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-base/player-class.h"
32 #include "player-info/class-info.h"
33 #include "player-info/magic-eater-data-type.h"
34 #include "player-status/player-energy.h"
35 #include "player/attack-defense-types.h"
36 #include "spell-kind/spells-launcher.h"
37 #include "spell-kind/spells-teleport.h"
38 #include "spell-kind/spells-world.h"
39 #include "effect/attribute-types.h"
40 #include "status/action-setter.h"
41 #include "status/bad-status-setter.h"
42 #include "status/base-status.h"
43 #include "status/body-improvement.h"
44 #include "status/buff-setter.h"
45 #include "status/experience.h"
46 #include "status/shape-changer.h"
47 #include "status/sight-setter.h"
48 #include "system/floor-type-definition.h"
49 #include "system/grid-type-definition.h"
50 #include "system/monster-type-definition.h"
51 #include "system/object-type-definition.h"
52 #include "system/player-type-definition.h"
53 #include "target/target-getter.h"
54 #include "timed-effect/player-cut.h"
55 #include "timed-effect/timed-effects.h"
56 #include "util/bit-flags-calculator.h"
57 #include "view/display-messages.h"
61 * @param player_ptr プレイヤーへの参照ポインタ
62 * @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)
64 * @return 作用が実際にあった場合TRUEを返す
66 bool heal_monster(player_type *player_ptr, DIRECTION dir, HIT_POINT dam)
68 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
69 return (project_hook(player_ptr, AttributeType::OLD_HEAL, dir, dam, flg));
74 * @param player_ptr プレイヤーへの参照ポインタ
75 * @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)
77 * @return 作用が実際にあった場合TRUEを返す
79 bool speed_monster(player_type *player_ptr, DIRECTION dir, int power)
81 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
82 return (project_hook(player_ptr, AttributeType::OLD_SPEED, dir, power, flg));
87 * @param player_ptr プレイヤーへの参照ポインタ
88 * @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)
90 * @return 作用が実際にあった場合TRUEを返す
92 bool slow_monster(player_type *player_ptr, DIRECTION dir, int power)
94 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
95 return (project_hook(player_ptr, AttributeType::OLD_SLOW, dir, power, flg));
100 * @param player_ptr プレイヤーへの参照ポインタ
101 * @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)
103 * @return 作用が実際にあった場合TRUEを返す
105 bool sleep_monster(player_type *player_ptr, DIRECTION dir, int power)
107 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
108 return (project_hook(player_ptr, AttributeType::OLD_SLEEP, dir, power, flg));
112 * @brief モンスター拘束(STASIS)処理
113 * @param player_ptr プレイヤーへの参照ポインタ
114 * @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)
115 * @return 作用が実際にあった場合TRUEを返す
116 * @details 威力はプレイヤーレベル*2に固定
118 bool stasis_monster(player_type *player_ptr, DIRECTION dir)
120 return (fire_ball_hide(player_ptr, AttributeType::STASIS, dir, player_ptr->lev * 2, 0));
124 * @brief 邪悪なモンスター拘束(STASIS)処理
125 * @param player_ptr プレイヤーへの参照ポインタ
126 * @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)
127 * @return 作用が実際にあった場合TRUEを返す
128 * @details 威力はプレイヤーレベル*2に固定
130 bool stasis_evil(player_type *player_ptr, DIRECTION dir)
132 return (fire_ball_hide(player_ptr, AttributeType::STASIS_EVIL, dir, player_ptr->lev * 2, 0));
137 * @param player_ptr プレイヤーへの参照ポインタ
138 * @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)
139 * @param plev プレイヤーレベル(=効力)
140 * @return 作用が実際にあった場合TRUEを返す
142 bool confuse_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
144 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
145 return (project_hook(player_ptr, AttributeType::OLD_CONF, dir, plev, flg));
150 * @param player_ptr プレイヤーへの参照ポインタ
151 * @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)
152 * @param plev プレイヤーレベル(=効力)
