1 #include "spell-realm/spells-craft.h"
2 #include "avatar/avatar.h"
3 #include "core/disturbance.h"
4 #include "core/player-redraw-types.h"
5 #include "core/stuff-handler.h"
6 #include "flavor/flavor-describer.h"
7 #include "flavor/object-flavor-types.h"
8 #include "floor/floor-object.h"
9 #include "game-option/disturbance-options.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "io/input-key-acceptor.h"
12 #include "object-enchant/object-ego.h"
13 #include "object/item-use-flags.h"
14 #include "object/object-flags.h"
15 #include "player-info/equipment-info.h"
16 #include "player/attack-defense-types.h"
17 #include "player/special-defense-types.h"
18 #include "racial/racial-android.h"
19 #include "spell/spells-object.h"
20 #include "sv-definition/sv-protector-types.h"
21 #include "system/item-entity.h"
22 #include "system/player-type-definition.h"
23 #include "system/redrawing-flags-updater.h"
24 #include "term/screen-processor.h"
25 #include "term/term-color-types.h"
26 #include "view/display-messages.h"
29 * @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-
30 * @param attack_type スレイのタイプID
32 * @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。
34 bool set_ele_attack(PlayerType *player_ptr, uint32_t attack_type, TIME_EFFECT v)
36 v = (v > 10000) ? 10000 : (v < 0) ? 0
39 if ((player_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) {
40 player_ptr->special_attack &= ~(ATTACK_ACID);
41 msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
44 if ((player_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) {
45 player_ptr->special_attack &= ~(ATTACK_ELEC);
46 msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
49 if ((player_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) {
50 player_ptr->special_attack &= ~(ATTACK_FIRE);
51 msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
54 if ((player_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) {
55 player_ptr->special_attack &= ~(ATTACK_COLD);
56 msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
59 if ((player_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) {
60 player_ptr->special_attack &= ~(ATTACK_POIS);
61 msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
64 if ((v) && (attack_type)) {
65 player_ptr->special_attack |= (attack_type);
66 player_ptr->ele_attack = v;
68 msg_format("%sで攻撃できるようになった!",
69 ((attack_type == ATTACK_ACID)
71 : ((attack_type == ATTACK_ELEC)
73 : ((attack_type == ATTACK_FIRE) ? "火炎"
74 : ((attack_type == ATTACK_COLD) ? "冷気" : ((attack_type == ATTACK_POIS) ? "毒" : "(なし)"))))));
76 msg_format("For a while, the blows you deal will %s",
77 ((attack_type == ATTACK_ACID)
79 : ((attack_type == ATTACK_ELEC)
81 : ((attack_type == ATTACK_FIRE)
83 : ((attack_type == ATTACK_COLD) ? "chill to the bone!"
84 : ((attack_type == ATTACK_POIS) ? "poison your enemies!" : "do nothing special."))))));
89 disturb(player_ptr, false, false);
92 auto &rfu = RedrawingFlagsUpdater::get_instance();
93 player_ptr->redraw |= (PR_TIMED_EFFECT);
94 rfu.set_flag(StatusRedrawingFlag::BONUS);
95 handle_stuff(player_ptr);
101 * @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-
102 * @param immune_type 免疫のタイプID
104 * @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。
106 bool set_ele_immune(PlayerType *player_ptr, uint32_t immune_type, TIME_EFFECT v)
108 v = (v > 10000) ? 10000 : (v < 0) ? 0
111 if ((player_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) {
112 player_ptr->special_defense &= ~(DEFENSE_ACID);
113 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."));
116 if ((player_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) {
117 player_ptr->special_defense &= ~(DEFENSE_ELEC);
118 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."));
121 if ((player_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) {
122 player_ptr->special_defense &= ~(DEFENSE_FIRE);
123 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."));
126 if ((player_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) {
127 player_ptr->special_defense &= ~(DEFENSE_COLD);
128 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."));
131 if ((player_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) {
132 player_ptr->special_defense &= ~(DEFENSE_POIS);
133 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."));
136 if ((v) && (immune_type)) {
137 player_ptr->special_defense |= (immune_type);
138 player_ptr->ele_immune = v;
139 msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, you are immune to %s"),
140 ((immune_type == DEFENSE_ACID)
142 : ((immune_type == DEFENSE_ELEC)
143 ? _("電撃", "electricity!")
