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[Refactor] monster_spell_type と RF_ABILITY を統合する
[hengbandforosx/hengbandosx.git] / src / blue-magic / blue-magic-caster.cpp
1 #include "blue-magic/blue-magic-caster.h"
2 #include "blue-magic/blue-magic-ball-bolt.h"
3 #include "blue-magic/blue-magic-breath.h"
4 #include "blue-magic/blue-magic-spirit-curse.h"
5 #include "blue-magic/blue-magic-status.h"
6 #include "blue-magic/blue-magic-summon.h"
7 #include "blue-magic/blue-magic-util.h"
8 #include "blue-magic/learnt-info.h"
9 #include "core/hp-mp-processor.h"
10 #include "floor/cave.h"
11 #include "grid/grid.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-ability-flags.h"
14 #include "monster-race/race-flags-resistance.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster/monster-describer.h"
17 #include "monster/monster-info.h"
18 #include "monster/monster-status.h"
19 #include "mspell/mspell-damage-calculator.h"
20 #include "spell-kind/spells-launcher.h"
21 #include "spell-kind/spells-lite.h"
22 #include "spell-kind/spells-neighbor.h"
23 #include "spell-kind/spells-sight.h"
24 #include "spell-kind/spells-teleport.h"
25 #include "spell-kind/spells-world.h"
26 #include "spell/spell-types.h"
27 #include "spell/spells-status.h"
28 #include "status/bad-status-setter.h"
29 #include "status/body-improvement.h"
30 #include "status/buff-setter.h"
31 #include "system/floor-type-definition.h"
32 #include "target/projection-path-calculator.h"
33 #include "target/target-checker.h"
34 #include "target/target-getter.h"
35 #include "target/target-setter.h"
36 #include "target/target-types.h"
37 #include "view/display-messages.h"
38
39 static bool cast_blue_dispel(player_type *caster_ptr)
40 {
41     if (!target_set(caster_ptr, TARGET_KILL))
42         return FALSE;
43
44     MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
45     if ((m_idx == 0) || !player_has_los_bold(caster_ptr, target_row, target_col)
46         || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
47         return TRUE;
48
49     dispel_monster_status(caster_ptr, m_idx);
50     return TRUE;
51 }
52
53 static bool cast_blue_rocket(player_type *caster_ptr, bmc_type *bmc_ptr)
54 {
55     if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
56         return FALSE;
57
58     msg_print(_("ロケットを発射した。", "You fire a rocket."));
59     bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, RF_ABILITY::ROCKET, bmc_ptr->plev, DAM_ROLL);
60     fire_rocket(caster_ptr, GF_ROCKET, bmc_ptr->dir, bmc_ptr->damage, 2);
61     return TRUE;
62 }
63
64 static bool cast_blue_shoot(player_type *caster_ptr, bmc_type *bmc_ptr)
65 {
66     if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
67         return FALSE;
68
69     msg_print(_("矢を放った。", "You fire an arrow."));
70     bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, RF_ABILITY::SHOOT, bmc_ptr->plev, DAM_ROLL);
71     fire_bolt(caster_ptr, GF_ARROW, bmc_ptr->dir, bmc_ptr->damage);
72     return TRUE;
73 }
74
75 static bool cast_blue_hand_doom(player_type *caster_ptr, bmc_type *bmc_ptr)
76 {
77     if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
78         return FALSE;
79
80     msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
81     fire_ball_hide(caster_ptr, GF_HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
82     return TRUE;
83 }
84
85 static bool exe_blue_teleport_back(player_type *caster_ptr, GAME_TEXT *m_name)
86 {
87     monster_type *m_ptr;
88     monster_race *r_ptr;
89     floor_type *floor_ptr = caster_ptr->current_floor_ptr;
90     if ((floor_ptr->grid_array[target_row][target_col].m_idx == 0) || !player_has_los_bold(caster_ptr, target_row, target_col)
91         || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
92         return TRUE;
93
94     m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
95     r_ptr = &r_info[m_ptr->r_idx];
96     monster_desc(caster_ptr, m_name, m_ptr, 0);
97     if ((r_ptr->flagsr & RFR_RES_TELE) == 0)
98         return FALSE;
99
100     if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flagsr & RFR_RES_ALL)) {
101         if (is_original_ap_and_seen(caster_ptr, m_ptr))
102             r_ptr->r_flagsr |= RFR_RES_TELE;
