2 * @brief 剣術の実装 / Blade arts
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research,\n
7 * and not for profit purposes provided that this copyright and statement\n
8 * are included in all such copies. Other copyrights may also apply.\n
9 * 2014 Deskull rearranged comment for Doxygen.\n
12 #include "action/action-limited.h"
13 #include "cmd-action/cmd-spell.h"
14 #include "core/asking-player.h"
15 #include "core/player-redraw-types.h"
16 #include "core/player-update-types.h"
17 #include "core/stuff-handler.h"
18 #include "core/window-redrawer.h"
19 #include "floor/floor-object.h"
20 #include "game-option/disturbance-options.h"
21 #include "game-option/text-display-options.h"
22 #include "inventory/inventory-slot-types.h"
23 #include "io/command-repeater.h"
24 #include "io/input-key-requester.h"
25 #include "main/sound-definitions-table.h"
26 #include "main/sound-of-music.h"
27 #include "monster-race/monster-race-hook.h"
28 #include "object/item-tester-hooker.h"
29 #include "object/item-use-flags.h"
30 #include "player-base/player-class.h"
31 #include "player-info/equipment-info.h"
32 #include "player-info/samurai-data-type.h"
33 #include "player-status/player-energy.h"
34 #include "player/attack-defense-types.h"
35 #include "player/special-defense-types.h"
36 #include "spell/spells-execution.h"
37 #include "spell/technic-info-table.h"
38 #include "status/action-setter.h"
39 #include "system/object-type-definition.h"
40 #include "system/player-type-definition.h"
41 #include "term/screen-processor.h"
42 #include "util/int-char-converter.h"
43 #include "view/display-messages.h"
45 #define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)
48 * @brief 使用可能な剣術を選択する /
49 * Allow user to choose a blade arts.
50 * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
51 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
53 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
54 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
55 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
57 * The "prompt" should be "cast", "recite", or "study"\n
58 * The "known" should be TRUE for cast/pray, FALSE for study\n
60 * nb: This function has a (trivial) display bug which will be obvious\n
61 * when you run it. It's probably easy to fix but I haven't tried,\n
64 static int get_hissatsu_power(PlayerType *player_ptr, SPELL_IDX *sn)
71 PLAYER_LEVEL plev = player_ptr->lev;
74 SPELL_IDX sentaku[32];
75 concptr p = _("必殺剣", "special attack");
79 int menu_line = (use_menu ? 1 : 0);
81 /* Assume cancelled */
84 /* Get the spell, if available */
85 if (repeat_pull(&code)) {
86 *sn = (SPELL_IDX)code;
87 /* Verify the spell */
88 if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev) {
97 for (i = 0; i < 32; i++) {
98 if (technic_info[TECHNIC_HISSATSU][i].slevel <= PY_MAX_LEVEL) {
104 /* Build a prompt (accept all spells) */
105 (void)strnfmt(out_val, 78, _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "), p, I2A(0),
106 "abcdefghijklmnopqrstuvwxyz012345"[num - 1], p);
111 choice = always_show_list ? ESCAPE : 1;
114 if (choice == ESCAPE) {
116 } else if (!get_com(out_val, &choice, false)) {
120 auto should_redraw_cursor = true;
121 if (use_menu && choice != ' ') {
133 if (menu_line > 32) {
136 } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
145 if (menu_line > 32) {
148 } while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1))));
158 bool reverse = false;
159 if ((choice == '4') || (choice == 'h') || (choice == 'H')) {
162 if (menu_line > 16) {
168 while (!(player_ptr->spell_learned1 & (1UL << (menu_line - 1)))) {
176 if (menu_line > 31) {
189 should_redraw_cursor = false;
195 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && should_redraw_cursor)) {
