5 #include "mind-elementalist.h"
6 #include "action/action-limited.h"
7 #include "avatar/avatar.h"
8 #include "cmd-action/cmd-mind.h"
9 #include "cmd-action/cmd-spell.h"
10 #include "cmd-io/cmd-gameoption.h"
11 #include "core/asking-player.h"
12 #include "core/player-redraw-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "effect/effect-characteristics.h"
16 #include "effect/effect-monster-util.h"
17 #include "effect/effect-processor.h"
18 #include "effect/spells-effect-util.h"
19 #include "floor/cave.h"
20 #include "floor/floor-util.h"
21 #include "floor/geometry.h"
22 #include "game-option/disturbance-options.h"
23 #include "game-option/input-options.h"
24 #include "game-option/text-display-options.h"
25 #include "grid/feature-flag-types.h"
26 #include "grid/grid.h"
27 #include "hpmp/hp-mp-processor.h"
28 #include "io/command-repeater.h"
29 #include "io/input-key-acceptor.h"
30 #include "io/input-key-requester.h"
31 #include "main/sound-definitions-table.h"
32 #include "main/sound-of-music.h"
33 #include "mind/mind-explanations-table.h"
34 #include "mind/mind-mindcrafter.h"
35 #include "monster-race/monster-race.h"
36 #include "monster-race/race-flags-resistance.h"
37 #include "monster-race/race-flags3.h"
38 #include "monster-race/race-flags7.h"
39 #include "monster/monster-describer.h"
40 #include "player-info/equipment-info.h"
41 #include "player-status/player-energy.h"
42 #include "player-status/player-status-base.h"
43 #include "player/player-status-table.h"
44 #include "racial/racial-util.h"
45 #include "spell-kind/earthquake.h"
46 #include "spell-kind/magic-item-recharger.h"
47 #include "spell-kind/spells-beam.h"
48 #include "spell-kind/spells-charm.h"
49 #include "spell-kind/spells-detection.h"
50 #include "spell-kind/spells-genocide.h"
51 #include "spell-kind/spells-launcher.h"
52 #include "spell-kind/spells-lite.h"
53 #include "spell-kind/spells-sight.h"
54 #include "spell-kind/spells-teleport.h"
55 #include "spell-kind/spells-world.h"
56 #include "status/bad-status-setter.h"
57 #include "status/base-status.h"
58 #include "system/floor-type-definition.h"
59 #include "system/game-option-types.h"
60 #include "system/grid-type-definition.h"
61 #include "system/monster-race-definition.h"
62 #include "system/monster-type-definition.h"
63 #include "system/player-type-definition.h"
64 #include "target/grid-selector.h"
65 #include "target/target-getter.h"
66 #include "term/screen-processor.h"
67 #include "term/term-color-types.h"
68 #include "timed-effect/player-stun.h"
69 #include "timed-effect/timed-effects.h"
70 #include "util/bit-flags-calculator.h"
71 #include "util/buffer-shaper.h"
72 #include "util/enum-converter.h"
73 #include "util/int-char-converter.h"
74 #include "view/display-messages.h"
77 #include <unordered_map>
82 enum class ElementSpells {
106 struct element_type {
107 std::string_view title; //!< 領域名
108 std::array<spells_type, 3> type; //!< 属性タイプリスト
109 std::array<std::string_view, 3> name; //!< 属性名リスト
110 std::unordered_map<spells_type, spells_type> extra; //!< 追加属性タイプ
116 struct element_power {
117 int elem; //!< 使用属性番号
118 mind_type info; //!< 難易度構造体
121 using element_type_list = const std::unordered_map<ElementRealm, element_type>;
122 using element_power_list = const std::unordered_map<ElementSpells, element_power>;
123 using element_tip_list = const std::unordered_map<ElementSpells, std::string_view>;
124 using element_text_list = const std::unordered_map<ElementRealm, std::string_view>;
130 static element_type_list element_types = {
132 ElementRealm::FIRE, {
134 { GF_FIRE, GF_HELL_FIRE, GF_PLASMA },
135 { _("火炎", "Fire"), _("業火", "Hell Fire"), _("プラズマ", "Plasma") },
142 { GF_COLD, GF_INERTIAL, GF_TIME },
143 { _("冷気", "Ice"), _("遅鈍", "Inertia"), _("時間逆転", "Time Stream") },
144 { { GF_COLD, GF_ICE} },
150 { GF_ELEC, GF_LITE, GF_MANA },
151 { _("電撃", "Lightning"), _("光", "Light"), _("魔力", "Mana") },
158 { GF_ACID, GF_WATER, GF_DISINTEGRATE },
159 { _("酸", "Acid"), _("水", "Water"), _("分解", "Disintegration") },
164 ElementRealm::DARKNESS, {
166 { GF_DARK, GF_NETHER, GF_VOID },
167 { _("暗黒", "Darkness"), _("地獄", "Nether"), _("虚無", "void") },
