5 #include "mind/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-base/player-class.h"
41 #include "player-info/equipment-info.h"
42 #include "player-status/player-energy.h"
43 #include "player-status/player-status-base.h"
44 #include "player/player-status-table.h"
45 #include "racial/racial-util.h"
46 #include "spell-kind/earthquake.h"
47 #include "spell-kind/magic-item-recharger.h"
48 #include "spell-kind/spells-beam.h"
49 #include "spell-kind/spells-charm.h"
50 #include "spell-kind/spells-detection.h"
51 #include "spell-kind/spells-genocide.h"
52 #include "spell-kind/spells-launcher.h"
53 #include "spell-kind/spells-lite.h"
54 #include "spell-kind/spells-sight.h"
55 #include "spell-kind/spells-teleport.h"
56 #include "spell-kind/spells-world.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(PlayerType *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);
345 * @brief 元素魔法領域の属性名リストを返す
346 * @param realm_idx 領域番号
347 * @return 領域で使用できる属性の名称リスト
349 static std::array<std::string_view, 3> get_element_names(int realm_idx)
351 auto realm = i2enum<ElementRealmType>(realm_idx);
352 return element_types.at(realm).name;
356 * @brief 元素魔法領域のn番目の属性名を返す
357 * @param realm_idx 領域番号
361 concptr get_element_name(int realm_idx, int n)
363 return get_element_names(realm_idx)[n].data();
368 * @param player_ptr プレイヤー情報への参照ポインタ
369 * @param spell_idx 呪文番号
372 static concptr get_element_tip(PlayerType *player_ptr, int spell_idx)
374 auto realm = i2enum<ElementRealmType>(player_ptr->element);
375 auto spell = i2enum<ElementSpells>(spell_idx);
376 auto elem = element_powers.at(spell).elem;
377 return format(element_tips.at(spell).data(), element_types.at(realm).name[elem].data());
382 * @param player_ptr プレイヤー情報への参照ポインタ
383 * @param spell_idx 呪文番号
386 static int get_elemental_elem(PlayerType *player_ptr, int spell_idx)
389 auto spell = i2enum<ElementSpells>(spell_idx);
390 return element_powers.at(spell).elem;
394 * @brief 元素魔法呪文の難易度データを取得
395 * @param player_ptr プレイヤー情報への参照ポインタ
396 * @param spell_idx 呪文番号
399 static mind_type get_elemental_info(PlayerType *player_ptr, int spell_idx)
402 auto spell = i2enum<ElementSpells>(spell_idx);
403 return element_powers.at(spell).info;
407 * @brief 元素魔法呪文の効果表示文字列を取得
408 * @param player_ptr プレイヤー情報への参照ポインタ
409 * @param spell_idx 呪文番号
413 void get_element_effect_info(PlayerType *player_ptr, int spell_idx, char *p)
415 PLAYER_LEVEL plev = player_ptr->lev;
416 auto spell = i2enum<ElementSpells>(spell_idx);
420 case ElementSpells::BOLT_1ST:
421 sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 5), 4);
423 case ElementSpells::CURE:
424 sprintf(p, " %s%dd%d", KWD_HEAL, 2, 8);
426 case ElementSpells::BOLT_2ND:
427 sprintf(p, " %s%dd%d", KWD_DAM, 8 + ((plev - 5) / 4), 8);
429 case ElementSpells::BALL_3RD:
430 sprintf(p, " %s%d", KWD_DAM, (50 + plev * 2));
432 case ElementSpells::BALL_1ST:
433 sprintf(p, " %s%d", KWD_DAM, 55 + plev);
435 case ElementSpells::BREATH_2ND:
436 dam = p_ptr->chp / 2;
437 sprintf(p, " %s%d", KWD_DAM, (dam > 150) ? 150 : dam);
439 case ElementSpells::ANNIHILATE:
440 sprintf(p, " %s%d", _("効力:", "pow "), 50 + plev);
442 case ElementSpells::BOLT_3RD:
443 sprintf(p, " %s%dd%d", KWD_DAM, 12 + ((plev - 5) / 4), 8);
445 case ElementSpells::WAVE_1ST:
446 sprintf(p, " %s50+d%d", KWD_DAM, plev * 3);
448 case ElementSpells::BALL_2ND:
449 sprintf(p, " %s%d", KWD_DAM, 75 + plev * 3 / 2);
451 case ElementSpells::BURST_1ST:
