2 * @file blue-magic-caster.cpp
3 * @brief 青魔法のその他系統の呪文定義と詠唱時分岐処理
6 #include "blue-magic/blue-magic-caster.h"
7 #include "blue-magic/blue-magic-ball-bolt.h"
8 #include "blue-magic/blue-magic-breath.h"
9 #include "blue-magic/blue-magic-spirit-curse.h"
10 #include "blue-magic/blue-magic-status.h"
11 #include "blue-magic/blue-magic-summon.h"
12 #include "blue-magic/blue-magic-util.h"
13 #include "blue-magic/learnt-info.h"
14 #include "floor/cave.h"
15 #include "hpmp/hp-mp-processor.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-ability-flags.h"
18 #include "monster-race/race-flags-resistance.h"
19 #include "monster-race/race-flags1.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-status.h"
23 #include "mspell/mspell-damage-calculator.h"
24 #include "spell-kind/spells-launcher.h"
25 #include "spell-kind/spells-lite.h"
26 #include "spell-kind/spells-neighbor.h"
27 #include "spell-kind/spells-sight.h"
28 #include "spell-kind/spells-teleport.h"
29 #include "spell-kind/spells-world.h"
30 #include "spell/spells-status.h"
31 #include "status/bad-status-setter.h"
32 #include "status/body-improvement.h"
33 #include "status/buff-setter.h"
34 #include "system/floor-type-definition.h"
35 #include "system/grid-type-definition.h"
36 #include "system/monster-race-definition.h"
37 #include "system/monster-type-definition.h"
38 #include "system/player-type-definition.h"
39 #include "target/projection-path-calculator.h"
40 #include "target/target-checker.h"
41 #include "target/target-getter.h"
42 #include "target/target-setter.h"
43 #include "target/target-types.h"
44 #include "view/display-messages.h"
46 static bool cast_blue_dispel(PlayerType *player_ptr)
48 if (!target_set(player_ptr, TARGET_KILL))
51 MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
52 if ((m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col)
53 || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
56 dispel_monster_status(player_ptr, m_idx);
60 static bool cast_blue_rocket(PlayerType *player_ptr, bmc_type *bmc_ptr)
62 if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
65 msg_print(_("ロケットを発射した。", "You fire a rocket."));
66 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::ROCKET, bmc_ptr->plev, DAM_ROLL);
67 fire_rocket(player_ptr, AttributeType::ROCKET, bmc_ptr->dir, bmc_ptr->damage, 2);
71 static bool cast_blue_shoot(PlayerType *player_ptr, bmc_type *bmc_ptr)
73 if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
76 msg_print(_("矢を放った。", "You fire an arrow."));
77 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::SHOOT, bmc_ptr->plev, DAM_ROLL);
78 fire_bolt(player_ptr, AttributeType::MONSTER_SHOOT, bmc_ptr->dir, bmc_ptr->damage);
82 static bool cast_blue_hand_doom(PlayerType *player_ptr, bmc_type *bmc_ptr)
84 if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
87 msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
88 fire_ball_hide(player_ptr, AttributeType::HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
92 static bool exe_blue_teleport_back(PlayerType *player_ptr, GAME_TEXT *m_name)
96 floor_type *floor_ptr = player_ptr->current_floor_ptr;
97 if ((floor_ptr->grid_array[target_row][target_col].m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col)
98 || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
101 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
102 r_ptr = &r_info[m_ptr->r_idx];
103 monster_desc(player_ptr, m_name, m_ptr, 0);
104 if ((r_ptr->flagsr & RFR_RES_TELE) == 0)
107 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flagsr & RFR_RES_ALL)) {
108 if (is_original_ap_and_seen(player_ptr, m_ptr))
109 r_ptr->r_flagsr |= RFR_RES_TELE;
111 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
115 if (r_ptr->level <= randint1(100))
