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/hp-mp-processor.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 "grid/grid.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/attack-defense-types.h"
31 #include "player-info/avatar.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) { return (fire_ball_hide(caster_ptr, GF_STASIS, dir, caster_ptr->lev * 2, 0)); }
116 * @brief 邪悪なモンスター拘束(STASIS)処理
117 * @param caster_ptr プレーヤーへの参照ポインタ
118 * @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)
119 * @return 作用が実際にあった場合TRUEを返す
120 * @details 威力はプレイヤーレベル*2に固定
122 bool stasis_evil(player_type *caster_ptr, DIRECTION dir) { return (fire_ball_hide(caster_ptr, GF_STASIS_EVIL, dir, caster_ptr->lev * 2, 0)); }
126 * @param caster_ptr プレーヤーへの参照ポインタ
127 * @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)
128 * @param plev プレイヤーレベル(=効力)
129 * @return 作用が実際にあった場合TRUEを返す
131 bool confuse_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
133 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
134 return (project_hook(caster_ptr, GF_OLD_CONF, dir, plev, flg));
139 * @param caster_ptr プレーヤーへの参照ポインタ
140 * @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)
141 * @param plev プレイヤーレベル(=効力)
142 * @return 作用が実際にあった場合TRUEを返す
144 bool stun_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
146 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
147 return (project_hook(caster_ptr, GF_STUN, dir, plev, flg));
152 * @param caster_ptr プレーヤーへの参照ポインタ
153 * @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)
155 * @return 作用が実際にあった場合TRUEを返す
157 bool poly_monster(player_type *caster_ptr, DIRECTION dir, int power)
159 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
160 bool tester = (project_hook(caster_ptr, GF_OLD_POLY, dir, power, flg));
162 chg_virtue(caster_ptr, V_CHANCE, 1);
168 * @param caster_ptr プレーヤーへの参照ポインタ
169 * @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)
170 * @return 作用が実際にあった場合TRUEを返す
172 bool clone_monster(player_type *caster_ptr, DIRECTION dir)
174 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
175 return (project_hook(caster_ptr, GF_OLD_CLONE, dir, 0, flg));
180 * @param caster_ptr プレーヤーへの参照ポインタ
181 * @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)
182 * @param plev プレイヤーレベル(=効力)
183 * @return 作用が実際にあった場合TRUEを返す
185 bool fear_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
187 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
188 return (project_hook(caster_ptr, GF_TURN_ALL, dir, plev, flg));
191 bool time_walk(player_type *creature_ptr)
193 if (creature_ptr->timewalk) {
194 msg_print(_("既に時は止まっている。", "Time is already stopped."));
198 creature_ptr->timewalk = TRUE;
199 msg_print(_("「時よ!」", "You yell 'Time!'"));
200 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
203 creature_ptr->energy_need -= 1000 + (100 + creature_ptr->csp - 50) * TURNS_PER_TICK / 10;
204 creature_ptr->redraw |= (PR_MAP);
205 creature_ptr->update |= (PU_MONSTERS);
206 creature_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
207 handle_stuff(creature_ptr);
212 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
213 * @param creature_ptr プレーヤーへの参照ポインタ
214 * @param options スペル共通オプション
217 void roll_hitdice(player_type *creature_ptr, spell_operation options)
219 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
220 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
224 /* Pre-calculate level 1 hitdice */
225 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
227 for (int i = 1; i < 4; i++) {
228 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
231 /* Roll the hitpoint values */
232 for (int i = 1; i < PY_MAX_LEVEL; i++) {
233 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
236 /* Require "valid" hitpoints at highest level */
237 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value))
242 = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) / (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
244 /* Update and redraw hitpoints */
245 creature_ptr->update |= (PU_HP);
246 creature_ptr->redraw |= (PR_HP);
247 creature_ptr->window_flags |= (PW_PLAYER);
