3 #include "player-status.h"
4 #include "spells-status.h"
5 #include "projection.h"
11 * @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)
13 * @return 作用が実際にあった場合TRUEを返す
15 bool heal_monster(DIRECTION dir, HIT_POINT dam)
17 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
18 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
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 speed_monster(DIRECTION dir, int power)
29 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
30 return (project_hook(GF_OLD_SPEED, dir, power, 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 slow_monster(DIRECTION dir, int power)
41 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
42 return (project_hook(GF_OLD_SLOW, 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 sleep_monster(DIRECTION dir, int power)
53 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
54 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
58 * @brief モンスター拘束(STASIS)処理
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)
60 * @return 作用が実際にあった場合TRUEを返す
61 * @details 威力はプレイヤーレベル*2に固定
63 bool stasis_monster(DIRECTION dir)
65 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev * 2, 0));
69 * @brief 邪悪なモンスター拘束(STASIS)処理
70 * @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)
71 * @return 作用が実際にあった場合TRUEを返す
72 * @details 威力はプレイヤーレベル*2に固定
74 bool stasis_evil(DIRECTION dir)
76 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev * 2, 0));
81 * @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)
82 * @param plev プレイヤーレベル(=効力)
83 * @return 作用が実際にあった場合TRUEを返す
85 bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
87 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
88 return (project_hook(GF_OLD_CONF, dir, plev, flg));
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 stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
99 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
100 return (project_hook(GF_STUN, 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)
107 * @return 作用が実際にあった場合TRUEを返す
109 bool poly_monster(DIRECTION dir, int power)
111 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
112 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
114 chg_virtue(V_CHANCE, 1);
120 * @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)
121 * @return 作用が実際にあった場合TRUEを返す
123 bool clone_monster(DIRECTION dir)
125 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
126 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
131 * @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)
132 * @param plev プレイヤーレベル(=効力)
133 * @return 作用が実際にあった場合TRUEを返す
135 bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
137 BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
138 return (project_hook(GF_TURN_ALL, dir, plev, flg));
142 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
145 void stop_singing(player_type *creature_ptr)
147 if (creature_ptr->pclass != CLASS_BARD) return;
149 /* Are there interupted song? */
150 if (INTERUPTING_SONG_EFFECT(creature_ptr))
152 /* Forget interupted song */
153 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
157 /* The player is singing? */
158 if (!SINGING_SONG_EFFECT(creature_ptr)) return;
160 /* Hack -- if called from set_action(), avoid recursive loop */
161 if (creature_ptr->action == ACTION_SING) set_action(ACTION_NONE);
163 /* Message text of each song or etc. */
164 do_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
166 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
167 SINGING_SONG_ID(creature_ptr) = 0;
168 creature_ptr->update |= (PU_BONUS);
169 creature_ptr->redraw |= (PR_STATUS);
172 bool time_walk(player_type *creature_ptr)
174 if (creature_ptr->timewalk)
176 msg_print(_("既に時は止まっている。", "Time is already stopped."));
179 creature_ptr->timewalk = TRUE;
180 msg_print(_("「時よ!」", "You yell 'Time!'"));
181 // msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
185 creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
186 creature_ptr->redraw |= (PR_MAP);
187 creature_ptr->update |= (PU_MONSTERS);
188 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
194 * @brief プレイヤーのヒットダイスを振る / Role Hitpoints
195 * @param options スペル共通オプション
198 void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
202 /* Minimum hitpoints at highest level */
203 HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
205 /* Maximum hitpoints at highest level */
206 HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
213 /* Pre-calculate level 1 hitdice */
214 creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
216 for (i = 1; i < 4; i++)
218 creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
221 /* Roll the hitpoint values */
222 for (i = 1; i < PY_MAX_LEVEL; i++)
224 creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
227 /* Require "valid" hitpoints at highest level */
228 if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
229 (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
232 percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
233 (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
235 /* Update and redraw hitpoints */
236 creature_ptr->update |= (PU_HP);
237 creature_ptr->redraw |= (PR_HP);
238 creature_ptr->window |= (PW_PLAYER);
240 if (!(options & SPOP_NO_UPDATE)) handle_stuff();
242 if (options & SPOP_DISPLAY_MES)
244 if (options & SPOP_DEBUG)
246 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
247 creature_ptr->knowledge |= KNOW_HPRATE;
251 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
252 creature_ptr->knowledge &= ~(KNOW_HPRATE);
257 bool_hack life_stream(bool_hack message, bool_hack virtue_change)
261 chg_virtue(V_VITALITY, 1);
262 chg_virtue(V_UNLIFE, -5);
266 msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
269 (void)set_poisoned(0);
271 (void)set_confused(0);
