2 * @brief スピード等のステータスに影響のある魔法の処理
7 #include "spell/spells-status.h"
8 #include "cmd-action/cmd-spell.h"
9 #include "cmd-item/cmd-magiceat.h"
10 #include "core/player-redraw-types.h"
11 #include "core/player-update-types.h"
12 #include "core/stuff-handler.h"
13 #include "core/window-redrawer.h"
14 #include "effect/effect-characteristics.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 "grid/feature-flag-types.h"
21 #include "grid/grid.h"
22 #include "hpmp/hp-mp-processor.h"
23 #include "inventory/inventory-object.h"
24 #include "inventory/inventory-slot-types.h"
25 #include "mind/mind-force-trainer.h"
26 #include "monster/monster-describer.h"
27 #include "object/object-generator.h"
28 #include "object/object-kind-hook.h"
29 #include "object/object-kind.h"
30 #include "player-info/avatar.h"
31 #include "player/attack-defense-types.h"
32 #include "player/player-class.h"
33 #include "player/player-status.h"
34 #include "spell-kind/spells-launcher.h"
35 #include "spell-kind/spells-teleport.h"
36 #include "spell-kind/spells-world.h"
37 #include "spell/spell-types.h"
38 #include "status/action-setter.h"
39 #include "status/bad-status-setter.h"
40 #include "status/base-status.h"
41 #include "status/body-improvement.h"
42 #include "status/buff-setter.h"
43 #include "status/experience.h"
44 #include "status/shape-changer.h"
45 #include "status/sight-setter.h"
46 #include "system/floor-type-definition.h"
47 #include "system/monster-type-definition.h"
48 #include "system/object-type-definition.h"
49 #include "system/player-type-definition.h"
50 #include "target/target-getter.h"
51 #include "util/bit-flags-calculator.h"
52 #include "view/display-messages.h"
56 * @param caster_ptr プレーヤーへの参照ポインタ
57 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
59 * @return 作用が実際にあった場合TRUEを返す
61 bool heal_monster(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
63 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
64 return (project_hook(caster_ptr, GF_OLD_HEAL, dir, dam, flg));
69 * @param caster_ptr プレーヤーへの参照ポインタ
70 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
72 * @return 作用が実際にあった場合TRUEを返す
74 bool speed_monster(player_type *caster_ptr, DIRECTION dir, int power)
76 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
77 return (project_hook(caster_ptr, GF_OLD_SPEED, dir, power, flg));
82 * @param caster_ptr プレーヤーへの参照ポインタ
83 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
85 * @return 作用が実際にあった場合TRUEを返す
87 bool slow_monster(player_type *caster_ptr, DIRECTION dir, int power)
89 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
90 return (project_hook(caster_ptr, GF_OLD_SLOW, dir, power, flg));
95 * @param caster_ptr プレーヤーへの参照ポインタ
96 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
98 * @return 作用が実際にあった場合TRUEを返す
100 bool sleep_monster(player_type *caster_ptr, DIRECTION dir, int power)
102 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
103 return (project_hook(caster_ptr, GF_OLD_SLEEP, dir, power, flg));
107 * @brief モンスター拘束(STASIS)処理
108 * @param caster_ptr プレーヤーへの参照ポインタ
109 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
110 * @return 作用が実際にあった場合TRUEを返す
111 * @details 威力はプレイヤーレベル*2に固定
113 bool stasis_monster(player_type *caster_ptr, DIRECTION dir)
115 return (fire_ball_hide(caster_ptr, GF_STASIS, dir, caster_ptr->lev * 2, 0));
119 * @brief 邪悪なモンスター拘束(STASIS)処理
120 * @param caster_ptr プレーヤーへの参照ポインタ
121 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
122 * @return 作用が実際にあった場合TRUEを返す
123 * @details 威力はプレイヤーレベル*2に固定
125 bool stasis_evil(player_type *caster_ptr, DIRECTION dir)
127 return (fire_ball_hide(caster_ptr, GF_STASIS_EVIL, dir, caster_ptr->lev * 2, 0));
132 * @param caster_ptr プレーヤーへの参照ポインタ
133 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
134 * @param plev プレイヤーレベル(=効力)