118 if (is_original_ap_and_seen(player_ptr, m_ptr))
119 r_ptr->r_flagsr |= RFR_RES_TELE;
121 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
125 static bool cast_blue_teleport_back(PlayerType *player_ptr)
127 if (!target_set(player_ptr, TARGET_KILL))
130 GAME_TEXT m_name[MAX_NLEN];
131 if (exe_blue_teleport_back(player_ptr, m_name))
134 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
136 player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
140 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
142 if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
145 (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
149 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
151 if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
154 msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
155 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
156 (void)fire_beam(player_ptr, AttributeType::PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
160 static bool cast_blue_make_trap(PlayerType *player_ptr)
162 if (!target_set(player_ptr, TARGET_KILL))
165 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
166 trap_creation(player_ptr, target_row, target_col);
170 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
173 case MonsterAbilityType::SHRIEK:
174 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
175 aggravate_monsters(player_ptr, 0);
177 case MonsterAbilityType::XXX1:
178 case MonsterAbilityType::XXX2:
179 case MonsterAbilityType::XXX3:
180 case MonsterAbilityType::XXX4:
182 case MonsterAbilityType::DISPEL:
183 return cast_blue_dispel(player_ptr);
184 case MonsterAbilityType::ROCKET:
185 return cast_blue_rocket(player_ptr, bmc_ptr);
186 case MonsterAbilityType::SHOOT:
187 return cast_blue_shoot(player_ptr, bmc_ptr);
188 case MonsterAbilityType::BR_ACID:
189 return cast_blue_breath_acid(player_ptr, bmc_ptr);
190 case MonsterAbilityType::BR_ELEC:
191 return cast_blue_breath_elec(player_ptr, bmc_ptr);
192 case MonsterAbilityType::BR_FIRE:
193 return cast_blue_breath_fire(player_ptr, bmc_ptr);
194 case MonsterAbilityType::BR_COLD:
195 return cast_blue_breath_cold(player_ptr, bmc_ptr);
196 case MonsterAbilityType::BR_POIS:
197 return cast_blue_breath_pois(player_ptr, bmc_ptr);
198 case MonsterAbilityType::BR_NETH:
199 return cast_blue_breath_nether(player_ptr, bmc_ptr);
200 case MonsterAbilityType::BR_LITE:
201 return cast_blue_breath_lite(player_ptr, bmc_ptr);
202 case MonsterAbilityType::BR_DARK:
203 return cast_blue_breath_dark(player_ptr, bmc_ptr);
204 case MonsterAbilityType::BR_CONF:
205 return cast_blue_breath_conf(player_ptr, bmc_ptr);
206 case MonsterAbilityType::BR_SOUN:
207 return cast_blue_breath_sound(player_ptr, bmc_ptr);
208 case MonsterAbilityType::BR_CHAO:
209 return cast_blue_breath_chaos(player_ptr, bmc_ptr);
210 case MonsterAbilityType::BR_DISE:
211 return cast_blue_breath_disenchant(player_ptr, bmc_ptr);
212 case MonsterAbilityType::BR_NEXU:
213 return cast_blue_breath_nexus(player_ptr, bmc_ptr);
214 case MonsterAbilityType::BR_TIME:
215 return cast_blue_breath_time(player_ptr, bmc_ptr);
216 case MonsterAbilityType::BR_INER:
217 return cast_blue_breath_inertia(player_ptr, bmc_ptr);
218 case MonsterAbilityType::BR_GRAV:
219 return cast_blue_breath_gravity(player_ptr, bmc_ptr);
220 case MonsterAbilityType::BR_SHAR:
221 return cast_blue_breath_shards(player_ptr, bmc_ptr);
222 case MonsterAbilityType::BR_PLAS:
223 return cast_blue_breath_plasma(player_ptr, bmc_ptr);
224 case MonsterAbilityType::BR_FORC:
225 return cast_blue_breath_force(player_ptr, bmc_ptr);
226 case MonsterAbilityType::BR_MANA:
227 return cast_blue_breath_mana(player_ptr, bmc_ptr);
228 case MonsterAbilityType::BR_NUKE:
229 return cast_blue_breath_nuke(player_ptr, bmc_ptr);
