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[Implement]虚空・深淵属性のボルト・ボール・ブレスを実装
[hengbandforosx/hengbandosx.git] / src / blue-magic / blue-magic-caster.cpp
1 /*!
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
4  */
5
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"
45
46 static bool cast_blue_dispel(PlayerType *player_ptr)
47 {
48     if (!target_set(player_ptr, TARGET_KILL))
49         return false;
50
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))
54         return true;
55
56     dispel_monster_status(player_ptr, m_idx);
57     return true;
58 }
59
60 static bool cast_blue_rocket(PlayerType *player_ptr, bmc_type *bmc_ptr)
61 {
62     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
63         return false;
64
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);
68     return true;
69 }
70
71 static bool cast_blue_shoot(PlayerType *player_ptr, bmc_type *bmc_ptr)
72 {
73     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
74         return false;
75
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);
79     return true;
80 }
81
82 static bool cast_blue_hand_doom(PlayerType *player_ptr, bmc_type *bmc_ptr)
83 {
84     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
85         return false;
86
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);
89     return true;
90 }
91
92 static bool exe_blue_teleport_back(PlayerType *player_ptr, GAME_TEXT *m_name)
93 {
94     monster_type *m_ptr;
95     monster_race *r_ptr;
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))
99         return true;
100
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)
105         return false;
106
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;
110
111         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
112         return true;
113     }
114
115     if (r_ptr->level <= randint1(100))
116         return false;
117
118     if (is_original_ap_and_seen(player_ptr, m_ptr))
119         r_ptr->r_flagsr |= RFR_RES_TELE;
120
121     msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
122     return true;
123 }
124
125 static bool cast_blue_teleport_back(PlayerType *player_ptr)
126 {
127     if (!target_set(player_ptr, TARGET_KILL))
128         return false;
129
130     GAME_TEXT m_name[MAX_NLEN];
131     if (exe_blue_teleport_back(player_ptr, m_name))
132         return true;
133
134     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
135     teleport_monster_to(
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);
137     return true;
138 }
139
140 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
141 {
142     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
143         return false;
144
145     (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
146     return true;
147 }
148
149 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
150 {
151     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
152         return false;
153
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);
157     return true;
158 }
159
160 static bool cast_blue_make_trap(PlayerType *player_ptr)
161 {
162     if (!target_set(player_ptr, TARGET_KILL))
163         return false;
164
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);
167     return true;
168 }
169
170 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
171 {
172     switch (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);
176         return true;
177     case MonsterAbilityType::XXX1:
178     case MonsterAbilityType::XXX2:
179     case MonsterAbilityType::XXX3:
180     case MonsterAbilityType::XXX4:
181         return true;
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);
314         return true;
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);
321         (void)bss.stun(0);
322         (void)bss.cut(0);
323         return true;
324     }
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);
328         return true;
329     case MonsterAbilityType::BLINK:
330         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
331         return true;
332     case MonsterAbilityType::TPORT:
333         teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
334         return true;
335     case MonsterAbilityType::WORLD:
336         (void)time_walk(player_ptr);
337         return true;
338     case MonsterAbilityType::SPECIAL:
339         return true;
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);
351         return true;
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."));
356         return true;
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);
360         return true;
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);
393     default:
394         msg_print("hoge?");
395         return true;
396     }
397 }
398
399 /*!
400  * @brief 青魔法の発動 /
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。
405  */
406 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
407 {
408     bmc_type tmp_bm;
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))
411         return false;
412
413     if (bmc_ptr->no_trump)
414         msg_print(_("何も現れなかった。", "No one appeared."));
415
416     return true;
417 }