153 * @return 作用が実際にあった場合TRUEを返す
155 bool stun_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
157 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
158 return (project_hook(player_ptr, AttributeType::STUN, dir, plev, flg));
163 * @param player_ptr プレイヤーへの参照ポインタ
164 * @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)
166 * @return 作用が実際にあった場合TRUEを返す
168 bool poly_monster(player_type *player_ptr, DIRECTION dir, int power)
170 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
171 bool tester = (project_hook(player_ptr, AttributeType::OLD_POLY, dir, power, flg));
173 chg_virtue(player_ptr, V_CHANCE, 1);
179 * @param player_ptr プレイヤーへの参照ポインタ
180 * @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)
181 * @return 作用が実際にあった場合TRUEを返す
183 bool clone_monster(player_type *player_ptr, DIRECTION dir)
185 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
186 return (project_hook(player_ptr, AttributeType::OLD_CLONE, dir, 0, flg));
191 * @param player_ptr プレイヤーへの参照ポインタ
192 * @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)
193 * @param plev プレイヤーレベル(=効力)
194 * @return 作用が実際にあった場合TRUEを返す
196 bool fear_monster(player_type *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
198 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
199 return (project_hook(player_ptr, AttributeType::TURN_ALL, dir, plev, flg));
202 bool time_walk(player_type *player_ptr)
204 if (player_ptr->timewalk) {
205 msg_print(_("既に時は止まっている。", "Time is already stopped."));
209 player_ptr->timewalk = true;
210 msg_print(_("「時よ!」", "You yell 'Time!'"));
211 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
214 player_ptr->energy_need -= 1000 + (100 + player_ptr->csp - 50) * TURNS_PER_TICK / 10;
215 player_ptr->redraw |= (PR_MAP);
216 player_ptr->update |= (PU_MONSTERS);
217 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
218 handle_stuff(player_ptr);
223 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
224 * @param player_ptr プレイヤーへの参照ポインタ
225 * @param options スペル共通オプション
227 void roll_hitdice(player_type *player_ptr, spell_operation options)
229 HIT_POINT min_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 3 / 8;
230 HIT_POINT max_value = player_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (player_ptr->hitdie + 1)) * 5 / 8;
234 /* Pre-calculate level 1 hitdice */
235 player_ptr->player_hp[0] = (HIT_POINT)player_ptr->hitdie;
237 for (int i = 1; i < 4; i++) {
238 player_ptr->player_hp[0] += randint1(player_ptr->hitdie);
241 /* Roll the hitpoint values */
242 for (int i = 1; i < PY_MAX_LEVEL; i++) {
243 player_ptr->player_hp[i] = player_ptr->player_hp[i - 1] + randint1(player_ptr->hitdie);
246 /* Require "valid" hitpoints at highest level */
247 if ((player_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (player_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
251 player_ptr->knowledge &= ~(KNOW_HPRATE);
254 = (int)(((long)player_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * player_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (player_ptr->hitdie + 1))));
256 /* Update and redraw hitpoints */
257 player_ptr->update |= (PU_HP);
258 player_ptr->redraw |= (PR_HP);
259 player_ptr->window_flags |= (PW_PLAYER);
261 if (!(options & SPOP_NO_UPDATE))
262 handle_stuff(player_ptr);
264 if (!(options & SPOP_DISPLAY_MES))
267 if (options & SPOP_DEBUG) {
268 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
269 player_ptr->knowledge |= KNOW_HPRATE;
273 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
276 bool life_stream(player_type *player_ptr, bool message, bool virtue_change)
279 chg_virtue(player_ptr, V_VITALITY, 1);
280 chg_virtue(player_ptr, V_UNLIFE, -5);
284 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
