5 #include "cmd-magiceat.h"
8 #include "object-flavor.h"
9 #include "player-status.h"
10 #include "player-class.h"
11 #include "spells-status.h"
14 #include "cmd-spell.h"
15 #include "player-effects.h"
16 #include "objectkind.h"
17 #include "targeting.h"
18 #include "realm-song.h"
19 #include "view-mainwindow.h"
23 * @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)
25 * @return 作用が実際にあった場合TRUEを返す
27 bool heal_monster(DIRECTION dir, HIT_POINT dam)
29 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
30 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
35 * @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)
37 * @return 作用が実際にあった場合TRUEを返す
39 bool speed_monster(DIRECTION dir, int power)
41 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
42 return (project_hook(GF_OLD_SPEED, dir, power, flg));
47 * @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)
49 * @return 作用が実際にあった場合TRUEを返す
51 bool slow_monster(DIRECTION dir, int power)
53 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
54 return (project_hook(GF_OLD_SLOW, dir, power, flg));
59 * @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)
61 * @return 作用が実際にあった場合TRUEを返す
63 bool sleep_monster(DIRECTION dir, int power)
65 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
66 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
70 * @brief モンスター拘束(STASIS)処理
71 * @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
73 * @details 威力はプレイヤーレベル*2に固定
75 bool stasis_monster(DIRECTION dir)
77 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev * 2, 0));
81 * @brief 邪悪なモンスター拘束(STASIS)処理
82 * @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)
83 * @return 作用が実際にあった場合TRUEを返す
84 * @details 威力はプレイヤーレベル*2に固定
86 bool stasis_evil(DIRECTION dir)
88 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev * 2, 0));
93 * @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)
94 * @param plev プレイヤーレベル(=効力)
95 * @return 作用が実際にあった場合TRUEを返す
97 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
99 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
100 return (project_hook(GF_OLD_CONF, dir, plev, flg));
105 * @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)
106 * @param plev プレイヤーレベル(=効力)
107 * @return 作用が実際にあった場合TRUEを返す
109 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
111 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
112 return (project_hook(GF_STUN, dir, plev, flg));
117 * @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
121 bool poly_monster(DIRECTION dir, int power)
123 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
124 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
126 chg_virtue(p_ptr, V_CHANCE, 1);
132 * @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)
133 * @return 作用が実際にあった場合TRUEを返す
135 bool clone_monster(DIRECTION dir)
137 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
138 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
143 * @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)
144 * @param plev プレイヤーレベル(=効力)
145 * @return 作用が実際にあった場合TRUEを返す
147 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
149 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
150 return (project_hook(GF_TURN_ALL, dir, plev, flg));
154 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
157 void stop_singing(player_type *creature_ptr)
159 if (creature_ptr->pclass != CLASS_BARD) return;
161 /* Are there interupted song? */
162 if (INTERUPTING_SONG_EFFECT(creature_ptr))
164 /* Forget interupted song */
165 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
169 /* The player is singing? */
170 if (!SINGING_SONG_EFFECT(creature_ptr)) return;
172 /* Hack -- if called from set_action(p_ptr), avoid recursive loop */
173 if (creature_ptr->action == ACTION_SING) set_action(p_ptr, ACTION_NONE);
175 /* Message text of each song or etc. */
176 exe_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
178 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
179 SINGING_SONG_ID(creature_ptr) = 0;
180 creature_ptr->update |= (PU_BONUS);
181 creature_ptr->redraw |= (PR_STATUS);
184 bool time_walk(player_type *creature_ptr)
186 if (creature_ptr->timewalk)
188 msg_print(_("既に時は止まっている。", "Time is already stopped."));
