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 "core/player-redraw-types.h"
13 #include "core/player-update-types.h"
14 #include "effect/attribute-types.h"
15 #include "effect/effect-characteristics.h"
16 #include "effect/effect-processor.h"
17 #include "flavor/flavor-describer.h"
18 #include "flavor/object-flavor-types.h"
19 #include "floor/cave.h"
20 #include "floor/floor-object.h"
21 #include "floor/geometry.h"
22 #include "inventory/inventory-slot-types.h"
23 #include "io/input-key-requester.h"
24 #include "monster-race/monster-race.h"
25 #include "object-enchant/object-curse.h"
26 #include "object-enchant/tr-types.h"
27 #include "object-enchant/trc-types.h"
28 #include "object-hook/hook-armor.h"
29 #include "object/item-tester-hooker.h"
30 #include "object/item-use-flags.h"
31 #include "object/object-flags.h"
32 #include "player/attack-defense-types.h"
33 #include "player/player-skill.h"
34 #include "player/player-status.h"
35 #include "spell-kind/magic-item-recharger.h"
36 #include "spell-kind/spells-launcher.h"
37 #include "spell-kind/spells-neighbor.h"
38 #include "spell-kind/spells-sight.h"
39 #include "spell-kind/spells-teleport.h"
40 #include "spell-realm/spells-hex.h"
41 #include "spell/spells-execution.h"
42 #include "spell/spells-status.h"
43 #include "spell/technic-info-table.h"
44 #include "status/action-setter.h"
45 #include "system/floor-type-definition.h"
46 #include "system/grid-type-definition.h"
47 #include "system/object-type-definition.h"
48 #include "system/player-type-definition.h"
49 #include "target/grid-selector.h"
50 #include "target/target-getter.h"
51 #include "term/screen-processor.h"
52 #include "util/bit-flags-calculator.h"
53 #include "view/display-messages.h"
54 #include "world/world.h"
58 #include "player-info/equipment-info.h"
62 * @brief 呪術領域の武器呪縛の対象にできる武器かどうかを返す。 / An "item_tester_hook" for offer
63 * @param o_ptr オブジェクト構造体の参照ポインタ
64 * @return 呪縛可能な武器ならばTRUEを返す
66 static bool item_tester_hook_weapon_except_bow(const ObjectType *o_ptr)
68 switch (o_ptr->tval) {
69 case ItemKindType::SWORD:
70 case ItemKindType::HAFTED:
71 case ItemKindType::POLEARM:
72 case ItemKindType::DIGGING:
80 * @brief 呪術領域魔法の各処理を行う
82 * @param mode 処理内容 (SpellProcessType::NAME / SPELL_DESC / SpellProcessType::INFO / SpellProcessType::CAST / SPELL_CONT / SpellProcessType::STOP)
83 * @return SpellProcessType::NAME / SPELL_DESC / SpellProcessType::INFO 時には文字列ポインタを返す。SpellProcessType::CAST / SPELL_CONT / SpellProcessType::STOP 時はnullptr文字列を返す。
85 concptr do_hex_spell(PlayerType *player_ptr, spell_hex_type spell, SpellProcessType mode)
87 auto name = mode == SpellProcessType::NAME;
88 auto description = mode == SpellProcessType::DESCRIPTION;
89 auto info = mode == SpellProcessType::INFO;
90 auto cast = mode == SpellProcessType::CAST;
91 auto continuation = mode == SpellProcessType::CONTNUATION;
92 auto stop = mode == SpellProcessType::STOP;
93 auto should_continue = true;
96 /*** 1st book (0-7) ***/
99 return _("邪なる祝福", "Evily blessing");
102 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");
105 if (!player_ptr->blessed) {
106 msg_print(_("高潔な気分になった!", "You feel righteous!"));
110 if (!player_ptr->blessed) {
111 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
118 return _("軽傷の治癒", "Cure light wounds");
121 return _("HPや傷を少し回復させる。", "Heals cuts and HP a little.");
124 return info_heal(1, 10, 0);
127 msg_print(_("気分が良くなってくる。", "You feel a little better."));
129 if (cast || continuation) {
130 (void)cure_light_wounds(player_ptr, 1, 10);
136 return _("悪魔のオーラ", "Demonic aura");
139 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.");
142 msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
145 msg_print(_("炎のオーラが消え去った。", "The fiery aura disappeared."));
149 case HEX_STINKING_MIST:
151 return _("悪臭霧", "Stinking mist");
154 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.");