103
104         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
105         return TRUE;
106     }
107
108     if (r_ptr->level <= randint1(100))
109         return FALSE;
110
111     if (is_original_ap_and_seen(caster_ptr, m_ptr))
112         r_ptr->r_flagsr |= RFR_RES_TELE;
113
114     msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
115     return TRUE;
116 }
117
118 static bool cast_blue_teleport_back(player_type *caster_ptr)
119 {
120     if (!target_set(caster_ptr, TARGET_KILL))
121         return FALSE;
122
123     GAME_TEXT m_name[MAX_NLEN];
124     if (exe_blue_teleport_back(caster_ptr, m_name))
125         return TRUE;
126
127     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
128     teleport_monster_to(
129         caster_ptr, caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE);
130     return TRUE;
131 }
132
133 static bool cast_blue_teleport_away(player_type *caster_ptr, bmc_type *bmc_ptr)
134 {
135     if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
136         return FALSE;
137
138     (void)fire_beam(caster_ptr, GF_AWAY_ALL, bmc_ptr->dir, 100);
139     return TRUE;
140 }
141
142 static bool cast_blue_psy_spear(player_type *caster_ptr, bmc_type *bmc_ptr)
143 {
144     if (!get_aim_dir(caster_ptr, &bmc_ptr->dir))
145         return FALSE;
146
147     msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
148     bmc_ptr->damage = monspell_bluemage_damage(caster_ptr, RF_ABILITY::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
149     (void)fire_beam(caster_ptr, GF_PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
150     return TRUE;
151 }
152
153 static bool cast_blue_make_trap(player_type *caster_ptr)
154 {
155     if (!target_set(caster_ptr, TARGET_KILL))
156         return FALSE;
157
158     msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
159     trap_creation(caster_ptr, target_row, target_col);
160     return TRUE;
161 }
162
163 static bool switch_cast_blue_magic(player_type *caster_ptr, bmc_type *bmc_ptr, RF_ABILITY spell)
164 {
165     switch (spell) {
166     case RF_ABILITY::SHRIEK:
167         msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
168         aggravate_monsters(caster_ptr, 0);
169         return TRUE;
170     case RF_ABILITY::XXX1:
171     case RF_ABILITY::XXX2:
172     case RF_ABILITY::XXX3:
173     case RF_ABILITY::XXX4:
174         return TRUE;
175     case RF_ABILITY::DISPEL:
176         return cast_blue_dispel(caster_ptr);
177     case RF_ABILITY::ROCKET:
178         return cast_blue_rocket(caster_ptr, bmc_ptr);
179     case RF_ABILITY::SHOOT:
180         return cast_blue_shoot(caster_ptr, bmc_ptr);
181     case RF_ABILITY::BR_ACID:
182         return cast_blue_breath_acid(caster_ptr, bmc_ptr);
183     case RF_ABILITY::BR_ELEC:
184         return cast_blue_breath_elec(caster_ptr, bmc_ptr);
185     case RF_ABILITY::BR_FIRE:
186         return cast_blue_breath_fire(caster_ptr, bmc_ptr);
187     case RF_ABILITY::BR_COLD:
188         return cast_blue_breath_cold(caster_ptr, bmc_ptr);
189     case RF_ABILITY::BR_POIS:
190         return cast_blue_breath_pois(caster_ptr, bmc_ptr);
191     case RF_ABILITY::BR_NETH:
192         return cast_blue_breath_nether(caster_ptr, bmc_ptr);
193     case RF_ABILITY::BR_LITE:
194         return cast_blue_breath_lite(caster_ptr, bmc_ptr);
195     case RF_ABILITY::BR_DARK:
196         return cast_blue_breath_dark(caster_ptr, bmc_ptr);
197     case RF_ABILITY::BR_CONF:
198         return cast_blue_breath_conf(caster_ptr, bmc_ptr);
199     case RF_ABILITY::BR_SOUN:
200         return cast_blue_breath_sound(caster_ptr, bmc_ptr);
201     case RF_ABILITY::BR_CHAO:
202         return cast_blue_breath_chaos(caster_ptr, bmc_ptr);
203     case RF_ABILITY::BR_DISE:
204         return cast_blue_breath_disenchant(caster_ptr, bmc_ptr);
205     case RF_ABILITY::BR_NEXU:
206         return cast_blue_breath_nexus(caster_ptr, bmc_ptr);
207     case RF_ABILITY::BR_TIME:
208         return cast_blue_breath_time(caster_ptr, bmc_ptr);
209     case RF_ABILITY::BR_INER:
210         return cast_blue_breath_inertia(caster_ptr, bmc_ptr);
211     case RF_ABILITY::BR_GRAV:
212         return cast_blue_breath_gravity(caster_ptr, bmc_ptr);