230 case MonsterAbilityType::BR_DISI:
231 return cast_blue_breath_disintegration(player_ptr, bmc_ptr);
232 case MonsterAbilityType::BR_VOID:
233 return cast_blue_breath_void(player_ptr, bmc_ptr);
234 case MonsterAbilityType::BR_ABYSS:
235 return cast_blue_breath_abyss(player_ptr, bmc_ptr);
236 case MonsterAbilityType::BA_ACID:
237 return cast_blue_ball_acid(player_ptr, bmc_ptr);
238 case MonsterAbilityType::BA_ELEC:
239 return cast_blue_ball_elec(player_ptr, bmc_ptr);
240 case MonsterAbilityType::BA_FIRE:
241 return cast_blue_ball_fire(player_ptr, bmc_ptr);
242 case MonsterAbilityType::BA_COLD:
243 return cast_blue_ball_cold(player_ptr, bmc_ptr);
244 case MonsterAbilityType::BA_POIS:
245 return cast_blue_ball_pois(player_ptr, bmc_ptr);
246 case MonsterAbilityType::BA_NUKE:
247 return cast_blue_ball_nuke(player_ptr, bmc_ptr);
248 case MonsterAbilityType::BA_NETH:
249 return cast_blue_ball_nether(player_ptr, bmc_ptr);
250 case MonsterAbilityType::BA_CHAO:
251 return cast_blue_ball_chaos(player_ptr, bmc_ptr);
252 case MonsterAbilityType::BA_WATE:
253 return cast_blue_ball_water(player_ptr, bmc_ptr);
254 case MonsterAbilityType::BA_LITE:
255 return cast_blue_ball_star_burst(player_ptr, bmc_ptr);
256 case MonsterAbilityType::BA_DARK:
257 return cast_blue_ball_dark_storm(player_ptr, bmc_ptr);
258 case MonsterAbilityType::BA_MANA:
259 return cast_blue_ball_mana_storm(player_ptr, bmc_ptr);
260 case MonsterAbilityType::BA_VOID:
261 return cast_blue_ball_void(player_ptr, bmc_ptr);
262 case MonsterAbilityType::BA_ABYSS:
263 return cast_blue_ball_abyss(player_ptr, bmc_ptr);
264 case MonsterAbilityType::DRAIN_MANA:
265 return cast_blue_drain_mana(player_ptr, bmc_ptr);
266 case MonsterAbilityType::MIND_BLAST:
267 return cast_blue_mind_blast(player_ptr, bmc_ptr);
268 case MonsterAbilityType::BRAIN_SMASH:
269 return cast_blue_brain_smash(player_ptr, bmc_ptr);
270 case MonsterAbilityType::CAUSE_1:
271 return cast_blue_curse_1(player_ptr, bmc_ptr);
272 case MonsterAbilityType::CAUSE_2:
273 return cast_blue_curse_2(player_ptr, bmc_ptr);
274 case MonsterAbilityType::CAUSE_3:
275 return cast_blue_curse_3(player_ptr, bmc_ptr);
276 case MonsterAbilityType::CAUSE_4:
277 return cast_blue_curse_4(player_ptr, bmc_ptr);
278 case MonsterAbilityType::BO_ACID:
279 return cast_blue_bolt_acid(player_ptr, bmc_ptr);
280 case MonsterAbilityType::BO_ELEC:
281 return cast_blue_bolt_elec(player_ptr, bmc_ptr);
282 case MonsterAbilityType::BO_FIRE:
283 return cast_blue_bolt_fire(player_ptr, bmc_ptr);
284 case MonsterAbilityType::BO_COLD:
285 return cast_blue_bolt_cold(player_ptr, bmc_ptr);
286 case MonsterAbilityType::BO_NETH:
287 return cast_blue_bolt_nether(player_ptr, bmc_ptr);
288 case MonsterAbilityType::BO_WATE:
289 return cast_blue_bolt_water(player_ptr, bmc_ptr);
290 case MonsterAbilityType::BO_MANA:
291 return cast_blue_bolt_mana(player_ptr, bmc_ptr);
292 case MonsterAbilityType::BO_PLAS:
293 return cast_blue_bolt_plasma(player_ptr, bmc_ptr);
294 case MonsterAbilityType::BO_ICEE:
295 return cast_blue_bolt_icee(player_ptr, bmc_ptr);
296 case MonsterAbilityType::BO_ABYSS:
297 return cast_blue_bolt_abyss(player_ptr, bmc_ptr);
298 case MonsterAbilityType::BO_VOID:
299 return cast_blue_bolt_void(player_ptr, bmc_ptr);
300 case MonsterAbilityType::MISSILE:
301 return cast_blue_bolt_missile(player_ptr, bmc_ptr);
302 case MonsterAbilityType::SCARE:
303 return cast_blue_scare(player_ptr, bmc_ptr);
304 case MonsterAbilityType::BLIND:
305 return cast_blue_blind(player_ptr, bmc_ptr);
306 case MonsterAbilityType::CONF:
307 return cast_blue_confusion(player_ptr, bmc_ptr);
308 case MonsterAbilityType::SLOW:
309 return cast_blue_slow(player_ptr, bmc_ptr);
310 case MonsterAbilityType::HOLD:
311 return cast_blue_sleep(player_ptr, bmc_ptr);