275 (void)restore_all_status();
276 (void)set_shero(0, TRUE);
283 bool_hack heroism(int base)
285 bool_hack ident = FALSE;
286 if (set_afraid(0)) ident = TRUE;
287 if (set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
288 if (hp_player(10)) ident = TRUE;
292 bool_hack berserk(int base)
294 bool_hack ident = FALSE;
295 if (set_afraid(0)) ident = TRUE;
296 if (set_shero(p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
297 if (hp_player(30)) ident = TRUE;
301 bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
303 bool_hack ident = FALSE;
304 if (hp_player(damroll(dice, sides))) ident = TRUE;
305 if (set_blind(0)) ident = TRUE;
306 if (set_cut(p_ptr->cut - 10)) ident = TRUE;
307 if (set_shero(0, TRUE)) ident = TRUE;
311 bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
313 bool_hack ident = FALSE;
314 if (hp_player(damroll(dice, sides))) ident = TRUE;
315 if (set_blind(0)) ident = TRUE;
316 if (set_confused(0)) ident = TRUE;
317 if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
318 if (set_shero(0, TRUE)) ident = TRUE;
322 bool_hack cure_critical_wounds(HIT_POINT pow)
324 bool_hack ident = FALSE;
325 if (hp_player(pow)) ident = TRUE;
326 if (set_blind(0)) ident = TRUE;
327 if (set_confused(0)) ident = TRUE;
328 if (set_poisoned(0)) ident = TRUE;
329 if (set_stun(0)) ident = TRUE;
330 if (set_cut(0)) ident = TRUE;
331 if (set_shero(0, TRUE)) ident = TRUE;
335 bool_hack true_healing(HIT_POINT pow)
337 bool_hack ident = FALSE;
338 if (hp_player(pow)) ident = TRUE;
339 if (set_blind(0)) ident = TRUE;
340 if (set_confused(0)) ident = TRUE;
341 if (set_poisoned(0)) ident = TRUE;
342 if (set_stun(0)) ident = TRUE;
343 if (set_cut(0)) ident = TRUE;
344 if (set_image(0)) ident = TRUE;
348 bool_hack restore_mana(bool_hack magic_eater)
350 bool_hack ident = FALSE;
352 if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
355 for (i = 0; i < EATER_EXT * 2; i++)
357 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
358 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;
360 for (; i < EATER_EXT * 3; i++)
362 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
363 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;
364 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
366 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
367 p_ptr->window |= (PW_PLAYER);
370 else if (p_ptr->csp < p_ptr->msp)
372 p_ptr->csp = p_ptr->msp;
374 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
375 p_ptr->redraw |= (PR_MANA);
376 p_ptr->window |= (PW_PLAYER);
377 p_ptr->window |= (PW_SPELL);
384 bool restore_all_status(void)
387 if (do_res_stat(A_STR)) ident = TRUE;
388 if (do_res_stat(A_INT)) ident = TRUE;
389 if (do_res_stat(A_WIS)) ident = TRUE;
390 if (do_res_stat(A_DEX)) ident = TRUE;
391 if (do_res_stat(A_CON)) ident = TRUE;
392 if (do_res_stat(A_CHR)) ident = TRUE;
396 bool fishing(player_type *creature_ptr)
401 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
402 y = creature_ptr->y + ddy[dir];
403 x = creature_ptr->x + ddx[dir];
404 creature_ptr->fishing_dir = dir;
405 if (!cave_have_flag_bold(y, x, FF_WATER))
407 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
410 else if (current_floor_ptr->grid_array[y][x].m_idx)
412 GAME_TEXT m_name[MAX_NLEN];
413 monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
414 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
415 free_turn(creature_ptr);
418 set_action(ACTION_FISH);
419 creature_ptr->redraw |= (PR_STATE);
424 bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
429 GAME_TEXT o_name[MAX_NLEN];
432 /* Cast off activated item */
433 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
435 if (o_ptr == &inventory[inv]) break;
437 if (inv > INVEN_FEET) return FALSE;
439 object_copy(&forge, o_ptr);
440 inven_item_increase(inv, (0 - o_ptr->number));
441 inven_item_optimize(inv);
442 o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
443 o_ptr = ¤t_floor_ptr->o_list[o_idx];
445 object_desc(o_name, o_ptr, OD_NAME_ONLY);
446 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
449 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
450 t = 20 + randint1(20);
451 (void)set_blind(creature_ptr->blind + t);
453 (void)set_tim_esp(creature_ptr->tim_esp + t, FALSE);
454 (void)set_tim_regen(creature_ptr->tim_regen + t, FALSE);
455 (void)set_hero(creature_ptr->hero + t, FALSE);
456 (void)set_blessed(creature_ptr->blessed + t, FALSE);
457 (void)set_fast(creature_ptr->fast + t, FALSE);
458 (void)set_shero(creature_ptr->shero + t, FALSE);
459 if (creature_ptr->pclass == CLASS_FORCETRAINER)
461 P_PTR_KI = creature_ptr->lev * 5 + 190;
462 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
470 * @brief プレイヤーの因果混乱処理 / Apply Nexus
471 * @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
474 void apply_nexus(monster_type *m_ptr)
478 case 1: case 2: case 3:
480 teleport_player(200, TELEPORT_PASSIVE);
486 teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
492 if (randint0(100) < p_ptr->skill_sav)
494 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
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!"));
509 msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
517 * @brief プレイヤーのステータスシャッフル処理
520 void status_shuffle(void)
522 BASE_STATUS max1, cur1, max2, cur2;
525 /* Pick a pair of stats */
526 ii = randint0(A_MAX);
527 for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
529 max1 = p_ptr->stat_max[ii];
530 cur1 = p_ptr->stat_cur[ii];
531 max2 = p_ptr->stat_max[jj];
532 cur2 = p_ptr->stat_cur[jj];
534 p_ptr->stat_max[ii] = max2;
535 p_ptr->stat_cur[ii] = cur2;
536 p_ptr->stat_max[jj] = max1;
537 p_ptr->stat_cur[jj] = cur1;
539 for (i = 0; i < A_MAX; i++)
541 if (p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
542 if (p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
545 p_ptr->update |= (PU_BONUS);