168 { { GF_DARK, GF_ABYSS } },
172 ElementRealm::CHAOS, {
174 { GF_CONFUSION, GF_CHAOS, GF_NEXUS },
175 { _("混乱", "Confusion"), _("カオス", "Chaos"), _("因果混乱", "Nexus") },
180 ElementRealm::EARTH, {
182 { GF_SHARDS, GF_FORCE, GF_METEOR },
183 { _("破片", "Shards"), _("フォース", "Force"), _("隕石", "Meteor") },
188 ElementRealm::DEATH, {
190 { GF_POIS, GF_HYPODYNAMIA, GF_DISENCHANT },
191 { _("毒", "Poison"), _("吸血", "Drain Life"), _("劣化", "Disenchantment") },
200 static element_power_list element_powers = {
201 { ElementSpells::BOLT_1ST, { 0, { 1, 1, 15, _("%sの矢", "%s Bolt") }}},
202 { ElementSpells::MON_DETECT, { 0, { 2, 2, 20, _("モンスター感知", "Detect Monsters") }}},
203 { ElementSpells::PERCEPT, { 0, { 5, 5, 50, _("擬似鑑定", "Psychometry") }}},
204 { ElementSpells::CURE, { 0, { 6, 5, 35, _("傷の治癒", "Cure Wounds") }}},
205 { ElementSpells::BOLT_2ND, { 1, { 8, 6, 35, _("%sの矢", "%s Bolt") }}},
206 { ElementSpells::MAG_DETECT, { 0, { 10, 8, 60, _("魔法感知", "Detect Magical Objs") }}},
207 { ElementSpells::BALL_3RD, { 2, { 15, 10, 55, _("%s放射", "%s Spout") }}},
208 { ElementSpells::BALL_1ST, { 0, { 18, 13, 65, _("%sの球", "%s Ball") }}},
209 { ElementSpells::BREATH_2ND, { 1, { 21, 20, 70, _("%sのブレス", "Breath of %s") }}},
210 { ElementSpells::ANNIHILATE, { 0, { 24, 20, 75, _("モンスター消滅", "Annihilation") }}},
211 { ElementSpells::BOLT_3RD, { 2, { 25, 15, 60, _("%sの矢", "%s Bolt") }}},
212 { ElementSpells::WAVE_1ST, { 0, { 28, 30, 75, _("元素の波動", "Elemental Wave") }}},
213 { ElementSpells::BALL_2ND, { 1, { 28, 22, 75, _("%sの球", "%s Ball") }}},
214 { ElementSpells::BURST_1ST, { 0, { 33, 35, 75, _("精気乱射", "%s Blast") }}},
215 { ElementSpells::STORM_2ND, { 1, { 35, 30, 75, _("%sの嵐", "%s Storm") }}},
216 { ElementSpells::BREATH_1ST, { 0, { 42, 48, 75, _("%sのブレス", "Breath of %s") }}},
217 { ElementSpells::STORM_3ND, { 2, { 45, 60, 80, _("%sの嵐", "%s Storm") }}},
223 static element_tip_list element_tips = {
224 { ElementSpells::BOLT_1ST,
225 _("弱い%sの矢を放つ。", "Fire a weak bolt of %s.") },
226 { ElementSpells::MON_DETECT,
227 _("近くの全てのモンスターを感知する。", "Detects monsters.") },
228 { ElementSpells::PERCEPT,
229 _("アイテムの雰囲気を知る。", "Gives feeling of an item.") },
230 { ElementSpells::CURE,
231 _("怪我と体力を少し回復させる。", "Heals HP and wounds a bit.") },
232 { ElementSpells::BOLT_2ND,
233 _("%sの矢を放つ。", "Fire a bolt of %s.") },
234 { ElementSpells::MAG_DETECT,
235 _("近くの魔法のアイテムを感知する。", "Detects magic devices.") },
236 { ElementSpells::BALL_3RD,
237 _("高威力で射程が短い%sの球を放つ。", "Fire a strong, short-range, ball of %s.") },
238 { ElementSpells::BALL_1ST,
239 _("%sの球を放つ。", "Fire a ball of %s.") },
240 { ElementSpells::BREATH_2ND,
241 _("%sのブレスを吐く。", "Fire a breath of %s.") },
242 { ElementSpells::ANNIHILATE,
243 _("%s耐性のないモンスターを1体抹殺する。", "Erase a monster unless it resists %s.") },
244 { ElementSpells::BOLT_3RD,
245 _("%sの矢を放つ。", "Fire a bolt of %s.") },
246 { ElementSpells::WAVE_1ST,
247 _("視界内の全ての敵に%sによるダメージを与える。", "Inflict %s damage on all monsters in sight.") },
248 { ElementSpells::BALL_2ND,
249 _("%sの球を放つ。", "Fire a ball of %s.") },
250 { ElementSpells::BURST_1ST,
251 _("ランダムな方向に%sの矢を放つ。", "Fire some bolts of %s in random direction.") },
252 { ElementSpells::STORM_2ND,
253 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
254 { ElementSpells::BREATH_1ST,
255 _("%sのブレスを吐く。", "Fire a breath of %s.") },
256 { ElementSpells::STORM_3ND,
257 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
261 * @brief 元素魔法選択時説明文定義
263 static element_text_list element_texts = {
264 { ElementRealm::FIRE,
265 _("炎系統は巨大なエネルギーで灼熱を生み出し、全ての敵を燃やし尽くそうとします。",
266 "Great energy of Fire system will be able to burn out all of your enemies.")},
268 _("氷系統の魔法はその冷たさで敵の動きを奪い尽くし、魂すらも止めてしまうでしょう。",
269 "Ice system will freeze your enemies, even their souls.")},
271 _("空系統は大いなる天空のエネルギーを駆使して敵の全てを撃滅できます。",
272 "Sky system can terminate all of your enemies powerfully with the energy of the great sky.")},
274 _("海系統はその敵の全てを溶かし、大いなる海へと返してしまいます。",
275 "Sea system melts all of your enemies and returns them to the great ocean.")},
276 { ElementRealm::DARKNESS,
277 _("闇系統は恐るべき力を常闇から引き出し、敵を地獄へと叩き落とすでしょう。",