452 sprintf(p, " %s%dd%d", KWD_DAM, 6 + plev / 8, 7);
454 case ElementSpells::STORM_2ND:
455 sprintf(p, " %s%d", KWD_DAM, 115 + plev * 5 / 2);
457 case ElementSpells::BREATH_1ST:
458 sprintf(p, " %s%d", KWD_DAM, p_ptr->chp * 2 / 3);
460 case ElementSpells::STORM_3ND:
461 sprintf(p, " %s%d", KWD_DAM, 300 + plev * 5);
471 * @param player_ptr プレイヤー情報への参照ポインタ
472 * @param spell_idx 呪文番号
473 * @return 実行したらTRUE、キャンセルならFALSE
475 static bool cast_element_spell(PlayerType *player_ptr, SPELL_IDX spell_idx)
477 auto spell = i2enum<ElementSpells>(spell_idx);
478 auto power = element_powers.at(spell);
481 PLAYER_LEVEL plev = player_ptr->lev;
487 case ElementSpells::BOLT_1ST:
488 if (!get_aim_dir(player_ptr, &dir)) {
491 dam = damroll(3 + ((plev - 1) / 5), 4);
492 typ = get_element_spells_type(player_ptr, power.elem);
493 (void)fire_bolt(player_ptr, typ, dir, dam);
495 case ElementSpells::MON_DETECT:
496 (void)detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
497 (void)detect_monsters_invis(player_ptr, DETECT_RAD_DEFAULT);
499 case ElementSpells::PERCEPT:
500 return psychometry(player_ptr);
501 case ElementSpells::CURE:
502 (void)hp_player(player_ptr, damroll(2, 8));
503 (void)BadStatusSetter(player_ptr).mod_cut(-10);
505 case ElementSpells::BOLT_2ND:
506 if (!get_aim_dir(player_ptr, &dir)) {
509 dam = damroll(8 + ((plev - 5) / 4), 8);
510 typ = get_element_spells_type(player_ptr, power.elem);
511 if (fire_bolt_or_beam(player_ptr, plev, typ, dir, dam)) {
512 if (typ == AttributeType::HYPODYNAMIA) {
513 (void)hp_player(player_ptr, dam / 2);
517 case ElementSpells::MAG_DETECT:
518 (void)detect_objects_magic(player_ptr, DETECT_RAD_DEFAULT);
520 case ElementSpells::BALL_3RD:
522 if (!get_aim_dir(player_ptr, &dir)) {
525 typ = get_element_spells_type(player_ptr, power.elem);
527 (void)fire_ball(player_ptr, typ, dir, dam, 1);
530 case ElementSpells::BALL_1ST:
531 if (!get_aim_dir(player_ptr, &dir)) {
535 typ = get_element_spells_type(player_ptr, power.elem);
536 (void)fire_ball(player_ptr, typ, dir, dam, 2);
538 case ElementSpells::BREATH_2ND:
539 if (!get_aim_dir(player_ptr, &dir)) {
542 dam = std::min(150, player_ptr->chp / 2);
543 typ = get_element_spells_type(player_ptr, power.elem);
544 if (fire_breath(player_ptr, typ, dir, dam, 3)) {
545 if (typ == AttributeType::HYPODYNAMIA) {
546 (void)hp_player(player_ptr, dam / 2);
550 case ElementSpells::ANNIHILATE:
551 if (!get_aim_dir(player_ptr, &dir)) {
554 fire_ball_hide(player_ptr, AttributeType::E_GENOCIDE, dir, plev + 50, 0);
556 case ElementSpells::BOLT_3RD:
557 if (!get_aim_dir(player_ptr, &dir)) {
560 dam = damroll(12 + ((plev - 5) / 4), 8);
561 typ = get_element_spells_type(player_ptr, power.elem);
562 fire_bolt_or_beam(player_ptr, plev, typ, dir, dam);
564 case ElementSpells::WAVE_1ST:
565 dam = 50 + randint1(plev * 3);
566 typ = get_element_spells_type(player_ptr, power.elem);
567 project_all_los(player_ptr, typ, dam);
569 case ElementSpells::BALL_2ND:
570 if (!get_aim_dir(player_ptr, &dir)) {
573 dam = 75 + plev * 3 / 2;
574 typ = get_element_spells_type(player_ptr, power.elem);
575 if (fire_ball(player_ptr, typ, dir, dam, 3)) {
576 if (typ == AttributeType::HYPODYNAMIA) {
577 (void)hp_player(player_ptr, dam / 2);
581 case ElementSpells::BURST_1ST:
585 typ = get_element_spells_type(player_ptr, power.elem);
586 for (int k = 0; k < num; k++) {
589 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
590 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::PROJECT)) {
