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 "effect/attribute-types.h"
57 #include "status/bad-status-setter.h"
58 #include "status/base-status.h"
59 #include "system/floor-type-definition.h"
60 #include "system/game-option-types.h"
61 #include "system/grid-type-definition.h"
62 #include "system/monster-race-definition.h"
63 #include "system/monster-type-definition.h"
64 #include "system/player-type-definition.h"
65 #include "target/grid-selector.h"
66 #include "target/target-getter.h"
67 #include "term/screen-processor.h"
68 #include "term/term-color-types.h"
69 #include "timed-effect/player-stun.h"
70 #include "timed-effect/timed-effects.h"
71 #include "util/bit-flags-calculator.h"
72 #include "util/buffer-shaper.h"
73 #include "util/enum-converter.h"
74 #include "util/int-char-converter.h"
75 #include "view/display-messages.h"
78 #include <unordered_map>
83 enum class ElementSpells {
107 struct element_type {
108 std::string_view title; //!< 領域名
109 std::array<AttributeType, 3> type; //!< 属性タイプリスト
110 std::array<std::string_view, 3> name; //!< 属性名リスト
111 std::unordered_map<AttributeType, AttributeType> extra; //!< 追加属性タイプ
117 struct element_power {
118 int elem; //!< 使用属性番号
119 mind_type info; //!< 難易度構造体
122 using element_type_list = const std::unordered_map<ElementRealmType, element_type>;
123 using element_power_list = const std::unordered_map<ElementSpells, element_power>;
124 using element_tip_list = const std::unordered_map<ElementSpells, std::string_view>;
125 using element_text_list = const std::unordered_map<ElementRealmType, std::string_view>;
131 static element_type_list element_types = {
133 ElementRealmType::FIRE, {
135 { AttributeType::FIRE, AttributeType::HELL_FIRE, AttributeType::PLASMA },
136 { _("火炎", "Fire"), _("業火", "Hell Fire"), _("プラズマ", "Plasma") },
141 ElementRealmType::ICE, {
143 { AttributeType::COLD, AttributeType::INERTIAL, AttributeType::TIME },
144 { _("冷気", "Ice"), _("遅鈍", "Inertia"), _("時間逆転", "Time Stream") },
145 { { AttributeType::COLD, AttributeType::ICE} },
149 ElementRealmType::SKY, {
151 { AttributeType::ELEC, AttributeType::LITE, AttributeType::MANA },
152 { _("電撃", "Lightning"), _("光", "Light"), _("魔力", "Mana") },
157 ElementRealmType::SEA, {
159 { AttributeType::ACID, AttributeType::WATER, AttributeType::DISINTEGRATE },
160 { _("酸", "Acid"), _("水", "Water"), _("分解", "Disintegration") },
165 ElementRealmType::DARKNESS, {
167 { AttributeType::DARK, AttributeType::NETHER, AttributeType::VOID_MAGIC },
168 { _("暗黒", "Darkness"), _("地獄", "Nether"), _("虚無", "void") },
169 { { AttributeType::DARK, AttributeType::ABYSS } },
173 ElementRealmType::CHAOS, {
175 { AttributeType::CONFUSION, AttributeType::CHAOS, AttributeType::NEXUS },
176 { _("混乱", "Confusion"), _("カオス", "Chaos"), _("因果混乱", "Nexus") },
181 ElementRealmType::EARTH, {
183 { AttributeType::SHARDS, AttributeType::FORCE, AttributeType::METEOR },
184 { _("破片", "Shards"), _("フォース", "Force"), _("隕石", "Meteor") },
189 ElementRealmType::DEATH, {
191 { AttributeType::POIS, AttributeType::HYPODYNAMIA, AttributeType::DISENCHANT },
192 { _("毒", "Poison"), _("吸血", "Drain Life"), _("劣化", "Disenchantment") },
201 static element_power_list element_powers = {
202 { ElementSpells::BOLT_1ST, { 0, { 1, 1, 15, _("%sの矢", "%s Bolt") }}},
203 { ElementSpells::MON_DETECT, { 0, { 2, 2, 20, _("モンスター感知", "Detect Monsters") }}},
204 { ElementSpells::PERCEPT, { 0, { 5, 5, 50, _("擬似鑑定", "Psychometry") }}},
205 { ElementSpells::CURE, { 0, { 6, 5, 35, _("傷の治癒", "Cure Wounds") }}},
206 { ElementSpells::BOLT_2ND, { 1, { 8, 6, 35, _("%sの矢", "%s Bolt") }}},
207 { ElementSpells::MAG_DETECT, { 0, { 10, 8, 60, _("魔法感知", "Detect Magical Objs") }}},
