, 0);
470 msg_print(_("気分が良くなってくる。", "You feel much better."));
472 if (cast || continuation) {
473 (void)cure_critical_wounds(player_ptr, damroll(4, 10));
479 return _("呪力封入", "Recharging");
482 return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
484 power = player_ptr->lev * 2;
486 return info_power(power);
489 if (!recharge(player_ptr, power)) {
492 should_continue = false;
498 return _("死者復活", "Animate Dead");
501 return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
504 msg_print(_("死者への呼びかけを始めた。", "You start to call the dead.!"));
506 if (cast || continuation) {
507 animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
511 case HEX_CURSE_ARMOUR:
513 return _("防具呪縛", "Curse armor");
516 return _("装備している防具に呪いをかける。", "Curse a piece of armour that you are wielding.");
519 constexpr auto q = _("どれを呪いますか?", "Which piece of armour do you curse?");
520 constexpr auto s = _("防具を装備していない。", "You're not wearing any armor.");
522 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_protector));
527 o_ptr = &player_ptr->inventory_list[i_idx];
528 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
529 if (!input_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), item_name.data()))) {
533 if (!one_in_(3) && (o_ptr->is_fixed_or_random_artifact() || o_ptr->get_flags().has(TR_BLESSED))) {
534 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), item_name.data());
536 if (o_ptr->to_d > 0) {
537 o_ptr->to_d -= randint1(3) % 2;
538 if (o_ptr->to_d < 0) {
542 if (o_ptr->to_h > 0) {
543 o_ptr->to_h -= randint1(3) % 2;
544 if (o_ptr->to_h < 0) {
548 if (o_ptr->to_a > 0) {
549 o_ptr->to_a -= randint1(3) % 2;
550 if (o_ptr->to_a < 0) {
554 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), item_name.data());
558 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), item_name.data());
559 o_ptr->curse_flags.set(CurseTraitType::CURSED);
561 if (o_ptr->is_fixed_or_random_artifact() || o_ptr->is_ego()) {
564 o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
567 o_ptr->curse_flags.set(CurseTraitType::TY_CURSE);
569 o_ptr->curse_flags.set(CurseTraitType::PERMA_CURSE);
572 o_ptr->art_flags.set(TR_AGGRAVATE);
573 o_ptr->art_flags.set(TR_RES_POIS);
574 o_ptr->art_flags.set(TR_RES_DARK);
575 o_ptr->art_flags.set(TR_RES_NETHER);
576 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
581 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
584 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);
585 should_continue = false;
589 case HEX_SHADOW_CLOAK:
591 return _("影のクローク", "Cloak of shadow");
594 return _("影のオーラを身にまとい、敵に影のダメージを与える。", "Gives aura of shadow.");
597 auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
599 if (!o_ptr->is_valid()) {
600 msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
602 } else if (!o_ptr->is_cursed()) {
603 msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
606 msg_print(_("影のオーラを身にまとった。", "You are enveloped by a shadowy aura!"));
610 auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
612 if ((!o_ptr->is_valid()) || (!o_ptr->is_cursed())) {
613 exe_spell(player_ptr, REALM_HEX, spell, SpellProcessType::STOP);
614 SpellHex spell_hex(player_ptr);
615 spell_hex.reset_casting_flag(spell);
616 if (!spell_hex.is_spelling_any()) {
617 set_action(player_ptr, ACTION_NONE);
622 msg_print(_("影のオーラが消え去った。", "The shadowy aura disappeared."));
626 case HEX_PAIN_TO_MANA:
628 return _("苦痛を魔力に", "Pain to mana");
631 return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damage to all monsters in sight and drains some mana.");
633 power = player_ptr->lev * 3 / 2;
635 return info_damage(1, power, 0);
637 if (cast || continuation) {
638 project_all_los(player_ptr, AttributeType::PSI_DRAIN, randint1(power));
642 case HEX_EYE_FOR_EYE:
644 return _("目には目を", "Eye for an eye");
647 return _("打撃や魔法で受けたダメージを、攻撃元のモンスターにも与える。", "Returns same damage which you got to the monster which damaged you.");
650 msg_print(_("復讐したい欲望にかられた。", "You feel very vengeful."));
654 /*** 4th book (24-31) ***/
657 return _("反増殖結界", "Anti multiply barrier");
660 return _("その階の増殖するモンスターの増殖を阻止する。", "Obstructs all multiplying by monsters on entire floor.");
663 msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not multiply."));
669 return _("全復活", "Restoration");
672 return _("経験値を徐々に復活し、減少した能力値を回復させる。", "Restores experience and status.");
675 msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
677 if (cast || continuation) {
679 int d = (player_ptr->max_exp - player_ptr->exp);
680 int r = (player_ptr->exp / 20);
685 player_ptr->exp = player_ptr->max_exp;
687 player_ptr->exp += r;
690 /* Check the experience */
691 check_experience(player_ptr);
696 auto &rfu = RedrawingFlagsUpdater::get_instance();
697 for (i = A_STR; i < A_MAX; i++) {
698 if (player_ptr->stat_cur[i] < player_ptr->stat_max[i]) {
699 if (player_ptr->stat_cur[i] < 18) {
700 player_ptr->stat_cur[i]++;
702 player_ptr->stat_cur[i] += 10;
705 if (player_ptr->stat_cur[i] > player_ptr->stat_max[i]) {
706 player_ptr->stat_cur[i] = player_ptr->stat_max[i];
709 rfu.set_flag(StatusRecalculatingFlag::BONUS);
715 const auto spell_name = exe_spell(player_ptr, REALM_HEX, HEX_RESTORE, SpellProcessType::NAME);
716 msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%s^'."), spell_name->data());