249 if (!(options & SPOP_NO_UPDATE))
250 handle_stuff(creature_ptr);
252 if (!(options & SPOP_DISPLAY_MES))
255 if (options & SPOP_DEBUG) {
256 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
257 creature_ptr->knowledge |= KNOW_HPRATE;
261 msg_print(_("体力ランクが変わった。", "Life rate has changed."));
262 creature_ptr->knowledge &= ~(KNOW_HPRATE);
265 bool life_stream(player_type *creature_ptr, bool message, bool virtue_change)
268 chg_virtue(creature_ptr, V_VITALITY, 1);
269 chg_virtue(creature_ptr, V_UNLIFE, -5);
273 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
276 restore_level(creature_ptr);
277 (void)set_poisoned(creature_ptr, 0);
278 (void)set_blind(creature_ptr, 0);
279 (void)set_confused(creature_ptr, 0);
280 (void)set_image(creature_ptr, 0);
281 (void)set_stun(creature_ptr, 0);
282 (void)set_cut(creature_ptr, 0);
283 (void)set_paralyzed(creature_ptr, 0);
284 (void)restore_all_status(creature_ptr);
285 (void)set_shero(creature_ptr, 0, TRUE);
286 handle_stuff(creature_ptr);
287 hp_player(creature_ptr, 5000);
292 bool heroism(player_type *creature_ptr, int base)
295 if (set_afraid(creature_ptr, 0))
297 if (set_hero(creature_ptr, creature_ptr->hero + randint1(base) + base, FALSE))
299 if (hp_player(creature_ptr, 10))
304 bool berserk(player_type *creature_ptr, int base)
307 if (set_afraid(creature_ptr, 0))
309 if (set_shero(creature_ptr, creature_ptr->shero + randint1(base) + base, FALSE))
311 if (hp_player(creature_ptr, 30))
316 bool cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
319 if (hp_player(creature_ptr, damroll(dice, sides)))
321 if (set_blind(creature_ptr, 0))
323 if (set_cut(creature_ptr, creature_ptr->cut - 10))
325 if (set_shero(creature_ptr, 0, TRUE))
330 bool cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
333 if (hp_player(creature_ptr, damroll(dice, sides)))
335 if (set_blind(creature_ptr, 0))
337 if (set_confused(creature_ptr, 0))
339 if (set_cut(creature_ptr, (creature_ptr->cut / 2) - 50))
341 if (set_shero(creature_ptr, 0, TRUE))
346 bool cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
349 if (hp_player(creature_ptr, pow))
351 if (set_blind(creature_ptr, 0))
353 if (set_confused(creature_ptr, 0))
355 if (set_poisoned(creature_ptr, 0))
357 if (set_stun(creature_ptr, 0))
359 if (set_cut(creature_ptr, 0))
361 if (set_shero(creature_ptr, 0, TRUE))
366 bool true_healing(player_type *creature_ptr, HIT_POINT pow)
369 if (hp_player(creature_ptr, pow))
371 if (set_blind(creature_ptr, 0))
373 if (set_confused(creature_ptr, 0))
375 if (set_poisoned(creature_ptr, 0))
377 if (set_stun(creature_ptr, 0))
379 if (set_cut(creature_ptr, 0))
381 if (set_image(creature_ptr, 0))
386 bool restore_mana(player_type *creature_ptr, bool magic_eater)
388 if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater) {
390 for (i = 0; i < EATER_EXT * 2; i++) {
391 creature_ptr->magic_num1[i] += (creature_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_CHARGE / 3;
392 if (creature_ptr->magic_num1[i] > creature_ptr->magic_num2[i] * EATER_CHARGE)
393 creature_ptr->magic_num1[i] = creature_ptr->magic_num2[i] * EATER_CHARGE;
396 for (; i < EATER_EXT * 3; i++) {
397 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
398 creature_ptr->magic_num1[i]
399 -= ((creature_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3) * k_info[k_idx].pval;
400 if (creature_ptr->magic_num1[i] < 0)
401 creature_ptr->magic_num1[i] = 0;
404 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
405 creature_ptr->window_flags |= (PW_PLAYER);
409 if (creature_ptr->csp >= creature_ptr->msp)
412 creature_ptr->csp = creature_ptr->msp;
413 creature_ptr->csp_frac = 0;
414 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
415 creature_ptr->redraw |= (PR_MANA);
416 creature_ptr->window_flags |= (PW_PLAYER);
417 creature_ptr->window_flags |= (PW_SPELL);
421 bool restore_all_status(player_type *creature_ptr)
424 if (do_res_stat(creature_ptr, A_STR))
426 if (do_res_stat(creature_ptr, A_INT))
428 if (do_res_stat(creature_ptr, A_WIS))
430 if (do_res_stat(creature_ptr, A_DEX))
