1 #include "spell-realm/spells-craft.h"
2 #include "avatar/avatar.h"
3 #include "core/disturbance.h"
4 #include "core/stuff-handler.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "floor/floor-object.h"
8 #include "game-option/disturbance-options.h"
9 #include "inventory/inventory-slot-types.h"
10 #include "io/input-key-acceptor.h"
11 #include "object-enchant/object-ego.h"
12 #include "object/item-use-flags.h"
13 #include "object/object-flags.h"
14 #include "player-info/equipment-info.h"
15 #include "player/attack-defense-types.h"
16 #include "player/special-defense-types.h"
17 #include "racial/racial-android.h"
18 #include "spell/spells-object.h"
19 #include "sv-definition/sv-protector-types.h"
20 #include "system/item-entity.h"
21 #include "system/player-type-definition.h"
22 #include "system/redrawing-flags-updater.h"
23 #include "term/screen-processor.h"
24 #include "term/term-color-types.h"
25 #include "view/display-messages.h"
28 * @brief 一時的元素スレイの継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
29 * @param attack_type スレイのタイプID
31 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
33 bool set_ele_attack(PlayerType *player_ptr, uint32_t attack_type, TIME_EFFECT v)
35 v = (v > 10000) ? 10000 : (v < 0) ? 0
38 if ((player_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) {
39 player_ptr->special_attack &= ~(ATTACK_ACID);
40 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
43 if ((player_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) {
44 player_ptr->special_attack &= ~(ATTACK_ELEC);
45 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
48 if ((player_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) {
49 player_ptr->special_attack &= ~(ATTACK_FIRE);
50 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
53 if ((player_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) {
54 player_ptr->special_attack &= ~(ATTACK_COLD);
55 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
58 if ((player_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) {
59 player_ptr->special_attack &= ~(ATTACK_POIS);
60 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
63 if ((v) && (attack_type)) {
64 player_ptr->special_attack |= (attack_type);
65 player_ptr->ele_attack = v;
67 msg_format("%sで攻撃できるようになった!",
68 ((attack_type == ATTACK_ACID)
70 : ((attack_type == ATTACK_ELEC)
72 : ((attack_type == ATTACK_FIRE) ? "火炎"
73 : ((attack_type == ATTACK_COLD) ? "冷気" : ((attack_type == ATTACK_POIS) ? "毒" : "(なし)"))))));
75 msg_format("For a while, the blows you deal will %s",
76 ((attack_type == ATTACK_ACID)
78 : ((attack_type == ATTACK_ELEC)
80 : ((attack_type == ATTACK_FIRE)
82 : ((attack_type == ATTACK_COLD) ? "chill to the bone!"
83 : ((attack_type == ATTACK_POIS) ? "poison your enemies!" : "do nothing special."))))));
88 disturb(player_ptr, false, false);
91 auto &rfu = RedrawingFlagsUpdater::get_instance();
92 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
93 rfu.set_flag(StatusRedrawingFlag::BONUS);
94 handle_stuff(player_ptr);
100 * @brief 一時的元素免疫の継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
101 * @param immune_type 免疫のタイプID
103 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
105 bool set_ele_immune(PlayerType *player_ptr, uint32_t immune_type, TIME_EFFECT v)
107 v = (v > 10000) ? 10000 : (v < 0) ? 0
110 if ((player_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) {
111 player_ptr->special_defense &= ~(DEFENSE_ACID);
112 msg_print(_("酸の攻撃で傷つけられるようになった。。", "You are no longer immune to acid."));
115 if ((player_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) {
116 player_ptr->special_defense &= ~(DEFENSE_ELEC);
117 msg_print(_("電撃の攻撃で傷つけられるようになった。。", "You are no longer immune to electricity."));
120 if ((player_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) {
121 player_ptr->special_defense &= ~(DEFENSE_FIRE);
122 msg_print(_("火炎の攻撃で傷つけられるようになった。。", "You are no longer immune to fire."));
125 if ((player_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) {
126 player_ptr->special_defense &= ~(DEFENSE_COLD);
127 msg_print(_("冷気の攻撃で傷つけられるようになった。。", "You are no longer immune to cold."));
130 if ((player_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) {
131 player_ptr->special_defense &= ~(DEFENSE_POIS);
132 msg_print(_("毒の攻撃で傷つけられるようになった。。", "You are no longer immune to poison."));
135 if ((v) && (immune_type)) {
136 player_ptr->special_defense |= (immune_type);
137 player_ptr->ele_immune = v;
138 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, you are immune to %s"),
139 ((immune_type == DEFENSE_ACID)
141 : ((immune_type == DEFENSE_ELEC)
142 ? _("電撃", "electricity!")