156 power = player_ptr->lev / 2 + 5;
158 return info_damage(1, power, 0);
160 if (cast || continuation) {
161 project_all_los(player_ptr, AttributeType::POIS, randint1(power));
167 return _("腕力強化", "Extra might");
170 return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
173 msg_print(_("何だか力が湧いて来る。", "You feel stronger."));
177 case HEX_CURSE_WEAPON:
179 return _("武器呪縛", "Curse weapon");
182 return _("装備している武器を呪う。", "Curses your weapon.");
187 GAME_TEXT o_name[MAX_NLEN];
190 q = _("どれを呪いますか?", "Which weapon do you curse?");
191 s = _("武器を装備していない。", "You're not wielding a weapon.");
193 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(item_tester_hook_weapon_except_bow));
198 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
199 auto f = object_flags(o_ptr);
201 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) {
205 if (!one_in_(3) && (o_ptr->is_artifact() || f.has(TR_BLESSED))) {
206 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
208 if (o_ptr->to_d > 0) {
209 o_ptr->to_d -= randint1(3) % 2;
210 if (o_ptr->to_d < 0) {
214 if (o_ptr->to_h > 0) {
215 o_ptr->to_h -= randint1(3) % 2;
216 if (o_ptr->to_h < 0) {
220 if (o_ptr->to_a > 0) {
221 o_ptr->to_a -= randint1(3) % 2;
222 if (o_ptr->to_a < 0) {
226 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
230 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!"), o_name);
231 o_ptr->curse_flags.set(CurseTraitType::CURSED);
233 if (o_ptr->is_artifact() || o_ptr->is_ego()) {
236 o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
239 o_ptr->curse_flags.set(CurseTraitType::TY_CURSE);
241 o_ptr->curse_flags.set(CurseTraitType::PERMA_CURSE);
244 o_ptr->art_flags.set(TR_AGGRAVATE);
245 o_ptr->art_flags.set(TR_VORPAL);
246 o_ptr->art_flags.set(TR_VAMPIRIC);
247 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
252 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
255 player_ptr->update |= (PU_BONUS);
256 should_continue = false;
260 case HEX_DETECT_EVIL:
262 return _("邪悪感知", "Evil detection");
265 return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
268 return info_range(MAX_PLAYER_SIGHT);
271 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."));
277 return _("我慢", "Patience");
281 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.");
284 SpellHex spell_hex(player_ptr);
285 power = std::min(200, spell_hex.get_revenge_power() * 2);
287 return info_damage(0, 0, power);
291 int a = 3 - (player_ptr->pspeed - 100) / 10;
292 byte r = 3 + randint1(3) + std::max(0, std::min(3, a));
294 if (spell_hex.get_revenge_turn() > 0) {
295 msg_print(_("すでに我慢をしている。", "You are already biding your time for vengeance."));
299 spell_hex.set_revenge_type(SpellHexRevengeType::PATIENCE);
300 spell_hex.set_revenge_turn(r, true);
301 spell_hex.set_revenge_power(0, true);
302 msg_print(_("じっと耐えることにした。", "You decide to endure damage for future retribution."));
303 should_continue = false;
307 POSITION rad = 2 + (power / 50);
308 spell_hex.set_revenge_turn(1, false);
309 if ((spell_hex.get_revenge_turn() == 0) || (power >= 200)) {
310 msg_print(_("我慢が解かれた!", "My patience is at an end!"));
312 project(player_ptr, 0, rad, player_ptr->y, player_ptr->x, power, AttributeType::HELL_FIRE, (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL));
316 msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
319 spell_hex.set_revenge_type(SpellHexRevengeType::NONE);
320 spell_hex.set_revenge_turn(0, true);
321 spell_hex.set_revenge_power(0, true);
327 /*** 2nd book (8-15) ***/
330 return _("氷の鎧", "Armor of ice");
333 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.");
336 msg_print(_("体が氷の鎧で覆われた。", "You are enveloped by icy armor!"));
339 msg_print(_("氷の鎧が消え去った。", "The icy armor disappeared."));
343 case HEX_CURE_SERIOUS:
345 return _("重傷の治癒", "Cure serious wounds");
348 return _("体力や傷を多少回復させる。", "Heals cuts and HP.");
351 return info_heal(2, 10, 0);