312 case MonsterAbilityType::HASTE:
313 (void)set_fast(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
315 case MonsterAbilityType::HAND_DOOM:
316 return cast_blue_hand_doom(player_ptr, bmc_ptr);
317 case MonsterAbilityType::HEAL: {
318 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
319 (void)hp_player(player_ptr, bmc_ptr->plev * 4);
320 BadStatusSetter bss(player_ptr);
325 case MonsterAbilityType::INVULNER:
326 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
327 (void)set_invuln(player_ptr, randint1(4) + 4, false);
329 case MonsterAbilityType::BLINK:
330 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
332 case MonsterAbilityType::TPORT:
333 teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
335 case MonsterAbilityType::WORLD:
336 (void)time_walk(player_ptr);
338 case MonsterAbilityType::SPECIAL:
340 case MonsterAbilityType::TELE_TO:
341 return cast_blue_teleport_back(player_ptr);
342 case MonsterAbilityType::TELE_AWAY:
343 return cast_blue_teleport_away(player_ptr, bmc_ptr);
344 case MonsterAbilityType::TELE_LEVEL:
345 return teleport_level_other(player_ptr);
346 case MonsterAbilityType::PSY_SPEAR:
347 return cast_blue_psy_spear(player_ptr, bmc_ptr);
348 case MonsterAbilityType::DARKNESS:
349 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
350 (void)unlite_area(player_ptr, 10, 3);
352 case MonsterAbilityType::TRAPS:
353 return cast_blue_make_trap(player_ptr);
354 case MonsterAbilityType::FORGET:
355 msg_print(_("しかし何も起きなかった。", "Nothing happens."));
357 case MonsterAbilityType::RAISE_DEAD:
358 msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
359 (void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
361 case MonsterAbilityType::S_KIN:
362 return cast_blue_summon_kin(player_ptr, bmc_ptr);
363 case MonsterAbilityType::S_CYBER:
364 return cast_blue_summon_cyber(player_ptr, bmc_ptr);
365 case MonsterAbilityType::S_MONSTER:
366 return cast_blue_summon_monster(player_ptr, bmc_ptr);
367 case MonsterAbilityType::S_MONSTERS:
368 return cast_blue_summon_monsters(player_ptr, bmc_ptr);
369 case MonsterAbilityType::S_ANT:
370 return cast_blue_summon_ant(player_ptr, bmc_ptr);
371 case MonsterAbilityType::S_SPIDER:
372 return cast_blue_summon_spider(player_ptr, bmc_ptr);
373 case MonsterAbilityType::S_HOUND:
374 return cast_blue_summon_hound(player_ptr, bmc_ptr);
375 case MonsterAbilityType::S_HYDRA:
376 return cast_blue_summon_hydra(player_ptr, bmc_ptr);
377 case MonsterAbilityType::S_ANGEL:
378 return cast_blue_summon_angel(player_ptr, bmc_ptr);
379 case MonsterAbilityType::S_DEMON:
380 return cast_blue_summon_demon(player_ptr, bmc_ptr);
381 case MonsterAbilityType::S_UNDEAD:
382 return cast_blue_summon_undead(player_ptr, bmc_ptr);
383 case MonsterAbilityType::S_DRAGON:
384 return cast_blue_summon_dragon(player_ptr, bmc_ptr);
385 case MonsterAbilityType::S_HI_UNDEAD:
386 return cast_blue_summon_high_undead(player_ptr, bmc_ptr);
387 case MonsterAbilityType::S_HI_DRAGON:
388 return cast_blue_summon_high_dragon(player_ptr, bmc_ptr);
389 case MonsterAbilityType::S_AMBERITES:
390 return cast_blue_summon_amberite(player_ptr, bmc_ptr);
391 case MonsterAbilityType::S_UNIQUE:
392 return cast_blue_summon_unique(player_ptr, bmc_ptr);
401 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
402 * @param spell 発動するモンスター攻撃のID
403 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
404 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
406 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
409 bmc_type *bmc_ptr = initialize_blue_magic_type(player_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
410 if (!switch_cast_blue_magic(player_ptr, bmc_ptr, spell))
413 if (bmc_ptr->no_trump)
414 msg_print(_("何も現れなかった。", "No one appeared."));