208 { ElementSpells::BALL_3RD, { 2, { 15, 10, 55, _("%s放射", "%s Spout") }}},
209 { ElementSpells::BALL_1ST, { 0, { 18, 13, 65, _("%sの球", "%s Ball") }}},
210 { ElementSpells::BREATH_2ND, { 1, { 21, 20, 70, _("%sのブレス", "Breath of %s") }}},
211 { ElementSpells::ANNIHILATE, { 0, { 24, 20, 75, _("モンスター消滅", "Annihilation") }}},
212 { ElementSpells::BOLT_3RD, { 2, { 25, 15, 60, _("%sの矢", "%s Bolt") }}},
213 { ElementSpells::WAVE_1ST, { 0, { 28, 30, 75, _("元素の波動", "Elemental Wave") }}},
214 { ElementSpells::BALL_2ND, { 1, { 28, 22, 75, _("%sの球", "%s Ball") }}},
215 { ElementSpells::BURST_1ST, { 0, { 33, 35, 75, _("精気乱射", "%s Blast") }}},
216 { ElementSpells::STORM_2ND, { 1, { 35, 30, 75, _("%sの嵐", "%s Storm") }}},
217 { ElementSpells::BREATH_1ST, { 0, { 42, 48, 75, _("%sのブレス", "Breath of %s") }}},
218 { ElementSpells::STORM_3ND, { 2, { 45, 60, 80, _("%sの嵐", "%s Storm") }}},
224 static element_tip_list element_tips = {
225 { ElementSpells::BOLT_1ST,
226 _("弱い%sの矢を放つ。", "Fire a weak bolt of %s.") },
227 { ElementSpells::MON_DETECT,
228 _("近くの全てのモンスターを感知する。", "Detects monsters.") },
229 { ElementSpells::PERCEPT,
230 _("アイテムの雰囲気を知る。", "Gives feeling of an item.") },
231 { ElementSpells::CURE,
232 _("怪我と体力を少し回復させる。", "Heals HP and wounds a bit.") },
233 { ElementSpells::BOLT_2ND,
234 _("%sの矢を放つ。", "Fire a bolt of %s.") },
235 { ElementSpells::MAG_DETECT,
236 _("近くの魔法のアイテムを感知する。", "Detects magic devices.") },
237 { ElementSpells::BALL_3RD,
238 _("高威力で射程が短い%sの球を放つ。", "Fire a strong, short-range, ball of %s.") },
239 { ElementSpells::BALL_1ST,
240 _("%sの球を放つ。", "Fire a ball of %s.") },
241 { ElementSpells::BREATH_2ND,
242 _("%sのブレスを吐く。", "Fire a breath of %s.") },
243 { ElementSpells::ANNIHILATE,
244 _("%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.") },
245 { ElementSpells::BOLT_3RD,
246 _("%sの矢を放つ。", "Fire a bolt of %s.") },
247 { ElementSpells::WAVE_1ST,
248 _("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.") },
249 { ElementSpells::BALL_2ND,
250 _("%sの球を放つ。", "Fire a ball of %s.") },
251 { ElementSpells::BURST_1ST,
252 _("ランダムな方向に%sの矢を放つ。", "Fire some bolts of %s in random direction.") },
253 { ElementSpells::STORM_2ND,
254 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
255 { ElementSpells::BREATH_1ST,
256 _("%sのブレスを吐く。", "Fire a breath of %s.") },
257 { ElementSpells::STORM_3ND,
258 _("%sの巨大な球を放つ。", "Fire a large ball of %s.") },
262 * @brief 元素魔法選択時説明文定義
264 static element_text_list element_texts = {
265 { ElementRealmType::FIRE,
266 _("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。",
267 "Great energy of Fire system will be able to burn out all of your enemies.")},
268 { ElementRealmType::ICE,
269 _("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。",
270 "Ice system will freeze your enemies, even their souls.")},
271 { ElementRealmType::SKY,
272 _("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。",
273 "Sky system can terminate all of your enemies powerfully with the energy of the great sky.")},
274 { ElementRealmType::SEA,
275 _("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。",
276 "Sea system melts all of your enemies and returns them to the great ocean.")},
277 { ElementRealmType::DARKNESS,
278 _("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。",
279 "Dark system draws terrifying power from the darkness and knocks your enemies into hell.")},
280 { ElementRealmType::CHAOS,
281 _("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。",
282 "Chaos system twists and wraps your enemies, even their souls, and scatters them as dust in the wind.")},
283 { ElementRealmType::EARTH,
284 _("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。",