717 SpellHex spell_hex(player_ptr);
718 spell_hex.reset_casting_flag(HEX_RESTORE);
719 if (!spell_hex.is_spelling_any()) {
720 set_action(player_ptr, ACTION_NONE);
723 static constexpr auto flags = {
724 StatusRecalculatingFlag::BONUS,
725 StatusRecalculatingFlag::HP,
726 StatusRecalculatingFlag::MP,
727 StatusRecalculatingFlag::SPELLS,
729 rfu.set_flags(flags);
730 rfu.set_flag(MainWindowRedrawingFlag::EXTRA);
736 case HEX_DRAIN_CURSE:
738 return _("呪力吸収", "Drain curse power");
741 return _("呪われた装備品の呪いを吸収して魔力を回復する。", "Drains curse on your equipment and heals SP a little.");
744 constexpr auto q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
745 constexpr auto s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
747 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_cursed));
752 player_ptr->csp += (player_ptr->lev / 5) + randint1(player_ptr->lev / 5);
753 if (o_ptr->get_flags().has(TR_TY_CURSE) || o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
754 player_ptr->csp += randint1(5);
756 if (player_ptr->csp > player_ptr->msp) {
757 player_ptr->csp = player_ptr->msp;
760 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
762 } else if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
764 msg_print(_("呪いを全て吸い取った。", "A heavy curse vanished."));
765 o_ptr->curse_flags.clear();
767 } else if (o_ptr->curse_flags.has(CurseTraitType::CURSED) && one_in_(3)) {
768 msg_print(_("呪いを全て吸い取った。", "A curse vanished."));
769 o_ptr->curse_flags.clear();
772 should_continue = false;
778 return _("吸血の刃", "Swords to vampires");
781 return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
785 msg_print("あなたの武器が血を欲している。");
787 if (!empty_hands(player_ptr, false)) {
788 msg_print("Your weapons want more blood now.");
790 msg_print("Your weapon wants more blood now.");
796 msg_print("武器の渇望が消え去った。");
798 msg_format("Your weapon%s less thirsty now.", (empty_hands(player_ptr, false)) ? " is" : "s are");
803 case HEX_STUN_MONSTERS:
805 return _("朦朧の言葉", "Word of stun");
808 return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
810 power = player_ptr->lev * 4;
812 return info_power(power);
814 if (cast || continuation) {
815 stun_monsters(player_ptr, power);
819 case HEX_SHADOW_MOVE:
821 return _("影移動", "Moving into shadow");
824 return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
831 for (i = 0; i < 3; i++) {
832 if (!tgt_pt(player_ptr, &x, &y)) {
838 const auto *floor_ptr = player_ptr->current_floor_ptr;
839 for (dir = 0; dir < 8; dir++) {
840 int dy = y + ddy_ddd[dir];
841 int dx = x + ddx_ddd[dir];
845 if (is_monster(floor_ptr->grid_array[dy][dx].m_idx)) {
850 const auto dist = distance(y, x, player_ptr->y, player_ptr->x);
851 if (!is_cave_empty_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].is_icky() || (dist > player_ptr->lev + 2)) {
852 msg_print(_("そこには移動できない。", "Can not teleport to there."));
858 if (flag && randint0(player_ptr->lev * player_ptr->lev / 2)) {
859 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
861 msg_print(_("おっと!", "Oops!"));
862 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
865 should_continue = false;
871 return _("反魔法結界", "Anti magic barrier");
874 return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spells of monsters in your sight.");
876 power = player_ptr->lev * 3 / 2;
878 return info_power(power);
881 msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
887 return _("復讐の宣告", "Revenge sentence");
891 return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。", "Fires a ball of hell fire to try avenging damage from a few turns.");
894 SpellHex spell_hex(player_ptr);
895 power = spell_hex.get_revenge_power();
897 return info_damage(0, 0, power);
902 int a = 3 - (player_ptr->pspeed - 100) / 10;
903 r = 1 + randint1(2) + std::max(0, std::min(3, a));
905 if (spell_hex.get_revenge_turn() > 0) {
906 msg_print(_("すでに復讐は宣告済みだ。", "You've already declared your revenge."));
910 spell_hex.set_revenge_type(SpellHexRevengeType::REVENGE);
911 spell_hex.set_revenge_turn(r, true);
912 msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You declare your revenge. %d turns left."), r);
913 should_continue = false;
917 spell_hex.set_revenge_turn(1, false);
918 if (spell_hex.get_revenge_turn() == 0) {
925 msg_print(_("復讐の時だ!", "Time for revenge!"));
926 } while (!get_aim_dir(player_ptr, &dir));
928 fire_ball(player_ptr, AttributeType::HELL_FIRE, dir, power, 1);
931 msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
934 msg_print(_("復讐する気が失せた。", "You are not in the mood for revenge."));
937 spell_hex.set_revenge_power(0, true);
947 if (cast && should_continue) {
948 SpellHex spell_hex(player_ptr);
949 spell_hex.set_casting_flag(spell);
950 if (player_ptr->action != ACTION_SPELL) {
951 set_action(player_ptr, ACTION_SPELL);
956 auto &rfu = RedrawingFlagsUpdater::get_instance();
957 static constexpr auto flags_srf = {
958 StatusRecalculatingFlag::BONUS,
959 StatusRecalculatingFlag::HP,
960 StatusRecalculatingFlag::MP,
961 StatusRecalculatingFlag::SPELLS,
963 rfu.set_flags(flags_srf);
964 static constexpr auto flags_mwrf = {
965 MainWindowRedrawingFlag::EXTRA,
966 MainWindowRedrawingFlag::HP,
967 MainWindowRedrawingFlag::MP,
969 rfu.set_flags(flags_mwrf);