354 msg_print(_("気分が良くなってくる。", "You feel better."));
356 if (cast || continuation) {
357 (void)cure_serious_wounds(player_ptr, 2, 10);
363 return _("薬品吸入", "Inhale potion");
367 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.");
370 SpellHex spell_hex(player_ptr);
372 spell_hex.set_casting_flag(HEX_INHALE);
373 do_cmd_quaff_potion(player_ptr);
374 spell_hex.reset_casting_flag(HEX_INHALE);
375 should_continue = false;
382 return _("衰弱の霧", "Hypodynamic mist");
385 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.");
387 power = (player_ptr->lev / 2) + 5;
389 return info_damage(1, power, 0);
391 if (cast || continuation) {
392 project_all_los(player_ptr, AttributeType::HYPODYNAMIA, randint1(power));
398 return _("魔剣化", "Swords to runeswords");
401 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。",
402 "Gives vorpal ability to your weapon. Increases damage from your weapon acccording to curse of your weapon.");
406 msg_print("あなたの武器が黒く輝いた。");
408 if (!empty_hands(player_ptr, false)) {
409 msg_print("Your weapons glow bright black.");
411 msg_print("Your weapon glows bright black.");
417 msg_print("武器の輝きが消え去った。");
419 msg_format("Your weapon%s.", (empty_hands(player_ptr, false)) ? " no longer glows" : "s no longer glow");
426 return _("混乱の手", "Touch of confusion");
429 return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
432 msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
435 msg_print(_("手の輝きがなくなった。", "Your hands no longer glow."));
441 return _("肉体強化", "Building up");
445 "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.");
448 msg_print(_("身体が強くなった気がした。", "You feel your body is more developed now."));
454 return _("反テレポート結界", "Anti teleport barrier");
457 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.");
459 power = player_ptr->lev * 3 / 2;
461 return info_power(power);
464 msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
468 /*** 3rd book (16-23) ***/
469 case HEX_SHOCK_CLOAK:
471 return _("衝撃のクローク", "Cloak of shock");
474 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.");
477 msg_print(_("体が稲妻のオーラで覆われた。", "You are enveloped by an electrical aura!"));
480 msg_print(_("稲妻のオーラが消え去った。", "The electrical aura disappeared."));
484 case HEX_CURE_CRITICAL:
486 return _("致命傷の治癒", "Cure critical wounds");
489 return _("体力や傷を回復させる。", "Heals cuts and HP greatly.");
492 return info_heal(4, 10, 0);
495 msg_print(_("気分が良くなってくる。", "You feel much better."));
497 if (cast || continuation) {
498 (void)cure_critical_wounds(player_ptr, damroll(4, 10));
504 return _("呪力封入", "Recharging");
507 return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
509 power = player_ptr->lev * 2;
511 return info_power(power);
514 if (!recharge(player_ptr, power)) {
517 should_continue = false;
523 return _("死者復活", "Animate Dead");
526 return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
529 msg_print(_("死者への呼びかけを始めた。", "You start to call the dead.!"));
531 if (cast || continuation) {
532 animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
536 case HEX_CURSE_ARMOUR:
538 return _("防具呪縛", "Curse armor");
541 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.");
546 GAME_TEXT o_name[MAX_NLEN];
549 q = _("どれを呪いますか?", "Which piece of armour do you curse?");
550 s = _("防具を装備していない。", "You're not wearing any armor.");
552 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(&ObjectType::is_armour));
557 o_ptr = &player_ptr->inventory_list[item];
558 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
559 auto f = object_flags(o_ptr);
561 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) {
565 if (!one_in_(3) && (o_ptr->is_artifact() || f.has(TR_BLESSED))) {
566 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
568 if (o_ptr->to_d > 0) {
569 o_ptr->to_d -= randint1(3) % 2;
570 if (o_ptr->to_d < 0) {
574 if (o_ptr->to_h > 0) {
575 o_ptr->to_h -= randint1(3) % 2;
576 if (o_ptr->to_h < 0) {
