4 #include "object-flavor.h"
5 #include "player-status.h"
6 #include "spells-status.h"
13 * @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)
15 * @return 作用が実際にあった場合TRUEを返す
17 bool heal_monster(DIRECTION dir, HIT_POINT dam)
19 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
20 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
25 * @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)
27 * @return 作用が実際にあった場合TRUEを返す
29 bool speed_monster(DIRECTION dir, int power)
31 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
32 return (project_hook(GF_OLD_SPEED, dir, power, flg));
37 * @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)
39 * @return 作用が実際にあった場合TRUEを返す
41 bool slow_monster(DIRECTION dir, int power)
43 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
44 return (project_hook(GF_OLD_SLOW, dir, power, flg));
49 * @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)
51 * @return 作用が実際にあった場合TRUEを返す
53 bool sleep_monster(DIRECTION dir, int power)
55 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
56 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
60 * @brief モンスター拘束(STASIS)処理
61 * @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)
62 * @return 作用が実際にあった場合TRUEを返す
63 * @details 威力はプレイヤーレベル*2に固定
65 bool stasis_monster(DIRECTION dir)
67 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev * 2, 0));
71 * @brief 邪悪なモンスター拘束(STASIS)処理
72 * @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)
73 * @return 作用が実際にあった場合TRUEを返す
74 * @details 威力はプレイヤーレベル*2に固定
76 bool stasis_evil(DIRECTION dir)
78 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev * 2, 0));
83 * @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)
84 * @param plev プレイヤーレベル(=効力)
85 * @return 作用が実際にあった場合TRUEを返す
87 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
89 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
90 return (project_hook(GF_OLD_CONF, dir, plev, flg));
95 * @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)
96 * @param plev プレイヤーレベル(=効力)
97 * @return 作用が実際にあった場合TRUEを返す
99 bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
101 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
102 return (project_hook(GF_STUN, dir, plev, flg));
107 * @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)
109 * @return 作用が実際にあった場合TRUEを返す
111 bool poly_monster(DIRECTION dir, int power)
113 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
114 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
116 chg_virtue(V_CHANCE, 1);
122 * @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)
123 * @return 作用が実際にあった場合TRUEを返す
125 bool clone_monster(DIRECTION dir)
127 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
128 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
133 * @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)
134 * @param plev プレイヤーレベル(=効力)
135 * @return 作用が実際にあった場合TRUEを返す
137 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
139 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
140 return (project_hook(GF_TURN_ALL, dir, plev, flg));
144 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
147 void stop_singing(player_type *creature_ptr)
149 if (creature_ptr->pclass != CLASS_BARD) return;
151 /* Are there interupted song? */
152 if (INTERUPTING_SONG_EFFECT(creature_ptr))
154 /* Forget interupted song */
155 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
159 /* The player is singing? */
160 if (!SINGING_SONG_EFFECT(creature_ptr)) return;
162 /* Hack -- if called from set_action(), avoid recursive loop */
163 if (creature_ptr->action == ACTION_SING) set_action(ACTION_NONE);
165 /* Message text of each song or etc. */
166 do_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
168 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
169 SINGING_SONG_ID(creature_ptr) = 0;
170 creature_ptr->update |= (PU_BONUS);
171 creature_ptr->redraw |= (PR_STATUS);
174 bool time_walk(player_type *creature_ptr)
176 if (creature_ptr->timewalk)
178 msg_print(_("既に時は止まっている。", "Time is already stopped."));
181 creature_ptr->timewalk = TRUE;
182 msg_print(_("「時よ!」", "You yell 'Time!'"));
183 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
187 creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
188 creature_ptr->redraw |= (PR_MAP);
189 creature_ptr->update |= (PU_MONSTERS);
190 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
196 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
197 * @param options スペル共通オプション
200 void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
204 /* Minimum hitpoints at highest level */
205 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
207 /* Maximum hitpoints at highest level */
208 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
215 /* Pre-calculate level 1 hitdice */
216 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
218 for (i = 1; i < 4; i++)
220 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
223 /* Roll the hitpoint values */
224 for (i = 1; i < PY_MAX_LEVEL; i++)
226 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
229 /* Require "valid" hitpoints at highest level */
230 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
231 (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
234 percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
235 (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
237 /* Update and redraw hitpoints */
238 creature_ptr->update |= (PU_HP);
239 creature_ptr->redraw |= (PR_HP);
240 creature_ptr->window |= (PW_PLAYER);
242 if (!(options & SPOP_NO_UPDATE)) handle_stuff();
244 if (options & SPOP_DISPLAY_MES)
246 if (options & SPOP_DEBUG)
248 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
249 creature_ptr->knowledge |= KNOW_HPRATE;
253 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
254 creature_ptr->knowledge &= ~(KNOW_HPRATE);
259 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
263 chg_virtue(V_VITALITY, 1);
264 chg_virtue(V_UNLIFE, -5);