278 "Dark system draws terrifying power from the darkness and knocks your enemies into hell.")},
279 { ElementRealm::CHAOS,
280 _("混沌系統は敵の意識も条理も捻じ曲げ、その存在をあの世に送ってしまいます。",
281 "Chaos system twists and wraps your enemies, even their souls, and scatters them as dust in the wind.")},
282 { ElementRealm::EARTH,
283 _("地系統は偉大なる大地の力を呼び出して、数多の敵のことごとくを粉砕しようとします。",
284 "Earth system smashes all of your enemies massively using its huge powers.")},
285 { ElementRealm::DEATH,
286 _("瘴気系統は全ての生ける者にとって途轍もない毒です。",
287 "Death system is a tremendous poison for all living enemies.")},
294 * @param realm_idx 領域番号
297 concptr get_element_title(int realm_idx)
299 auto realm = i2enum<ElementRealm>(realm_idx);
300 return element_types.at(realm).title.data();
304 * @brief 元素魔法領域の属性リストを返す
305 * @param realm_idx 領域番号
306 * @return 領域で使用できる属性リスト
308 static std::array<spells_type, 3> get_element_types(int realm_idx)
310 auto realm = i2enum<ElementRealm>(realm_idx);
311 return element_types.at(realm).type;
315 * @brief 元素魔法領域のn番目の属性を返す
316 * @param realm_idx 領域番号
320 spells_type get_element_type(int realm_idx, int n)
322 return get_element_types(realm_idx)[n];
326 * @brief 元素魔法領域のn番目の呪文用の属性を返す
327 * @param realm_idx 領域番号
331 static spells_type get_element_spells_type(player_type *player_ptr, int n)
333 auto realm = element_types.at(i2enum<ElementRealm>(player_ptr->element));
334 auto t = realm.type.at(n);
335 if (realm.extra.find(t) != realm.extra.end()) {
336 if (randint0(100) < player_ptr->lev * 2)
337 return realm.extra.at(t);
343 * @brief 元素魔法領域の属性名リストを返す
344 * @param realm_idx 領域番号
345 * @return 領域で使用できる属性の名称リスト
347 static std::array<std::string_view, 3> get_element_names(int realm_idx)
349 auto realm = i2enum<ElementRealm>(realm_idx);
350 return element_types.at(realm).name;
354 * @brief 元素魔法領域のn番目の属性名を返す
355 * @param realm_idx 領域番号
359 concptr get_element_name(int realm_idx, int n)
361 return get_element_names(realm_idx)[n].data();
366 * @param player_ptr プレイヤー情報への参照ポインタ
367 * @param spell_idx 呪文番号
370 static concptr get_element_tip(player_type *player_ptr, int spell_idx)
372 auto realm = i2enum<ElementRealm>(player_ptr->element);
373 auto spell = i2enum<ElementSpells>(spell_idx);
374 auto elem = element_powers.at(spell).elem;
375 return format(element_tips.at(spell).data(), element_types.at(realm).name[elem].data());
380 * @param player_ptr プレイヤー情報への参照ポインタ
381 * @param spell_idx 呪文番号
384 static int get_elemental_elem(player_type *player_ptr, int spell_idx)
387 auto spell = i2enum<ElementSpells>(spell_idx);
388 return element_powers.at(spell).elem;
392 * @brief 元素魔法呪文の難易度データを取得
393 * @param player_ptr プレイヤー情報への参照ポインタ
394 * @param spell_idx 呪文番号
397 static mind_type get_elemental_info(player_type *player_ptr, int spell_idx)
400 auto spell = i2enum<ElementSpells>(spell_idx);
401 return element_powers.at(spell).info;
405 * @brief 元素魔法呪文の効果表示文字列を取得
406 * @param player_ptr プレイヤー情報への参照ポインタ
407 * @param spell_idx 呪文番号
411 void get_element_effect_info(player_type *player_ptr, int spell_idx, char *p)
413 PLAYER_LEVEL plev = player_ptr->lev;
414 auto spell = i2enum<ElementSpells>(spell_idx);
418 case ElementSpells::BOLT_1ST:
419 sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 5), 4);
421 case ElementSpells::CURE:
422 sprintf(p, " %s%dd%d", KWD_HEAL, 2, 8);
424 case ElementSpells::BOLT_2ND:
425 sprintf(p, " %s%dd%d", KWD_DAM, 8 + ((plev - 5) / 4), 8);
427 case ElementSpells::BALL_3RD:
428 sprintf(p, " %s%d", KWD_DAM, (50 + plev * 2));
430 case ElementSpells::BALL_1ST:
431 sprintf(p, " %s%d", KWD_DAM, 55 + plev);
433 case ElementSpells::BREATH_2ND:
434 dam = p_ptr->chp / 2;
435 sprintf(p, " %s%d", KWD_DAM, (dam > 150) ? 150 : dam);
437 case ElementSpells::ANNIHILATE:
438 sprintf(p, " %s%d", _("効力:", "pow "), 50 + plev);
440 case ElementSpells::BOLT_3RD:
441 sprintf(p, " %s%dd%d", KWD_DAM, 12 + ((plev - 5) / 4), 8);
443 case ElementSpells::WAVE_1ST:
444 sprintf(p, " %s50+d%d", KWD_DAM, plev * 3);
446 case ElementSpells::BALL_2ND:
447 sprintf(p, " %s%d", KWD_DAM, 75 + plev * 3 / 2);
449 case ElementSpells::BURST_1ST:
450 sprintf(p, " %s%dd%d", KWD_DAM, 6 + plev / 8, 7);
452 case ElementSpells::STORM_2ND:
453 sprintf(p, " %s%d", KWD_DAM, 115 + plev * 5 / 2);
455 case ElementSpells::BREATH_1ST:
456 sprintf(p, " %s%d", KWD_DAM, p_ptr->chp * 2 / 3);
458 case ElementSpells::STORM_3ND:
459 sprintf(p, " %s%d", KWD_DAM, 300 + plev * 5);
469 * @param player_ptr プレイヤー情報への参照ポインタ
470 * @param spell_idx 呪文番号
471 * @return 実行したらTRUE、キャンセルならFALSE
473 static bool cast_element_spell(player_type *player_ptr, SPELL_IDX spell_idx)
475 auto spell = i2enum<ElementSpells>(spell_idx);
476 auto power = element_powers.at(spell);
479 PLAYER_LEVEL plev = player_ptr->lev;
485 case ElementSpells::BOLT_1ST:
486 if (!get_aim_dir(player_ptr, &dir))
488 dam = damroll(3 + ((plev - 1) / 5), 4);
489 typ = get_element_spells_type(player_ptr, power.elem);
490 (void)fire_bolt(player_ptr, typ, dir, dam);
492 case ElementSpells::MON_DETECT:
493 (void)detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
494 (void)detect_monsters_invis(player_ptr, DETECT_RAD_DEFAULT);
496 case ElementSpells::PERCEPT:
497 return psychometry(player_ptr);
498 case ElementSpells::CURE:
499 (void)hp_player(player_ptr, damroll(2, 8));
500 (void)BadStatusSetter(player_ptr).mod_cut(-10);
502 case ElementSpells::BOLT_2ND:
503 if (!get_aim_dir(player_ptr, &dir))
505 dam = damroll(8 + ((plev - 5) / 4), 8);
506 typ = get_element_spells_type(player_ptr, power.elem);
507 if (fire_bolt_or_beam(player_ptr, plev, typ, dir, dam)) {
508 if (typ == GF_HYPODYNAMIA) {
509 (void)hp_player(player_ptr, dam / 2);
513 case ElementSpells::MAG_DETECT:
514 (void)detect_objects_magic(player_ptr, DETECT_RAD_DEFAULT);
516 case ElementSpells::BALL_3RD:
518 if (!get_aim_dir(player_ptr, &dir))
520 typ = get_element_spells_type(player_ptr, power.elem);
522 (void)fire_ball(player_ptr, typ, dir, dam, 1);
525 case ElementSpells::BALL_1ST:
526 if (!get_aim_dir(player_ptr, &dir))
529 typ = get_element_spells_type(player_ptr, power.elem);
530 (void)fire_ball(player_ptr, typ, dir, dam, 2);
532 case ElementSpells::BREATH_2ND:
533 if (!get_aim_dir(player_ptr, &dir))
535 dam = std::min(150, player_ptr->chp / 2);
536 typ = get_element_spells_type(player_ptr, power.elem);
537 if (fire_breath(player_ptr, typ, dir, dam, 3)) {
538 if (typ == GF_HYPODYNAMIA) {
539 (void)hp_player(player_ptr, dam / 2);
543 case ElementSpells::ANNIHILATE:
544 if (!get_aim_dir(player_ptr, &dir))
546 fire_ball_hide(player_ptr, GF_E_GENOCIDE, dir, plev + 50, 0);
548 case ElementSpells::BOLT_3RD:
549 if (!get_aim_dir(player_ptr, &dir))
551 dam = damroll(12 + ((plev - 5) / 4), 8);
552 typ = get_element_spells_type(player_ptr, power.elem);
553 fire_bolt_or_beam(player_ptr, plev, typ, dir, dam);
555 case ElementSpells::WAVE_1ST:
556 dam = 50 + randint1(plev * 3);
557 typ = get_element_spells_type(player_ptr, power.elem);
558 project_all_los(player_ptr, typ, dam);
560 case ElementSpells::BALL_2ND:
561 if (!get_aim_dir(player_ptr, &dir))
563 dam = 75 + plev * 3 / 2;
564 typ = get_element_spells_type(player_ptr, power.elem);
565 if (fire_ball(player_ptr, typ, dir, dam, 3)) {
566 if (typ == GF_HYPODYNAMIA) {
567 (void)hp_player(player_ptr, dam / 2);
571 case ElementSpells::BURST_1ST:
575 typ = get_element_spells_type(player_ptr, power.elem);
576 for (int k = 0; k < num; k++) {
579 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
580 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT))
582 if (!player_bold(player_ptr, y, x))
585 project(player_ptr, 0, 0, y, x, damroll(6 + plev / 8, 7), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
588 case ElementSpells::STORM_2ND:
589 if (!get_aim_dir(player_ptr, &dir))
591 dam = 115 + plev * 5 / 2;
592 typ = get_element_spells_type(player_ptr, power.elem);
593 if (fire_ball(player_ptr, typ, dir, dam, 4)) {
594 if (typ == GF_HYPODYNAMIA) {
595 (void)hp_player(player_ptr, dam / 2);
599 case ElementSpells::BREATH_1ST:
600 if (!get_aim_dir(player_ptr, &dir))
602 dam = player_ptr->chp * 2 / 3;
603 typ = get_element_spells_type(player_ptr, power.elem);
604 (void)fire_breath(player_ptr, typ, dir, dam, 3);
606 case ElementSpells::STORM_3ND:
607 if (!get_aim_dir(player_ptr, &dir))
609 dam = 300 + plev * 5;
610 typ = get_element_spells_type(player_ptr, power.elem);
