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/stuff-handler.h"
12 #include "core/window-redrawer.h"
13 #include "effect/attribute-types.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 "hpmp/hp-mp-processor.h"
22 #include "inventory/inventory-object.h"
23 #include "inventory/inventory-slot-types.h"
24 #include "main/sound-definitions-table.h"
25 #include "main/sound-of-music.h"
26 #include "mind/mind-force-trainer.h"
27 #include "monster/monster-describer.h"
28 #include "player-base/player-class.h"
29 #include "player-info/class-info.h"
30 #include "player-info/magic-eater-data-type.h"
31 #include "player-status/player-energy.h"
32 #include "player/attack-defense-types.h"
33 #include "spell-kind/spells-launcher.h"
34 #include "spell-kind/spells-teleport.h"
35 #include "spell-kind/spells-world.h"
36 #include "status/action-setter.h"
37 #include "status/bad-status-setter.h"
38 #include "status/base-status.h"
39 #include "status/body-improvement.h"
40 #include "status/buff-setter.h"
41 #include "status/experience.h"
42 #include "status/shape-changer.h"
43 #include "status/sight-setter.h"
44 #include "system/baseitem-info.h"
45 #include "system/floor-type-definition.h"
46 #include "system/grid-type-definition.h"
47 #include "system/item-entity.h"
48 #include "system/monster-entity.h"
49 #include "system/player-type-definition.h"
50 #include "system/redrawing-flags-updater.h"
51 #include "target/target-getter.h"
52 #include "timed-effect/timed-effects.h"
53 #include "util/bit-flags-calculator.h"
54 #include "view/display-messages.h"
58 * @param player_ptr プレイヤーへの参照ポインタ
59 * @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)
61 * @return 作用が実際にあった場合TRUEを返す
63 bool heal_monster(PlayerType *player_ptr, DIRECTION dir, int dam)
65 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
66 return project_hook(player_ptr, AttributeType::OLD_HEAL, dir, dam, flg);
71 * @param player_ptr プレイヤーへの参照ポインタ
72 * @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)
74 * @return 作用が実際にあった場合TRUEを返す
76 bool speed_monster(PlayerType *player_ptr, DIRECTION dir, int power)
78 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
79 return project_hook(player_ptr, AttributeType::OLD_SPEED, dir, power, flg);
84 * @param player_ptr プレイヤーへの参照ポインタ
85 * @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)
87 * @return 作用が実際にあった場合TRUEを返す
89 bool slow_monster(PlayerType *player_ptr, DIRECTION dir, int power)
91 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
92 return project_hook(player_ptr, AttributeType::OLD_SLOW, dir, power, flg);
97 * @param player_ptr プレイヤーへの参照ポインタ
98 * @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)
100 * @return 作用が実際にあった場合TRUEを返す
102 bool sleep_monster(PlayerType *player_ptr, DIRECTION dir, int power)
104 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
105 return project_hook(player_ptr, AttributeType::OLD_SLEEP, dir, power, flg);
109 * @brief モンスター拘束(STASIS)処理
110 * @param player_ptr プレイヤーへの参照ポインタ
111 * @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)
112 * @return 作用が実際にあった場合TRUEを返す
113 * @details 威力はプレイヤーレベル*2に固定
115 bool stasis_monster(PlayerType *player_ptr, DIRECTION dir)
117 return fire_ball_hide(player_ptr, AttributeType::STASIS, dir, player_ptr->lev * 2, 0);
121 * @brief 邪悪なモンスター拘束(STASIS)処理
122 * @param player_ptr プレイヤーへの参照ポインタ
123 * @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)
124 * @return 作用が実際にあった場合TRUEを返す
125 * @details 威力はプレイヤーレベル*2に固定
127 bool stasis_evil(PlayerType *player_ptr, DIRECTION dir)
129 return fire_ball_hide(player_ptr, AttributeType::STASIS_EVIL, dir, player_ptr->lev * 2, 0);
134 * @param player_ptr プレイヤーへの参照ポインタ
135 * @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)
136 * @param plev プレイヤーレベル(=効力)
137 * @return 作用が実際にあった場合TRUEを返す
139 bool confuse_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
141 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
142 return project_hook(player_ptr, AttributeType::OLD_CONF, dir, plev, flg);
