7 #include "object-flavor.h"
8 #include "player-status.h"
9 #include "spells-status.h"
12 #include "cmd-spell.h"
13 #include "player-effects.h"
14 #include "objectkind.h"
15 #include "targeting.h"
16 #include "realm-song.h"
20 * @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)
22 * @return 作用が実際にあった場合TRUEを返す
24 bool heal_monster(DIRECTION dir, HIT_POINT dam)
26 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
27 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
32 * @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)
34 * @return 作用が実際にあった場合TRUEを返す
36 bool speed_monster(DIRECTION dir, int power)
38 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
39 return (project_hook(GF_OLD_SPEED, dir, power, flg));
44 * @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)
46 * @return 作用が実際にあった場合TRUEを返す
48 bool slow_monster(DIRECTION dir, int power)
50 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
51 return (project_hook(GF_OLD_SLOW, dir, power, flg));
56 * @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)
58 * @return 作用が実際にあった場合TRUEを返す
60 bool sleep_monster(DIRECTION dir, int power)
62 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
63 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
67 * @brief モンスター拘束(STASIS)処理
68 * @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)
69 * @return 作用が実際にあった場合TRUEを返す
70 * @details 威力はプレイヤーレベル*2に固定
72 bool stasis_monster(DIRECTION dir)
74 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev * 2, 0));
78 * @brief 邪悪なモンスター拘束(STASIS)処理
79 * @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)
80 * @return 作用が実際にあった場合TRUEを返す
81 * @details 威力はプレイヤーレベル*2に固定
83 bool stasis_evil(DIRECTION dir)
85 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev * 2, 0));
90 * @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)
91 * @param plev プレイヤーレベル(=効力)
92 * @return 作用が実際にあった場合TRUEを返す
94 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
96 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
97 return (project_hook(GF_OLD_CONF, dir, plev, flg));
102 * @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)
103 * @param plev プレイヤーレベル(=効力)
104 * @return 作用が実際にあった場合TRUEを返す
106 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
108 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
109 return (project_hook(GF_STUN, dir, plev, flg));
114 * @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)
116 * @return 作用が実際にあった場合TRUEを返す
118 bool poly_monster(DIRECTION dir, int power)
120 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
121 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
123 chg_virtue(V_CHANCE, 1);
129 * @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)
130 * @return 作用が実際にあった場合TRUEを返す
132 bool clone_monster(DIRECTION dir)
134 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
135 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
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 fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
146 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
147 return (project_hook(GF_TURN_ALL, dir, plev, flg));
151 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
154 void stop_singing(player_type *creature_ptr)
156 if (creature_ptr->pclass != CLASS_BARD) return;
158 /* Are there interupted song? */
159 if (INTERUPTING_SONG_EFFECT(creature_ptr))
161 /* Forget interupted song */
162 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
166 /* The player is singing? */
167 if (!SINGING_SONG_EFFECT(creature_ptr)) return;
169 /* Hack -- if called from set_action(), avoid recursive loop */
170 if (creature_ptr->action == ACTION_SING) set_action(ACTION_NONE);
172 /* Message text of each song or etc. */
173 do_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
175 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
176 SINGING_SONG_ID(creature_ptr) = 0;
177 creature_ptr->update |= (PU_BONUS);
178 creature_ptr->redraw |= (PR_STATUS);
181 bool time_walk(player_type *creature_ptr)
183 if (creature_ptr->timewalk)
185 msg_print(_("既に時は止まっている。", "Time is already stopped."));
188 creature_ptr->timewalk = TRUE;
189 msg_print(_("「時よ!」", "You yell 'Time!'"));
190 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
194 creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
195 creature_ptr->redraw |= (PR_MAP);
196 creature_ptr->update |= (PU_MONSTERS);
197 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
203 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
204 * @param options スペル共通オプション
207 void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
211 /* Minimum hitpoints at highest level */
212 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
214 /* Maximum hitpoints at highest level */
215 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
222 /* Pre-calculate level 1 hitdice */
223 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
225 for (i = 1; i < 4; i++)
227 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
230 /* Roll the hitpoint values */
231 for (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) &&
238 (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
241 percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
242 (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 |= (PW_PLAYER);
249 if (!(options & SPOP_NO_UPDATE)) handle_stuff();
251 if (options & SPOP_DISPLAY_MES)
253 if (options & SPOP_DEBUG)
255 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
256 creature_ptr->knowledge |= KNOW_HPRATE;
260 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
261 creature_ptr->knowledge &= ~(KNOW_HPRATE);
266 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
270 chg_virtue(V_VITALITY, 1);
271 chg_virtue(V_UNLIFE, -5);
275 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
278 (void)set_poisoned(0);
280 (void)set_confused(0);