135 * @return 作用が実際にあった場合TRUEを返す
137 bool confuse_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
139 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
140 return (project_hook(caster_ptr, GF_OLD_CONF, dir, plev, flg));
145 * @param caster_ptr プレーヤーへの参照ポインタ
146 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
147 * @param plev プレイヤーレベル(=効力)
148 * @return 作用が実際にあった場合TRUEを返す
150 bool stun_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
152 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
153 return (project_hook(caster_ptr, GF_STUN, dir, plev, flg));
158 * @param caster_ptr プレーヤーへの参照ポインタ
159 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
161 * @return 作用が実際にあった場合TRUEを返す
163 bool poly_monster(player_type *caster_ptr, DIRECTION dir, int power)
165 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
166 bool tester = (project_hook(caster_ptr, GF_OLD_POLY, dir, power, flg));
168 chg_virtue(caster_ptr, V_CHANCE, 1);
174 * @param caster_ptr プレーヤーへの参照ポインタ
175 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
176 * @return 作用が実際にあった場合TRUEを返す
178 bool clone_monster(player_type *caster_ptr, DIRECTION dir)
180 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
181 return (project_hook(caster_ptr, GF_OLD_CLONE, dir, 0, flg));
186 * @param caster_ptr プレーヤーへの参照ポインタ
187 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
188 * @param plev プレイヤーレベル(=効力)
189 * @return 作用が実際にあった場合TRUEを返す
191 bool fear_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
193 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
194 return (project_hook(caster_ptr, GF_TURN_ALL, dir, plev, flg));
197 bool time_walk(player_type *creature_ptr)
199 if (creature_ptr->timewalk) {
200 msg_print(_("既に時は止まっている。", "Time is already stopped."));
204 creature_ptr->timewalk = TRUE;
205 msg_print(_("「時よ!」", "You yell 'Time!'"));
206 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
209 creature_ptr->energy_need -= 1000 + (100 + creature_ptr->csp - 50) * TURNS_PER_TICK / 10;
210 creature_ptr->redraw |= (PR_MAP);
211 creature_ptr->update |= (PU_MONSTERS);
212 creature_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
213 handle_stuff(creature_ptr);
218 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
219 * @param creature_ptr プレーヤーへの参照ポインタ
220 * @param options スペル共通オプション
223 void roll_hitdice(player_type *creature_ptr, spell_operation options)
225 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
226 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
230 /* Pre-calculate level 1 hitdice */
231 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
233 for (int i = 1; i < 4; i++) {
234 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
237 /* Roll the hitpoint values */
238 for (int i = 1; i < PY_MAX_LEVEL; i++) {
239 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
242 /* Require "valid" hitpoints at highest level */
243 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
248 = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
250 /* Update and redraw hitpoints */
251 creature_ptr->update |= (PU_HP);
252 creature_ptr->redraw |= (PR_HP);
253 creature_ptr->window_flags |= (PW_PLAYER);
255 if (!(options & SPOP_NO_UPDATE))
256 handle_stuff(creature_ptr);
258 if (!(options & SPOP_DISPLAY_MES))
261 if (options & SPOP_DEBUG) {
262 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
263 creature_ptr->knowledge |= KNOW_HPRATE;
267 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
268 creature_ptr->knowledge &= ~(KNOW_HPRATE);
271 bool life_stream(player_type *creature_ptr, bool message, bool virtue_change)
274 chg_virtue(creature_ptr, V_VITALITY, 1);
275 chg_virtue(creature_ptr, V_UNLIFE, -5);
279 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
282 restore_level(creature_ptr);
