#include "effect/effect-feature.h"
#include "effect/effect-item.h"
#include "effect/effect-monster.h"
+#include "effect/effect-processor.h"
#include "effect/spells-effect-util.h"
#include "floor/cave.h"
-#include "floor/floor.h"
#include "game-option/disturbance-options.h"
#include "game-option/special-options.h"
#include "grid/feature.h"
#include "io/cursor.h"
#include "io/screen-util.h"
+#include "mind/mind-magic-resistance.h"
+#include "mind/mind-numbers.h"
+#include "spell-kind/spells-detection.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-sight.h"
#include "spell-kind/spells-teleport.h"
-#include "spell/process-effect.h"
+#include "spell-kind/spells-world.h"
#include "spell/spell-types.h"
+#include "status/body-improvement.h"
+#include "status/buff-setter.h"
+#include "status/sight-setter.h"
#include "system/floor-type-definition.h"
#include "target/grid-selector.h"
+#include "target/projection-path-calculator.h"
+#include "target/target-getter.h"
#include "term/gameterm.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
u16b p = bolt_pict(y, x, y, x, GF_MANA);
print_rel(caster_ptr, PICT_C(p), PICT_A(p), y, x);
move_cursor_relative(y, x);
- term_fresh();
- term_xtra(TERM_XTRA_DELAY, msec);
+ if (need_term_fresh()) {
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, msec);
+ }
}
}
}
handle_stuff(creature_ptr);
return TRUE;
}
+
+/*!
+ * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
+ * @return 鏡の枚数
+ */
+static int number_of_mirrors(floor_type *floor_ptr)
+{
+ int val = 0;
+ for (POSITION x = 0; x < floor_ptr->width; x++) {
+ for (POSITION y = 0; y < floor_ptr->height; y++) {
+ if (is_mirror_grid(&floor_ptr->grid_array[y][x]))
+ val++;
+ }
+ }
+
+ return val;
+}
+
+/*!
+ * @brief 鏡魔法の発動 /
+ * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
+ * @param spell 発動する特殊技能のID
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
+ */
+bool cast_mirror_spell(player_type *caster_ptr, mind_mirror_master_type spell)
+{
+ DIRECTION dir;
+ PLAYER_LEVEL plev = caster_ptr->lev;
+ int tmp;
+ TIME_EFFECT t;
+ POSITION x, y;
+ switch (spell) {
+ case MIRROR_SEEING:
+ tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
+ if (plev + tmp > 4)
+ detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
+ if (plev + tmp > 18)
+ detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
+ if (plev + tmp > 28)
+ set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ if (plev + tmp > 38)
+ map_area(caster_ptr, DETECT_RAD_MAP);
+ if (tmp == 0 && plev < 5) {
+ msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
+ }
+ break;
+ case MAKE_MIRROR:
+ if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10)
+ place_mirror(caster_ptr);
+ else
+ msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
+
+ break;
+ case DRIP_LIGHT:
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]))
+ fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ else
+ fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+
+ break;
+ case WRAPPED_MIRROR:
+ teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
+ break;
+ case MIRROR_LIGHT:
+ (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
+ break;
+ case WANDERING_MIRROR:
+ teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
+ break;
+ case ROBE_DUST:
+ set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
+ break;
+ case BANISHING_MIRROR:
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
+ break;
+ case MIRROR_CRASHING:
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
+ break;
+ case SLEEPING_MIRROR:
+ for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
+ for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
+ if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+ project(caster_ptr, 0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+
+ break;
+ case SEEKER_RAY:
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
+ break;
+ case SEALING_MIRROR:
+ seal_of_mirror(caster_ptr, plev * 4 + 100);
+ break;
+ case WATER_SHIELD:
+ t = 20 + randint1(20);
+ set_shield(caster_ptr, t, FALSE);
+ if (plev > 31)
+ set_tim_reflect(caster_ptr, t, FALSE);
+
+ if (plev > 39)
+ set_resist_magic(caster_ptr, t, FALSE);
+
+ break;
+ case SUPER_RAY:
+ if (!get_aim_dir(caster_ptr, &dir))
+ return FALSE;
+
+ fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
+ break;
+ case ILLUSION_LIGHT:
+ tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
+ slow_monsters(caster_ptr, plev);
+ stun_monsters(caster_ptr, plev * tmp * 2);
+ confuse_monsters(caster_ptr, plev * tmp);
+ turn_monsters(caster_ptr, plev * tmp);
+ stasis_monsters(caster_ptr, plev * tmp);
+ break;
+ case MIRROR_SHIFT:
+ if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
+ msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
+ break;
+ }
+
+ reserve_alter_reality(caster_ptr, randint0(21) + 15);
+ break;
+ case MIRROR_TUNNEL:
+ msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
+ return mirror_tunnel(caster_ptr);
+ case RECALL_MIRROR:
+ return recall_player(caster_ptr, randint0(21) + 15);
+ case MULTI_SHADOW:
+ set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
+ break;
+ case BINDING_FIELD:
+ if (!binding_field(caster_ptr, plev * 11 + 5))
+ msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
+
+ break;
+ case RUFFNOR_MIRROR:
+ (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
+ break;
+ default:
+ msg_print(_("なに?", "Zap?"));
+ break;
+ }
+
+ caster_ptr->magic_num1[0] = 0;
+ return TRUE;
+}