593 if (!player_bold(player_ptr, y, x)) {
597 project(player_ptr, 0, 0, y, x, damroll(6 + plev / 8, 7), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
600 case ElementSpells::STORM_2ND:
601 if (!get_aim_dir(player_ptr, &dir)) {
604 dam = 115 + plev * 5 / 2;
605 typ = get_element_spells_type(player_ptr, power.elem);
606 if (fire_ball(player_ptr, typ, dir, dam, 4)) {
607 if (typ == AttributeType::HYPODYNAMIA) {
608 (void)hp_player(player_ptr, dam / 2);
612 case ElementSpells::BREATH_1ST:
613 if (!get_aim_dir(player_ptr, &dir)) {
616 dam = player_ptr->chp * 2 / 3;
617 typ = get_element_spells_type(player_ptr, power.elem);
618 (void)fire_breath(player_ptr, typ, dir, dam, 3);
620 case ElementSpells::STORM_3ND:
621 if (!get_aim_dir(player_ptr, &dir)) {
624 dam = 300 + plev * 5;
625 typ = get_element_spells_type(player_ptr, power.elem);
626 (void)fire_ball(player_ptr, typ, dir, dam, 5);
636 * @brief 元素魔法呪文の失敗率を計算
637 * @param player_ptr プレイヤー情報への参照ポインタ
638 * @param spell_idx 呪文番号
641 static PERCENTAGE decide_element_chance(PlayerType *player_ptr, mind_type spell)
643 PERCENTAGE chance = spell.fail;
645 chance -= 3 * (player_ptr->lev - spell.min_lev);
646 chance += player_ptr->to_m_chance;
647 chance -= 3 * (adj_mag_stat[player_ptr->stat_index[A_WIS]] - 1);
649 PERCENTAGE minfail = adj_mag_fail[player_ptr->stat_index[A_WIS]];
650 if (chance < minfail) {
654 auto player_stun = player_ptr->effects()->stun();
655 chance += player_stun->get_magic_chance_penalty();
656 if (heavy_armor(player_ptr)) {
660 if (player_ptr->is_icky_wield[0]) {
664 if (player_ptr->is_icky_wield[1]) {
676 * @brief 元素魔法呪文の消費MPを計算
677 * @param player_ptr プレイヤー情報への参照ポインタ
678 * @param spell_idx 呪文番号
681 static MANA_POINT decide_element_mana_cost(PlayerType *player_ptr, mind_type spell)
684 return spell.mana_cost;
688 * @brief 元素魔法呪文を選択して取得
689 * @param player_ptr プレイヤー情報への参照ポインタ
691 * @param only_browse 閲覧モードかどうか
692 * @return 選んだらTRUE、選ばなかったらFALSE
694 bool get_element_power(PlayerType *player_ptr, SPELL_IDX *sn, bool only_browse)
700 PLAYER_LEVEL plev = player_ptr->lev;
706 int menu_line = (use_menu ? 1 : 0);
709 if (repeat_pull(&code)) {
710 *sn = (SPELL_IDX)code;
711 if (get_elemental_info(player_ptr, *sn).min_lev <= plev) {
716 concptr p = _("元素魔法", "power");
720 for (i = 0; i < static_cast<SPELL_IDX>(ElementSpells::MAX); i++) {
721 if (get_elemental_info(player_ptr, i).min_lev <= plev) {
727 (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),
731 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);
734 if (use_menu && !only_browse) {
740 choice = (always_show_list || use_menu) ? ESCAPE : 1;
742 if (choice == ESCAPE) {
744 } else if (!get_com(out_val, &choice, true)) {
748 auto should_redraw_cursor = true;
749 if (use_menu && choice != ' ') {
759 menu_line += (num - 1);
771 should_redraw_cursor = false;
775 if (menu_line > num) {
780 int spell_max = enum2i(ElementSpells::MAX);
781 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && should_redraw_cursor)) {
782 if (!redraw || use_menu) {
786 if (!only_browse && !use_menu) {
791 put_str(_("名前", "Name"), y, x + 5);
792 put_str(_("Lv MP 失率 効果", "Lv MP Fail Info"), y, x + 35);
793 for (i = 0; i < spell_max; i++) {
794 elem = get_elemental_elem(player_ptr, i);
795 spell = get_elemental_info(player_ptr, i);
797 if (spell.min_lev > plev) {
801 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
802 int mana_cost = decide_element_mana_cost(player_ptr, spell);