285 "Earth system smashes all of your enemies massively using its huge powers.")},
286 { ElementRealmType::DEATH,
287 _("瘴気系統は全ての生ける者にとって途轍もない毒です。",
288 "Death system is a tremendous poison for all living enemies.")},
295 * @param realm_idx 領域番号
298 concptr get_element_title(int realm_idx)
300 auto realm = i2enum<ElementRealmType>(realm_idx);
301 return element_types.at(realm).title.data();
305 * @brief 元素魔法領域の属性リストを返す
306 * @param realm_idx 領域番号
307 * @return 領域で使用できる属性リスト
309 static std::array<AttributeType, 3> get_element_types(int realm_idx)
311 auto realm = i2enum<ElementRealmType>(realm_idx);
312 return element_types.at(realm).type;
316 * @brief 元素魔法領域のn番目の属性を返す
317 * @param realm_idx 領域番号
321 AttributeType get_element_type(int realm_idx, int n)
323 return get_element_types(realm_idx)[n];
327 * @brief 元素魔法領域のn番目の呪文用の属性を返す
328 * @param realm_idx 領域番号
332 static AttributeType get_element_spells_type(player_type *player_ptr, int n)
334 auto realm = element_types.at(i2enum<ElementRealmType>(player_ptr->element));
335 auto t = realm.type.at(n);
336 if (realm.extra.find(t) != realm.extra.end()) {
337 if (randint0(100) < player_ptr->lev * 2)
338 return realm.extra.at(t);
344 * @brief 元素魔法領域の属性名リストを返す
345 * @param realm_idx 領域番号
346 * @return 領域で使用できる属性の名称リスト
348 static std::array<std::string_view, 3> get_element_names(int realm_idx)
350 auto realm = i2enum<ElementRealmType>(realm_idx);
351 return element_types.at(realm).name;
355 * @brief 元素魔法領域のn番目の属性名を返す
356 * @param realm_idx 領域番号
360 concptr get_element_name(int realm_idx, int n)
362 return get_element_names(realm_idx)[n].data();
367 * @param player_ptr プレイヤー情報への参照ポインタ
368 * @param spell_idx 呪文番号
371 static concptr get_element_tip(player_type *player_ptr, int spell_idx)
373 auto realm = i2enum<ElementRealmType>(player_ptr->element);
374 auto spell = i2enum<ElementSpells>(spell_idx);
375 auto elem = element_powers.at(spell).elem;
376 return format(element_tips.at(spell).data(), element_types.at(realm).name[elem].data());
381 * @param player_ptr プレイヤー情報への参照ポインタ
382 * @param spell_idx 呪文番号
385 static int get_elemental_elem(player_type *player_ptr, int spell_idx)
388 auto spell = i2enum<ElementSpells>(spell_idx);
389 return element_powers.at(spell).elem;
393 * @brief 元素魔法呪文の難易度データを取得
394 * @param player_ptr プレイヤー情報への参照ポインタ
395 * @param spell_idx 呪文番号
398 static mind_type get_elemental_info(player_type *player_ptr, int spell_idx)
401 auto spell = i2enum<ElementSpells>(spell_idx);
402 return element_powers.at(spell).info;
406 * @brief 元素魔法呪文の効果表示文字列を取得
407 * @param player_ptr プレイヤー情報への参照ポインタ
408 * @param spell_idx 呪文番号
412 void get_element_effect_info(player_type *player_ptr, int spell_idx, char *p)
414 PLAYER_LEVEL plev = player_ptr->lev;
415 auto spell = i2enum<ElementSpells>(spell_idx);
419 case ElementSpells::BOLT_1ST:
420 sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 5), 4);
422 case ElementSpells::CURE:
423 sprintf(p, " %s%dd%d", KWD_HEAL, 2, 8);
425 case ElementSpells::BOLT_2ND:
426 sprintf(p, " %s%dd%d", KWD_DAM, 8 + ((plev - 5) / 4), 8);
428 case ElementSpells::BALL_3RD:
429 sprintf(p, " %s%d", KWD_DAM, (50 + plev * 2));
431 case ElementSpells::BALL_1ST:
432 sprintf(p, " %s%d", KWD_DAM, 55 + plev);
434 case ElementSpells::BREATH_2ND:
435 dam = p_ptr->chp / 2;
436 sprintf(p, " %s%d", KWD_DAM, (dam > 150) ? 150 : dam);
438 case ElementSpells::ANNIHILATE:
439 sprintf(p, " %s%d", _("効力:", "pow "), 50 + plev);
441 case ElementSpells::BOLT_3RD:
442 sprintf(p, " %s%dd%d", KWD_DAM, 12 + ((plev - 5) / 4), 8);
444 case ElementSpells::WAVE_1ST:
445 sprintf(p, " %s50+d%d", KWD_DAM, plev * 3);