580 if (o_ptr->to_a > 0) {
581 o_ptr->to_a -= randint1(3) % 2;
582 if (o_ptr->to_a < 0) {
586 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
590 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!"), o_name);
591 o_ptr->curse_flags.set(CurseTraitType::CURSED);
593 if (o_ptr->is_artifact() || o_ptr->is_ego()) {
596 o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
599 o_ptr->curse_flags.set(CurseTraitType::TY_CURSE);
601 o_ptr->curse_flags.set(CurseTraitType::PERMA_CURSE);
604 o_ptr->art_flags.set(TR_AGGRAVATE);
605 o_ptr->art_flags.set(TR_RES_POIS);
606 o_ptr->art_flags.set(TR_RES_DARK);
607 o_ptr->art_flags.set(TR_RES_NETHER);
608 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
613 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
616 player_ptr->update |= (PU_BONUS);
617 should_continue = false;
621 case HEX_SHADOW_CLOAK:
623 return _("影のクローク", "Cloak of shadow");
626 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.");
629 auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
632 msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
634 } else if (!o_ptr->is_cursed()) {
635 msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
638 msg_print(_("影のオーラを身にまとった。", "You are enveloped by a shadowy aura!"));
642 auto *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
644 if ((!o_ptr->k_idx) || (!o_ptr->is_cursed())) {
645 exe_spell(player_ptr, REALM_HEX, spell, SpellProcessType::STOP);
646 SpellHex spell_hex(player_ptr);
647 spell_hex.reset_casting_flag(spell);
648 if (!spell_hex.is_spelling_any()) {
649 set_action(player_ptr, ACTION_NONE);
654 msg_print(_("影のオーラが消え去った。", "The shadowy aura disappeared."));
658 case HEX_PAIN_TO_MANA:
660 return _("苦痛を魔力に", "Pain to mana");
663 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.");
665 power = player_ptr->lev * 3 / 2;
667 return info_damage(1, power, 0);
669 if (cast || continuation) {
670 project_all_los(player_ptr, AttributeType::PSI_DRAIN, randint1(power));
674 case HEX_EYE_FOR_EYE:
676 return _("目には目を", "Eye for an eye");
679 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.");
682 msg_print(_("復讐したい欲望にかられた。", "You feel very vengeful."));
686 /*** 4th book (24-31) ***/
689 return _("反増殖結界", "Anti multiply barrier");
692 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.");
695 msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not multiply."));
701 return _("全復活", "Restoration");
704 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.");
707 msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
709 if (cast || continuation) {
711 int d = (player_ptr->max_exp - player_ptr->exp);
712 int r = (player_ptr->exp / 20);
717 player_ptr->exp = player_ptr->max_exp;
719 player_ptr->exp += r;
722 /* Check the experience */
723 check_experience(player_ptr);
727 for (i = A_STR; i < A_MAX; i++) {
728 if (player_ptr->stat_cur[i] < player_ptr->stat_max[i]) {
729 if (player_ptr->stat_cur[i] < 18) {
730 player_ptr->stat_cur[i]++;
732 player_ptr->stat_cur[i] += 10;
735 if (player_ptr->stat_cur[i] > player_ptr->stat_max[i]) {
736 player_ptr->stat_cur[i] = player_ptr->stat_max[i];
738 player_ptr->update |= (PU_BONUS);
745 msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), exe_spell(player_ptr, REALM_HEX, HEX_RESTORE, SpellProcessType::NAME));
746 SpellHex spell_hex(player_ptr);
747 spell_hex.reset_casting_flag(HEX_RESTORE);
748 if (!spell_hex.is_spelling_any()) {
749 set_action(player_ptr, ACTION_NONE);
752 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
753 player_ptr->redraw |= (PR_EXTRA);
760 case HEX_DRAIN_CURSE:
762 return _("呪力吸収", "Drain curse power");
765 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.");
772 q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
773 s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
775 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(&ObjectType::is_cursed));