144 : ((immune_type == DEFENSE_FIRE)
146 : ((immune_type == DEFENSE_COLD)
148 : ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") : _("(なし)", "nothing special.")))))));
152 disturb(player_ptr, false, false);
155 auto &rfu = RedrawingFlagsUpdater::get_instance();
156 player_ptr->redraw |= (PR_TIMED_EFFECT);
157 rfu.set_flag(StatusRedrawingFlag::BONUS);
158 handle_stuff(player_ptr);
164 * Choose a warrior-mage elemental attack. -LM-
166 bool choose_ele_attack(PlayerType *player_ptr)
168 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
169 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."));
174 int num = (player_ptr->lev - 20) / 5;
175 c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
178 c_prt(TERM_L_WHITE, _(" b) 凍結", " b) Cold Brand"), 3, 14);
184 c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
190 c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
196 c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
206 prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
208 char choice = inkey();
210 if ((choice == 'a') || (choice == 'A')) {
211 set_ele_attack(player_ptr, ATTACK_FIRE, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
212 } else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) {
213 set_ele_attack(player_ptr, ATTACK_COLD, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
214 } else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) {
215 set_ele_attack(player_ptr, ATTACK_POIS, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
216 } else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) {
217 set_ele_attack(player_ptr, ATTACK_ACID, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
218 } else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) {
219 set_ele_attack(player_ptr, ATTACK_ELEC, player_ptr->lev / 2 + randint1(player_ptr->lev / 2));
221 msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
230 * Choose a elemental immune. -LM-
232 bool choose_ele_immune(PlayerType *player_ptr, TIME_EFFECT immune_turn)
236 c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
237 c_prt(TERM_L_WHITE, _(" b) 冷気", " b) Immunity to cold"), 3, 14);
238 c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
239 c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
247 prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
249 char choice = inkey();
251 if ((choice == 'a') || (choice == 'A')) {
252 set_ele_immune(player_ptr, DEFENSE_FIRE, immune_turn);
253 } else if ((choice == 'b') || (choice == 'B')) {
254 set_ele_immune(player_ptr, DEFENSE_COLD, immune_turn);
255 } else if ((choice == 'c') || (choice == 'C')) {
256 set_ele_immune(player_ptr, DEFENSE_ACID, immune_turn);
257 } else if ((choice == 'd') || (choice == 'D')) {
258 set_ele_immune(player_ptr, DEFENSE_ELEC, immune_turn);
260 msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
272 * @return ターン消費を要する処理を行ったならばTRUEを返す
274 bool pulish_shield(PlayerType *player_ptr)
276 const auto q = _("どの盾を磨きますか?", "Polish which shield? ");
277 const auto s = _("磨く盾がありません。", "You have no shield to polish.");
278 const auto options = USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT;
280 auto *o_ptr = choose_object(player_ptr, &item, q, s, options, TvalItemTester(ItemKindType::SHIELD));
281 if (o_ptr == nullptr) {
285 const auto item_name = describe_flavor(player_ptr, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
286 auto is_pulish_successful = o_ptr->is_valid() && !o_ptr->is_fixed_or_random_artifact() && !o_ptr->is_ego();
287 is_pulish_successful &= !o_ptr->is_cursed();
288 is_pulish_successful &= (o_ptr->bi_key.sval() != SV_MIRROR_SHIELD);
289 if (is_pulish_successful) {
291 msg_format("%sは輝いた!", item_name.data());
293 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
295 o_ptr->ego_idx = EgoType::REFLECTION;
296 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
297 o_ptr->discount = 99;
298 chg_virtue(player_ptr, Virtue::ENCHANT, 2);
306 msg_print(_("失敗した。", "Failed."));
307 chg_virtue(player_ptr, Virtue::ENCHANT, -2);
308 calc_android_exp(player_ptr);