447 case ElementSpells::BALL_2ND:
448 sprintf(p, " %s%d", KWD_DAM, 75 + plev * 3 / 2);
450 case ElementSpells::BURST_1ST:
451 sprintf(p, " %s%dd%d", KWD_DAM, 6 + plev / 8, 7);
453 case ElementSpells::STORM_2ND:
454 sprintf(p, " %s%d", KWD_DAM, 115 + plev * 5 / 2);
456 case ElementSpells::BREATH_1ST:
457 sprintf(p, " %s%d", KWD_DAM, p_ptr->chp * 2 / 3);
459 case ElementSpells::STORM_3ND:
460 sprintf(p, " %s%d", KWD_DAM, 300 + plev * 5);
470 * @param player_ptr プレイヤー情報への参照ポインタ
471 * @param spell_idx 呪文番号
472 * @return 実行したらTRUE、キャンセルならFALSE
474 static bool cast_element_spell(player_type *player_ptr, SPELL_IDX spell_idx)
476 auto spell = i2enum<ElementSpells>(spell_idx);
477 auto power = element_powers.at(spell);
480 PLAYER_LEVEL plev = player_ptr->lev;
486 case ElementSpells::BOLT_1ST:
487 if (!get_aim_dir(player_ptr, &dir))
489 dam = damroll(3 + ((plev - 1) / 5), 4);
490 typ = get_element_spells_type(player_ptr, power.elem);
491 (void)fire_bolt(player_ptr, typ, dir, dam);
493 case ElementSpells::MON_DETECT:
494 (void)detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
495 (void)detect_monsters_invis(player_ptr, DETECT_RAD_DEFAULT);
497 case ElementSpells::PERCEPT:
498 return psychometry(player_ptr);
499 case ElementSpells::CURE:
500 (void)hp_player(player_ptr, damroll(2, 8));
501 (void)BadStatusSetter(player_ptr).mod_cut(-10);
503 case ElementSpells::BOLT_2ND:
504 if (!get_aim_dir(player_ptr, &dir))
506 dam = damroll(8 + ((plev - 5) / 4), 8);
507 typ = get_element_spells_type(player_ptr, power.elem);
508 if (fire_bolt_or_beam(player_ptr, plev, typ, dir, dam)) {
509 if (typ == AttributeType::HYPODYNAMIA) {
510 (void)hp_player(player_ptr, dam / 2);
514 case ElementSpells::MAG_DETECT:
515 (void)detect_objects_magic(player_ptr, DETECT_RAD_DEFAULT);
517 case ElementSpells::BALL_3RD:
519 if (!get_aim_dir(player_ptr, &dir))
521 typ = get_element_spells_type(player_ptr, power.elem);
523 (void)fire_ball(player_ptr, typ, dir, dam, 1);
526 case ElementSpells::BALL_1ST:
527 if (!get_aim_dir(player_ptr, &dir))
530 typ = get_element_spells_type(player_ptr, power.elem);
531 (void)fire_ball(player_ptr, typ, dir, dam, 2);
533 case ElementSpells::BREATH_2ND:
534 if (!get_aim_dir(player_ptr, &dir))
536 dam = std::min(150, player_ptr->chp / 2);
537 typ = get_element_spells_type(player_ptr, power.elem);
538 if (fire_breath(player_ptr, typ, dir, dam, 3)) {
539 if (typ == AttributeType::HYPODYNAMIA) {
540 (void)hp_player(player_ptr, dam / 2);
544 case ElementSpells::ANNIHILATE:
545 if (!get_aim_dir(player_ptr, &dir))
547 fire_ball_hide(player_ptr, AttributeType::E_GENOCIDE, dir, plev + 50, 0);
549 case ElementSpells::BOLT_3RD:
550 if (!get_aim_dir(player_ptr, &dir))
552 dam = damroll(12 + ((plev - 5) / 4), 8);
553 typ = get_element_spells_type(player_ptr, power.elem);
554 fire_bolt_or_beam(player_ptr, plev, typ, dir, dam);
556 case ElementSpells::WAVE_1ST:
557 dam = 50 + randint1(plev * 3);
558 typ = get_element_spells_type(player_ptr, power.elem);
559 project_all_los(player_ptr, typ, dam);
561 case ElementSpells::BALL_2ND:
562 if (!get_aim_dir(player_ptr, &dir))
564 dam = 75 + plev * 3 / 2;
565 typ = get_element_spells_type(player_ptr, power.elem);
566 if (fire_ball(player_ptr, typ, dir, dam, 3)) {
567 if (typ == AttributeType::HYPODYNAMIA) {
568 (void)hp_player(player_ptr, dam / 2);
572 case ElementSpells::BURST_1ST:
576 typ = get_element_spells_type(player_ptr, power.elem);
577 for (int k = 0; k < num; k++) {
580 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
581 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::PROJECT))
583 if (!player_bold(player_ptr, y, x))