780 auto f = object_flags(o_ptr);
782 player_ptr->csp += (player_ptr->lev / 5) + randint1(player_ptr->lev / 5);
783 if (f.has(TR_TY_CURSE) || o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
784 player_ptr->csp += randint1(5);
786 if (player_ptr->csp > player_ptr->msp) {
787 player_ptr->csp = player_ptr->msp;
790 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
792 } else if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
794 msg_print(_("呪いを全て吸い取った。", "A heavy curse vanished."));
795 o_ptr->curse_flags.clear();
797 } else if (o_ptr->curse_flags.has(CurseTraitType::CURSED) && one_in_(3)) {
798 msg_print(_("呪いを全て吸い取った。", "A curse vanished."));
799 o_ptr->curse_flags.clear();
802 should_continue = false;
808 return _("吸血の刃", "Swords to vampires");
811 return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
815 msg_print("あなたの武器が血を欲している。");
817 if (!empty_hands(player_ptr, false)) {
818 msg_print("Your weapons want more blood now.");
820 msg_print("Your weapon wants more blood now.");
826 msg_print("武器の渇望が消え去った。");
828 msg_format("Your weapon%s less thirsty now.", (empty_hands(player_ptr, false)) ? " is" : "s are");
833 case HEX_STUN_MONSTERS:
835 return _("朦朧の言葉", "Word of stun");
838 return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
840 power = player_ptr->lev * 4;
842 return info_power(power);
844 if (cast || continuation) {
845 stun_monsters(player_ptr, power);
849 case HEX_SHADOW_MOVE:
851 return _("影移動", "Moving into shadow");
854 return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
861 for (i = 0; i < 3; i++) {
862 if (!tgt_pt(player_ptr, &x, &y)) {
868 for (dir = 0; dir < 8; dir++) {
869 int dy = y + ddy_ddd[dir];
870 int dx = x + ddx_ddd[dir];
874 if (player_ptr->current_floor_ptr->grid_array[dy][dx].m_idx) {
879 if (!is_cave_empty_bold(player_ptr, y, x) || player_ptr->current_floor_ptr->grid_array[y][x].is_icky() || (distance(y, x, player_ptr->y, player_ptr->x) > player_ptr->lev + 2)) {
880 msg_print(_("そこには移動できない。", "Can not teleport to there."));
886 if (flag && randint0(player_ptr->lev * player_ptr->lev / 2)) {
887 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
889 msg_print(_("おっと!", "Oops!"));
890 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
893 should_continue = false;
899 return _("反魔法結界", "Anti magic barrier");
902 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.");
904 power = player_ptr->lev * 3 / 2;
906 return info_power(power);
909 msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
915 return _("復讐の宣告", "Revenge sentence");
919 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.");
922 SpellHex spell_hex(player_ptr);
923 power = spell_hex.get_revenge_power();
925 return info_damage(0, 0, power);
930 int a = 3 - (player_ptr->pspeed - 100) / 10;
931 r = 1 + randint1(2) + std::max(0, std::min(3, a));
933 if (spell_hex.get_revenge_turn() > 0) {
934 msg_print(_("すでに復讐は宣告済みだ。", "You've already declared your revenge."));
938 spell_hex.set_revenge_type(SpellHexRevengeType::REVENGE);
939 spell_hex.set_revenge_turn(r, true);
940 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);
941 should_continue = false;
945 spell_hex.set_revenge_turn(1, false);
946 if (spell_hex.get_revenge_turn() == 0) {
953 msg_print(_("復讐の時だ!", "Time for revenge!"));
954 } while (!get_aim_dir(player_ptr, &dir));
956 fire_ball(player_ptr, AttributeType::HELL_FIRE, dir, power, 1);
959 msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
962 msg_print(_("復讐する気が失せた。", "You are not in the mood for revenge."));
965 spell_hex.set_revenge_power(0, true);
975 if (cast && should_continue) {
976 SpellHex spell_hex(player_ptr);
977 spell_hex.set_casting_flag(spell);
978 if (player_ptr->action != ACTION_SPELL) {
979 set_action(player_ptr, ACTION_SPELL);
984 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
985 player_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);