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-kind-hook.h"
28 #include "object/object-kind.h"
29 #include "player-info/avatar.h"
30 #include "player-status/player-energy.h"
31 #include "player/attack-defense-types.h"
32 #include "player/player-class.h"
33 #include "spell-kind/spells-launcher.h"
34 #include "spell-kind/spells-teleport.h"
35 #include "spell-kind/spells-world.h"
36 #include "spell/spell-types.h"
37 #include "status/action-setter.h"
38 #include "status/bad-status-setter.h"
39 #include "status/base-status.h"
40 #include "status/body-improvement.h"
41 #include "status/buff-setter.h"
42 #include "status/experience.h"
43 #include "status/shape-changer.h"
44 #include "status/sight-setter.h"
45 #include "system/floor-type-definition.h"
46 #include "system/monster-type-definition.h"
47 #include "system/object-type-definition.h"
48 #include "system/player-type-definition.h"
49 #include "target/target-getter.h"
50 #include "util/bit-flags-calculator.h"
51 #include "view/display-messages.h"
55 * @param caster_ptr プレーヤーへの参照ポインタ
56 * @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)
58 * @return 作用が実際にあった場合TRUEを返す
60 bool heal_monster(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
62 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
63 return (project_hook(caster_ptr, GF_OLD_HEAL, dir, dam, flg));
68 * @param caster_ptr プレーヤーへの参照ポインタ
69 * @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)
71 * @return 作用が実際にあった場合TRUEを返す
73 bool speed_monster(player_type *caster_ptr, DIRECTION dir, int power)
75 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
76 return (project_hook(caster_ptr, GF_OLD_SPEED, dir, power, flg));
81 * @param caster_ptr プレーヤーへの参照ポインタ
82 * @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)
84 * @return 作用が実際にあった場合TRUEを返す
86 bool slow_monster(player_type *caster_ptr, DIRECTION dir, int power)
88 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
89 return (project_hook(caster_ptr, GF_OLD_SLOW, dir, power, flg));
94 * @param caster_ptr プレーヤーへの参照ポインタ
95 * @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)
97 * @return 作用が実際にあった場合TRUEを返す
99 bool sleep_monster(player_type *caster_ptr, DIRECTION dir, int power)
101 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
102 return (project_hook(caster_ptr, GF_OLD_SLEEP, dir, power, flg));
106 * @brief モンスター拘束(STASIS)処理
107 * @param caster_ptr プレーヤーへの参照ポインタ
108 * @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)
109 * @return 作用が実際にあった場合TRUEを返す
110 * @details 威力はプレイヤーレベル*2に固定
112 bool stasis_monster(player_type *caster_ptr, DIRECTION dir)
114 return (fire_ball_hide(caster_ptr, GF_STASIS, dir, caster_ptr->lev * 2, 0));
118 * @brief 邪悪なモンスター拘束(STASIS)処理
119 * @param caster_ptr プレーヤーへの参照ポインタ
120 * @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)
121 * @return 作用が実際にあった場合TRUEを返す
122 * @details 威力はプレイヤーレベル*2に固定
124 bool stasis_evil(player_type *caster_ptr, DIRECTION dir)
126 return (fire_ball_hide(caster_ptr, GF_STASIS_EVIL, dir, caster_ptr->lev * 2, 0));
131 * @param caster_ptr プレーヤーへの参照ポインタ
132 * @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)
133 * @param plev プレイヤーレベル(=効力)
134 * @return 作用が実際にあった場合TRUEを返す
136 bool confuse_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
138 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
139 return (project_hook(caster_ptr, GF_OLD_CONF, dir, plev, flg));
144 * @param caster_ptr プレーヤーへの参照ポインタ
145 * @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)
146 * @param plev プレイヤーレベル(=効力)
147 * @return 作用が実際にあった場合TRUEを返す
149 bool stun_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
151 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
152 return (project_hook(caster_ptr, GF_STUN, dir, plev, flg));
157 * @param caster_ptr プレーヤーへの参照ポインタ
158 * @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)
160 * @return 作用が実際にあった場合TRUEを返す
162 bool poly_monster(player_type *caster_ptr, DIRECTION dir, int power)
164 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
165 bool tester = (project_hook(caster_ptr, GF_OLD_POLY, dir, power, flg));
167 chg_virtue(caster_ptr, V_CHANCE, 1);
173 * @param caster_ptr プレーヤーへの参照ポインタ
174 * @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)
175 * @return 作用が実際にあった場合TRUEを返す
177 bool clone_monster(player_type *caster_ptr, DIRECTION dir)
179 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
180 return (project_hook(caster_ptr, GF_OLD_CLONE, dir, 0, flg));
185 * @param caster_ptr プレーヤーへの参照ポインタ
186 * @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)
187 * @param plev プレイヤーレベル(=効力)
188 * @return 作用が実際にあった場合TRUEを返す
190 bool fear_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
192 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
193 return (project_hook(caster_ptr, GF_TURN_ALL, dir, plev, flg));
196 bool time_walk(player_type *creature_ptr)