611 (void)fire_ball(player_ptr, typ, dir, dam, 5);
621 * @brief 元素魔法呪文の失敗率を計算
622 * @param player_ptr プレイヤー情報への参照ポインタ
623 * @param spell_idx 呪文番号
626 static PERCENTAGE decide_element_chance(player_type *player_ptr, mind_type spell)
628 PERCENTAGE chance = spell.fail;
630 chance -= 3 * (player_ptr->lev - spell.min_lev);
631 chance += player_ptr->to_m_chance;
632 chance -= 3 * (adj_mag_stat[player_ptr->stat_index[A_WIS]] - 1);
634 PERCENTAGE minfail = adj_mag_fail[player_ptr->stat_index[A_WIS]];
635 if (chance < minfail)
638 auto player_stun = player_ptr->effects()->stun();
639 chance += player_stun->get_magic_chance_penalty();
640 if (heavy_armor(player_ptr))
643 if (player_ptr->is_icky_wield[0])
646 if (player_ptr->is_icky_wield[1])
656 * @brief 元素魔法呪文の消費MPを計算
657 * @param player_ptr プレイヤー情報への参照ポインタ
658 * @param spell_idx 呪文番号
661 static MANA_POINT decide_element_mana_cost(player_type *player_ptr, mind_type spell)
664 return spell.mana_cost;
668 * @brief 元素魔法呪文を選択して取得
669 * @param player_ptr プレイヤー情報への参照ポインタ
671 * @param only_browse 閲覧モードかどうか
672 * @return 選んだらTRUE、選ばなかったらFALSE
674 bool get_element_power(player_type *player_ptr, SPELL_IDX *sn, bool only_browse)
680 PLAYER_LEVEL plev = player_ptr->lev;
687 int menu_line = (use_menu ? 1 : 0);
690 if (repeat_pull(&code)) {
691 *sn = (SPELL_IDX)code;
692 if (get_elemental_info(player_ptr, *sn).min_lev <= plev)
696 concptr p = _("元素魔法", "magic");
700 for (i = 0; i < static_cast<SPELL_IDX>(ElementSpells::MAX); i++) {
701 if (get_elemental_info(player_ptr, i).min_lev <= plev)
706 (void)strnfmt(out_val, 78, _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "), p, I2A(0),
710 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), I2A(num - 1), p);
712 if (use_menu && !only_browse)
717 choice = (always_show_list || use_menu) ? ESCAPE : 1;
719 if (choice == ESCAPE)
721 else if (!get_com(out_val, &choice, true))
724 if (use_menu && choice != ' ') {
733 menu_line += (num - 1);
753 int spell_max = enum2i(ElementSpells::MAX);
754 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
755 if (!redraw || use_menu) {
759 if (!only_browse && !use_menu)
763 put_str(_("名前", "Name"), y, x + 5);
764 put_str(_("Lv MP 失率 効果", "Lv MP Fail Info"), y, x + 35);
765 for (i = 0; i < spell_max; i++) {
766 elem = get_elemental_elem(player_ptr, i);
767 spell = get_elemental_info(player_ptr, i);
769 if (spell.min_lev > plev)
772 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
773 int mana_cost = decide_element_mana_cost(player_ptr, spell);
774 get_element_effect_info(player_ptr, i, comment);
777 if (i == (menu_line - 1))
778 strcpy(desc, _(" 》 ", " > "));
782 sprintf(desc, " %c) ", I2A(i));
784 concptr s = get_element_name(player_ptr->element, elem);
785 sprintf(name, spell.name, s);
786 strcat(desc, format("%-30s%2d %4d %3d%%%s", name, spell.min_lev, mana_cost, chance, comment));
787 prt(desc, y + i + 1, x);
790 prt("", y + i + 1, x);
791 } else if (!only_browse) {
800 ask = isupper(choice);
802 choice = (char)tolower(choice);
804 i = (islower(choice) ? A2I(choice) : -1);
807 if ((i < 0) || (i >= num)) {
815 elem = get_elemental_elem(player_ptr, i);
816 spell = get_elemental_info(player_ptr, i);
817 (void)sprintf(name, spell.name, get_element_name(player_ptr->element, elem));
818 (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), name);
819 if (!get_check(tmp_val))
826 if (redraw && !only_browse)
829 set_bits(player_ptr->window_flags, PW_SPELL);
830 handle_stuff(player_ptr);
835 repeat_push((COMMAND_CODE)i);
840 * @brief 元素魔法呪文をMPがなくても挑戦するか確認する
841 * @param player_ptr プレイヤー情報への参照ポインタ
842 * @param mana_cost 消費MP
843 * @return 詠唱するならTRUE、しないならFALSE
845 static bool check_element_mp_sufficiency(player_type *player_ptr, int mana_cost)
847 if (mana_cost <= player_ptr->csp)
850 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
854 return get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "));
858 * @brief 元素魔法呪文の詠唱を試み、成功なら詠唱し、失敗ならファンブルする
859 * @param player_ptr プレイヤー情報への参照ポインタ
860 * @param spell_idx 呪文番号
862 * @return 詠唱して実行したらTRUE、されなかったらFALSE
864 static bool try_cast_element_spell(player_type *player_ptr, SPELL_IDX spell_idx, PERCENTAGE chance)