803 get_element_effect_info(player_ptr, i, comment);
806 if (i == (menu_line - 1)) {
807 strcpy(desc, _(" 》 ", " > "));
812 sprintf(desc, " %c) ", I2A(i));
815 concptr s = get_element_name(player_ptr->element, elem);
816 sprintf(name, spell.name, s);
817 strcat(desc, format("%-30s%2d %4d %3d%%%s", name, spell.min_lev, mana_cost, chance, comment));
818 prt(desc, y + i + 1, x);
821 prt("", y + i + 1, x);
822 } else if (!only_browse) {
834 if ((i < 0) || (i >= num)) {
842 if (redraw && !only_browse) {
846 set_bits(player_ptr->window_flags, PW_SPELL);
847 handle_stuff(player_ptr);
853 repeat_push((COMMAND_CODE)i);
858 * @brief 元素魔法呪文をMPがなくても挑戦するか確認する
859 * @param player_ptr プレイヤー情報への参照ポインタ
860 * @param mana_cost 消費MP
861 * @return 詠唱するならTRUE、しないならFALSE
863 static bool check_element_mp_sufficiency(PlayerType *player_ptr, int mana_cost)
865 if (mana_cost <= player_ptr->csp) {
869 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
874 return get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "));
878 * @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
879 * @param player_ptr プレイヤー情報への参照ポインタ
880 * @param spell_idx 呪文番号
882 * @return 詠唱して実行したらTRUE、されなかったらFALSE
884 static bool try_cast_element_spell(PlayerType *player_ptr, SPELL_IDX spell_idx, PERCENTAGE chance)
886 if (randint0(100) >= chance) {
888 return cast_element_spell(player_ptr, spell_idx);
895 msg_format(_("魔力の集中に失敗した!", "You failed to focus the elemental power!"));
898 if (randint1(100) < chance / 2) {
899 int plev = player_ptr->lev;
900 msg_print(_("元素の力が制御できない氾流となって解放された!", "The elemental power surges from you in an uncontrollable torrent!"));
901 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],
902 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM);
903 player_ptr->csp = std::max(0, player_ptr->csp - player_ptr->msp * 10 / (20 + randint1(10)));
905 PlayerEnergy(player_ptr).set_player_turn_energy(100);
906 set_bits(player_ptr->redraw, PR_MANA);
907 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
916 * @brief 元素魔法コマンドのメインルーチン
917 * @param player_ptr プレイヤー情報への参照ポインタ
919 void do_cmd_element(PlayerType *player_ptr)
922 if (cmd_limit_confused(player_ptr) || !get_element_power(player_ptr, &i, false)) {
926 mind_type spell = get_elemental_info(player_ptr, i);
927 PERCENTAGE chance = decide_element_chance(player_ptr, spell);
928 int mana_cost = decide_element_mana_cost(player_ptr, spell);
930 if (!check_element_mp_sufficiency(player_ptr, mana_cost)) {
934 if (!try_cast_element_spell(player_ptr, i, chance)) {
938 if (mana_cost <= player_ptr->csp) {
939 player_ptr->csp -= mana_cost;
941 int oops = mana_cost;
943 player_ptr->csp_frac = 0;
944 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!"));
945 (void)BadStatusSetter(player_ptr).mod_paralysis(randint1(5 * oops + 1));
946 chg_virtue(player_ptr, V_KNOWLEDGE, -10);
947 if (randint0(100) < 50) {
948 bool perm = (randint0(100) < 25);
949 msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
950 (void)dec_stat(player_ptr, A_CON, 15 + randint1(10), perm);
954 PlayerEnergy(player_ptr).set_player_turn_energy(100);
955 set_bits(player_ptr->redraw, PR_MANA);
956 set_bits(player_ptr->window_flags, PW_PLAYER | PW_SPELL);
960 * @brief 現在プレイヤーが使用可能な元素魔法の一覧表示
961 * @param player_ptr プレイヤー情報への参照ポインタ
963 void do_cmd_element_browse(PlayerType *player_ptr)
970 if (!get_element_power(player_ptr, &n, true)) {
975 term_erase(12, 21, 255);