147 * @param player_ptr プレイヤーへの参照ポインタ
148 * @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)
149 * @param plev プレイヤーレベル(=効力)
150 * @return 作用が実際にあった場合TRUEを返す
152 bool stun_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
154 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
155 return project_hook(player_ptr, AttributeType::STUN, dir, plev, flg);
160 * @param player_ptr プレイヤーへの参照ポインタ
161 * @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)
163 * @return 作用が実際にあった場合TRUEを返す
165 bool poly_monster(PlayerType *player_ptr, DIRECTION dir, int power)
167 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
168 bool tester = (project_hook(player_ptr, AttributeType::OLD_POLY, dir, power, flg));
170 chg_virtue(player_ptr, Virtue::CHANCE, 1);
177 * @param player_ptr プレイヤーへの参照ポインタ
178 * @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)
179 * @return 作用が実際にあった場合TRUEを返す
181 bool clone_monster(PlayerType *player_ptr, DIRECTION dir)
183 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
184 return project_hook(player_ptr, AttributeType::OLD_CLONE, dir, 0, flg);
189 * @param player_ptr プレイヤーへの参照ポインタ
190 * @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)
191 * @param plev プレイヤーレベル(=効力)
192 * @return 作用が実際にあった場合TRUEを返す
194 bool fear_monster(PlayerType *player_ptr, DIRECTION dir, PLAYER_LEVEL plev)
196 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
197 return project_hook(player_ptr, AttributeType::TURN_ALL, dir, plev, flg);
200 bool time_walk(PlayerType *player_ptr)
202 if (player_ptr->timewalk) {
203 msg_print(_("既に時は止まっている。", "Time is already stopped."));
207 player_ptr->timewalk = true;
208 msg_print(_("「時よ!」", "You yell 'Time!'"));
209 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
212 player_ptr->energy_need -= 1000 + (100 + player_ptr->csp - 50) * TURNS_PER_TICK / 10;
213 auto &rfu = RedrawingFlagsUpdater::get_instance();
214 rfu.set_flag(MainWindowRedrawingFlag::MAP);
215 rfu.set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
216 static constexpr auto flags = {
217 SubWindowRedrawingFlag::OVERHEAD,
218 SubWindowRedrawingFlag::DUNGEON,
220 rfu.set_flags(flags);
221 handle_stuff(player_ptr);
226 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
227 * @param player_ptr プレイヤーへの参照ポインタ
228 * @param options スペル共通オプション
230 void roll_hitdice(PlayerType *player_ptr, spell_operation options)
232 constexpr auto roll_num = 3 + PY_MAX_LEVEL - 1;
233 const auto expected_hp = player_ptr->hit_dice.maxroll() + player_ptr->hit_dice.floored_expected_value_multiplied_by(roll_num);
234 const auto min_value = expected_hp * 3 / 4;
235 const auto max_value = expected_hp * 5 / 4;
239 /* Pre-calculate level 1 hitdice */
240 player_ptr->player_hp[0] = player_ptr->hit_dice.maxroll();
242 for (int i = 1; i < 4; i++) {
243 player_ptr->player_hp[0] += player_ptr->hit_dice.roll();
246 /* Roll the hitpoint values */
247 for (int i = 1; i < PY_MAX_LEVEL; i++) {
248 player_ptr->player_hp[i] = player_ptr->player_hp[i - 1] + player_ptr->hit_dice.roll();
251 /* Require "valid" hitpoints at highest level */
252 if ((player_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (player_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) {
257 player_ptr->knowledge &= ~(KNOW_HPRATE);
259 auto &rfu = RedrawingFlagsUpdater::get_instance();
260 rfu.set_flag(StatusRecalculatingFlag::HP);
261 rfu.set_flag(MainWindowRedrawingFlag::HP);
262 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
263 if (!(options & SPOP_NO_UPDATE)) {
264 handle_stuff(player_ptr);
267 if (!(options & SPOP_DISPLAY_MES)) {
271 if (options & SPOP_DEBUG) {
272 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), player_ptr->calc_life_rating());
273 player_ptr->knowledge |= KNOW_HPRATE;
277 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
280 bool life_stream(PlayerType *player_ptr, bool message, bool virtue_change)
283 chg_virtue(player_ptr, Virtue::VITALITY, 1);
284 chg_virtue(player_ptr, Virtue::UNLIFE, -5);
288 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
