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Merge pull request #3569 from sikabane-works/release/3.0.0.88-alpha
[hengbandforosx/hengbandosx.git] / src / action / mutation-execution.cpp
1 /*!
2  * @file mutation-execution.cpp
3  * @brief プレイヤーの変異能力実行定義
4  */
5
6 #include "action/mutation-execution.h"
7 #include "cmd-item/cmd-throw.h"
8 #include "core/asking-player.h"
9 #include "effect/attribute-types.h"
10 #include "effect/spells-effect-util.h"
11 #include "floor/geometry.h"
12 #include "game-option/play-record-options.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "io/write-diary.h"
15 #include "mind/mind-mage.h"
16 #include "mind/mind-warrior.h"
17 #include "monster-floor/monster-remover.h"
18 #include "monster-floor/monster-summon.h"
19 #include "monster-floor/place-monster-types.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster-race/race-flags3.h"
23 #include "monster/monster-describer.h"
24 #include "monster/monster-description-types.h"
25 #include "monster/monster-flag-types.h"
26 #include "monster/monster-info.h"
27 #include "mutation/mutation-flag-types.h"
28 #include "mutation/mutation-techniques.h"
29 #include "object-enchant/item-feeling.h"
30 #include "player-info/self-info.h"
31 #include "player-status/player-energy.h"
32 #include "player/player-damage.h"
33 #include "player/player-status.h"
34 #include "racial/racial-vampire.h"
35 #include "spell-kind/earthquake.h"
36 #include "spell-kind/spells-charm.h"
37 #include "spell-kind/spells-detection.h"
38 #include "spell-kind/spells-fetcher.h"
39 #include "spell-kind/spells-launcher.h"
40 #include "spell-kind/spells-lite.h"
41 #include "spell-kind/spells-sight.h"
42 #include "spell-kind/spells-teleport.h"
43 #include "spell-kind/spells-world.h"
44 #include "spell-realm/spells-sorcery.h"
45 #include "spell/spells-status.h"
46 #include "spell/summon-types.h"
47 #include "status/element-resistance.h"
48 #include "status/shape-changer.h"
49 #include "system/floor-type-definition.h"
50 #include "system/grid-type-definition.h"
51 #include "system/item-entity.h"
52 #include "system/monster-entity.h"
53 #include "system/monster-race-info.h"
54 #include "system/player-type-definition.h"
55 #include "target/target-getter.h"
56 #include "util/bit-flags-calculator.h"
57 #include "view/display-messages.h"
58
59 /*!
60  * @brief 突然変異のレイシャル効果実装
61  * @param player_ptr プレイヤーへの参照ポインタ
62  * @param power 発動させる突然変異レイシャルのID
63  * @return レイシャルを実行した場合TRUE、キャンセルした場合FALSEを返す
64  */
65 bool exe_mutation_power(PlayerType *player_ptr, PlayerMutationType power)
66 {
67     DIRECTION dir = 0;
68     PLAYER_LEVEL lvl = player_ptr->lev;
69     auto &floor = *player_ptr->current_floor_ptr;
70     switch (power) {
71     case PlayerMutationType::SPIT_ACID:
72         if (!get_aim_dir(player_ptr, &dir)) {
73             return false;
74         }
75
76         stop_mouth(player_ptr);
77         msg_print(_("酸を吐きかけた...", "You spit acid..."));
78         fire_ball(player_ptr, AttributeType::ACID, dir, lvl, 1 + (lvl / 30));
79         return true;
80     case PlayerMutationType::BR_FIRE:
81         if (!get_aim_dir(player_ptr, &dir)) {
82             return false;
83         }
84
85         stop_mouth(player_ptr);
86         msg_print(_("あなたは火炎のブレスを吐いた...", "You breathe fire..."));
87         fire_breath(player_ptr, AttributeType::FIRE, dir, lvl * 2, 1 + (lvl / 20));
88         return true;
89     case PlayerMutationType::HYPN_GAZE:
90         if (!get_aim_dir(player_ptr, &dir)) {
91             return false;
92         }
93
94         msg_print(_("あなたの目は幻惑的になった...", "Your eyes look mesmerizing..."));
95         (void)charm_monster(player_ptr, dir, lvl);
96         return true;
97     case PlayerMutationType::TELEKINES:
98         if (!get_aim_dir(player_ptr, &dir)) {
99             return false;
100         }
101
102         msg_print(_("集中している...", "You concentrate..."));
103         fetch_item(player_ptr, dir, lvl * 10, true);
104         return true;
105     case PlayerMutationType::VTELEPORT:
106         msg_print(_("集中している...", "You concentrate..."));