976 term_erase(12, 20, 255);
977 term_erase(12, 19, 255);
978 term_erase(12, 18, 255);
979 term_erase(12, 17, 255);
980 term_erase(12, 16, 255);
981 shape_buffer(get_element_tip(player_ptr, n), 62, temp, sizeof(temp));
982 for (int j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
983 prt(&temp[j], line, 15);
987 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);
993 * @brief 元素魔法の単体抹殺が有効か確認する
994 * @param r_ptr モンスター種族への参照ポインタ
996 * @return 効果があるならTRUE、なければFALSE
998 bool is_elemental_genocide_effective(monster_race *r_ptr, AttributeType type)
1001 case AttributeType::FIRE:
1002 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_FIRE)) {
1006 case AttributeType::COLD:
1007 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_COLD)) {
1011 case AttributeType::ELEC:
1012 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_ELEC)) {
1016 case AttributeType::ACID:
1017 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_ACID)) {
1021 case AttributeType::DARK:
1022 if (r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_DARK) || r_ptr->r_resistance_flags.has(MonsterResistanceType::HURT_LITE)) {
1026 case AttributeType::CONFUSION:
1027 if (any_bits(r_ptr->flags3, RF3_NO_CONF)) {
1031 case AttributeType::SHARDS:
1032 if (r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_SHARDS)) {
1036 case AttributeType::POIS:
1037 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_POISON)) {
1049 * @brief 元素魔法の単体抹殺の効果を発動する
1050 * @param player_ptr プレイヤー情報への参照ポインタ
1051 * @param em_ptr 魔法効果情報への参照ポインタ
1052 * @return 効果処理を続けるかどうか
1054 ProcessResult effect_monster_elemental_genocide(PlayerType *player_ptr, effect_monster_type *em_ptr)
1056 auto type = get_element_type(player_ptr->element, 0);
1057 auto name = get_element_name(player_ptr->element, 0);
1058 bool b = is_elemental_genocide_effective(em_ptr->r_ptr, type);
1060 if (em_ptr->seen_msg) {
1061 msg_format(_("%sが%sを包み込んだ。", "The %s surrounds %s."), name, em_ptr->m_name);
1065 em_ptr->obvious = true;
1069 if (em_ptr->seen_msg) {
1070 msg_format(_("%sには効果がなかった。", "%^s is unaffected."), em_ptr->m_name);
1073 return ProcessResult::PROCESS_TRUE;
1076 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"))) {
1077 if (em_ptr->seen_msg) {
1078 msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
1081 chg_virtue(player_ptr, V_VITALITY, -1);
1082 return ProcessResult::PROCESS_TRUE;
1085 em_ptr->skipped = true;
1086 return ProcessResult::PROCESS_CONTINUE;
1090 * @brief 元素領域とレベルの条件に見合うかチェックする
1091 * @param player_ptr プレイヤー情報への参照ポインタ
1093 * @param lev プレイヤーレベル
1094 * @return 見合うならTRUE、そうでなければFALSE
1096 * レベルに応じて取得する耐性などの判定に使用する
1098 bool has_element_resist(PlayerType *player_ptr, ElementRealmType realm, PLAYER_LEVEL lev)
1100 if (!PlayerClass(player_ptr).equals(PlayerClassType::ELEMENTALIST)) {
1104 auto prealm = i2enum<ElementRealmType>(player_ptr->element);
1105 return (prealm == realm) && (player_ptr->lev >= lev);
1109 * @brief 領域選択時のカーソル表示(シンボル+領域名)
1114 static void display_realm_cursor(int i, int n, term_color_type color)
1121 name = _("ランダム", "Random");
1124 name = element_types.at(i2enum<ElementRealmType>(i + 1)).title.data();
1126 sprintf(cur, "%c) %s", sym, name);
1128 c_put_str(color, cur, 12 + (i / 5), 2 + 15 * (i % 5));
1132 * @brief 領域選択時の移動キー処理
1138 static int interpret_realm_select_key(int cs, int n, char c)
1173 * @param player_ptr プレイヤー情報への参照ポインタ
1177 static int get_element_realm(PlayerType *player_ptr, int is, int n)