198 if (creature_ptr->timewalk) {
199 msg_print(_("既に時は止まっている。", "Time is already stopped."));
203 creature_ptr->timewalk = TRUE;
204 msg_print(_("「時よ!」", "You yell 'Time!'"));
205 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
208 creature_ptr->energy_need -= 1000 + (100 + creature_ptr->csp - 50) * TURNS_PER_TICK / 10;
209 creature_ptr->redraw |= (PR_MAP);
210 creature_ptr->update |= (PU_MONSTERS);
211 creature_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
212 handle_stuff(creature_ptr);
217 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
218 * @param creature_ptr プレーヤーへの参照ポインタ
219 * @param options スペル共通オプション
221 void roll_hitdice(player_type *creature_ptr, spell_operation options)
223 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
224 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
228 /* Pre-calculate level 1 hitdice */
229 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
231 for (int i = 1; i < 4; i++) {
232 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
235 /* Roll the hitpoint values */
236 for (int i = 1; i < PY_MAX_LEVEL; i++) {
237 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
240 /* Require "valid" hitpoints at highest level */
241 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
246 = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
248 /* Update and redraw hitpoints */
249 creature_ptr->update |= (PU_HP);
250 creature_ptr->redraw |= (PR_HP);
251 creature_ptr->window_flags |= (PW_PLAYER);
253 if (!(options & SPOP_NO_UPDATE))
254 handle_stuff(creature_ptr);
256 if (!(options & SPOP_DISPLAY_MES))
259 if (options & SPOP_DEBUG) {
260 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
261 creature_ptr->knowledge |= KNOW_HPRATE;
265 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
266 creature_ptr->knowledge &= ~(KNOW_HPRATE);
269 bool life_stream(player_type *creature_ptr, bool message, bool virtue_change)
272 chg_virtue(creature_ptr, V_VITALITY, 1);
273 chg_virtue(creature_ptr, V_UNLIFE, -5);
277 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
280 restore_level(creature_ptr);
281 (void)set_poisoned(creature_ptr, 0);
282 (void)set_blind(creature_ptr, 0);
283 (void)set_confused(creature_ptr, 0);
284 (void)set_image(creature_ptr, 0);
285 (void)set_stun(creature_ptr, 0);
286 (void)set_cut(creature_ptr, 0);
287 (void)set_paralyzed(creature_ptr, 0);
288 (void)restore_all_status(creature_ptr);
289 (void)set_shero(creature_ptr, 0, TRUE);
290 handle_stuff(creature_ptr);
291 hp_player(creature_ptr, 5000);
296 bool heroism(player_type *creature_ptr, int base)
299 if (set_afraid(creature_ptr, 0))
301 if (set_hero(creature_ptr, creature_ptr->hero + randint1(base) + base, FALSE))
303 if (hp_player(creature_ptr, 10))
308 bool berserk(player_type *creature_ptr, int base)
311 if (set_afraid(creature_ptr, 0))
313 if (set_shero(creature_ptr, creature_ptr->shero + randint1(base) + base, FALSE))
315 if (hp_player(creature_ptr, 30))
320 bool cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
323 if (hp_player(creature_ptr, damroll(dice, sides)))
325 if (set_blind(creature_ptr, 0))
327 if (set_cut(creature_ptr, creature_ptr->cut - 10))
329 if (set_shero(creature_ptr, 0, TRUE))
334 bool cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
337 if (hp_player(creature_ptr, damroll(dice, sides)))
339 if (set_blind(creature_ptr, 0))
341 if (set_confused(creature_ptr, 0))
343 if (set_cut(creature_ptr, (creature_ptr->cut / 2) - 50))
345 if (set_shero(creature_ptr, 0, TRUE))
350 bool cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
353 if (hp_player(creature_ptr, pow))
355 if (set_blind(creature_ptr, 0))
357 if (set_confused(creature_ptr, 0))
359 if (set_poisoned(creature_ptr, 0))
361 if (set_stun(creature_ptr, 0))
363 if (set_cut(creature_ptr, 0))
365 if (set_shero(creature_ptr, 0, TRUE))
370 bool true_healing(player_type *creature_ptr, HIT_POINT pow)
373 if (hp_player(creature_ptr, pow))
375 if (set_blind(creature_ptr, 0))
377 if (set_confused(creature_ptr, 0))
379 if (set_poisoned(creature_ptr, 0))
381 if (set_stun(creature_ptr, 0))
383 if (set_cut(creature_ptr, 0))
385 if (set_image(creature_ptr, 0))
390 bool restore_mana(player_type *creature_ptr, bool magic_eater)
392 if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater) {
394 for (i = 0; i < EATER_EXT * 2; i++) {
395 creature_ptr->magic_num1[i] += (creature_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_CHARGE / 3;
396 if (creature_ptr->magic_num1[i] > creature_ptr->magic_num2[i] * EATER_CHARGE)
397 creature_ptr->magic_num1[i] = creature_ptr->magic_num2[i] * EATER_CHARGE;
400 for (; i < EATER_EXT * 3; i++) {
401 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
402 creature_ptr->magic_num1[i]
403 -= ((creature_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
404 if (creature_ptr->magic_num1[i] < 0)