107         teleport_player(player_ptr, 10 + 4 * lvl, TELEPORT_SPONTANEOUS);
108         return true;
109     case PlayerMutationType::MIND_BLST:
110         if (!get_aim_dir(player_ptr, &dir)) {
111             return false;
112         }
113
114         msg_print(_("集中している...", "You concentrate..."));
115         fire_bolt(player_ptr, AttributeType::PSI, dir, damroll(3 + ((lvl - 1) / 5), 3));
116         return true;
117     case PlayerMutationType::RADIATION:
118         msg_print(_("体から放射能が発生した!", "Radiation flows from your body!"));
119         fire_ball(player_ptr, AttributeType::NUKE, 0, (lvl * 2), 3 + (lvl / 20));
120         return true;
121     case PlayerMutationType::VAMPIRISM:
122         vampirism(player_ptr);
123         return true;
124     case PlayerMutationType::SMELL_MET:
125         stop_mouth(player_ptr);
126         (void)detect_treasure(player_ptr, DETECT_RAD_DEFAULT);
127         return true;
128     case PlayerMutationType::SMELL_MON:
129         stop_mouth(player_ptr);
130         (void)detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
131         return true;
132     case PlayerMutationType::BLINK:
133         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
134         return true;
135     case PlayerMutationType::EAT_ROCK:
136         return eat_rock(player_ptr);
137     case PlayerMutationType::SWAP_POS:
138         project_length = -1;
139         if (!get_aim_dir(player_ptr, &dir)) {
140             project_length = 0;
141             return false;
142         }
143
144         (void)teleport_swap(player_ptr, dir);
145         project_length = 0;
146         return true;
147     case PlayerMutationType::SHRIEK:
148         stop_mouth(player_ptr);
149         (void)fire_ball(player_ptr, AttributeType::SOUND, 0, 2 * lvl, 8);
150         (void)aggravate_monsters(player_ptr, 0);
151         return true;
152     case PlayerMutationType::ILLUMINE:
153         (void)lite_area(player_ptr, damroll(2, (lvl / 2)), (lvl / 10) + 1);
154         return true;
155     case PlayerMutationType::DET_CURSE:
156         for (int i = 0; i < INVEN_TOTAL; i++) {
157             auto *o_ptr = &player_ptr->inventory_list[i];
158             if (!o_ptr->is_valid() || !o_ptr->is_cursed()) {
159                 continue;
160             }
161
162             o_ptr->feeling = FEEL_CURSED;
163         }
164
165         return true;
166     case PlayerMutationType::BERSERK:
167         (void)berserk(player_ptr, randint1(25) + 25);
168         return true;
169     case PlayerMutationType::POLYMORPH:
170         if (!input_check(_("変身します。よろしいですか?", "You will polymorph your self. Are you sure? "))) {
171             return false;
172         }
173
174         do_poly_self(player_ptr);
175         return true;
176     case PlayerMutationType::MIDAS_TCH:
177         return alchemy(player_ptr);
178     case PlayerMutationType::GROW_MOLD:
179         for (DIRECTION i = 0; i < 8; i++) {
180             summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, lvl, SUMMON_MOLD, PM_FORCE_PET);
181         }
182
183         return true;
184     case PlayerMutationType::RESIST: {
185         int num = lvl / 10;
186         TIME_EFFECT dur = randint1(20) + 20;
187         if (randint0(5) < num) {
188             (void)set_oppose_acid(player_ptr, dur, false);
189             num--;
190         }
191
192         if (randint0(4) < num) {
193             (void)set_oppose_elec(player_ptr, dur, false);
194             num--;
195         }
196
197         if (randint0(3) < num) {
198             (void)set_oppose_fire(player_ptr, dur, false);
199             num--;
200         }
201
202         if (randint0(2) < num) {
203             (void)set_oppose_cold(player_ptr, dur, false);
204             num--;
205         }
206
207         if (num != 0) {
208             (void)set_oppose_pois(player_ptr, dur, false);
209             num--;
210         }
211
212         return true;
213     }
214     case PlayerMutationType::EARTHQUAKE:
215         (void)earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
216         return true;
217     case PlayerMutationType::EAT_MAGIC:
218         return eat_magic(player_ptr, player_ptr->lev * 2);
219     case PlayerMutationType::WEIGH_MAG:
220         report_magics(player_ptr);
221         return true;
222     case PlayerMutationType::STERILITY:
223         msg_print(_("突然頭が痛くなった!", "You suddenly have a headache!"));
224         take_hit(player_ptr, DAMAGE_LOSELIFE, randint1(17) + 17, _("禁欲を強いた疲労", "the strain of forcing abstinence"));
225         floor.num_repro += MAX_REPRODUCTION;
226         return true;
227     case PlayerMutationType::HIT_AND_AWAY:
228         return hit_and_away(player_ptr);
229     case PlayerMutationType::DAZZLE:
230         stun_monsters(player_ptr, lvl * 4);
231         confuse_monsters(player_ptr, lvl * 4);
232         turn_monsters(player_ptr, lvl * 4);
233         return true;
234     case PlayerMutationType::LASER_EYE:
235         if (!get_aim_dir(player_ptr, &dir)) {
236             return false;
237         }
238
239         fire_beam(player_ptr, AttributeType::LITE, dir, 2 * lvl);
240         return true;
241     case PlayerMutationType::RECALL:
242         return recall_player(player_ptr, randint0(21) + 15);
243     case PlayerMutationType::BANISH: {
244         if (!get_direction(player_ptr, &dir)) {
245             return false;
246         }
247
248         const auto y = player_ptr->y + ddy[dir];
249         const auto x = player_ptr->x + ddx[dir];
250         const auto &grid = floor.grid_array[y][x];
251         if (!grid.m_idx) {
252             msg_print(_("邪悪な存在を感じとれません!", "You sense no evil there!"));
253             return true;
254         }
255
256         auto &monster = floor.m_list[grid.m_idx];
257         const auto &monrace = monraces_info[monster.r_idx];
258         auto can_banish = monrace.kind_flags.has(MonsterKindType::EVIL);
259         can_banish &= none_bits(monrace.flags1, RF1_QUESTOR);
260         can_banish &= monrace.kind_flags.has_not(MonsterKindType::UNIQUE);
261         can_banish &= !floor.inside_arena;
262         can_banish &= !inside_quest(floor.quest_number);
263         can_banish &= (monrace.level < randint1(player_ptr->lev + 50));
264         can_banish &= monster.mflag2.has_not(MonsterConstantFlagType::NOGENO);
265         if (can_banish) {
266             if (record_named_pet && monster.is_named_pet()) {
267                 const auto m_name = monster_desc(player_ptr, &monster, MD_INDEF_VISIBLE);
268                 exe_write_diary(player_ptr, DiaryKind::NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
269             }
270
271             delete_monster_idx(player_ptr, grid.m_idx);
272             msg_print(_("その邪悪なモンスターは硫黄臭い煙とともに消え去った!", "The evil creature vanishes in a puff of sulfurous smoke!"));
273             return true;
274         }
275
276         msg_print(_("祈りは効果がなかった!", "Your invocation is ineffectual!"));
277         if (one_in_(13)) {
278             monster.mflag2.set(MonsterConstantFlagType::NOGENO);
279         }
280
281         return true;
282     }
283     case PlayerMutationType::COLD_TOUCH: {
284         if (!get_direction(player_ptr, &dir)) {
285             return false;
286         }
287
288         const auto y = player_ptr->y + ddy[dir];
289         const auto x = player_ptr->x + ddx[dir];
290         auto &grid = floor.grid_array[y][x];
291         if (!grid.m_idx) {
292             msg_print(_("あなたは何もない場所で手を振った。", "You wave your hands in the air."));
293             return true;
294         }
295
296         fire_bolt(player_ptr, AttributeType::COLD, dir, 2 * lvl);
297         return true;
298     }
299     case PlayerMutationType::LAUNCHER:
300         return ThrowCommand(player_ptr).do_cmd_throw(2 + lvl / 40, false, -1);
301     default:
302         PlayerEnergy(player_ptr).reset_player_turn();
303         msg_format(_("能力 PlayerMutationType::%d は実装されていません。", "Power PlayerMutationType::%d not implemented. Oops."), enum2i(power));
304         return true;
305     }
306 }