586 project(player_ptr, 0, 0, y, x, damroll(6 + plev / 8, 7), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
589 case ElementSpells::STORM_2ND:
590 if (!get_aim_dir(player_ptr, &dir))
592 dam = 115 + plev * 5 / 2;
593 typ = get_element_spells_type(player_ptr, power.elem);
594 if (fire_ball(player_ptr, typ, dir, dam, 4)) {
595 if (typ == AttributeType::HYPODYNAMIA) {
596 (void)hp_player(player_ptr, dam / 2);
600 case ElementSpells::BREATH_1ST:
601 if (!get_aim_dir(player_ptr, &dir))
603 dam = player_ptr->chp * 2 / 3;
604 typ = get_element_spells_type(player_ptr, power.elem);
605 (void)fire_breath(player_ptr, typ, dir, dam, 3);
607 case ElementSpells::STORM_3ND:
608 if (!get_aim_dir(player_ptr, &dir))
610 dam = 300 + plev * 5;
611 typ = get_element_spells_type(player_ptr, power.elem);
612 (void)fire_ball(player_ptr, typ, dir, dam, 5);
622 * @brief 元素魔法呪文の失敗率を計算
623 * @param player_ptr プレイヤー情報への参照ポインタ
624 * @param spell_idx 呪文番号
627 static PERCENTAGE decide_element_chance(player_type *player_ptr, mind_type spell)
629 PERCENTAGE chance = spell.fail;
631 chance -= 3 * (player_ptr->lev - spell.min_lev);
632 chance += player_ptr->to_m_chance;
633 chance -= 3 * (adj_mag_stat[player_ptr->stat_index[A_WIS]] - 1);
635 PERCENTAGE minfail = adj_mag_fail[player_ptr->stat_index[A_WIS]];
636 if (chance < minfail)
639 auto player_stun = player_ptr->effects()->stun();
640 chance += player_stun->get_magic_chance_penalty();
641 if (heavy_armor(player_ptr))
644 if (player_ptr->is_icky_wield[0])
647 if (player_ptr->is_icky_wield[1])
657 * @brief 元素魔法呪文の消費MPを計算
658 * @param player_ptr プレイヤー情報への参照ポインタ
659 * @param spell_idx 呪文番号
662 static MANA_POINT decide_element_mana_cost(player_type *player_ptr, mind_type spell)
665 return spell.mana_cost;
669 * @brief 元素魔法呪文を選択して取得
670 * @param player_ptr プレイヤー情報への参照ポインタ
672 * @param only_browse 閲覧モードかどうか
673 * @return 選んだらTRUE、選ばなかったらFALSE
675 bool get_element_power(player_type *player_ptr, SPELL_IDX *sn, bool only_browse)
681 PLAYER_LEVEL plev = player_ptr->lev;
688 int menu_line = (use_menu ? 1 : 0);
691 if (repeat_pull(&code)) {
692 *sn = (SPELL_IDX)code;
693 if (get_elemental_info(player_ptr, *sn).min_lev <= plev)
697 concptr p = _("元素魔法", "magic");
701 for (i = 0; i < static_cast<SPELL_IDX>(ElementSpells::MAX); i++) {
702 if (get_elemental_info(player_ptr, i).min_lev <= plev)
707 (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),
711 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);
713 if (use_menu && !only_browse)
718 choice = (always_show_list || use_menu) ? ESCAPE : 1;
720 if (choice == ESCAPE)
722 else if (!get_com(out_val, &choice, true))
725 if (use_menu && choice != ' ') {
734 menu_line += (num - 1);
754 int spell_max = enum2i(ElementSpells::MAX);
755 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
756 if (!redraw || use_menu) {
760 if (!only_browse && !use_menu)
764 put_str(_("名前", "Name"), y, x + 5);
765 put_str(_("Lv MP 失率 効果", "Lv MP Fail Info"), y, x + 35);
766 for (i = 0; i < spell_max; i++) {
767 elem = get_elemental_elem(player_ptr, i);
768 spell = get_elemental_info(player_ptr, i);
770 if (spell.min_lev > plev)
773 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
774 int mana_cost = decide_element_mana_cost(player_ptr, spell);
775 get_element_effect_info(player_ptr, i, comment);
778 if (i == (menu_line - 1))
779 strcpy(desc, _(" 》 ", " > "));
783 sprintf(desc, " %c) ", I2A(i));
785 concptr s = get_element_name(player_ptr->element, elem);
786 sprintf(name, spell.name, s);
787 strcat(desc, format("%-30s%2d %4d %3d%%%s", name, spell.min_lev, mana_cost, chance, comment));
788 prt(desc, y + i + 1, x);
791 prt("", y + i + 1, x);
792 } else if (!only_browse) {
801 ask = isupper(choice);