291 restore_level(player_ptr);
292 BadStatusSetter bss(player_ptr);
293 (void)bss.set_poison(0);
294 (void)bss.set_blindness(0);
295 (void)bss.set_confusion(0);
296 (void)bss.hallucination(0);
297 (void)bss.set_stun(0);
298 (void)bss.set_cut(0);
299 (void)bss.set_paralysis(0);
300 (void)restore_all_status(player_ptr);
301 (void)set_shero(player_ptr, 0, true);
302 handle_stuff(player_ptr);
303 hp_player(player_ptr, 5000);
308 bool heroism(PlayerType *player_ptr, int base)
311 if (BadStatusSetter(player_ptr).set_fear(0)) {
315 if (set_hero(player_ptr, player_ptr->hero + randint1(base) + base, false)) {
319 if (hp_player(player_ptr, 10)) {
326 bool berserk(PlayerType *player_ptr, int base)
329 if (BadStatusSetter(player_ptr).set_fear(0)) {
333 if (set_shero(player_ptr, player_ptr->shero + randint1(base) + base, false)) {
337 if (hp_player(player_ptr, 30)) {
344 bool cure_light_wounds(PlayerType *player_ptr, int pow)
347 if (hp_player(player_ptr, pow)) {
351 BadStatusSetter bss(player_ptr);
352 if (bss.set_blindness(0)) {
356 if (bss.mod_cut(-10)) {
360 if (set_shero(player_ptr, 0, true)) {
367 bool cure_serious_wounds(PlayerType *player_ptr, int pow)
370 if (hp_player(player_ptr, pow)) {
374 BadStatusSetter bss(player_ptr);
375 if (bss.set_blindness(0)) {
379 if (bss.set_confusion(0)) {
383 if (bss.set_cut((player_ptr->effects()->cut().current() / 2) - 50)) {
387 if (set_shero(player_ptr, 0, true)) {
394 bool cure_critical_wounds(PlayerType *player_ptr, int pow)
397 if (hp_player(player_ptr, pow)) {
401 BadStatusSetter bss(player_ptr);
402 if (bss.set_blindness(0)) {
406 if (bss.set_confusion(0)) {
410 if (bss.set_poison(0)) {
414 if (bss.set_stun(0)) {
418 if (bss.set_cut(0)) {
422 if (set_shero(player_ptr, 0, true)) {
429 bool true_healing(PlayerType *player_ptr, int pow)
432 if (hp_player(player_ptr, pow)) {
436 BadStatusSetter bss(player_ptr);
437 if (bss.set_blindness(0)) {
441 if (bss.set_confusion(0)) {
445 if (bss.set_poison(0)) {
449 if (bss.set_stun(0)) {
453 if (bss.set_cut(0)) {
457 if (bss.hallucination(0)) {
464 bool restore_mana(PlayerType *player_ptr, bool magic_eater)
466 auto &rfu = RedrawingFlagsUpdater::get_instance();
467 if (PlayerClass(player_ptr).equals(PlayerClassType::MAGIC_EATER) && magic_eater) {
468 // 魔力復活による、魔道具術師の取り込んだ魔法の回復量
469 // 取り込み数が10回未満: 3 回分回復
470 // 取り込み数が10回以上: 取り込み回数/3 回分回復
471 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
472 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
473 for (auto &item : magic_eater_data->get_item_group(tval)) {
474 item.charge += (item.count < 10) ? EATER_CHARGE * 3 : item.count * EATER_CHARGE / 3;
475 item.charge = std::min(item.charge, item.count * EATER_CHARGE);
480 const auto &baseitems = BaseitemList::get_instance();
481 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
482 const auto &baseitem = baseitems.lookup_baseitem({ ItemKindType::ROD, sval });
483 item.charge -= ((item.count < 10) ? EATER_ROD_CHARGE * 3 : item.count * EATER_ROD_CHARGE / 3) * baseitem.pval;
484 item.charge = std::max(item.charge, 0);
488 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
489 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
493 if (player_ptr->csp >= player_ptr->msp) {
497 player_ptr->csp = player_ptr->msp;
498 player_ptr->csp_frac = 0;
499 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
500 rfu.set_flag(MainWindowRedrawingFlag::MP);
501 static constexpr auto flags_swrf = {
502 SubWindowRedrawingFlag::SPELL,
503 SubWindowRedrawingFlag::PLAYER,
505 rfu.set_flags(flags_swrf);
509 bool restore_all_status(PlayerType *player_ptr)
512 if (do_res_stat(player_ptr, A_STR)) {
515 if (do_res_stat(player_ptr, A_INT)) {
518 if (do_res_stat(player_ptr, A_WIS)) {
521 if (do_res_stat(player_ptr, A_DEX)) {
524 if (do_res_stat(player_ptr, A_CON)) {
527 if (do_res_stat(player_ptr, A_CHR)) {
533 bool fishing(PlayerType *player_ptr)
535 const auto dir = get_direction(player_ptr);
540 const auto pos = player_ptr->get_neighbor(*dir);