1179 int cs = std::max(0, is);
1184 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));
1187 display_realm_cursor(os, n, TERM_WHITE);
1188 display_realm_cursor(cs, n, TERM_YELLOW);
1189 put_str(buf, 10, 10);
1193 cs = interpret_realm_select_key(cs, n, c);
1199 if (c == ' ' || c == '\r' || c == '\n') {
1201 display_realm_cursor(cs, n, TERM_WHITE);
1202 cs = randint0(n - 1);
1208 display_realm_cursor(cs, n, TERM_WHITE);
1209 cs = randint0(n - 1);
1213 k = islower(c) ? A2I(c) : -1;
1214 if (k >= 0 && k < n) {
1215 display_realm_cursor(cs, n, TERM_WHITE);
1220 k = isupper(c) ? (26 + c - 'A') : -1;
1221 if (k >= 26 && k < n) {
1222 display_realm_cursor(cs, n, TERM_WHITE);
1229 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"));
1231 } else if (c != '2' && c != '4' && c != '6' && c != '8') {
1236 display_realm_cursor(cs, n, TERM_YELLOW);
1242 * @param player_ptr プレイヤー情報への参照ポインタ
1245 byte select_element_realm(PlayerType *player_ptr)
1249 int realm_max = enum2i(ElementRealmType::MAX);
1254 _("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."),
1257 for (int i = 0; i < realm_max; i++) {
1258 display_realm_cursor(i, realm_max - 1, TERM_WHITE);
1261 realm_idx = get_element_realm(player_ptr, realm_idx - 1, realm_max - 1);
1262 if (realm_idx == 255) {
1266 auto realm = i2enum<ElementRealmType>(realm_idx);
1268 shape_buffer(element_texts.at(realm).data(), 74, temp, sizeof(temp));
1270 for (int i = 0; i < 5; i++) {
1278 if (get_check_strict(player_ptr, _("よろしいですか?", "Are you sure? "), CHECK_DEFAULT_Y)) {
1286 return (byte)realm_idx;
1290 * @brief クラスパワー情報を追加
1291 * @param player_ptr プレイヤー情報への参照ポインタ
1292 * @param rc_ptr レイシャルパワー情報への参照ポインタ
1294 void switch_element_racial(PlayerType *player_ptr, rc_type *rc_ptr)
1296 auto plev = player_ptr->lev;
1297 auto realm = i2enum<ElementRealmType>(player_ptr->element);
1300 case ElementRealmType::FIRE:
1301 rpi = rpi_type(_("ライト・エリア", "Light area"));
1302 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.");
1307 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1309 case ElementRealmType::ICE:
1310 rpi = rpi_type(_("周辺フリーズ", "Sleep monsters"));
1311 rpi.info = format("%s%d", KWD_POWER, 20 + plev * 3 / 2);
1312 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.");
1317 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1319 case ElementRealmType::SKY:
1320 rpi = rpi_type(_("魔力充填", "Recharging"));
1321 rpi.info = format("%s%d", KWD_POWER, 120);
1322 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.");
1327 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1329 case ElementRealmType::SEA:
1330 rpi = rpi_type(_("岩石溶解", "Stone to mud"));
1331 rpi.text = _("壁を溶かして床にする。", "Turns one rock square to mud.");
1336 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1338 case ElementRealmType::DARKNESS:
1339 rpi = rpi_type(format(_("闇の扉", "Door to darkness"), 15 + plev / 2));
1340 rpi.info = format("%s%d", KWD_SPHERE, 15 + plev / 2);
1342 rpi.cost = 5 + plev / 7;
1345 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1347 case ElementRealmType::CHAOS:
1348 rpi = rpi_type(_("現実変容", "Alter reality"));
1349 rpi.text = _("現在の階を再構成する。", "Recreates current dungeon level.");
1354 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1356 case ElementRealmType::EARTH:
1357 rpi = rpi_type(_("地震", "Earthquake"));
1358 rpi.info = format("%s%d", KWD_SPHERE, 10);
1359 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.");