866 if (randint0(100) >= chance) {
868 return cast_element_spell(player_ptr, spell_idx);
874 msg_format(_("魔力の集中に失敗した!", "You failed to concentrate hard enough for Mana!"));
877 if (randint1(100) < chance / 2) {
878 int plev = player_ptr->lev;
879 msg_print(_("元素の力が制御できない氾流となって解放された!", "Elemental power unleashes its power in an uncontrollable storm!"));
880 project(player_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, player_ptr->y, player_ptr->x, plev * 2, get_element_types(player_ptr->element)[0],
881 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM);
882 player_ptr->csp = std::max(0, player_ptr->csp - player_ptr->msp * 10 / (20 + randint1(10)));
884 PlayerEnergy(player_ptr).set_player_turn_energy(100);
885 set_bits(player_ptr->redraw, PR_MANA);
886 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
895 * @brief 元素魔法コマンドのメインルーチン
896 * @param player_ptr プレイヤー情報への参照ポインタ
898 void do_cmd_element(player_type *player_ptr)
901 if (cmd_limit_confused(player_ptr) || !get_element_power(player_ptr, &i, false))
904 mind_type spell = get_elemental_info(player_ptr, i);
905 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
906 int mana_cost = decide_element_mana_cost(player_ptr, spell);
908 if (!check_element_mp_sufficiency(player_ptr, mana_cost))
911 if (!try_cast_element_spell(player_ptr, i, chance))
914 if (mana_cost <= player_ptr->csp) {
915 player_ptr->csp -= mana_cost;
917 int oops = mana_cost;
919 player_ptr->csp_frac = 0;
920 msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
921 (void)BadStatusSetter(player_ptr).mod_paralysis(randint1(5 * oops + 1));
922 chg_virtue(player_ptr, V_KNOWLEDGE, -10);
923 if (randint0(100) < 50) {
924 bool perm = (randint0(100) < 25);
925 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
926 (void)dec_stat(player_ptr, A_CON, 15 + randint1(10), perm);
930 PlayerEnergy(player_ptr).set_player_turn_energy(100);
931 set_bits(player_ptr->redraw, PR_MANA);
932 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
936 * @brief 現在プレイヤーが使用可能な元素魔法の一覧表示
937 * @param player_ptr プレイヤー情報への参照ポインタ
939 void do_cmd_element_browse(player_type *player_ptr)
946 if (!get_element_power(player_ptr, &n, true)) {
951 term_erase(12, 21, 255);
952 term_erase(12, 20, 255);
953 term_erase(12, 19, 255);
954 term_erase(12, 18, 255);
955 term_erase(12, 17, 255);
956 term_erase(12, 16, 255);
957 shape_buffer(get_element_tip(player_ptr, n), 62, temp, sizeof(temp));
958 for (int j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
959 prt(&temp[j], line, 15);
963 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);
969 * @brief 元素魔法の単体抹殺が有効か確認する
970 * @param r_ptr モンスター種族への参照ポインタ
972 * @return 効果があるならTRUE、なければFALSE
974 bool is_elemental_genocide_effective(monster_race *r_ptr, spells_type type)
978 if (any_bits(r_ptr->flagsr, RFR_IM_FIRE))
982 if (any_bits(r_ptr->flagsr, RFR_IM_COLD))
986 if (any_bits(r_ptr->flagsr, RFR_IM_ELEC))
990 if (any_bits(r_ptr->flagsr, RFR_IM_ACID))
994 if (any_bits(r_ptr->flagsr, RFR_RES_DARK) || any_bits(r_ptr->r_flags3, RF3_HURT_LITE))
998 if (any_bits(r_ptr->flags3, RF3_NO_CONF))
1002 if (any_bits(r_ptr->flagsr, RFR_RES_SHAR))
1006 if (any_bits(r_ptr->flagsr, RFR_IM_POIS))
1017 * @brief 元素魔法の単体抹殺の効果を発動する
1018 * @param player_ptr プレイヤー情報への参照ポインタ
1019 * @param em_ptr 魔法効果情報への参照ポインタ
1020 * @return 効果処理を続けるかどうか
1022 process_result effect_monster_elemental_genocide(player_type *player_ptr, effect_monster_type *em_ptr)
1024 auto type = get_element_type(player_ptr->element, 0);
1025 auto name = get_element_name(player_ptr->element, 0);
1026 bool b = is_elemental_genocide_effective(em_ptr->r_ptr, type);
1028 if (em_ptr->seen_msg)
1029 msg_format(_("%sが%sを包み込んだ。", "The %s surrounds %s."), name, em_ptr->m_name);
1032 em_ptr->obvious = true;
1035 if (em_ptr->seen_msg)
1036 msg_format(_("%sには効果がなかった。", "%^s is unaffected."), em_ptr->m_name);
1038 return PROCESS_TRUE;
1041 if (genocide_aux(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, !em_ptr->who, (em_ptr->r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One"))) {
1042 if (em_ptr->seen_msg)