541 player_ptr->fishing_dir = *dir;
542 const auto &floor = *player_ptr->current_floor_ptr;
543 if (!cave_has_flag_bold(&floor, pos.y, pos.x, TerrainCharacteristics::WATER)) {
544 msg_print(_("そこは水辺ではない。", "You can't fish here."));
548 const auto &grid = floor.get_grid(pos);
549 if (grid.has_monster()) {
550 const auto m_name = monster_desc(player_ptr, &floor.m_list[grid.m_idx], 0);
551 msg_format(_("%sが邪魔だ!", "%s^ is standing in your way."), m_name.data());
552 PlayerEnergy(player_ptr).reset_player_turn();
556 set_action(player_ptr, ACTION_FISH);
557 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
562 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
563 * @param player_ptr プレイヤー情報への参照ポインタ
564 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
565 * @return 脱いだらTRUE、脱がなかったらFALSE
567 * 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。
569 bool cosmic_cast_off(PlayerType *player_ptr, ItemEntity **o_ptr_ptr)
571 auto *o_ptr = (*o_ptr_ptr);
573 /* Cast off activated item */
575 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
576 if (o_ptr == &player_ptr->inventory_list[slot]) {
581 if (slot > INVEN_FEET) {
586 (&forge)->copy_from(o_ptr);
587 inven_item_increase(player_ptr, slot, (0 - o_ptr->number));
588 inven_item_optimize(player_ptr, slot);
590 OBJECT_IDX old_o_idx = drop_near(player_ptr, &forge, 0, player_ptr->y, player_ptr->x);
591 *o_ptr_ptr = &player_ptr->current_floor_ptr->o_list[old_o_idx];
593 const auto item_name = describe_flavor(player_ptr, &forge, OD_NAME_ONLY);
594 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), item_name.data());
595 sound(SOUND_TAKE_OFF);
598 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
599 TIME_EFFECT t = 20 + randint1(20);
600 BadStatusSetter bss(player_ptr);
601 (void)bss.mod_blindness(t);
602 (void)bss.set_fear(0);
603 (void)set_tim_esp(player_ptr, player_ptr->tim_esp + t, false);
604 (void)set_tim_regen(player_ptr, player_ptr->tim_regen + t, false);
605 (void)set_hero(player_ptr, player_ptr->hero + t, false);
606 (void)set_blessed(player_ptr, player_ptr->blessed + t, false);
607 (void)mod_acceleration(player_ptr, t, false);
608 (void)set_shero(player_ptr, player_ptr->shero + t, false);
609 if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER)) {
610 set_current_ki(player_ptr, true, player_ptr->lev * 5 + 190);
611 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
618 * @brief プレイヤーの因果混乱処理 / Apply Nexus
619 * @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
621 void apply_nexus(MonsterEntity *m_ptr, PlayerType *player_ptr)
623 switch (randint1(7)) {
627 teleport_player(player_ptr, 200, TELEPORT_PASSIVE);
633 teleport_player_to(player_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
638 if (evaluate_percent(player_ptr->skill_sav)) {
639 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
643 teleport_level(player_ptr, 0);
648 if (evaluate_percent(player_ptr->skill_sav)) {
649 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
653 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
654 status_shuffle(player_ptr);
661 * @brief プレイヤーのステータスシャッフル処理
662 * @param player_ptr プレイヤーへの参照ポインタ
664 void status_shuffle(PlayerType *player_ptr)
666 /* Pick a pair of stats */
667 int i = randint0(A_MAX);
670 //!< @todo ここのループは一体何をしている?
671 for (j = i; j == i; j = randint0(A_MAX)) { /* loop */
675 const auto max1 = player_ptr->stat_max[i];
676 const auto cur1 = player_ptr->stat_cur[i];
677 const auto max2 = player_ptr->stat_max[j];
678 const auto cur2 = player_ptr->stat_cur[j];
680 player_ptr->stat_max[i] = max2;
681 player_ptr->stat_cur[i] = cur2;
682 player_ptr->stat_max[j] = max1;
683 player_ptr->stat_cur[j] = cur1;
685 for (int k = 0; k < A_MAX; k++) {
686 if (player_ptr->stat_max[k] > player_ptr->stat_max_max[k]) {
687 player_ptr->stat_max[k] = player_ptr->stat_max_max[k];
689 if (player_ptr->stat_cur[k] > player_ptr->stat_max_max[k]) {
690 player_ptr->stat_cur[k] = player_ptr->stat_max_max[k];
694 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::BONUS);