197 if (!redraw || use_menu) {
205 /* Display a list of spells */
207 put_str(_("名前 Lv MP 名前 Lv MP ", "name Lv SP name Lv SP "), y, x + 5);
209 /* Dump the spells */
210 for (i = 0, line = 0; i < 32; i++) {
211 spell = technic_info[TECHNIC_HISSATSU][i];
213 if (spell.slevel > PY_MAX_LEVEL) {
217 if (!(player_ptr->spell_learned1 >> i)) {
221 /* Access the spell */
222 if (spell.slevel > plev) {
225 if (!(player_ptr->spell_learned1 & (1UL << i))) {
229 if (i == (menu_line - 1)) {
230 strcpy(psi_desc, _(" 》", " > "));
232 strcpy(psi_desc, " ");
238 letter = I2A(line - 1);
240 letter = '0' + line - 27;
242 sprintf(psi_desc, " %c)", letter);
245 /* Dump the spell --(-- */
246 strcat(psi_desc, format(" %-18s%2d %3d", exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME), spell.slevel, spell.smana));
247 prt(psi_desc, y + (line % 17) + (line >= 17), x + (line / 17) * 30);
248 prt("", y + (line % 17) + (line >= 17) + 1, x + (line / 17) * 30);
264 if (isalpha(choice)) {
267 i = choice - '0' + 26;
271 /* Totally Illegal */
272 if ((i < 0) || (i >= 32) || !(player_ptr->spell_learned1 & (1U << sentaku[i]))) {
286 player_ptr->window_flags |= (PW_SPELL);
287 handle_stuff(player_ptr);
289 /* Abort if needed */
294 /* Save the choice */
297 repeat_push((COMMAND_CODE)j);
304 * @brief 剣術コマンドのメインルーチン
306 void do_cmd_hissatsu(PlayerType *player_ptr)
311 if (cmd_limit_confused(player_ptr)) {
314 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
318 msg_print(_("武器を持たないと必殺技は使えない!", "You need to wield a weapon!"));
321 if (!player_ptr->spell_learned1) {
322 msg_print(_("何も技を知らない。", "You don't know any special attacks."));
326 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::IAI, SamuraiStanceType::FUUJIN, SamuraiStanceType::KOUKIJIN });
328 if (!get_hissatsu_power(player_ptr, &n)) {
332 spell = technic_info[TECHNIC_HISSATSU][n];
334 /* Verify "dangerous" spells */
335 if (spell.smana > player_ptr->csp) {
340 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
347 if (!exe_spell(player_ptr, REALM_HISSATSU, n, SpellProcessType::CAST)) {
351 PlayerEnergy(player_ptr).set_player_turn_energy(100);
354 player_ptr->csp -= spell.smana;
357 if (player_ptr->csp < 0) {
360 player_ptr->redraw |= (PR_MANA);
361 player_ptr->window_flags |= (PW_PLAYER | PW_SPELL);
367 void do_cmd_gain_hissatsu(PlayerType *player_ptr)
377 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
379 if (cmd_limit_blind(player_ptr)) {
382 if (cmd_limit_confused(player_ptr)) {
386 if (!(player_ptr->new_spells)) {
387 msg_print(_("新しい必殺技を覚えることはできない!", "You cannot learn any new special attacks!"));
392 msg_format("あと %d 種の必殺技を学べる。", player_ptr->new_spells);
394 msg_format("You can learn %d new special attack%s.", player_ptr->new_spells, (player_ptr->new_spells == 1 ? "" : "s"));
397 q = _("どの書から学びますか? ", "Study which book? ");
398 s = _("読める書がない。", "You have no books that you can read.");
400 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemKindType::HISSATSU_BOOK));
405 for (i = o_ptr->sval * 8; i < o_ptr->sval * 8 + 8; i++) {
406 if (player_ptr->spell_learned1 & (1UL << i)) {
409 if (technic_info[TECHNIC_HISSATSU][i].slevel > player_ptr->lev) {
413 player_ptr->spell_learned1 |= (1UL << i);
414 player_ptr->spell_worked1 |= (1UL << i);
415 msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), exe_spell(player_ptr, REALM_HISSATSU, i, SpellProcessType::NAME));
416 for (j = 0; j < 64; j++) {
417 /* Stop at the first empty space */
418 if (player_ptr->spell_order[j] == 99) {
422 player_ptr->spell_order[j] = i;
427 msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
429 PlayerEnergy(player_ptr).set_player_turn_energy(100);
432 player_ptr->update |= (PU_SPELLS);