1043 msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
1045 chg_virtue(player_ptr, V_VITALITY, -1);
1046 return PROCESS_TRUE;
1049 em_ptr->skipped = true;
1050 return PROCESS_CONTINUE;
1054 * @brief 元素領域とレベルの条件に見合うかチェックする
1055 * @param player_ptr プレイヤー情報への参照ポインタ
1057 * @param lev プレイヤーレベル
1058 * @return 見合うならTRUE、そうでなければFALSE
1060 * レベルに応じて取得する耐性などの判定に使用する
1062 bool has_element_resist(player_type *player_ptr, ElementRealm realm, PLAYER_LEVEL lev)
1064 if (player_ptr->pclass != PlayerClassType::ELEMENTALIST)
1067 auto prealm = i2enum<ElementRealm>(player_ptr->element);
1068 return (prealm == realm && player_ptr->lev >= lev);
1072 * @brief 領域選択時のカーソル表示(シンボル+領域名)
1077 static void display_realm_cursor(int i, int n, term_color_type color)
1084 name = _("ランダム", "Random");
1087 name = element_types.at(i2enum<ElementRealm>(i + 1)).title.data();
1089 sprintf(cur, "%c) %s", sym, name);
1091 c_put_str(color, cur, 12 + (i / 5), 2 + 15 * (i % 5));
1095 * @brief 領域選択時の移動キー処理
1101 static int interpret_realm_select_key(int cs, int n, char c)
1127 * @param player_ptr プレイヤー情報への参照ポインタ
1131 static int get_element_realm(player_type *player_ptr, int is, int n)
1133 int cs = std::max(0, is);
1138 sprintf(buf, _("領域を選んで下さい(%c-%c) ('='初期オプション設定): ", "Choose a realm (%c-%c) ('=' for options): "), I2A(0), I2A(n - 1));
1141 display_realm_cursor(os, n, TERM_WHITE);
1142 display_realm_cursor(cs, n, TERM_YELLOW);
1143 put_str(buf, 10, 10);
1147 cs = interpret_realm_select_key(cs, n, c);
1152 if (c == ' ' || c == '\r' || c == '\n') {
1154 display_realm_cursor(cs, n, TERM_WHITE);
1155 cs = randint0(n - 1);
1161 display_realm_cursor(cs, n, TERM_WHITE);
1162 cs = randint0(n - 1);
1166 k = islower(c) ? A2I(c) : -1;
1167 if (k >= 0 && k < n) {
1168 display_realm_cursor(cs, n, TERM_WHITE);
1173 k = isupper(c) ? (26 + c - 'A') : -1;
1174 if (k >= 26 && k < n) {
1175 display_realm_cursor(cs, n, TERM_WHITE);
1182 do_cmd_options_aux(player_ptr, OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Options ((*)) affect score"));
1184 } else if (c != '2' && c != '4' && c != '6' && c != '8')
1188 display_realm_cursor(cs, n, TERM_YELLOW);
1194 * @param player_ptr プレイヤー情報への参照ポインタ
1197 byte select_element_realm(player_type *player_ptr)
1201 int realm_max = enum2i(ElementRealm::MAX);
1206 _("注意:元素系統の選択によりあなたが習得する呪文のタイプが決まります。", "Note: The system of element will determine which spells you can learn."),
1209 for (int i = 0; i < realm_max; i++) {
1210 display_realm_cursor(i, realm_max - 1, TERM_WHITE);
1213 realm_idx = get_element_realm(player_ptr, realm_idx - 1, realm_max - 1);
1214 if (realm_idx == 255)
1217 auto realm = i2enum<ElementRealm>(realm_idx);
1219 shape_buffer(element_texts.at(realm).data(), 74, temp, sizeof(temp));
1221 for (int i = 0; i < 5; i++) {
1228 if (get_check_strict(player_ptr, _("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y))
1235 return (byte)realm_idx;
1239 * @brief クラスパワー情報を追加
1240 * @param player_ptr プレイヤー情報への参照ポインタ
1241 * @param rc_ptr レイシャルパワー情報への参照ポインタ
1243 void switch_element_racial(player_type *player_ptr, rc_type *rc_ptr)
1245 auto plev = player_ptr->lev;
1246 auto realm = i2enum<ElementRealm>(player_ptr->element);
1249 case ElementRealm::FIRE:
1250 rpi = rpi_type(_("ライト・エリア", "Light area"));
1251 rpi.text = _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
1256 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1258 case ElementRealm::ICE:
1259 rpi = rpi_type(_("周辺フリーズ", "Sleep monsters"));
1260 rpi.info = format("%s%d", KWD_POWER, 20 + plev * 3 / 2);
1261 rpi.text = _("視界内の全てのモンスターを眠らせる。抵抗されると無効。", "Attempts to put all monsters in sight to sleep.");
1266 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1268 case ElementRealm::SKY:
1269 rpi = rpi_type(_("魔力充填", "Recharging"));
1270 rpi.info = format("%s%d", KWD_POWER, 120);
1271 rpi.text = _("杖/魔法棒の充填回数を増やすか、充填中のロッドの充填時間を減らす。", "Recharges staffs, wands or rods.");
1276 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1278 case ElementRealm::SEA:
1279 rpi = rpi_type(_("岩石溶解", "Stone to mud"));
1280 rpi.text = _("壁を溶かして床にする。", "Turns one rock square to mud.");