287 restore_level(player_ptr);
288 BadStatusSetter bss(player_ptr);
290 (void)bss.blindness(0);
291 (void)bss.confusion(0);
292 (void)bss.hallucination(0);
295 (void)bss.paralysis(0);
296 (void)restore_all_status(player_ptr);
297 (void)set_shero(player_ptr, 0, true);
298 handle_stuff(player_ptr);
299 hp_player(player_ptr, 5000);
304 bool heroism(player_type *player_ptr, int base)
307 if (BadStatusSetter(player_ptr).afraidness(0)) {
311 if (set_hero(player_ptr, player_ptr->hero + randint1(base) + base, false)) {
315 if (hp_player(player_ptr, 10)) {
322 bool berserk(player_type *player_ptr, int base)
325 if (BadStatusSetter(player_ptr).afraidness(0)) {
329 if (set_shero(player_ptr, player_ptr->shero + randint1(base) + base, false)) {
333 if (hp_player(player_ptr, 30)) {
340 bool cure_light_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
343 if (hp_player(player_ptr, damroll(dice, sides))) {
347 BadStatusSetter bss(player_ptr);
348 if (bss.blindness(0)) {
352 if (bss.mod_cut(-10)) {
356 if (set_shero(player_ptr, 0, true)) {
363 bool cure_serious_wounds(player_type *player_ptr, DICE_NUMBER dice, DICE_SID sides)
366 if (hp_player(player_ptr, damroll(dice, sides))) {
370 BadStatusSetter bss(player_ptr);
371 if (bss.blindness(0)) {
375 if (bss.confusion(0)) {
379 if (bss.cut((player_ptr->effects()->cut()->current() / 2) - 50)) {
383 if (set_shero(player_ptr, 0, true)) {
390 bool cure_critical_wounds(player_type *player_ptr, HIT_POINT pow)
393 if (hp_player(player_ptr, pow)) {
397 BadStatusSetter bss(player_ptr);
398 if (bss.blindness(0)) {
402 if (bss.confusion(0)) {
418 if (set_shero(player_ptr, 0, true)) {
425 bool true_healing(player_type *player_ptr, HIT_POINT pow)
428 if (hp_player(player_ptr, pow)) {
432 BadStatusSetter bss(player_ptr);
433 if (bss.blindness(0)) {
437 if (bss.confusion(0)) {
453 if (bss.hallucination(0)) {
460 bool restore_mana(player_type *player_ptr, bool magic_eater)
462 if (player_ptr->pclass == PlayerClassType::MAGIC_EATER && magic_eater) {
463 // 魔力復活による、魔道具術師の取り込んだ魔法の回復量
464 // 取り込み数が10回未満: 3 回分回復
465 // 取り込み数が10回以上: 取り込み回数/3 回分回復
466 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
467 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
468 for (auto &item : magic_eater_data->get_item_group(tval)) {
469 item.charge += (item.count < 10) ? EATER_CHARGE * 3 : item.count * EATER_CHARGE / 3;
470 item.charge = std::min(item.charge, item.count * EATER_CHARGE);
475 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
476 KIND_OBJECT_IDX k_idx = lookup_kind(ItemKindType::ROD, sval);
477 item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
478 item.charge = std::max(item.charge, 0);
482 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
483 player_ptr->window_flags |= (PW_PLAYER);
487 if (player_ptr->csp >= player_ptr->msp)
490 player_ptr->csp = player_ptr->msp;
491 player_ptr->csp_frac = 0;
492 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
493 player_ptr->redraw |= (PR_MANA);
494 player_ptr->window_flags |= (PW_PLAYER);
495 player_ptr->window_flags |= (PW_SPELL);
499 bool restore_all_status(player_type *player_ptr)
502 if (do_res_stat(player_ptr, A_STR))
504 if (do_res_stat(player_ptr, A_INT))
506 if (do_res_stat(player_ptr, A_WIS))
508 if (do_res_stat(player_ptr, A_DEX))
510 if (do_res_stat(player_ptr, A_CON))
512 if (do_res_stat(player_ptr, A_CHR))
517 bool fishing(player_type *player_ptr)
520 if (!get_direction(player_ptr, &dir, false, false))
522 POSITION y = player_ptr->y + ddy[dir];
523 POSITION x = player_ptr->x + ddx[dir];
524 player_ptr->fishing_dir = dir;
525 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::WATER)) {
526 msg_print(_("そこは水辺ではない。", "You can't fish here."));
