1 #include "effect/effect-player-spirit.h"
2 #include "blue-magic/blue-magic-checker.h"
3 #include "core/window-redrawer.h"
4 #include "effect/effect-player.h"
5 #include "mind/mind-mirror-master.h"
6 #include "player/player-damage.h"
7 #include "player/player-status-flags.h"
8 #include "status/bad-status-setter.h"
9 #include "status/base-status.h"
10 #include "system/monster-entity.h"
11 #include "system/player-type-definition.h"
12 #include "system/redrawing-flags-updater.h"
13 #include "view/display-messages.h"
14 #include "world/world.h"
16 void effect_player_drain_mana(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
18 if (check_multishadow(player_ptr)) {
19 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
24 if (player_ptr->csp == 0) {
29 if (ep_ptr->src_idx > 0) {
30 msg_format(_("%s^に精神エネルギーを吸い取られてしまった!", "%s^ draws psychic energy from you!"), ep_ptr->m_name);
32 msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drained!"));
35 if (ep_ptr->dam >= player_ptr->csp) {
36 ep_ptr->dam = player_ptr->csp;
38 player_ptr->csp_frac = 0;
40 player_ptr->csp -= ep_ptr->dam;
43 auto &rfu = RedrawingFlagsUpdater::get_instance();
44 rfu.set_flag(MainWindowRedrawingFlag::MP);
45 static constexpr auto flags = {
46 SubWindowRedrawingFlag::PLAYER,
47 SubWindowRedrawingFlag::SPELL,
51 if ((ep_ptr->src_idx <= 0) || (ep_ptr->m_ptr->hp >= ep_ptr->m_ptr->maxhp)) {
56 ep_ptr->m_ptr->hp += ep_ptr->dam;
57 if (ep_ptr->m_ptr->hp > ep_ptr->m_ptr->maxhp) {
58 ep_ptr->m_ptr->hp = ep_ptr->m_ptr->maxhp;
61 if (player_ptr->health_who == ep_ptr->src_idx) {
62 rfu.set_flag(MainWindowRedrawingFlag::HEALTH);
64 if (player_ptr->riding == ep_ptr->src_idx) {
65 rfu.set_flag(MainWindowRedrawingFlag::UHEALTH);
68 if (ep_ptr->m_ptr->ml) {
69 msg_format(_("%s^は気分が良さそうだ。", "%s^ appears healthier."), ep_ptr->m_name);
75 void effect_player_mind_blast(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
77 if ((randint0(100 + ep_ptr->rlev / 2) < std::max<short>(5, player_ptr->skill_sav)) && !check_multishadow(player_ptr)) {
78 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
82 if (check_multishadow(player_ptr)) {
83 ep_ptr->get_damage = take_hit(player_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
87 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psionic energy."));
88 BadStatusSetter bss(player_ptr);
89 if (!has_resist_conf(player_ptr)) {
90 (void)bss.mod_confusion(randint0(4) + 4);
93 if (!has_resist_chaos(player_ptr) && one_in_(3)) {
94 (void)bss.mod_hallucination(randint0(250) + 150);
97 player_ptr->csp -= 50;
98 if (player_ptr->csp < 0) {
100 player_ptr->csp_frac = 0;
103 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
104 ep_ptr->get_damage = take_hit(player_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
107 void effect_player_brain_smash(PlayerType *player_ptr, EffectPlayerType *ep_ptr)
109 if ((randint0(100 + ep_ptr->rlev / 2) < std::max<short>(5, player_ptr->skill_sav)) && !check_multishadow(player_ptr)) {
110 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
114 if (!check_multishadow(player_ptr)) {
115 msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psionic energy."));
116 player_ptr->csp -= 100;
117 if (player_ptr->csp < 0) {
119 player_ptr->csp_frac = 0;
122 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
125 ep_ptr->get_damage = take_hit(player_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
126 if (check_multishadow(player_ptr)) {
130 BadStatusSetter bss(player_ptr);
131 if (!has_resist_blind(player_ptr)) {
132 (void)bss.mod_blindness(8 + randint0(8));
135 if (!has_resist_conf(player_ptr)) {
136 (void)bss.mod_confusion(randint0(4) + 4);
139 if (!player_ptr->free_act) {
140 (void)bss.mod_paralysis(randint0(4) + 4);
143 (void)bss.mod_deceleration(randint0(4) + 4, false);
145 while (randint0(100 + ep_ptr->rlev / 2) > (std::max<short>(5, player_ptr->skill_sav))) {
146 (void)do_dec_stat(player_ptr, A_INT);
148 while (randint0(100 + ep_ptr->rlev / 2) > (std::max<short>(5, player_ptr->skill_sav))) {
149 (void)do_dec_stat(player_ptr, A_WIS);
152 if (!has_resist_chaos(player_ptr)) {
153 (void)bss.mod_hallucination(randint0(250) + 150);