191 creature_ptr->timewalk = TRUE;
192 msg_print(_("「時よ!」", "You yell 'Time!'"));
193 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
196 creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
197 creature_ptr->redraw |= (PR_MAP);
198 creature_ptr->update |= (PU_MONSTERS);
199 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
205 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
206 * @param options スペル共通オプション
209 void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
213 /* Minimum hitpoints at highest level */
214 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
216 /* Maximum hitpoints at highest level */
217 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 (i = 1; i < 4; i++)
229 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
232 /* Roll the hitpoint values */
233 for (i = 1; i < PY_MAX_LEVEL; i++)
235 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
238 /* Require "valid" hitpoints at highest level */
239 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
240 (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
243 percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
244 (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
246 /* Update and redraw hitpoints */
247 creature_ptr->update |= (PU_HP);
248 creature_ptr->redraw |= (PR_HP);
249 creature_ptr->window |= (PW_PLAYER);
251 if (!(options & SPOP_NO_UPDATE)) handle_stuff();
253 if (options & SPOP_DISPLAY_MES)
255 if (options & SPOP_DEBUG)
257 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
258 creature_ptr->knowledge |= KNOW_HPRATE;
262 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
263 creature_ptr->knowledge &= ~(KNOW_HPRATE);
268 bool_hack life_stream(player_type *creature_ptr, bool_hack message, bool_hack virtue_change)
272 chg_virtue(creature_ptr, V_VITALITY, 1);
273 chg_virtue(creature_ptr, V_UNLIFE, -5);
277 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
279 restore_level(creature_ptr);
280 (void)set_poisoned(creature_ptr, 0);
281 (void)set_blind(creature_ptr, 0);
282 (void)set_confused(creature_ptr, 0);
283 (void)set_image(creature_ptr, 0);
284 (void)set_stun(creature_ptr, 0);
285 (void)set_cut(creature_ptr,0);
286 (void)restore_all_status();
287 (void)set_shero(creature_ptr, 0, TRUE);
289 hp_player(creature_ptr, 5000);
294 bool_hack heroism(int base)
296 bool_hack ident = FALSE;
297 if (set_afraid(p_ptr, 0)) ident = TRUE;
298 if (set_hero(p_ptr, p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
299 if (hp_player(p_ptr, 10)) ident = TRUE;
303 bool_hack berserk(int base)
305 bool_hack ident = FALSE;
306 if (set_afraid(p_ptr, 0)) ident = TRUE;
307 if (set_shero(p_ptr, p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
308 if (hp_player(p_ptr, 30)) ident = TRUE;
312 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
314 bool_hack ident = FALSE;
315 if (hp_player(p_ptr, damroll(dice, sides))) ident = TRUE;
316 if (set_blind(p_ptr, 0)) ident = TRUE;
317 if (set_cut(p_ptr,p_ptr->cut - 10)) ident = TRUE;
318 if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
322 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
324 bool_hack ident = FALSE;
325 if (hp_player(p_ptr, damroll(dice, sides))) ident = TRUE;
326 if (set_blind(p_ptr, 0)) ident = TRUE;
327 if (set_confused(p_ptr, 0)) ident = TRUE;
328 if (set_cut(p_ptr,(p_ptr->cut / 2) - 50)) ident = TRUE;
329 if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
333 bool_hack cure_critical_wounds(HIT_POINT pow)
335 bool_hack ident = FALSE;
336 if (hp_player(p_ptr, pow)) ident = TRUE;
337 if (set_blind(p_ptr, 0)) ident = TRUE;
338 if (set_confused(p_ptr, 0)) ident = TRUE;
339 if (set_poisoned(p_ptr, 0)) ident = TRUE;
340 if (set_stun(p_ptr, 0)) ident = TRUE;
341 if (set_cut(p_ptr,0)) ident = TRUE;
342 if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
346 bool_hack true_healing(HIT_POINT pow)
348 bool_hack ident = FALSE;
349 if (hp_player(p_ptr, pow)) ident = TRUE;
350 if (set_blind(p_ptr, 0)) ident = TRUE;
351 if (set_confused(p_ptr, 0)) ident = TRUE;
352 if (set_poisoned(p_ptr, 0)) ident = TRUE;
353 if (set_stun(p_ptr, 0)) ident = TRUE;
354 if (set_cut(p_ptr,0)) ident = TRUE;
355 if (set_image(p_ptr, 0)) ident = TRUE;
359 bool_hack restore_mana(bool_hack magic_eater)
