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 "avatar/avatar.h"
9 #include "cmd-action/cmd-spell.h"
10 #include "cmd-item/cmd-magiceat.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "effect/effect-characteristics.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 "grid/feature-flag-types.h"
22 #include "hpmp/hp-mp-processor.h"
23 #include "inventory/inventory-object.h"
24 #include "inventory/inventory-slot-types.h"
25 #include "main/sound-definitions-table.h"
26 #include "main/sound-of-music.h"
27 #include "mind/mind-force-trainer.h"
28 #include "monster/monster-describer.h"
29 #include "object/object-kind-hook.h"
30 #include "object/object-kind.h"
31 #include "player-info/class-info.h"
32 #include "player-status/player-energy.h"
33 #include "player/attack-defense-types.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/grid-type-definition.h"
48 #include "system/monster-type-definition.h"
49 #include "system/object-type-definition.h"
50 #include "system/player-type-definition.h"
51 #include "target/target-getter.h"
52 #include "util/bit-flags-calculator.h"
53 #include "view/display-messages.h"
57 * @param player_ptr プレイヤーへの参照ポインタ
58 * @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)
60 * @return 作用が実際にあった場合TRUEを返す
62 bool heal_monster(player_type *player_ptr, DIRECTION dir, HIT_POINT dam)
64 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
65 return (project_hook(player_ptr, GF_OLD_HEAL, dir, dam, flg));
70 * @param player_ptr プレイヤーへの参照ポインタ
71 * @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)
73 * @return 作用が実際にあった場合TRUEを返す
75 bool speed_monster(player_type *player_ptr, DIRECTION dir, int power)
77 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
78 return (project_hook(player_ptr, GF_OLD_SPEED, dir, power, flg));
83 * @param player_ptr プレイヤーへの参照ポインタ
84 * @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)
86 * @return 作用が実際にあった場合TRUEを返す
88 bool slow_monster(player_type *player_ptr, DIRECTION dir, int power)
90 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
91 return (project_hook(player_ptr, GF_OLD_SLOW, dir, power, flg));
96 * @param player_ptr プレイヤーへの参照ポインタ
97 * @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)
99 * @return 作用が実際にあった場合TRUEを返す
101 bool sleep_monster(player_type *player_ptr, DIRECTION dir, int power)
103 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
104 return (project_hook(player_ptr, GF_OLD_SLEEP, dir, power, flg));
108 * @brief モンスター拘束(STASIS)処理
109 * @param player_ptr プレイヤーへの参照ポインタ
110 * @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)
111 * @return 作用が実際にあった場合TRUEを返す
112 * @details 威力はプレイヤーレベル*2に固定
114 bool stasis_monster(player_type *player_ptr, DIRECTION dir)
116 return (fire_ball_hide(player_ptr, GF_STASIS, dir, player_ptr->lev * 2, 0));
120 * @brief 邪悪なモンスター拘束(STASIS)処理
121 * @param player_ptr プレイヤーへの参照ポインタ
122 * @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)
123 * @return 作用が実際にあった場合TRUEを返す
124 * @details 威力はプレイヤーレベル*2に固定
126 bool stasis_evil(player_type *player_ptr, DIRECTION dir)
128 return (fire_ball_hide(player_ptr, GF_STASIS_EVIL, dir, player_ptr->lev * 2, 0));
133 * @param player_ptr プレイヤーへの参照ポインタ
134 * @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)
135 * @param plev プレイヤーレベル(=効力)
136 * @return 作用が実際にあった場合TRUEを返す
138 bool confuse_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
140 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
141 return (project_hook(player_ptr, GF_OLD_CONF, dir, plev, flg));
146 * @param player_ptr プレイヤーへの参照ポインタ
147 * @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)
148 * @param plev プレイヤーレベル(=効力)
149 * @return 作用が実際にあった場合TRUEを返す
