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 "player-info/equipment-info.h"
14 #include "player/attack-defense-types.h"
15 #include "player/special-defense-types.h"
16 #include "racial/racial-android.h"
17 #include "spell/spells-object.h"
18 #include "sv-definition/sv-protector-types.h"
19 #include "system/item-entity.h"
20 #include "system/player-type-definition.h"
21 #include "system/redrawing-flags-updater.h"
22 #include "term/screen-processor.h"
23 #include "term/term-color-types.h"
24 #include "view/display-messages.h"
27 * @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-
28 * @param attack_type スレイのタイプID
30 * @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。
32 bool set_ele_attack(PlayerType *player_ptr, uint32_t attack_type, TIME_EFFECT v)
34 v = (v > 10000) ? 10000 : (v < 0) ? 0
37 if ((player_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) {
38 player_ptr->special_attack &= ~(ATTACK_ACID);
39 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
42 if ((player_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) {
43 player_ptr->special_attack &= ~(ATTACK_ELEC);
44 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
47 if ((player_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) {
48 player_ptr->special_attack &= ~(ATTACK_FIRE);
49 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
52 if ((player_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) {
53 player_ptr->special_attack &= ~(ATTACK_COLD);
54 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
57 if ((player_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) {
58 player_ptr->special_attack &= ~(ATTACK_POIS);
59 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
62 if ((v) && (attack_type)) {
63 player_ptr->special_attack |= (attack_type);
64 player_ptr->ele_attack = v;
66 switch (attack_type) {
68 element = _("酸", "melt with acid!");
71 element = _("電撃", "shock your foes!");
74 element = _("火炎", "burn with fire!");
77 element = _("冷気", "chill to the bone!");
80 element = _("毒", "poison your enemies!");
82 default: // @todo 本来はruntime_error を飛ばすべきだが、既存コードと同じように動くことを優先した.
83 element = _("(なし)", "do nothing special.");
87 constexpr auto mes = _("%sで攻撃できるようになった!", "For a while, the blows you deal will %s");
88 msg_format(mes, element.data());
92 disturb(player_ptr, false, false);
95 auto &rfu = RedrawingFlagsUpdater::get_instance();
96 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
97 rfu.set_flag(StatusRecalculatingFlag::BONUS);
98 handle_stuff(player_ptr);
104 * @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-
105 * @param immune_type 免疫のタイプID
107 * @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。
109 bool set_ele_immune(PlayerType *player_ptr, uint32_t immune_type, TIME_EFFECT v)
111 v = (v > 10000) ? 10000 : (v < 0) ? 0
114 if ((player_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) {
115 player_ptr->special_defense &= ~(DEFENSE_ACID);
116 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."));
119 if ((player_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) {
120 player_ptr->special_defense &= ~(DEFENSE_ELEC);
121 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."));
124 if ((player_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) {
125 player_ptr->special_defense &= ~(DEFENSE_FIRE);
126 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."));
129 if ((player_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) {
130 player_ptr->special_defense &= ~(DEFENSE_COLD);
131 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."));
134 if ((player_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) {
135 player_ptr->special_defense &= ~(DEFENSE_POIS);
136 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."));
139 if ((v) && (immune_type)) {
140 player_ptr->special_defense |= (immune_type);
141 player_ptr->ele_immune = v;
143 switch (immune_type) {
145 element = _("酸", "acid!");
148 element = _("電撃", "electricity!");
151 element = _("火炎", "fire!");
154 element = _("冷気", "cold!");
157 element = _("毒", "poison!");
159 default: // @todo 本来はruntime_error を飛ばすべきだが、既存コードと同じように動くことを優先した.
160 element = _("(なし)", "nothing special.");
164 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, you are immune to %s"), element.data());
168 disturb(player_ptr, false, false);
171 auto &rfu = RedrawingFlagsUpdater::get_instance();
172 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
173 rfu.set_flag(StatusRecalculatingFlag::BONUS);
174 handle_stuff(player_ptr);
180 * Choose a warrior-mage elemental attack. -LM-
182 bool choose_ele_attack(PlayerType *player_ptr)
184 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
185 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."));
190 int num = (player_ptr->lev - 20) / 5;
191 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
194 c_prt(TERM_L_WHITE, _(" b) 凍結", " b) Cold Brand"), 3, 14);
200 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
206 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
212 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
222 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
224 char choice = inkey();
226 if ((choice == 'a') || (choice == 'A')) {
227 set_ele_attack(player_ptr, ATTACK_FIRE, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
228 } else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) {
229 set_ele_attack(player_ptr, ATTACK_COLD, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
230 } else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) {
231 set_ele_attack(player_ptr, ATTACK_POIS, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
232 } else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) {
233 set_ele_attack(player_ptr, ATTACK_ACID, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
234 } else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) {
235 set_ele_attack(player_ptr, ATTACK_ELEC, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
237 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
246 * Choose a elemental immune. -LM-
248 bool choose_ele_immune(PlayerType *player_ptr, TIME_EFFECT immune_turn)
252 c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
253 c_prt(TERM_L_WHITE, _(" b) 冷気", " b) Immunity to cold"), 3, 14);
254 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
255 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
263 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
265 char choice = inkey();
267 if ((choice == 'a') || (choice == 'A')) {
268 set_ele_immune(player_ptr, DEFENSE_FIRE, immune_turn);
269 } else if ((choice == 'b') || (choice == 'B')) {
270 set_ele_immune(player_ptr, DEFENSE_COLD, immune_turn);
271 } else if ((choice == 'c') || (choice == 'C')) {
272 set_ele_immune(player_ptr, DEFENSE_ACID, immune_turn);
273 } else if ((choice == 'd') || (choice == 'D')) {
274 set_ele_immune(player_ptr, DEFENSE_ELEC, immune_turn);
276 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
288 * @return ターン消費を要する処理を行ったならばTRUEを返す
290 bool pulish_shield(PlayerType *player_ptr)
292 constexpr auto q = _("どの盾を磨きますか?", "Polish which shield? ");
293 constexpr auto s = _("磨く盾がありません。", "You have no shield to polish.");
294 const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
296 auto *o_ptr = choose_object(player_ptr, &i_idx, q, s, options, TvalItemTester(ItemKindType::SHIELD));
297 if (o_ptr == nullptr) {
301 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
302 auto is_pulish_successful = o_ptr->is_valid() && !o_ptr->is_fixed_or_random_artifact() && !o_ptr->is_ego();
303 is_pulish_successful &= !o_ptr->is_cursed();
304 is_pulish_successful &= (o_ptr->bi_key.sval() != SV_MIRROR_SHIELD);
305 if (is_pulish_successful) {
307 msg_format("%sは輝いた!", item_name.data());
309 msg_format("%s %s shine%s!", ((i_idx >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
311 o_ptr->ego_idx = EgoType::REFLECTION;
312 enchant_equipment(o_ptr, randint0(3) + 4, ENCH_TOAC);
313 o_ptr->discount = 99;
314 chg_virtue(player_ptr, Virtue::ENCHANT, 2);
322 msg_print(_("失敗した。", "Failed."));
323 chg_virtue(player_ptr, Virtue::ENCHANT, -2);
324 calc_android_exp(player_ptr);