432 if (do_res_stat(creature_ptr, A_CON))
434 if (do_res_stat(creature_ptr, A_CHR))
439 bool fishing(player_type *creature_ptr)
442 if (!get_direction(creature_ptr, &dir, FALSE, FALSE))
444 POSITION y = creature_ptr->y + ddy[dir];
445 POSITION x = creature_ptr->x + ddx[dir];
446 creature_ptr->fishing_dir = dir;
447 if (!cave_has_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER)) {
448 msg_print(_("そこは水辺ではない。", "You can't fish here."));
452 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
453 GAME_TEXT m_name[MAX_NLEN];
454 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);
455 msg_format(_("%sが邪魔だ!", "%^s is standing in your way."), m_name);
456 free_turn(creature_ptr);
460 set_action(creature_ptr, ACTION_FISH);
461 creature_ptr->redraw |= (PR_STATE);
466 * @brief 装備を脱ぎ捨てて小宇宙を燃やす
467 * @param creature_ptr プレイヤー情報への参照ポインタ
468 * @param o_ptr_ptr 脱ぐ装備品への参照ポインタのポインタ
469 * @return 脱いだらTRUE、脱がなかったらFALSE
471 * 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。
473 bool cosmic_cast_off(player_type *creature_ptr, object_type **o_ptr_ptr)
475 object_type *o_ptr = (*o_ptr_ptr);
477 /* Cast off activated item */
479 for (slot = INVEN_MAIN_HAND; slot <= INVEN_FEET; slot++) {
480 if (o_ptr == &creature_ptr->inventory_list[slot])
484 if (slot > INVEN_FEET)
488 object_copy(&forge, o_ptr);
489 inven_item_increase(creature_ptr, slot, (0 - o_ptr->number));
490 inven_item_optimize(creature_ptr, slot);
492 OBJECT_IDX old_o_idx = drop_near(creature_ptr, &forge, 0, creature_ptr->y, creature_ptr->x);
493 *o_ptr_ptr = &creature_ptr->current_floor_ptr->o_list[old_o_idx];
495 GAME_TEXT o_name[MAX_NLEN];
496 describe_flavor(creature_ptr, o_name, &forge, OD_NAME_ONLY);
497 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
500 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
501 int t = 20 + randint1(20);
502 (void)set_blind(creature_ptr, creature_ptr->blind + t);
503 (void)set_afraid(creature_ptr, 0);
504 (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
505 (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
506 (void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
507 (void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
508 (void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
509 (void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
510 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
511 set_current_ki(creature_ptr, TRUE, creature_ptr->lev * 5 + 190);
512 msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
519 * @brief プレイヤーの因果混乱処理 / Apply Nexus
520 * @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
523 void apply_nexus(monster_type *m_ptr, player_type *target_ptr)
525 switch (randint1(7)) {
529 teleport_player(target_ptr, 200, TELEPORT_PASSIVE);
535 teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
540 if (randint0(100) < target_ptr->skill_sav) {
541 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
545 teleport_level(target_ptr, 0);
550 if (randint0(100) < target_ptr->skill_sav) {
551 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
555 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
556 status_shuffle(target_ptr);
563 * @brief プレイヤーのステータスシャッフル処理
564 * @param creature_ptr プレーヤーへの参照ポインタ
567 void status_shuffle(player_type *creature_ptr)
569 /* Pick a pair of stats */
570 int i = randint0(A_MAX);
573 //!< @todo ここのループは一体何をしている?
574 for (j = i; j == i; j = randint0(A_MAX)) /* loop */
577 BASE_STATUS max1 = creature_ptr->stat_max[i];
578 BASE_STATUS cur1 = creature_ptr->stat_cur[i];
579 BASE_STATUS max2 = creature_ptr->stat_max[j];
580 BASE_STATUS cur2 = creature_ptr->stat_cur[j];
582 creature_ptr->stat_max[i] = max2;
583 creature_ptr->stat_cur[i] = cur2;
584 creature_ptr->stat_max[j] = max1;
585 creature_ptr->stat_cur[j] = cur1;
587 for (int k = 0; k < A_MAX; k++) {
588 if (creature_ptr->stat_max[k] > creature_ptr->stat_max_max[k])
589 creature_ptr->stat_max[k] = creature_ptr->stat_max_max[k];
590 if (creature_ptr->stat_cur[k] > creature_ptr->stat_max_max[k])
591 creature_ptr->stat_cur[k] = creature_ptr->stat_max_max[k];
594 creature_ptr->update |= PU_BONUS;