283 (void)set_poisoned(creature_ptr, 0);
284 (void)set_blind(creature_ptr, 0);
285 (void)set_confused(creature_ptr, 0);
286 (void)set_image(creature_ptr, 0);
287 (void)set_stun(creature_ptr, 0);
288 (void)set_cut(creature_ptr, 0);
289 (void)set_paralyzed(creature_ptr, 0);
290 (void)restore_all_status(creature_ptr);
291 (void)set_shero(creature_ptr, 0, TRUE);
292 handle_stuff(creature_ptr);
293 hp_player(creature_ptr, 5000);
298 bool heroism(player_type *creature_ptr, int base)
301 if (set_afraid(creature_ptr, 0))
303 if (set_hero(creature_ptr, creature_ptr->hero + randint1(base) + base, FALSE))
305 if (hp_player(creature_ptr, 10))
310 bool berserk(player_type *creature_ptr, int base)
313 if (set_afraid(creature_ptr, 0))
315 if (set_shero(creature_ptr, creature_ptr->shero + randint1(base) + base, FALSE))
317 if (hp_player(creature_ptr, 30))
322 bool cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
325 if (hp_player(creature_ptr, damroll(dice, sides)))
327 if (set_blind(creature_ptr, 0))
329 if (set_cut(creature_ptr, creature_ptr->cut - 10))
331 if (set_shero(creature_ptr, 0, TRUE))
336 bool cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
339 if (hp_player(creature_ptr, damroll(dice, sides)))
341 if (set_blind(creature_ptr, 0))
343 if (set_confused(creature_ptr, 0))
345 if (set_cut(creature_ptr, (creature_ptr->cut / 2) - 50))
347 if (set_shero(creature_ptr, 0, TRUE))
352 bool cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
355 if (hp_player(creature_ptr, pow))
357 if (set_blind(creature_ptr, 0))
359 if (set_confused(creature_ptr, 0))
361 if (set_poisoned(creature_ptr, 0))
363 if (set_stun(creature_ptr, 0))
365 if (set_cut(creature_ptr, 0))
367 if (set_shero(creature_ptr, 0, TRUE))
372 bool true_healing(player_type *creature_ptr, HIT_POINT pow)
375 if (hp_player(creature_ptr, pow))
377 if (set_blind(creature_ptr, 0))
379 if (set_confused(creature_ptr, 0))
381 if (set_poisoned(creature_ptr, 0))
383 if (set_stun(creature_ptr, 0))
385 if (set_cut(creature_ptr, 0))
387 if (set_image(creature_ptr, 0))
392 bool restore_mana(player_type *creature_ptr, bool magic_eater)
394 if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater) {
396 for (i = 0; i < EATER_EXT * 2; i++) {
397 creature_ptr->magic_num1[i] += (creature_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_CHARGE / 3;
398 if (creature_ptr->magic_num1[i] > creature_ptr->magic_num2[i] * EATER_CHARGE)
399 creature_ptr->magic_num1[i] = creature_ptr->magic_num2[i] * EATER_CHARGE;
402 for (; i < EATER_EXT * 3; i++) {
403 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
404 creature_ptr->magic_num1[i]
405 -= ((creature_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
406 if (creature_ptr->magic_num1[i] < 0)
407 creature_ptr->magic_num1[i] = 0;
410 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
411 creature_ptr->window_flags |= (PW_PLAYER);
415 if (creature_ptr->csp >= creature_ptr->msp)
418 creature_ptr->csp = creature_ptr->msp;
419 creature_ptr->csp_frac = 0;
420 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
421 creature_ptr->redraw |= (PR_MANA);
422 creature_ptr->window_flags |= (PW_PLAYER);
423 creature_ptr->window_flags |= (PW_SPELL);
427 bool restore_all_status(player_type *creature_ptr)
430 if (do_res_stat(creature_ptr, A_STR))
432 if (do_res_stat(creature_ptr, A_INT))
434 if (do_res_stat(creature_ptr, A_WIS))
436 if (do_res_stat(creature_ptr, A_DEX))
438 if (do_res_stat(creature_ptr, A_CON))
440 if (do_res_stat(creature_ptr, A_CHR))
445 bool fishing(player_type *creature_ptr)
448 if (!get_direction(creature_ptr, &dir, FALSE, FALSE))
450 POSITION y = creature_ptr->y + ddy[dir];
451 POSITION x = creature_ptr->x + ddx[dir];
452 creature_ptr->fishing_dir = dir;
453 if (!cave_has_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER)) {