1285 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1287 case ElementRealm::DARKNESS:
1288 rpi = rpi_type(format(_("闇の扉", "Door to darkness"), 15 + plev / 2));
1289 rpi.info = format("%s%d", KWD_SPHERE, 15 + plev / 2);
1291 rpi.cost = 5 + plev / 7;
1294 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1296 case ElementRealm::CHAOS:
1297 rpi = rpi_type(_("現実変容", "Alter reality"));
1298 rpi.text = _("現在の階を再構成する。", "Recreates current dungeon level.");
1303 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1305 case ElementRealm::EARTH:
1306 rpi = rpi_type(_("地震", "Earthquake"));
1307 rpi.info = format("%s%d", KWD_SPHERE, 10);
1309 = _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
1314 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1316 case ElementRealm::DEATH:
1317 rpi = rpi_type(_("増殖阻止", "Sterilization"));
1318 rpi.text = _("この階の増殖するモンスターが増殖できなくなる。", "Prevents any breeders on current level from breeding.");
1323 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1331 * @todo 宣言だけ。後日適切な場所に移動
1333 static bool door_to_darkness(player_type *player_ptr, POSITION dist);
1337 * @param player_ptr プレイヤー情報への参照ポインタ
1338 * @return 実行したらTRUE、しなかったらFALSE
1340 bool switch_element_execution(player_type *player_ptr)
1342 auto realm = i2enum<ElementRealm>(player_ptr->element);
1343 PLAYER_LEVEL plev = player_ptr->lev;
1347 case ElementRealm::FIRE:
1348 (void)lite_area(player_ptr, damroll(2, plev / 2), plev / 10);
1350 case ElementRealm::ICE:
1351 (void)project(player_ptr, 0, 5, player_ptr->y, player_ptr->x, 1, GF_COLD, PROJECT_ITEM);
1352 (void)project_all_los(player_ptr, GF_OLD_SLEEP, 20 + plev * 3 / 2);
1354 case ElementRealm::SKY:
1355 (void)recharge(player_ptr, 120);
1357 case ElementRealm::SEA:
1358 if (!get_aim_dir(player_ptr, &dir))
1360 (void)wall_to_mud(player_ptr, dir, plev * 3 / 2);
1362 case ElementRealm::DARKNESS:
1363 return door_to_darkness(player_ptr, 15 + plev / 2);
1365 case ElementRealm::CHAOS:
1366 reserve_alter_reality(player_ptr, randint0(21) + 15);
1368 case ElementRealm::EARTH:
1369 (void)earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
1371 case ElementRealm::DEATH:
1372 if (player_ptr->current_floor_ptr->num_repro <= MAX_REPRO)
1373 player_ptr->current_floor_ptr->num_repro += MAX_REPRO;
1383 * @brief 指定したマスが暗いかどうか
1384 * @param f_ptr 階の情報への参照ポインタ
1387 * @return 暗いならTRUE、そうでないならFALSE
1389 static bool is_target_grid_dark(floor_type *f_ptr, POSITION y, POSITION x)
1391 if (any_bits(f_ptr->grid_array[y][x].info, CAVE_MNLT))
1394 bool is_dark = false;
1395 bool is_lite = any_bits(f_ptr->grid_array[y][x].info, CAVE_GLOW | CAVE_LITE);
1397 for (int dx = x - 2; dx <= x + 2; dx++)
1398 for (int dy = y - 2; dy <= y + 2; dy++) {
1399 if (dx == x && dy == y)
1401 if (!in_bounds(f_ptr, dy, dx))
1404 MONSTER_IDX m_idx = f_ptr->grid_array[dy][dx].m_idx;
1408 POSITION d = distance(dy, dx, y, x);
1409 monster_race *r_ptr = &r_info[f_ptr->m_list[m_idx].r_idx];
1410 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_LITE_1 | RF7_SELF_LITE_1))
1412 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_LITE_2 | RF7_SELF_LITE_2))
1414 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_DARK_1 | RF7_SELF_DARK_1))
1416 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_DARK_2 | RF7_SELF_DARK_2))
1420 return !is_lite || is_dark;
1424 * @breif 暗いところ限定での次元の扉
1425 * @param player_ptr プレイヤー情報への参照ポインタ
1427 static bool door_to_darkness(player_type *player_ptr, POSITION dist)
1429 POSITION y = player_ptr->y;
1430 POSITION x = player_ptr->x;
1433 for (int i = 0; i < 3; i++) {
1434 if (!tgt_pt(player_ptr, &x, &y))
1437 f_ptr = player_ptr->current_floor_ptr;
1439 if (distance(y, x, player_ptr->y, player_ptr->x) > dist) {
1440 msg_print(_("遠すぎる!", "There is too far!"));
1444 if (!is_cave_empty_bold(player_ptr, y, x) || f_ptr->grid_array[y][x].is_icky()) {
1445 msg_print(_("そこには移動できない。", "Can not teleport to there."));
1452 bool flag = cave_player_teleportable_bold(player_ptr, y, x, TELEPORT_SPONTANEOUS) && is_target_grid_dark(f_ptr, y, x);
1454 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
1456 msg_print(_("闇の扉は開かなかった!", "Door to darkness does not open!"));