151 bool stun_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
153 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
154 return (project_hook(player_ptr, GF_STUN, dir, plev, flg));
159 * @param player_ptr プレイヤーへの参照ポインタ
160 * @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)
162 * @return 作用が実際にあった場合TRUEを返す
164 bool poly_monster(player_type *player_ptr, DIRECTION dir, int power)
166 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
167 bool tester = (project_hook(player_ptr, GF_OLD_POLY, dir, power, flg));
169 chg_virtue(player_ptr, V_CHANCE, 1);
175 * @param player_ptr プレイヤーへの参照ポインタ
176 * @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)
177 * @return 作用が実際にあった場合TRUEを返す
179 bool clone_monster(player_type *player_ptr, DIRECTION dir)
181 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
182 return (project_hook(player_ptr, GF_OLD_CLONE, dir, 0, flg));
187 * @param player_ptr プレイヤーへの参照ポインタ
188 * @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)
189 * @param plev プレイヤーレベル(=効力)
190 * @return 作用が実際にあった場合TRUEを返す
192 bool fear_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
194 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
195 return (project_hook(player_ptr, GF_TURN_ALL, dir, plev, flg));
198 bool time_walk(player_type *player_ptr)
200 if (player_ptr->timewalk) {
201 msg_print(_("既に時は止まっている。", "Time is already stopped."));
205 player_ptr->timewalk = true;
206 msg_print(_("「時よ!」", "You yell 'Time!'"));
207 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
210 player_ptr->energy_need -= 1000 + (100 + player_ptr->csp - 50) * TURNS_PER_TICK / 10;
211 player_ptr->redraw |= (PR_MAP);
212 player_ptr->update |= (PU_MONSTERS);
213 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
214 handle_stuff(player_ptr);
219 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
220 * @param player_ptr プレイヤーへの参照ポインタ
221 * @param options スペル共通オプション
223 void roll_hitdice(player_type *player_ptr, spell_operation options)
225 HIT_POINT min_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 3 / 8;
226 HIT_POINT max_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 5 / 8;
230 /* Pre-calculate level 1 hitdice */
231 player_ptr->player_hp[0] = (HIT_POINT)player_ptr->hitdie;
233 for (int i = 1; i < 4; i++) {
234 player_ptr->player_hp[0] += randint1(player_ptr->hitdie);
237 /* Roll the hitpoint values */
238 for (int i = 1; i < PY_MAX_LEVEL; i++) {
239 player_ptr->player_hp[i] = player_ptr->player_hp[i - 1] + randint1(player_ptr->hitdie);
242 /* Require "valid" hitpoints at highest level */
243 if ((player_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (player_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
247 player_ptr->knowledge &= ~(KNOW_HPRATE);
250 = (int)(((long)player_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * player_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (player_ptr->hitdie + 1))));
252 /* Update and redraw hitpoints */
253 player_ptr->update |= (PU_HP);
254 player_ptr->redraw |= (PR_HP);
255 player_ptr->window_flags |= (PW_PLAYER);
257 if (!(options & SPOP_NO_UPDATE))
258 handle_stuff(player_ptr);
260 if (!(options & SPOP_DISPLAY_MES))
263 if (options & SPOP_DEBUG) {
264 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
265 player_ptr->knowledge |= KNOW_HPRATE;
269 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
272 bool life_stream(player_type *player_ptr, bool message, bool virtue_change)
275 chg_virtue(player_ptr, V_VITALITY, 1);
276 chg_virtue(player_ptr, V_UNLIFE, -5);
280 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
283 restore_level(player_ptr);
284 BadStatusSetter bss(player_ptr);
286 (void)bss.blindness(0);
