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/effect-characteristics.h"
15 #include "effect/effect-processor.h"
16 #include "flavor/flavor-describer.h"
17 #include "flavor/object-flavor-types.h"
18 #include "floor/cave.h"
19 #include "floor/floor-object.h"
20 #include "floor/geometry.h"
21 #include "game-option/game-play-options.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/spell-types.h"
42 #include "spell/spells-execution.h"
43 #include "spell/spells-status.h"
44 #include "spell/technic-info-table.h"
45 #include "status/action-setter.h"
46 #include "system/floor-type-definition.h"
47 #include "system/grid-type-definition.h"
48 #include "system/object-type-definition.h"
49 #include "system/player-type-definition.h"
50 #include "target/grid-selector.h"
51 #include "target/target-getter.h"
52 #include "term/screen-processor.h"
53 #include "util/bit-flags-calculator.h"
54 #include "view/display-messages.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 object_type *o_ptr)
68 switch (o_ptr->tval) {
80 * @brief 呪術領域魔法の各処理を行う
82 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_CONT / SPELL_STOP)
83 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はnullptr文字列を返す。
85 concptr do_hex_spell(player_type *player_ptr, spell_hex_type spell, spell_type mode)
87 auto name = mode == SPELL_NAME;
88 auto description = mode == SPELL_DESCRIPTION;
89 auto info = mode == SPELL_INFO;
90 auto cast = mode == SPELL_CAST;
91 auto continuation = mode == SPELL_CONTNUATION;
92 auto stop = mode == SPELL_STOP;
93 auto should_continue = true;
96 /*** 1st book (0-7) ***/
99 return _("邪なる祝福", "Evily blessing");
101 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");
103 if (!player_ptr->blessed) {
104 msg_print(_("高潔な気分になった!", "You feel righteous!"));
108 if (!player_ptr->blessed) {
109 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
116 return _("軽傷の治癒", "Cure light wounds");
118 return _("HPや傷を少し回復させる。", "Heals cuts and HP a little.");
120 return info_heal(1, 10, 0);
122 msg_print(_("気分が良くなってくる。", "You feel a little better."));
124 if (cast || continuation)
125 (void)cure_light_wounds(player_ptr, 1, 10);
130 return _("悪魔のオーラ", "Demonic aura");
132 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.");
134 msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
137 msg_print(_("炎のオーラが消え去った。", "The fiery aura disappeared."));
141 case HEX_STINKING_MIST:
143 return _("悪臭霧", "Stinking mist");
145 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.");
146 power = player_ptr->lev / 2 + 5;
148 return info_damage(1, power, 0);
149 if (cast || continuation) {
150 project_all_los(player_ptr, GF_POIS, randint1(power));
156 return _("腕力強化", "Extra might");
158 return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
160 msg_print(_("何だか力が湧いて来る。", "You feel stronger."));
164 case HEX_CURSE_WEAPON:
166 return _("武器呪縛", "Curse weapon");
168 return _("装備している武器を呪う。", "Curses your weapon.");
172 GAME_TEXT o_name[MAX_NLEN];
175 q = _("どれを呪いますか?", "Which weapon do you curse?");
176 s = _("武器を装備していない。", "You're not wielding a weapon.");
178 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(item_tester_hook_weapon_except_bow));
182 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
183 auto f = object_flags(o_ptr);
185 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name)))
188 if (!one_in_(3) && (o_ptr->is_artifact() || f.has(TR_BLESSED))) {
189 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
191 if (o_ptr->to_d > 0) {
192 o_ptr->to_d -= randint1(3) % 2;
196 if (o_ptr->to_h > 0) {
197 o_ptr->to_h -= randint1(3) % 2;
201 if (o_ptr->to_a > 0) {
202 o_ptr->to_a -= randint1(3) % 2;
206 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
210 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);
211 o_ptr->curse_flags.set(TRC::CURSED);
213 if (o_ptr->is_artifact() || o_ptr->is_ego()) {
216 o_ptr->curse_flags.set(TRC::HEAVY_CURSE);
218 o_ptr->curse_flags.set(TRC::TY_CURSE);
220 o_ptr->curse_flags.set(TRC::PERMA_CURSE);
222 o_ptr->art_flags.set(TR_AGGRAVATE);
223 o_ptr->art_flags.set(TR_VORPAL);
224 o_ptr->art_flags.set(TR_VAMPIRIC);
225 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