361 bool_hack ident = FALSE;
363 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
366 for (i = 0; i < EATER_EXT * 2; i++)
368 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
369 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;
371 for (; i < EATER_EXT * 3; i++)
373 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
374 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;
375 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
377 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
378 p_ptr->window |= (PW_PLAYER);
381 else if (p_ptr->csp < p_ptr->msp)
383 p_ptr->csp = p_ptr->msp;
385 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
386 p_ptr->redraw |= (PR_MANA);
387 p_ptr->window |= (PW_PLAYER);
388 p_ptr->window |= (PW_SPELL);
395 bool restore_all_status(void)
398 if (do_res_stat(p_ptr, A_STR)) ident = TRUE;
399 if (do_res_stat(p_ptr, A_INT)) ident = TRUE;
400 if (do_res_stat(p_ptr, A_WIS)) ident = TRUE;
401 if (do_res_stat(p_ptr, A_DEX)) ident = TRUE;
402 if (do_res_stat(p_ptr, A_CON)) ident = TRUE;
403 if (do_res_stat(p_ptr, A_CHR)) ident = TRUE;
407 bool fishing(player_type *creature_ptr)
412 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
413 y = creature_ptr->y + ddy[dir];
414 x = creature_ptr->x + ddx[dir];
415 creature_ptr->fishing_dir = dir;
416 if (!cave_have_flag_bold(y, x, FF_WATER))
418 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
421 else if (current_floor_ptr->grid_array[y][x].m_idx)
423 GAME_TEXT m_name[MAX_NLEN];
424 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
425 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
426 free_turn(creature_ptr);
429 set_action(p_ptr, ACTION_FISH);
430 creature_ptr->redraw |= (PR_STATE);
435 bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
440 GAME_TEXT o_name[MAX_NLEN];
443 /* Cast off activated item */
444 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
446 if (o_ptr == &p_ptr->inventory_list[inv]) break;
448 if (inv > INVEN_FEET) return FALSE;
450 object_copy(&forge, o_ptr);
451 inven_item_increase(inv, (0 - o_ptr->number));
452 inven_item_optimize(inv);
453 o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
454 o_ptr = ¤t_floor_ptr->o_list[o_idx];
456 object_desc(o_name, o_ptr, OD_NAME_ONLY);
457 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
460 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
461 t = 20 + randint1(20);
462 (void)set_blind(p_ptr, creature_ptr->blind + t);
463 (void)set_afraid(p_ptr, 0);
464 (void)set_tim_esp(p_ptr, creature_ptr->tim_esp + t, FALSE);
465 (void)set_tim_regen(p_ptr, creature_ptr->tim_regen + t, FALSE);
466 (void)set_hero(p_ptr, creature_ptr->hero + t, FALSE);
467 (void)set_blessed(p_ptr, creature_ptr->blessed + t, FALSE);
468 (void)set_fast(p_ptr, creature_ptr->fast + t, FALSE);
469 (void)set_shero(p_ptr, creature_ptr->shero + t, FALSE);
470 if (creature_ptr->pclass == CLASS_FORCETRAINER)
472 P_PTR_KI = creature_ptr->lev * 5 + 190;
473 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
481 * @brief プレイヤーの因果混乱処理 / Apply Nexus
482 * @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
485 void apply_nexus(monster_type *m_ptr)
489 case 1: case 2: case 3:
491 teleport_player(200, TELEPORT_PASSIVE);
497 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
503 if (randint0(100) < p_ptr->skill_sav)
505 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
514 if (randint0(100) < p_ptr->skill_sav)
516 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
520 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
528 * @brief プレイヤーのステータスシャッフル処理
531 void status_shuffle(void)
533 BASE_STATUS max1, cur1, max2, cur2;
536 /* Pick a pair of stats */
537 ii = randint0(A_MAX);
538 for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
540 max1 = p_ptr->stat_max[ii];
541 cur1 = p_ptr->stat_cur[ii];
542 max2 = p_ptr->stat_max[jj];
543 cur2 = p_ptr->stat_cur[jj];
545 p_ptr->stat_max[ii] = max2;
546 p_ptr->stat_cur[ii] = cur2;
547 p_ptr->stat_max[jj] = max1;
548 p_ptr->stat_cur[jj] = cur1;
550 for (i = 0; i < A_MAX; i++)
552 if (p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
553 if (p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
556 p_ptr->update |= (PU_BONUS);