405 creature_ptr->magic_num1[i] = 0;
408 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
409 creature_ptr->window_flags |= (PW_PLAYER);
413 if (creature_ptr->csp >= creature_ptr->msp)
416 creature_ptr->csp = creature_ptr->msp;
417 creature_ptr->csp_frac = 0;
418 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
419 creature_ptr->redraw |= (PR_MANA);
420 creature_ptr->window_flags |= (PW_PLAYER);
421 creature_ptr->window_flags |= (PW_SPELL);
425 bool restore_all_status(player_type *creature_ptr)
428 if (do_res_stat(creature_ptr, A_STR))
430 if (do_res_stat(creature_ptr, A_INT))
432 if (do_res_stat(creature_ptr, A_WIS))
434 if (do_res_stat(creature_ptr, A_DEX))
436 if (do_res_stat(creature_ptr, A_CON))
438 if (do_res_stat(creature_ptr, A_CHR))
443 bool fishing(player_type *creature_ptr)
446 if (!get_direction(creature_ptr, &dir, FALSE, FALSE))
448 POSITION y = creature_ptr->y + ddy[dir];
449 POSITION x = creature_ptr->x + ddx[dir];
450 creature_ptr->fishing_dir = dir;
451 if (!cave_has_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER)) {
452 msg_print(_("そこは水辺ではない。", "You can't fish here."));
456 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
457 GAME_TEXT m_name[MAX_NLEN];
458 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);
459 msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
460 PlayerEnergy(creature_ptr).reset_player_turn();
464 set_action(creature_ptr, ACTION_FISH);
465 creature_ptr->redraw |= (PR_STATE);
470 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
471 * @param creature_ptr プレイヤー情報への参照ポインタ
472 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
473 * @return 脱いだらTRUE、脱がなかったらFALSE
475 * 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。
477 bool cosmic_cast_off(player_type *creature_ptr, object_type **o_ptr_ptr)
479 object_type *o_ptr = (*o_ptr_ptr);
481 /* Cast off activated item */
483 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
484 if (o_ptr == &creature_ptr->inventory_list[slot])
488 if (slot > INVEN_FEET)
492 (&forge)->copy_from(o_ptr);
493 inven_item_increase(creature_ptr, slot, (0 - o_ptr->number));
494 inven_item_optimize(creature_ptr, slot);
496 OBJECT_IDX old_o_idx = drop_near(creature_ptr, &forge, 0, creature_ptr->y, creature_ptr->x);
497 *o_ptr_ptr = &creature_ptr->current_floor_ptr->o_list[old_o_idx];
499 GAME_TEXT o_name[MAX_NLEN];
500 describe_flavor(creature_ptr, o_name, &forge, OD_NAME_ONLY);
501 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
504 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
505 int t = 20 + randint1(20);
506 (void)set_blind(creature_ptr, creature_ptr->blind + t);
507 (void)set_afraid(creature_ptr, 0);
508 (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
509 (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
510 (void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
511 (void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
512 (void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
513 (void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
514 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
515 set_current_ki(creature_ptr, TRUE, creature_ptr->lev * 5 + 190);
516 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
523 * @brief プレイヤーの因果混乱処理 / Apply Nexus
524 * @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
526 void apply_nexus(monster_type *m_ptr, player_type *target_ptr)
528 switch (randint1(7)) {
532 teleport_player(target_ptr, 200, TELEPORT_PASSIVE);
538 teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
543 if (randint0(100) < target_ptr->skill_sav) {
544 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
548 teleport_level(target_ptr, 0);
553 if (randint0(100) < target_ptr->skill_sav) {
554 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
558 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
559 status_shuffle(target_ptr);
566 * @brief プレイヤーのステータスシャッフル処理
567 * @param creature_ptr プレーヤーへの参照ポインタ
569 void status_shuffle(player_type *creature_ptr)
571 /* Pick a pair of stats */
572 int i = randint0(A_MAX);
575 //!< @todo ここのループは一体何をしている?
576 for (j = i; j == i; j = randint0(A_MAX)) /* loop */
579 BASE_STATUS max1 = creature_ptr->stat_max[i];
580 BASE_STATUS cur1 = creature_ptr->stat_cur[i];
581 BASE_STATUS max2 = creature_ptr->stat_max[j];
582 BASE_STATUS cur2 = creature_ptr->stat_cur[j];
584 creature_ptr->stat_max[i] = max2;
585 creature_ptr->stat_cur[i] = cur2;
586 creature_ptr->stat_max[j] = max1;
587 creature_ptr->stat_cur[j] = cur1;
589 for (int k = 0; k < A_MAX; k++) {
590 if (creature_ptr->stat_max[k] > creature_ptr->stat_max_max[k])
591 creature_ptr->stat_max[k] = creature_ptr->stat_max_max[k];
592 if (creature_ptr->stat_cur[k] > creature_ptr->stat_max_max[k])
593 creature_ptr->stat_cur[k] = creature_ptr->stat_max_max[k];
596 creature_ptr->update |= PU_BONUS;