230 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
233 player_ptr->update |= (PU_BONUS);
234 should_continue = false;
238 case HEX_DETECT_EVIL:
240 return _("邪悪感知", "Evil detection");
242 return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
244 return info_range(MAX_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 = 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) + MAX(0, 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, GF_HELL_FIRE, (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL));
290 if (allow_debug_options) {
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");
307 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.");
309 msg_print(_("体が氷の鎧で覆われた。", "You are enveloped by icy armor!"));
312 msg_print(_("氷の鎧が消え去った。", "The icy armor disappeared."));
316 case HEX_CURE_SERIOUS:
318 return _("重傷の治癒", "Cure serious wounds");
320 return _("体力や傷を多少回復させる。", "Heals cuts and HP.");
322 return info_heal(2, 10, 0);
324 msg_print(_("気分が良くなってくる。", "You feel better."));
326 if (cast || continuation)
327 (void)cure_serious_wounds(player_ptr, 2, 10);
332 return _("薬品吸入", "Inhale potion");
336 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.");
339 SpellHex spell_hex(player_ptr);
341 spell_hex.set_casting_flag(HEX_INHALE);
342 do_cmd_quaff_potion(player_ptr);
343 spell_hex.reset_casting_flag(HEX_INHALE);
344 should_continue = false;
351 return _("衰弱の霧", "Hypodynamic mist");
353 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.");
354 power = (player_ptr->lev / 2) + 5;
356 return info_damage(1, power, 0);
357 if (cast || continuation) {
358 project_all_los(player_ptr, GF_HYPODYNAMIA, randint1(power));
364 return _("魔剣化", "Swords to runeswords");
366 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。",
367 "Gives vorpal ability to your weapon. Increases damage from your weapon acccording to curse of your weapon.");
370 msg_print("あなたの武器が黒く輝いた。");
372 if (!empty_hands(player_ptr, false))
373 msg_print("Your weapons glow bright black.");
375 msg_print("Your weapon glows bright black.");
380 msg_print("武器の輝きが消え去った。");
382 msg_format("Your weapon%s.", (empty_hands(player_ptr, false)) ? " no longer glows" : "s no longer glow");
389 return _("混乱の手", "Touch of confusion");
391 return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
393 msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
396 msg_print(_("手の輝きがなくなった。", "Your hands no longer glow."));
402 return _("肉体強化", "Building up");
405 "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.");
407 msg_print(_("身体が強くなった気がした。", "You feel your body is more developed now."));
413 return _("反テレポート結界", "Anti teleport barrier");
415 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.");
416 power = player_ptr->lev * 3 / 2;
418 return info_power(power);
420 msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
424 /*** 3rd book (16-23) ***/
425 case HEX_SHOCK_CLOAK:
427 return _("衝撃のクローク", "Cloak of shock");
429 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.");
431 msg_print(_("体が稲妻のオーラで覆われた。", "You are enveloped by an electrical aura!"));
434 msg_print(_("稲妻のオーラが消え去った。", "The electrical aura disappeared."));
438 case HEX_CURE_CRITICAL:
440 return _("致命傷の治癒", "Cure critical wounds");
442 return _("体力や傷を回復させる。", "Heals cuts and HP greatly.");
444 return info_heal(4, 10, 0);
446 msg_print(_("気分が良くなってくる。", "You feel much better."));
448 if (cast || continuation)
449 (void)cure_critical_wounds(player_ptr, damroll(4, 10));
454 return _("呪力封入", "Recharging");
456 return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
457 power = player_ptr->lev * 2;
459 return info_power(power);
461 if (!recharge(player_ptr, power))
463 should_continue = false;
469 return _("死者復活", "Animate Dead");
471 return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
473 msg_print(_("死者への呼びかけを始めた。", "You start to call the dead.!"));
475 if (cast || continuation) {
476 animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
480 case HEX_CURSE_ARMOUR:
482 return _("防具呪縛", "Curse armor");
484 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.");
488 GAME_TEXT o_name[MAX_NLEN];