803 choice = (char)tolower(choice);
805 i = (islower(choice) ? A2I(choice) : -1);
808 if ((i < 0) || (i >= num)) {
816 elem = get_elemental_elem(player_ptr, i);
817 spell = get_elemental_info(player_ptr, i);
818 (void)sprintf(name, spell.name, get_element_name(player_ptr->element, elem));
819 (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), name);
820 if (!get_check(tmp_val))
827 if (redraw && !only_browse)
830 set_bits(player_ptr->window_flags, PW_SPELL);
831 handle_stuff(player_ptr);
836 repeat_push((COMMAND_CODE)i);
841 * @brief 元素魔法呪文をMPがなくても挑戦するか確認する
842 * @param player_ptr プレイヤー情報への参照ポインタ
843 * @param mana_cost 消費MP
844 * @return 詠唱するならTRUE、しないならFALSE
846 static bool check_element_mp_sufficiency(player_type *player_ptr, int mana_cost)
848 if (mana_cost <= player_ptr->csp)
851 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
855 return get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "));
859 * @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
860 * @param player_ptr プレイヤー情報への参照ポインタ
861 * @param spell_idx 呪文番号
863 * @return 詠唱して実行したらTRUE、されなかったらFALSE
865 static bool try_cast_element_spell(player_type *player_ptr, SPELL_IDX spell_idx, PERCENTAGE chance)
867 if (randint0(100) >= chance) {
869 return cast_element_spell(player_ptr, spell_idx);
875 msg_format(_("魔力の集中に失敗した!", "You failed to concentrate hard enough for Mana!"));
878 if (randint1(100) < chance / 2) {
879 int plev = player_ptr->lev;
880 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!"));
881 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],
882 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM);
883 player_ptr->csp = std::max(0, player_ptr->csp - player_ptr->msp * 10 / (20 + randint1(10)));
885 PlayerEnergy(player_ptr).set_player_turn_energy(100);
886 set_bits(player_ptr->redraw, PR_MANA);
887 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
896 * @brief 元素魔法コマンドのメインルーチン
897 * @param player_ptr プレイヤー情報への参照ポインタ
899 void do_cmd_element(player_type *player_ptr)
902 if (cmd_limit_confused(player_ptr) || !get_element_power(player_ptr, &i, false))
905 mind_type spell = get_elemental_info(player_ptr, i);
906 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
907 int mana_cost = decide_element_mana_cost(player_ptr, spell);
909 if (!check_element_mp_sufficiency(player_ptr, mana_cost))
912 if (!try_cast_element_spell(player_ptr, i, chance))
915 if (mana_cost <= player_ptr->csp) {
916 player_ptr->csp -= mana_cost;
918 int oops = mana_cost;
920 player_ptr->csp_frac = 0;
921 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!"));
922 (void)BadStatusSetter(player_ptr).mod_paralysis(randint1(5 * oops + 1));
923 chg_virtue(player_ptr, V_KNOWLEDGE, -10);
924 if (randint0(100) < 50) {
925 bool perm = (randint0(100) < 25);
926 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
927 (void)dec_stat(player_ptr, A_CON, 15 + randint1(10), perm);
931 PlayerEnergy(player_ptr).set_player_turn_energy(100);
932 set_bits(player_ptr->redraw, PR_MANA);
933 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
937 * @brief 現在プレイヤーが使用可能な元素魔法の一覧表示
938 * @param player_ptr プレイヤー情報への参照ポインタ
940 void do_cmd_element_browse(player_type *player_ptr)
947 if (!get_element_power(player_ptr, &n, true)) {
952 term_erase(12, 21, 255);
953 term_erase(12, 20, 255);
954 term_erase(12, 19, 255);
955 term_erase(12, 18, 255);
956 term_erase(12, 17, 255);
957 term_erase(12, 16, 255);
958 shape_buffer(get_element_tip(player_ptr, n), 62, temp, sizeof(temp));
959 for (int j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
960 prt(&temp[j], line, 15);
964 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);