213     case RF_ABILITY::BR_SHAR:
214         return cast_blue_breath_shards(caster_ptr, bmc_ptr);
215     case RF_ABILITY::BR_PLAS:
216         return cast_blue_breath_plasma(caster_ptr, bmc_ptr);
217     case RF_ABILITY::BR_WALL:
218         return cast_blue_breath_force(caster_ptr, bmc_ptr);
219     case RF_ABILITY::BR_MANA:
220         return cast_blue_breath_mana(caster_ptr, bmc_ptr);
221     case RF_ABILITY::BR_NUKE:
222         return cast_blue_breath_nuke(caster_ptr, bmc_ptr);
223     case RF_ABILITY::BR_DISI:
224         return cast_blue_breath_disintegration(caster_ptr, bmc_ptr);
225     case RF_ABILITY::BA_ACID:
226         return cast_blue_ball_acid(caster_ptr, bmc_ptr);
227     case RF_ABILITY::BA_ELEC:
228         return cast_blue_ball_elec(caster_ptr, bmc_ptr);
229     case RF_ABILITY::BA_FIRE:
230         return cast_blue_ball_fire(caster_ptr, bmc_ptr);
231     case RF_ABILITY::BA_COLD:
232         return cast_blue_ball_cold(caster_ptr, bmc_ptr);
233     case RF_ABILITY::BA_POIS:
234         return cast_blue_ball_pois(caster_ptr, bmc_ptr);
235     case RF_ABILITY::BA_NUKE:
236         return cast_blue_ball_nuke(caster_ptr, bmc_ptr);
237     case RF_ABILITY::BA_NETH:
238         return cast_blue_ball_nether(caster_ptr, bmc_ptr);
239     case RF_ABILITY::BA_CHAO:
240         return cast_blue_ball_chaos(caster_ptr, bmc_ptr);
241     case RF_ABILITY::BA_WATE:
242         return cast_blue_ball_water(caster_ptr, bmc_ptr);
243     case RF_ABILITY::BA_LITE:
244         return cast_blue_ball_star_burst(caster_ptr, bmc_ptr);
245     case RF_ABILITY::BA_DARK:
246         return cast_blue_ball_dark_storm(caster_ptr, bmc_ptr);
247     case RF_ABILITY::BA_MANA:
248         return cast_blue_ball_mana_storm(caster_ptr, bmc_ptr);
249     case RF_ABILITY::DRAIN_MANA:
250         return cast_blue_drain_mana(caster_ptr, bmc_ptr);
251     case RF_ABILITY::MIND_BLAST:
252         return cast_blue_mind_blast(caster_ptr, bmc_ptr);
253     case RF_ABILITY::BRAIN_SMASH:
254         return cast_blue_brain_smash(caster_ptr, bmc_ptr);
255     case RF_ABILITY::CAUSE_1:
256         return cast_blue_curse_1(caster_ptr, bmc_ptr);
257     case RF_ABILITY::CAUSE_2:
258         return cast_blue_curse_2(caster_ptr, bmc_ptr);
259     case RF_ABILITY::CAUSE_3:
260         return cast_blue_curse_3(caster_ptr, bmc_ptr);
261     case RF_ABILITY::CAUSE_4:
262         return cast_blue_curse_4(caster_ptr, bmc_ptr);
263     case RF_ABILITY::BO_ACID:
264         return cast_blue_bolt_acid(caster_ptr, bmc_ptr);
265     case RF_ABILITY::BO_ELEC:
266         return cast_blue_bolt_elec(caster_ptr, bmc_ptr);
267     case RF_ABILITY::BO_FIRE:
268         return cast_blue_bolt_fire(caster_ptr, bmc_ptr);
269     case RF_ABILITY::BO_COLD:
270         return cast_blue_bolt_cold(caster_ptr, bmc_ptr);
271     case RF_ABILITY::BO_NETH:
272         return cast_blue_bolt_nether(caster_ptr, bmc_ptr);
273     case RF_ABILITY::BO_WATE:
274         return cast_blue_bolt_water(caster_ptr, bmc_ptr);
275     case RF_ABILITY::BO_MANA:
276         return cast_blue_bolt_mana(caster_ptr, bmc_ptr);
277     case RF_ABILITY::BO_PLAS:
278         return cast_blue_bolt_plasma(caster_ptr, bmc_ptr);
279     case RF_ABILITY::BO_ICEE:
280         return cast_blue_bolt_icee(caster_ptr, bmc_ptr);
281     case RF_ABILITY::MISSILE:
282         return cast_blue_bolt_missile(caster_ptr, bmc_ptr);
283     case RF_ABILITY::SCARE:
284         return cast_blue_scare(caster_ptr, bmc_ptr);
285     case RF_ABILITY::BLIND:
286         return cast_blue_blind(caster_ptr, bmc_ptr);
287     case RF_ABILITY::CONF:
288         return cast_blue_confusion(caster_ptr, bmc_ptr);
289     case RF_ABILITY::SLOW:
290         return cast_blue_slow(caster_ptr, bmc_ptr);
291     case RF_ABILITY::HOLD:
292         return cast_blue_sleep(caster_ptr, bmc_ptr);
293     case RF_ABILITY::HASTE:
294         (void)set_fast(caster_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, FALSE);
295         return TRUE;
296     case RF_ABILITY::HAND_DOOM:
297         return cast_blue_hand_doom(caster_ptr, bmc_ptr);
298     case RF_ABILITY::HEAL:
299         msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