491 q = _("どれを呪いますか?", "Which piece of armour do you curse?");
492 s = _("防具を装備していない。", "You're not wearing any armor.");
494 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(&object_type::is_armour));
498 o_ptr = &player_ptr->inventory_list[item];
499 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
500 auto f = object_flags(o_ptr);
502 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name)))
505 if (!one_in_(3) && (o_ptr->is_artifact() || f.has(TR_BLESSED))) {
506 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
508 if (o_ptr->to_d > 0) {
509 o_ptr->to_d -= randint1(3) % 2;
513 if (o_ptr->to_h > 0) {
514 o_ptr->to_h -= randint1(3) % 2;
518 if (o_ptr->to_a > 0) {
519 o_ptr->to_a -= randint1(3) % 2;
523 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
527 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);
528 o_ptr->curse_flags.set(TRC::CURSED);
530 if (o_ptr->is_artifact() || o_ptr->is_ego()) {
533 o_ptr->curse_flags.set(TRC::HEAVY_CURSE);
535 o_ptr->curse_flags.set(TRC::TY_CURSE);
537 o_ptr->curse_flags.set(TRC::PERMA_CURSE);
539 o_ptr->art_flags.set(TR_AGGRAVATE);
540 o_ptr->art_flags.set(TR_RES_POIS);
541 o_ptr->art_flags.set(TR_RES_DARK);
542 o_ptr->art_flags.set(TR_RES_NETHER);
543 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
548 o_ptr->curse_flags.set(get_curse(curse_rank, o_ptr));
551 player_ptr->update |= (PU_BONUS);
552 should_continue = false;
556 case HEX_SHADOW_CLOAK:
558 return _("影のクローク", "Cloak of shadow");
560 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.");
562 object_type *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
565 msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
567 } else if (!o_ptr->is_cursed()) {
568 msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
571 msg_print(_("影のオーラを身にまとった。", "You are enveloped by a shadowy aura!"));
575 object_type *o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
577 if ((!o_ptr->k_idx) || (!o_ptr->is_cursed())) {
578 exe_spell(player_ptr, REALM_HEX, spell, SPELL_STOP);
579 SpellHex spell_hex(player_ptr);
580 spell_hex.reset_casting_flag(spell);
581 if (!spell_hex.is_spelling_any())
582 set_action(player_ptr, ACTION_NONE);
586 msg_print(_("影のオーラが消え去った。", "The shadowy aura disappeared."));
590 case HEX_PAIN_TO_MANA:
592 return _("苦痛を魔力に", "Pain to mana");
594 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.");
595 power = player_ptr->lev * 3 / 2;
597 return info_damage(1, power, 0);
598 if (cast || continuation) {
599 project_all_los(player_ptr, GF_PSI_DRAIN, randint1(power));
603 case HEX_EYE_FOR_EYE:
605 return _("目には目を", "Eye for an eye");
607 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.");
609 msg_print(_("復讐したい欲望にかられた。", "You feel very vengeful."));
613 /*** 4th book (24-31) ***/
616 return _("反増殖結界", "Anti multiply barrier");
618 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.");
620 msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not multiply."));
626 return _("全復活", "Restoration");
628 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.");
630 msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
632 if (cast || continuation) {
634 int d = (player_ptr->max_exp - player_ptr->exp);
635 int r = (player_ptr->exp / 20);
640 player_ptr->exp = player_ptr->max_exp;
642 player_ptr->exp += r;
644 /* Check the experience */
645 check_experience(player_ptr);
649 for (i = A_STR; i < A_MAX; i++) {
650 if (player_ptr->stat_cur[i] < player_ptr->stat_max[i]) {
651 if (player_ptr->stat_cur[i] < 18)
652 player_ptr->stat_cur[i]++;
654 player_ptr->stat_cur[i] += 10;
656 if (player_ptr->stat_cur[i] > player_ptr->stat_max[i])
657 player_ptr->stat_cur[i] = player_ptr->stat_max[i];
658 player_ptr->update |= (PU_BONUS);
665 msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), exe_spell(player_ptr, REALM_HEX, HEX_RESTORE, SPELL_NAME));
666 SpellHex spell_hex(player_ptr);
667 spell_hex.reset_casting_flag(HEX_RESTORE);
668 if (spell_hex.get_casting_num() > 0) {
669 player_ptr->action = ACTION_NONE;
672 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
673 player_ptr->redraw |= (PR_EXTRA);
680 case HEX_DRAIN_CURSE:
682 return _("呪力吸収", "Drain curse power");