970 * @brief 元素魔法の単体抹殺が有効か確認する
971 * @param r_ptr モンスター種族への参照ポインタ
973 * @return 効果があるならTRUE、なければFALSE
975 bool is_elemental_genocide_effective(monster_race *r_ptr, AttributeType type)
978 case AttributeType::FIRE:
979 if (any_bits(r_ptr->flagsr, RFR_IM_FIRE))
982 case AttributeType::COLD:
983 if (any_bits(r_ptr->flagsr, RFR_IM_COLD))
986 case AttributeType::ELEC:
987 if (any_bits(r_ptr->flagsr, RFR_IM_ELEC))
990 case AttributeType::ACID:
991 if (any_bits(r_ptr->flagsr, RFR_IM_ACID))
994 case AttributeType::DARK:
995 if (any_bits(r_ptr->flagsr, RFR_RES_DARK) || any_bits(r_ptr->r_flags3, RF3_HURT_LITE))
998 case AttributeType::CONFUSION:
999 if (any_bits(r_ptr->flags3, RF3_NO_CONF))
1002 case AttributeType::SHARDS:
1003 if (any_bits(r_ptr->flagsr, RFR_RES_SHAR))
1006 case AttributeType::POIS:
1007 if (any_bits(r_ptr->flagsr, RFR_IM_POIS))
1018 * @brief 元素魔法の単体抹殺の効果を発動する
1019 * @param player_ptr プレイヤー情報への参照ポインタ
1020 * @param em_ptr 魔法効果情報への参照ポインタ
1021 * @return 効果処理を続けるかどうか
1023 process_result effect_monster_elemental_genocide(player_type *player_ptr, effect_monster_type *em_ptr)
1025 auto type = get_element_type(player_ptr->element, 0);
1026 auto name = get_element_name(player_ptr->element, 0);
1027 bool b = is_elemental_genocide_effective(em_ptr->r_ptr, type);
1029 if (em_ptr->seen_msg)
1030 msg_format(_("%sが%sを包み込んだ。", "The %s surrounds %s."), name, em_ptr->m_name);
1033 em_ptr->obvious = true;
1036 if (em_ptr->seen_msg)
1037 msg_format(_("%sには効果がなかった。", "%^s is unaffected."), em_ptr->m_name);
1039 return PROCESS_TRUE;
1042 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"))) {
1043 if (em_ptr->seen_msg)
1044 msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
1046 chg_virtue(player_ptr, V_VITALITY, -1);
1047 return PROCESS_TRUE;
1050 em_ptr->skipped = true;
1051 return PROCESS_CONTINUE;
1055 * @brief 元素領域とレベルの条件に見合うかチェックする
1056 * @param player_ptr プレイヤー情報への参照ポインタ
1058 * @param lev プレイヤーレベル
1059 * @return 見合うならTRUE、そうでなければFALSE
1061 * レベルに応じて取得する耐性などの判定に使用する
1063 bool has_element_resist(player_type *player_ptr, ElementRealmType realm, PLAYER_LEVEL lev)
1065 if (player_ptr->pclass != PlayerClassType::ELEMENTALIST)
1068 auto prealm = i2enum<ElementRealmType>(player_ptr->element);
1069 return (prealm == realm && player_ptr->lev >= lev);
1073 * @brief 領域選択時のカーソル表示(シンボル+領域名)
1078 static void display_realm_cursor(int i, int n, term_color_type color)
1085 name = _("ランダム", "Random");
1088 name = element_types.at(i2enum<ElementRealmType>(i + 1)).title.data();
1090 sprintf(cur, "%c) %s", sym, name);
1092 c_put_str(color, cur, 12 + (i / 5), 2 + 15 * (i % 5));
1096 * @brief 領域選択時の移動キー処理
1102 static int interpret_realm_select_key(int cs, int n, char c)
1128 * @param player_ptr プレイヤー情報への参照ポインタ
1132 static int get_element_realm(player_type *player_ptr, int is, int n)
1134 int cs = std::max(0, is);
1139 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));
1142 display_realm_cursor(os, n, TERM_WHITE);
1143 display_realm_cursor(cs, n, TERM_YELLOW);
1144 put_str(buf, 10, 10);
1148 cs = interpret_realm_select_key(cs, n, c);
1153 if (c == ' ' || c == '\r' || c == '\n') {
1155 display_realm_cursor(cs, n, TERM_WHITE);
1156 cs = randint0(n - 1);
1162 display_realm_cursor(cs, n, TERM_WHITE);
1163 cs = randint0(n - 1);
1167 k = islower(c) ? A2I(c) : -1;
1168 if (k >= 0 && k < n) {
1169 display_realm_cursor(cs, n, TERM_WHITE);
1174 k = isupper(c) ? (26 + c - 'A') : -1;
1175 if (k >= 26 && k < n) {
1176 display_realm_cursor(cs, n, TERM_WHITE);
1183 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"));
1185 } else if (c != '2' && c != '4' && c != '6' && c != '8')
1189 display_realm_cursor(cs, n, TERM_YELLOW);