1364 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1366 case ElementRealmType::DEATH:
1367 rpi = rpi_type(_("増殖阻止", "Sterilization"));
1368 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.");
1373 rc_ptr->add_power(rpi, RC_IDX_CLASS_1);
1381 * @todo 宣言だけ。後日適切な場所に移動
1383 static bool door_to_darkness(PlayerType *player_ptr, POSITION dist);
1387 * @param player_ptr プレイヤー情報への参照ポインタ
1388 * @return 実行したらTRUE、しなかったらFALSE
1390 bool switch_element_execution(PlayerType *player_ptr)
1392 auto realm = i2enum<ElementRealmType>(player_ptr->element);
1393 PLAYER_LEVEL plev = player_ptr->lev;
1397 case ElementRealmType::FIRE:
1398 (void)lite_area(player_ptr, damroll(2, plev / 2), plev / 10);
1400 case ElementRealmType::ICE:
1401 (void)project(player_ptr, 0, 5, player_ptr->y, player_ptr->x, 1, AttributeType::COLD, PROJECT_ITEM);
1402 (void)project_all_los(player_ptr, AttributeType::OLD_SLEEP, 20 + plev * 3 / 2);
1404 case ElementRealmType::SKY:
1405 (void)recharge(player_ptr, 120);
1407 case ElementRealmType::SEA:
1408 if (!get_aim_dir(player_ptr, &dir)) {
1411 (void)wall_to_mud(player_ptr, dir, plev * 3 / 2);
1413 case ElementRealmType::DARKNESS:
1414 return door_to_darkness(player_ptr, 15 + plev / 2);
1416 case ElementRealmType::CHAOS:
1417 reserve_alter_reality(player_ptr, randint0(21) + 15);
1419 case ElementRealmType::EARTH:
1420 (void)earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
1422 case ElementRealmType::DEATH:
1423 if (player_ptr->current_floor_ptr->num_repro <= MAX_REPRO) {
1424 player_ptr->current_floor_ptr->num_repro += MAX_REPRO;
1435 * @brief 指定したマスが暗いかどうか
1436 * @param f_ptr 階の情報への参照ポインタ
1439 * @return 暗いならTRUE、そうでないならFALSE
1441 static bool is_target_grid_dark(floor_type *f_ptr, POSITION y, POSITION x)
1443 if (any_bits(f_ptr->grid_array[y][x].info, CAVE_MNLT)) {
1447 bool is_dark = false;
1448 bool is_lite = any_bits(f_ptr->grid_array[y][x].info, CAVE_GLOW | CAVE_LITE);
1450 for (int dx = x - 2; dx <= x + 2; dx++) {
1451 for (int dy = y - 2; dy <= y + 2; dy++) {
1452 if (dx == x && dy == y) {
1455 if (!in_bounds(f_ptr, dy, dx)) {
1459 MONSTER_IDX m_idx = f_ptr->grid_array[dy][dx].m_idx;
1464 POSITION d = distance(dy, dx, y, x);
1465 auto *r_ptr = &r_info[f_ptr->m_list[m_idx].r_idx];
1466 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_LITE_1 | RF7_SELF_LITE_1)) {
1469 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_LITE_2 | RF7_SELF_LITE_2)) {
1472 if (d <= 1 && any_bits(r_ptr->flags7, RF7_HAS_DARK_1 | RF7_SELF_DARK_1)) {
1475 if (d <= 2 && any_bits(r_ptr->flags7, RF7_HAS_DARK_2 | RF7_SELF_DARK_2)) {
1481 return !is_lite || is_dark;
1485 * @breif 暗いところ限定での次元の扉
1486 * @param player_ptr プレイヤー情報への参照ポインタ
1488 static bool door_to_darkness(PlayerType *player_ptr, POSITION dist)
1490 POSITION y = player_ptr->y;
1491 POSITION x = player_ptr->x;
1494 for (int i = 0; i < 3; i++) {
1495 if (!tgt_pt(player_ptr, &x, &y)) {
1499 f_ptr = player_ptr->current_floor_ptr;
1501 if (distance(y, x, player_ptr->y, player_ptr->x) > dist) {
1502 msg_print(_("遠すぎる!", "That is too far!"));
1506 if (!is_cave_empty_bold(player_ptr, y, x) || f_ptr->grid_array[y][x].is_icky()) {
1507 msg_print(_("そこには移動できない。", "Can not teleport to there."));
1514 bool flag = cave_player_teleportable_bold(player_ptr, y, x, TELEPORT_SPONTANEOUS) && is_target_grid_dark(f_ptr, y, x);
1516 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
1518 msg_print(_("闇の扉は開かなかった!", "The door to darkness does not open!"));