684 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.");
690 q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
691 s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
693 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP), FuncItemTester(&object_type::is_cursed));
697 auto f = object_flags(o_ptr);
699 player_ptr->csp += (player_ptr->lev / 5) + randint1(player_ptr->lev / 5);
700 if (f.has(TR_TY_CURSE) || o_ptr->curse_flags.has(TRC::TY_CURSE))
701 player_ptr->csp += randint1(5);
702 if (player_ptr->csp > player_ptr->msp)
703 player_ptr->csp = player_ptr->msp;
705 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE)) {
707 } else if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
709 msg_print(_("呪いを全て吸い取った。", "A heavy curse vanished."));
710 o_ptr->curse_flags.clear();
712 } else if (o_ptr->curse_flags.has(TRC::CURSED) && one_in_(3)) {
713 msg_print(_("呪いを全て吸い取った。", "A curse vanished."));
714 o_ptr->curse_flags.clear();
717 should_continue = false;
723 return _("吸血の刃", "Swords to vampires");
725 return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
728 msg_print("あなたの武器が血を欲している。");
730 if (!empty_hands(player_ptr, false))
731 msg_print("Your weapons want more blood now.");
733 msg_print("Your weapon wants more blood now.");
738 msg_print("武器の渇望が消え去った。");
740 msg_format("Your weapon%s less thirsty now.", (empty_hands(player_ptr, false)) ? " is" : "s are");
745 case HEX_STUN_MONSTERS:
747 return _("朦朧の言葉", "Word of stun");
749 return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
750 power = player_ptr->lev * 4;
752 return info_power(power);
753 if (cast || continuation) {
754 stun_monsters(player_ptr, power);
758 case HEX_SHADOW_MOVE:
760 return _("影移動", "Moving into shadow");
762 return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
768 for (i = 0; i < 3; i++) {
769 if (!tgt_pt(player_ptr, &x, &y))
774 for (dir = 0; dir < 8; dir++) {
775 int dy = y + ddy_ddd[dir];
776 int dx = x + ddx_ddd[dir];
779 if (player_ptr->current_floor_ptr->grid_array[dy][dx].m_idx)
783 if (!is_cave_empty_bold(player_ptr, y, x) || player_ptr->current_floor_ptr->grid_array[y][x].is_icky()
784 || (distance(y, x, player_ptr->y, player_ptr->x) > player_ptr->lev + 2)) {
785 msg_print(_("そこには移動できない。", "Can not teleport to there."));
791 if (flag && randint0(player_ptr->lev * player_ptr->lev / 2)) {
792 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
794 msg_print(_("おっと!", "Oops!"));
795 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
798 should_continue = false;
804 return _("反魔法結界", "Anti magic barrier");
806 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.");
807 power = player_ptr->lev * 3 / 2;
809 return info_power(power);
811 msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
817 return _("復讐の宣告", "Revenge sentence");
821 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.");
824 SpellHex spell_hex(player_ptr);
825 power = spell_hex.get_revenge_power();
827 return info_damage(0, 0, power);
832 int a = 3 - (player_ptr->pspeed - 100) / 10;
833 r = 1 + randint1(2) + MAX(0, MIN(3, a));
835 if (spell_hex.get_revenge_turn() > 0) {
836 msg_print(_("すでに復讐は宣告済みだ。", "You've already declared your revenge."));
840 spell_hex.set_revenge_type(SpellHexRevengeType::REVENGE);
841 spell_hex.set_revenge_turn(r, true);
842 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);
843 should_continue = false;
847 spell_hex.set_revenge_turn(1, false);
848 if (spell_hex.get_revenge_turn() == 0) {
855 msg_print(_("復讐の時だ!", "Time for revenge!"));
856 } while (!get_aim_dir(player_ptr, &dir));
858 fire_ball(player_ptr, GF_HELL_FIRE, dir, power, 1);
860 if (allow_debug_options) {
861 msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
864 msg_print(_("復讐する気が失せた。", "You are not in the mood for revenge."));
867 spell_hex.set_revenge_power(0, true);
877 if (cast && should_continue) {
878 SpellHex spell_hex(player_ptr);
879 spell_hex.set_casting_flag(spell);
880 if (player_ptr->action != ACTION_SPELL) {
881 set_action(player_ptr, ACTION_SPELL);
886 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
887 player_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);