284 (void)restore_all_status();
285 (void)set_shero(0, TRUE);
292 bool_hack heroism(int base)
294 bool_hack ident = FALSE;
295 if (set_afraid(0)) ident = TRUE;
296 if (set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
297 if (hp_player(10)) ident = TRUE;
301 bool_hack berserk(int base)
303 bool_hack ident = FALSE;
304 if (set_afraid(0)) ident = TRUE;
305 if (set_shero(p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
306 if (hp_player(30)) ident = TRUE;
310 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
312 bool_hack ident = FALSE;
313 if (hp_player(damroll(dice, sides))) ident = TRUE;
314 if (set_blind(0)) ident = TRUE;
315 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
316 if (set_shero(0, TRUE)) ident = TRUE;
320 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
322 bool_hack ident = FALSE;
323 if (hp_player(damroll(dice, sides))) ident = TRUE;
324 if (set_blind(0)) ident = TRUE;
325 if (set_confused(0)) ident = TRUE;
326 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
327 if (set_shero(0, TRUE)) ident = TRUE;
331 bool_hack cure_critical_wounds(HIT_POINT pow)
333 bool_hack ident = FALSE;
334 if (hp_player(pow)) ident = TRUE;
335 if (set_blind(0)) ident = TRUE;
336 if (set_confused(0)) ident = TRUE;
337 if (set_poisoned(0)) ident = TRUE;
338 if (set_stun(0)) ident = TRUE;
339 if (set_cut(0)) ident = TRUE;
340 if (set_shero(0, TRUE)) ident = TRUE;
344 bool_hack true_healing(HIT_POINT pow)
346 bool_hack ident = FALSE;
347 if (hp_player(pow)) ident = TRUE;
348 if (set_blind(0)) ident = TRUE;
349 if (set_confused(0)) ident = TRUE;
350 if (set_poisoned(0)) ident = TRUE;
351 if (set_stun(0)) ident = TRUE;
352 if (set_cut(0)) ident = TRUE;
353 if (set_image(0)) ident = TRUE;
357 bool_hack restore_mana(bool_hack magic_eater)
359 bool_hack ident = FALSE;
361 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
364 for (i = 0; i < EATER_EXT * 2; i++)
366 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
367 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
369 for (; i < EATER_EXT * 3; i++)
371 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
372 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
373 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
375 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
376 p_ptr->window |= (PW_PLAYER);
379 else if (p_ptr->csp < p_ptr->msp)
381 p_ptr->csp = p_ptr->msp;
383 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
384 p_ptr->redraw |= (PR_MANA);
385 p_ptr->window |= (PW_PLAYER);
386 p_ptr->window |= (PW_SPELL);
393 bool restore_all_status(void)
396 if (do_res_stat(A_STR)) ident = TRUE;
397 if (do_res_stat(A_INT)) ident = TRUE;
398 if (do_res_stat(A_WIS)) ident = TRUE;
399 if (do_res_stat(A_DEX)) ident = TRUE;
400 if (do_res_stat(A_CON)) ident = TRUE;
401 if (do_res_stat(A_CHR)) ident = TRUE;
405 bool fishing(player_type *creature_ptr)
410 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
411 y = creature_ptr->y + ddy[dir];
412 x = creature_ptr->x + ddx[dir];
413 creature_ptr->fishing_dir = dir;
414 if (!cave_have_flag_bold(y, x, FF_WATER))
416 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
419 else if (current_floor_ptr->grid_array[y][x].m_idx)
421 GAME_TEXT m_name[MAX_NLEN];
422 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
423 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
424 free_turn(creature_ptr);
427 set_action(ACTION_FISH);
428 creature_ptr->redraw |= (PR_STATE);
433 bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
438 GAME_TEXT o_name[MAX_NLEN];
441 /* Cast off activated item */
442 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
444 if (o_ptr == &p_ptr->inventory_list[inv]) break;
446 if (inv > INVEN_FEET) return FALSE;
448 object_copy(&forge, o_ptr);
449 inven_item_increase(inv, (0 - o_ptr->number));
450 inven_item_optimize(inv);
451 o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
452 o_ptr = ¤t_floor_ptr->o_list[o_idx];
454 object_desc(o_name, o_ptr, OD_NAME_ONLY);
455 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
458 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
459 t = 20 + randint1(20);
460 (void)set_blind(creature_ptr->blind + t);
462 (void)set_tim_esp(creature_ptr->tim_esp + t, FALSE);
463 (void)set_tim_regen(creature_ptr->tim_regen + t, FALSE);
464 (void)set_hero(creature_ptr->hero + t, FALSE);
465 (void)set_blessed(creature_ptr->blessed + t, FALSE);
466 (void)set_fast(creature_ptr->fast + t, FALSE);
467 (void)set_shero(creature_ptr->shero + t, FALSE);
468 if (creature_ptr->pclass == CLASS_FORCETRAINER)
470 P_PTR_KI = creature_ptr->lev * 5 + 190;
471 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
479 * @brief プレイヤーの因果混乱処理 / Apply Nexus
480 * @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
483 void apply_nexus(monster_type *m_ptr)
487 case 1: case 2: case 3:
489 teleport_player(200, TELEPORT_PASSIVE);
495 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
501 if (randint0(100) < p_ptr->skill_sav)
503 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
512 if (randint0(100) < p_ptr->skill_sav)
514 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
518 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
526 * @brief プレイヤーのステータスシャッフル処理
529 void status_shuffle(void)
531 BASE_STATUS max1, cur1, max2, cur2;
534 /* Pick a pair of stats */
535 ii = randint0(A_MAX);
536 for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
538 max1 = p_ptr->stat_max[ii];
539 cur1 = p_ptr->stat_cur[ii];
540 max2 = p_ptr->stat_max[jj];
541 cur2 = p_ptr->stat_cur[jj];
543 p_ptr->stat_max[ii] = max2;
544 p_ptr->stat_cur[ii] = cur2;
545 p_ptr->stat_max[jj] = max1;
546 p_ptr->stat_cur[jj] = cur1;
548 for (i = 0; i < A_MAX; i++)
550 if (p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
551 if (p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
554 p_ptr->update |= (PU_BONUS);