268 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
271 (void)set_poisoned(0);
273 (void)set_confused(0);
277 (void)restore_all_status();
278 (void)set_shero(0, TRUE);
285 bool_hack heroism(int base)
287 bool_hack ident = FALSE;
288 if (set_afraid(0)) ident = TRUE;
289 if (set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
290 if (hp_player(10)) ident = TRUE;
294 bool_hack berserk(int base)
296 bool_hack ident = FALSE;
297 if (set_afraid(0)) ident = TRUE;
298 if (set_shero(p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
299 if (hp_player(30)) ident = TRUE;
303 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
305 bool_hack ident = FALSE;
306 if (hp_player(damroll(dice, sides))) ident = TRUE;
307 if (set_blind(0)) ident = TRUE;
308 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
309 if (set_shero(0, TRUE)) ident = TRUE;
313 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
315 bool_hack ident = FALSE;
316 if (hp_player(damroll(dice, sides))) ident = TRUE;
317 if (set_blind(0)) ident = TRUE;
318 if (set_confused(0)) ident = TRUE;
319 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
320 if (set_shero(0, TRUE)) ident = TRUE;
324 bool_hack cure_critical_wounds(HIT_POINT pow)
326 bool_hack ident = FALSE;
327 if (hp_player(pow)) ident = TRUE;
328 if (set_blind(0)) ident = TRUE;
329 if (set_confused(0)) ident = TRUE;
330 if (set_poisoned(0)) ident = TRUE;
331 if (set_stun(0)) ident = TRUE;
332 if (set_cut(0)) ident = TRUE;
333 if (set_shero(0, TRUE)) ident = TRUE;
337 bool_hack true_healing(HIT_POINT pow)
339 bool_hack ident = FALSE;
340 if (hp_player(pow)) ident = TRUE;
341 if (set_blind(0)) ident = TRUE;
342 if (set_confused(0)) ident = TRUE;
343 if (set_poisoned(0)) ident = TRUE;
344 if (set_stun(0)) ident = TRUE;
345 if (set_cut(0)) ident = TRUE;
346 if (set_image(0)) ident = TRUE;
350 bool_hack restore_mana(bool_hack magic_eater)
352 bool_hack ident = FALSE;
354 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
357 for (i = 0; i < EATER_EXT * 2; i++)
359 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
360 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;
362 for (; i < EATER_EXT * 3; i++)
364 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
365 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;
366 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
368 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
369 p_ptr->window |= (PW_PLAYER);
372 else if (p_ptr->csp < p_ptr->msp)
374 p_ptr->csp = p_ptr->msp;
376 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
377 p_ptr->redraw |= (PR_MANA);
378 p_ptr->window |= (PW_PLAYER);
379 p_ptr->window |= (PW_SPELL);
386 bool restore_all_status(void)
389 if (do_res_stat(A_STR)) ident = TRUE;
390 if (do_res_stat(A_INT)) ident = TRUE;
391 if (do_res_stat(A_WIS)) ident = TRUE;
392 if (do_res_stat(A_DEX)) ident = TRUE;
393 if (do_res_stat(A_CON)) ident = TRUE;
394 if (do_res_stat(A_CHR)) ident = TRUE;
398 bool fishing(player_type *creature_ptr)
403 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
404 y = creature_ptr->y + ddy[dir];
405 x = creature_ptr->x + ddx[dir];
406 creature_ptr->fishing_dir = dir;
407 if (!cave_have_flag_bold(y, x, FF_WATER))
409 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
412 else if (current_floor_ptr->grid_array[y][x].m_idx)
414 GAME_TEXT m_name[MAX_NLEN];
415 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
416 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
417 free_turn(creature_ptr);
420 set_action(ACTION_FISH);
421 creature_ptr->redraw |= (PR_STATE);
426 bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
431 GAME_TEXT o_name[MAX_NLEN];
434 /* Cast off activated item */
435 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
437 if (o_ptr == &inventory[inv]) break;
439 if (inv > INVEN_FEET) return FALSE;
441 object_copy(&forge, o_ptr);
442 inven_item_increase(inv, (0 - o_ptr->number));
443 inven_item_optimize(inv);
444 o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
445 o_ptr = ¤t_floor_ptr->o_list[o_idx];
447 object_desc(o_name, o_ptr, OD_NAME_ONLY);
448 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
451 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
452 t = 20 + randint1(20);
453 (void)set_blind(creature_ptr->blind + t);
455 (void)set_tim_esp(creature_ptr->tim_esp + t, FALSE);
456 (void)set_tim_regen(creature_ptr->tim_regen + t, FALSE);
457 (void)set_hero(creature_ptr->hero + t, FALSE);
458 (void)set_blessed(creature_ptr->blessed + t, FALSE);
459 (void)set_fast(creature_ptr->fast + t, FALSE);
460 (void)set_shero(creature_ptr->shero + t, FALSE);
461 if (creature_ptr->pclass == CLASS_FORCETRAINER)
463 P_PTR_KI = creature_ptr->lev * 5 + 190;
464 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
472 * @brief プレイヤーの因果混乱処理 / Apply Nexus
473 * @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
476 void apply_nexus(monster_type *m_ptr)
480 case 1: case 2: case 3:
482 teleport_player(200, TELEPORT_PASSIVE);
488 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
494 if (randint0(100) < p_ptr->skill_sav)
496 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
505 if (randint0(100) < p_ptr->skill_sav)
507 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
511 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
519 * @brief プレイヤーのステータスシャッフル処理
522 void status_shuffle(void)
524 BASE_STATUS max1, cur1, max2, cur2;
527 /* Pick a pair of stats */
528 ii = randint0(A_MAX);
529 for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
531 max1 = p_ptr->stat_max[ii];
532 cur1 = p_ptr->stat_cur[ii];
533 max2 = p_ptr->stat_max[jj];
534 cur2 = p_ptr->stat_cur[jj];
536 p_ptr->stat_max[ii] = max2;
537 p_ptr->stat_cur[ii] = cur2;
538 p_ptr->stat_max[jj] = max1;
539 p_ptr->stat_cur[jj] = cur1;
541 for (i = 0; i < A_MAX; i++)
543 if (p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
544 if (p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
547 p_ptr->update |= (PU_BONUS);