454 msg_print(_("そこは水辺ではない。", "You can't fish here."));
458 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
459 GAME_TEXT m_name[MAX_NLEN];
460 monster_desc(creature_ptr, m_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
461 msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
462 free_turn(creature_ptr);
466 set_action(creature_ptr, ACTION_FISH);
467 creature_ptr->redraw |= (PR_STATE);
472 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
473 * @param creature_ptr プレイヤー情報への参照ポインタ
474 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
475 * @return 脱いだらTRUE、脱がなかったらFALSE
477 * 脱いで落とした装備にtimeoutを設定するために装備品のアドレスを返す。
479 bool cosmic_cast_off(player_type *creature_ptr, object_type **o_ptr_ptr)
481 object_type *o_ptr = (*o_ptr_ptr);
483 /* Cast off activated item */
485 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
486 if (o_ptr == &creature_ptr->inventory_list[slot])
490 if (slot > INVEN_FEET)
494 object_copy(&forge, o_ptr);
495 inven_item_increase(creature_ptr, slot, (0 - o_ptr->number));
496 inven_item_optimize(creature_ptr, slot);
498 OBJECT_IDX old_o_idx = drop_near(creature_ptr, &forge, 0, creature_ptr->y, creature_ptr->x);
499 *o_ptr_ptr = &creature_ptr->current_floor_ptr->o_list[old_o_idx];
501 GAME_TEXT o_name[MAX_NLEN];
502 describe_flavor(creature_ptr, o_name, &forge, OD_NAME_ONLY);
503 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
506 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
507 int t = 20 + randint1(20);
508 (void)set_blind(creature_ptr, creature_ptr->blind + t);
509 (void)set_afraid(creature_ptr, 0);
510 (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
511 (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
512 (void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
513 (void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
514 (void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
515 (void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
516 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
517 set_current_ki(creature_ptr, TRUE, creature_ptr->lev * 5 + 190);
518 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
525 * @brief プレイヤーの因果混乱処理 / Apply Nexus
526 * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
529 void apply_nexus(monster_type *m_ptr, player_type *target_ptr)
531 switch (randint1(7)) {
535 teleport_player(target_ptr, 200, TELEPORT_PASSIVE);
541 teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
546 if (randint0(100) < target_ptr->skill_sav) {
547 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
551 teleport_level(target_ptr, 0);
556 if (randint0(100) < target_ptr->skill_sav) {
557 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
561 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
562 status_shuffle(target_ptr);
569 * @brief プレイヤーのステータスシャッフル処理
570 * @param creature_ptr プレーヤーへの参照ポインタ
573 void status_shuffle(player_type *creature_ptr)
575 /* Pick a pair of stats */
576 int i = randint0(A_MAX);
579 //!< @todo ここのループは一体何をしている?
580 for (j = i; j == i; j = randint0(A_MAX)) /* loop */
583 BASE_STATUS max1 = creature_ptr->stat_max[i];
584 BASE_STATUS cur1 = creature_ptr->stat_cur[i];
585 BASE_STATUS max2 = creature_ptr->stat_max[j];
586 BASE_STATUS cur2 = creature_ptr->stat_cur[j];
588 creature_ptr->stat_max[i] = max2;
589 creature_ptr->stat_cur[i] = cur2;
590 creature_ptr->stat_max[j] = max1;
591 creature_ptr->stat_cur[j] = cur1;
593 for (int k = 0; k < A_MAX; k++) {
594 if (creature_ptr->stat_max[k] > creature_ptr->stat_max_max[k])
595 creature_ptr->stat_max[k] = creature_ptr->stat_max_max[k];
596 if (creature_ptr->stat_cur[k] > creature_ptr->stat_max_max[k])
597 creature_ptr->stat_cur[k] = creature_ptr->stat_max_max[k];
600 creature_ptr->update |= PU_BONUS;