143 : ((immune_type == DEFENSE_FIRE)
145 : ((immune_type == DEFENSE_COLD)
147 : ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") : _("(なし)", "nothing special.")))))));
151 disturb(player_ptr, false, false);
154 auto &rfu = RedrawingFlagsUpdater::get_instance();
155 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
156 rfu.set_flag(StatusRedrawingFlag::BONUS);
157 handle_stuff(player_ptr);
163 * Choose a warrior-mage elemental attack. -LM-
165 bool choose_ele_attack(PlayerType *player_ptr)
167 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
168 msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
173 int num = (player_ptr->lev - 20) / 5;
174 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
177 c_prt(TERM_L_WHITE, _(" b) 凍結", " b) Cold Brand"), 3, 14);
183 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
189 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
195 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
205 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
207 char choice = inkey();
209 if ((choice == 'a') || (choice == 'A')) {
210 set_ele_attack(player_ptr, ATTACK_FIRE, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
211 } else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) {
212 set_ele_attack(player_ptr, ATTACK_COLD, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
213 } else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) {
214 set_ele_attack(player_ptr, ATTACK_POIS, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
215 } else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) {
216 set_ele_attack(player_ptr, ATTACK_ACID, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
217 } else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) {
218 set_ele_attack(player_ptr, ATTACK_ELEC, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
220 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
229 * Choose a elemental immune. -LM-
231 bool choose_ele_immune(PlayerType *player_ptr, TIME_EFFECT immune_turn)
235 c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
236 c_prt(TERM_L_WHITE, _(" b) 冷気", " b) Immunity to cold"), 3, 14);
237 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
238 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
246 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
248 char choice = inkey();
250 if ((choice == 'a') || (choice == 'A')) {
251 set_ele_immune(player_ptr, DEFENSE_FIRE, immune_turn);
252 } else if ((choice == 'b') || (choice == 'B')) {
253 set_ele_immune(player_ptr, DEFENSE_COLD, immune_turn);
254 } else if ((choice == 'c') || (choice == 'C')) {
255 set_ele_immune(player_ptr, DEFENSE_ACID, immune_turn);
256 } else if ((choice == 'd') || (choice == 'D')) {
257 set_ele_immune(player_ptr, DEFENSE_ELEC, immune_turn);
259 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
271 * @return ターン消費を要する処理を行ったならばTRUEを返す
273 bool pulish_shield(PlayerType *player_ptr)
275 const auto q = _("どの盾を磨きますか?", "Polish which shield? ");
276 const auto s = _("磨く盾がありません。", "You have no shield to polish.");
277 const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
279 auto *o_ptr = choose_object(player_ptr, &item, q, s, options, TvalItemTester(ItemKindType::SHIELD));
280 if (o_ptr == nullptr) {
284 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
285 auto is_pulish_successful = o_ptr->is_valid() && !o_ptr->is_fixed_or_random_artifact() && !o_ptr->is_ego();
286 is_pulish_successful &= !o_ptr->is_cursed();
287 is_pulish_successful &= (o_ptr->bi_key.sval() != SV_MIRROR_SHIELD);
288 if (is_pulish_successful) {
290 msg_format("%sは輝いた!", item_name.data());
292 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
294 o_ptr->ego_idx = EgoType::REFLECTION;
295 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
296 o_ptr->discount = 99;
297 chg_virtue(player_ptr, Virtue::ENCHANT, 2);
305 msg_print(_("失敗した。", "Failed."));
306 chg_virtue(player_ptr, Virtue::ENCHANT, -2);
307 calc_android_exp(player_ptr);