300         (void)hp_player(caster_ptr, bmc_ptr->plev * 4);
301         (void)set_stun(caster_ptr, 0);
302         (void)set_cut(caster_ptr, 0);
303         return TRUE;
304     case RF_ABILITY::INVULNER:
305         msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
306         (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
307         return TRUE;
308     case RF_ABILITY::BLINK:
309         teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
310         return TRUE;
311     case RF_ABILITY::TPORT:
312         teleport_player(caster_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
313         return TRUE;
314     case RF_ABILITY::WORLD:
315         (void)time_walk(caster_ptr);
316         return TRUE;
317     case RF_ABILITY::SPECIAL:
318         return TRUE;
319     case RF_ABILITY::TELE_TO:
320         return cast_blue_teleport_back(caster_ptr);
321     case RF_ABILITY::TELE_AWAY:
322         return cast_blue_teleport_away(caster_ptr, bmc_ptr);
323     case RF_ABILITY::TELE_LEVEL:
324         return teleport_level_other(caster_ptr);
325     case RF_ABILITY::PSY_SPEAR:
326         return cast_blue_psy_spear(caster_ptr, bmc_ptr);
327     case RF_ABILITY::DARKNESS:
328         msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
329         (void)unlite_area(caster_ptr, 10, 3);
330         return TRUE;
331     case RF_ABILITY::TRAPS:
332         return cast_blue_make_trap(caster_ptr);
333     case RF_ABILITY::FORGET:
334         msg_print(_("しかし何も起きなかった。", "Nothing happens."));
335         return TRUE;
336     case RF_ABILITY::RAISE_DEAD:
337         msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
338         (void)animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
339         return TRUE;
340     case RF_ABILITY::S_KIN:
341         return cast_blue_summon_kin(caster_ptr, bmc_ptr);
342     case RF_ABILITY::S_CYBER:
343         return cast_blue_summon_cyber(caster_ptr, bmc_ptr);
344     case RF_ABILITY::S_MONSTER:
345         return cast_blue_summon_monster(caster_ptr, bmc_ptr);
346     case RF_ABILITY::S_MONSTERS:
347         return cast_blue_summon_monsters(caster_ptr, bmc_ptr);
348     case RF_ABILITY::S_ANT:
349         return cast_blue_summon_ant(caster_ptr, bmc_ptr);
350     case RF_ABILITY::S_SPIDER:
351         return cast_blue_summon_spider(caster_ptr, bmc_ptr);
352     case RF_ABILITY::S_HOUND:
353         return cast_blue_summon_hound(caster_ptr, bmc_ptr);
354     case RF_ABILITY::S_HYDRA:
355         return cast_blue_summon_hydra(caster_ptr, bmc_ptr);
356     case RF_ABILITY::S_ANGEL:
357         return cast_blue_summon_angel(caster_ptr, bmc_ptr);
358     case RF_ABILITY::S_DEMON:
359         return cast_blue_summon_demon(caster_ptr, bmc_ptr);
360     case RF_ABILITY::S_UNDEAD:
361         return cast_blue_summon_undead(caster_ptr, bmc_ptr);
362     case RF_ABILITY::S_DRAGON:
363         return cast_blue_summon_dragon(caster_ptr, bmc_ptr);
364     case RF_ABILITY::S_HI_UNDEAD:
365         return cast_blue_summon_high_undead(caster_ptr, bmc_ptr);
366     case RF_ABILITY::S_HI_DRAGON:
367         return cast_blue_summon_high_dragon(caster_ptr, bmc_ptr);
368     case RF_ABILITY::S_AMBERITES:
369         return cast_blue_summon_amberite(caster_ptr, bmc_ptr);
370     case RF_ABILITY::S_UNIQUE:
371         return cast_blue_summon_unique(caster_ptr, bmc_ptr);
372     default:
373         msg_print("hoge?");
374         return TRUE;
375     }
376 }
377
378 /*!
379  * @brief 青魔法の発動 /
380  * do_cmd_cast calls this function if the player's class is 'blue-mage'.
381  * @param spell 発動するモンスター攻撃のID
382  * @param success TRUEは成功時、FALSEは失敗時の処理を行う
383  * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
384  */
385 bool cast_learned_spell(player_type *caster_ptr, RF_ABILITY spell, const bool success)
386 {
387     bmc_type tmp_bm;
388     bmc_type *bmc_ptr = initialize_blue_magic_type(caster_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
389     if (!switch_cast_blue_magic(caster_ptr, bmc_ptr, spell))
390         return FALSE;
391
392     if (bmc_ptr->no_trump)
393         msg_print(_("何も現れなかった。", "No one appeared."));
394
395     return TRUE;
396 }