287 (void)bss.confusion(0);
288 (void)bss.hallucination(0);
291 (void)bss.paralysis(0);
292 (void)restore_all_status(player_ptr);
293 (void)set_shero(player_ptr, 0, true);
294 handle_stuff(player_ptr);
295 hp_player(player_ptr, 5000);
300 bool heroism(player_type *player_ptr, int base)
303 if (BadStatusSetter(player_ptr).afraidness(0)) {
307 if (set_hero(player_ptr, player_ptr->hero + randint1(base) + base, false)) {
311 if (hp_player(player_ptr, 10)) {
318 bool berserk(player_type *player_ptr, int base)
321 if (BadStatusSetter(player_ptr).afraidness(0)) {
325 if (set_shero(player_ptr, player_ptr->shero + randint1(base) + base, false)) {
329 if (hp_player(player_ptr, 30)) {
336 bool cure_light_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
339 if (hp_player(player_ptr, damroll(dice, sides))) {
343 BadStatusSetter bss(player_ptr);
344 if (bss.blindness(0)) {
348 if (bss.cut(player_ptr->cut - 10)) {
352 if (set_shero(player_ptr, 0, true)) {
359 bool cure_serious_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
362 if (hp_player(player_ptr, damroll(dice, sides))) {
366 BadStatusSetter bss(player_ptr);
367 if (bss.blindness(0)) {
371 if (bss.confusion(0)) {
375 if (bss.cut((player_ptr->cut / 2) - 50)) {
379 if (set_shero(player_ptr, 0, true)) {
386 bool cure_critical_wounds(player_type *player_ptr, HIT_POINT pow)
389 if (hp_player(player_ptr, pow)) {
393 BadStatusSetter bss(player_ptr);
394 if (bss.blindness(0)) {
398 if (bss.confusion(0)) {
414 if (set_shero(player_ptr, 0, true)) {
421 bool true_healing(player_type *player_ptr, HIT_POINT pow)
424 if (hp_player(player_ptr, pow)) {
428 BadStatusSetter bss(player_ptr);
429 if (bss.blindness(0)) {
433 if (bss.confusion(0)) {
449 if (bss.hallucination(0)) {
456 bool restore_mana(player_type *player_ptr, bool magic_eater)
458 if (player_ptr->pclass == CLASS_MAGIC_EATER && magic_eater) {
460 for (i = 0; i < EATER_EXT * 2; i++) {
461 player_ptr->magic_num1[i] += (player_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : player_ptr->magic_num2[i] * EATER_CHARGE / 3;
462 if (player_ptr->magic_num1[i] > player_ptr->magic_num2[i] * EATER_CHARGE)
463 player_ptr->magic_num1[i] = player_ptr->magic_num2[i] * EATER_CHARGE;
466 for (; i < EATER_EXT * 3; i++) {
467 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
468 player_ptr->magic_num1[i]
469 -= ((player_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : player_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
470 if (player_ptr->magic_num1[i] < 0)
471 player_ptr->magic_num1[i] = 0;
474 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
475 player_ptr->window_flags |= (PW_PLAYER);
479 if (player_ptr->csp >= player_ptr->msp)
482 player_ptr->csp = player_ptr->msp;
483 player_ptr->csp_frac = 0;
484 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
485 player_ptr->redraw |= (PR_MANA);
486 player_ptr->window_flags |= (PW_PLAYER);
487 player_ptr->window_flags |= (PW_SPELL);
491 bool restore_all_status(player_type *player_ptr)
494 if (do_res_stat(player_ptr, A_STR))
496 if (do_res_stat(player_ptr, A_INT))
498 if (do_res_stat(player_ptr, A_WIS))
500 if (do_res_stat(player_ptr, A_DEX))
502 if (do_res_stat(player_ptr, A_CON))
504 if (do_res_stat(player_ptr, A_CHR))
509 bool fishing(player_type *player_ptr)
512 if (!get_direction(player_ptr, &dir, false, false))
514 POSITION y = player_ptr->y + ddy[dir];
515 POSITION x = player_ptr->x + ddx[dir];
516 player_ptr->fishing_dir = dir;
517 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::WATER)) {
518 msg_print(_("そこは水辺ではない。", "You can't fish here."));
522 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
523 GAME_TEXT m_name[MAX_NLEN];