530 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
531 GAME_TEXT m_name[MAX_NLEN];
532 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);
533 msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
534 PlayerEnergy(player_ptr).reset_player_turn();
538 set_action(player_ptr, ACTION_FISH);
539 player_ptr->redraw |= (PR_STATE);
544 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
545 * @param player_ptr プレイヤー情報への参照ポインタ
546 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
547 * @return 脱いだらTRUE、脱がなかったらFALSE
549 * 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。
551 bool cosmic_cast_off(player_type *player_ptr, object_type **o_ptr_ptr)
553 object_type *o_ptr = (*o_ptr_ptr);
555 /* Cast off activated item */
557 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
558 if (o_ptr == &player_ptr->inventory_list[slot])
562 if (slot > INVEN_FEET)
566 (&forge)->copy_from(o_ptr);
567 inven_item_increase(player_ptr, slot, (0 - o_ptr->number));
568 inven_item_optimize(player_ptr, slot);
570 OBJECT_IDX old_o_idx = drop_near(player_ptr, &forge, 0, player_ptr->y, player_ptr->x);
571 *o_ptr_ptr = &player_ptr->current_floor_ptr->o_list[old_o_idx];
573 GAME_TEXT o_name[MAX_NLEN];
574 describe_flavor(player_ptr, o_name, &forge, OD_NAME_ONLY);
575 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
576 sound(SOUND_TAKE_OFF);
579 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
580 TIME_EFFECT t = 20 + randint1(20);
581 BadStatusSetter bss(player_ptr);
582 (void)bss.mod_blindness(t);
583 (void)bss.afraidness(0);
584 (void)set_tim_esp(player_ptr, player_ptr->tim_esp + t, false);
585 (void)set_tim_regen(player_ptr, player_ptr->tim_regen + t, false);
586 (void)set_hero(player_ptr, player_ptr->hero + t, false);
587 (void)set_blessed(player_ptr, player_ptr->blessed + t, false);
588 (void)set_fast(player_ptr, player_ptr->fast + t, false);
589 (void)set_shero(player_ptr, player_ptr->shero + t, false);
590 if (player_ptr->pclass == PlayerClassType::FORCETRAINER) {
591 set_current_ki(player_ptr, true, player_ptr->lev * 5 + 190);
592 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
599 * @brief プレイヤーの因果混乱処理 / Apply Nexus
600 * @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
602 void apply_nexus(monster_type *m_ptr, player_type *player_ptr)
604 switch (randint1(7)) {
608 teleport_player(player_ptr, 200, TELEPORT_PASSIVE);
614 teleport_player_to(player_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
619 if (randint0(100) < player_ptr->skill_sav) {
620 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
624 teleport_level(player_ptr, 0);
629 if (randint0(100) < player_ptr->skill_sav) {
630 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
634 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
635 status_shuffle(player_ptr);
642 * @brief プレイヤーのステータスシャッフル処理
643 * @param player_ptr プレイヤーへの参照ポインタ
645 void status_shuffle(player_type *player_ptr)
647 /* Pick a pair of stats */
648 int i = randint0(A_MAX);
651 //!< @todo ここのループは一体何をしている?
652 for (j = i; j == i; j = randint0(A_MAX)) /* loop */
655 BASE_STATUS max1 = player_ptr->stat_max[i];
656 BASE_STATUS cur1 = player_ptr->stat_cur[i];
657 BASE_STATUS max2 = player_ptr->stat_max[j];
658 BASE_STATUS cur2 = player_ptr->stat_cur[j];
660 player_ptr->stat_max[i] = max2;
661 player_ptr->stat_cur[i] = cur2;
662 player_ptr->stat_max[j] = max1;
663 player_ptr->stat_cur[j] = cur1;
665 for (int k = 0; k < A_MAX; k++) {
666 if (player_ptr->stat_max[k] > player_ptr->stat_max_max[k])
667 player_ptr->stat_max[k] = player_ptr->stat_max_max[k];
668 if (player_ptr->stat_cur[k] > player_ptr->stat_max_max[k])
669 player_ptr->stat_cur[k] = player_ptr->stat_max_max[k];
672 player_ptr->update |= PU_BONUS;