1195 * @param player_ptr プレイヤー情報への参照ポインタ
1198 byte select_element_realm(player_type *player_ptr)
1202 int realm_max = enum2i(ElementRealmType::MAX);
1207 _("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."),
1210 for (int i = 0; i < realm_max; i++) {
1211 display_realm_cursor(i, realm_max - 1, TERM_WHITE);
1214 realm_idx = get_element_realm(player_ptr, realm_idx - 1, realm_max - 1);
1215 if (realm_idx == 255)
1218 auto realm = i2enum<ElementRealmType>(realm_idx);
1220 shape_buffer(element_texts.at(realm).data(), 74, temp, sizeof(temp));
1222 for (int i = 0; i < 5; i++) {
1229 if (get_check_strict(player_ptr, _("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y))
1236 return (byte)realm_idx;
1240 * @brief クラスパワー情報を追加
1241 * @param player_ptr プレイヤー情報への参照ポインタ
1242 * @param rc_ptr レイシャルパワー情報への参照ポインタ
1244 void switch_element_racial(player_type *player_ptr, rc_type *rc_ptr)
1246 auto plev = player_ptr->lev;
1247 auto realm = i2enum<ElementRealmType>(player_ptr->element);
1250 case ElementRealmType::FIRE:
1251 rpi = rpi_type(_("ライト・エリア", "Light area"));
1252 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.");
1257 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1259 case ElementRealmType::ICE:
1260 rpi = rpi_type(_("周辺フリーズ", "Sleep monsters"));
1261 rpi.info = format("%s%d", KWD_POWER, 20 + plev * 3 / 2);
1262 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.");
1267 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1269 case ElementRealmType::SKY:
1270 rpi = rpi_type(_("魔力充填", "Recharging"));
1271 rpi.info = format("%s%d", KWD_POWER, 120);
1272 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.");
1277 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1279 case ElementRealmType::SEA:
1280 rpi = rpi_type(_("岩石溶解", "Stone to mud"));
1281 rpi.text = _("壁を溶かして床にする。", "Turns one rock square to mud.");
1286 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1288 case ElementRealmType::DARKNESS:
1289 rpi = rpi_type(format(_("闇の扉", "Door to darkness"), 15 + plev / 2));
1290 rpi.info = format("%s%d", KWD_SPHERE, 15 + plev / 2);
1292 rpi.cost = 5 + plev / 7;
1295 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1297 case ElementRealmType::CHAOS:
1298 rpi = rpi_type(_("現実変容", "Alter reality"));
1299 rpi.text = _("現在の階を再構成する。", "Recreates current dungeon level.");
1304 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1306 case ElementRealmType::EARTH:
1307 rpi = rpi_type(_("地震", "Earthquake"));
1308 rpi.info = format("%s%d", KWD_SPHERE, 10);
1309 rpi.text = _("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 ElementRealmType::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<ElementRealmType>(player_ptr->element);
1343 PLAYER_LEVEL plev = player_ptr->lev;
1347 case ElementRealmType::FIRE:
1348 (void)lite_area(player_ptr, damroll(2, plev / 2), plev / 10);
1350 case ElementRealmType::ICE:
1351 (void)project(player_ptr, 0, 5, player_ptr->y, player_ptr->x, 1, AttributeType::COLD, PROJECT_ITEM);
1352 (void)project_all_los(player_ptr, AttributeType::OLD_SLEEP, 20 + plev * 3 / 2);
1354 case ElementRealmType::SKY:
1355 (void)recharge(player_ptr, 120);
1357 case ElementRealmType::SEA:
1358 if (!get_aim_dir(player_ptr, &dir))
1360 (void)wall_to_mud(player_ptr, dir, plev * 3 / 2);
1362 case ElementRealmType::DARKNESS:
1363 return door_to_darkness(player_ptr, 15 + plev / 2);
1365 case ElementRealmType::CHAOS:
1366 reserve_alter_reality(player_ptr, randint0(21) + 15);
1368 case ElementRealmType::EARTH:
1369 (void)earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
1371 case ElementRealmType::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!"));