524 monster_desc(player_ptr, m_name, &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
525 msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
526 PlayerEnergy(player_ptr).reset_player_turn();
530 set_action(player_ptr, ACTION_FISH);
531 player_ptr->redraw |= (PR_STATE);
536 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
537 * @param player_ptr プレイヤー情報への参照ポインタ
538 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
539 * @return 脱いだらTRUE、脱がなかったらFALSE
541 * 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。
543 bool cosmic_cast_off(player_type *player_ptr, object_type **o_ptr_ptr)
545 object_type *o_ptr = (*o_ptr_ptr);
547 /* Cast off activated item */
549 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
550 if (o_ptr == &player_ptr->inventory_list[slot])
554 if (slot > INVEN_FEET)
558 (&forge)->copy_from(o_ptr);
559 inven_item_increase(player_ptr, slot, (0 - o_ptr->number));
560 inven_item_optimize(player_ptr, slot);
562 OBJECT_IDX old_o_idx = drop_near(player_ptr, &forge, 0, player_ptr->y, player_ptr->x);
563 *o_ptr_ptr = &player_ptr->current_floor_ptr->o_list[old_o_idx];
565 GAME_TEXT o_name[MAX_NLEN];
566 describe_flavor(player_ptr, o_name, &forge, OD_NAME_ONLY);
567 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
568 sound(SOUND_TAKE_OFF);
571 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
572 int t = 20 + randint1(20);
573 BadStatusSetter bss(player_ptr);
574 (void)bss.blindness(player_ptr->blind + t);
575 (void)bss.afraidness(0);
576 (void)set_tim_esp(player_ptr, player_ptr->tim_esp + t, false);
577 (void)set_tim_regen(player_ptr, player_ptr->tim_regen + t, false);
578 (void)set_hero(player_ptr, player_ptr->hero + t, false);
579 (void)set_blessed(player_ptr, player_ptr->blessed + t, false);
580 (void)set_fast(player_ptr, player_ptr->fast + t, false);
581 (void)set_shero(player_ptr, player_ptr->shero + t, false);
582 if (player_ptr->pclass == CLASS_FORCETRAINER) {
583 set_current_ki(player_ptr, true, player_ptr->lev * 5 + 190);
584 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
591 * @brief プレイヤーの因果混乱処理 / Apply Nexus
592 * @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
594 void apply_nexus(monster_type *m_ptr, player_type *player_ptr)
596 switch (randint1(7)) {
600 teleport_player(player_ptr, 200, TELEPORT_PASSIVE);
606 teleport_player_to(player_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
611 if (randint0(100) < player_ptr->skill_sav) {
612 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
616 teleport_level(player_ptr, 0);
621 if (randint0(100) < player_ptr->skill_sav) {
622 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
626 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
627 status_shuffle(player_ptr);
634 * @brief プレイヤーのステータスシャッフル処理
635 * @param player_ptr プレイヤーへの参照ポインタ
637 void status_shuffle(player_type *player_ptr)
639 /* Pick a pair of stats */
640 int i = randint0(A_MAX);
643 //!< @todo ここのループは一体何をしている?
644 for (j = i; j == i; j = randint0(A_MAX)) /* loop */
647 BASE_STATUS max1 = player_ptr->stat_max[i];
648 BASE_STATUS cur1 = player_ptr->stat_cur[i];
649 BASE_STATUS max2 = player_ptr->stat_max[j];
650 BASE_STATUS cur2 = player_ptr->stat_cur[j];
652 player_ptr->stat_max[i] = max2;
653 player_ptr->stat_cur[i] = cur2;
654 player_ptr->stat_max[j] = max1;
655 player_ptr->stat_cur[j] = cur1;
657 for (int k = 0; k < A_MAX; k++) {
658 if (player_ptr->stat_max[k] > player_ptr->stat_max_max[k])
659 player_ptr->stat_max[k] = player_ptr->stat_max_max[k];
660 if (player_ptr->stat_cur[k] > player_ptr->stat_max_max[k])
661 player_ptr->stat_cur[k] = player_ptr->stat_max_max[k];
664 player_ptr->update |= PU_BONUS;