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[Refactor] monster_idxと0との比較を関数化する
[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 "hpmp/hp-mp-processor.h"
15 #include "monster-race/monster-race.h"
16 #include "monster-race/race-ability-flags.h"
17 #include "monster-race/race-flags-resistance.h"
18 #include "monster/monster-describer.h"
19 #include "monster/monster-info.h"
20 #include "monster/monster-status.h"
21 #include "monster/monster-util.h"
22 #include "mspell/mspell-damage-calculator.h"
23 #include "spell-kind/spells-launcher.h"
24 #include "spell-kind/spells-lite.h"
25 #include "spell-kind/spells-neighbor.h"
26 #include "spell-kind/spells-sight.h"
27 #include "spell-kind/spells-teleport.h"
28 #include "spell-kind/spells-world.h"
29 #include "spell/spells-status.h"
30 #include "status/bad-status-setter.h"
31 #include "status/body-improvement.h"
32 #include "status/buff-setter.h"
33 #include "system/floor-type-definition.h"
34 #include "system/grid-type-definition.h"
35 #include "system/monster-entity.h"
36 #include "system/monster-race-info.h"
37 #include "system/player-type-definition.h"
38 #include "target/projection-path-calculator.h"
39 #include "target/target-checker.h"
40 #include "target/target-getter.h"
41 #include "target/target-setter.h"
42 #include "target/target-types.h"
43 #include "view/display-messages.h"
44
45 static bool cast_blue_dispel(PlayerType *player_ptr)
46 {
47     if (!target_set(player_ptr, TARGET_KILL)) {
48         return false;
49     }
50
51     const Pos2D pos(target_row, target_col);
52     const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
53     const auto m_idx = grid.m_idx;
54     if ((m_idx == 0) || !grid.has_los() || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
55         return true;
56     }
57
58     dispel_monster_status(player_ptr, m_idx);
59     return true;
60 }
61
62 static bool cast_blue_rocket(PlayerType *player_ptr, bmc_type *bmc_ptr)
63 {
64     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
65         return false;
66     }
67
68     msg_print(_("ロケットを発射した。", "You fire a rocket."));
69     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::ROCKET, bmc_ptr->plev, DAM_ROLL);
70     fire_rocket(player_ptr, AttributeType::ROCKET, bmc_ptr->dir, bmc_ptr->damage, 2);
71     return true;
72 }
73
74 static bool cast_blue_shoot(PlayerType *player_ptr, bmc_type *bmc_ptr)
75 {
76     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
77         return false;
78     }
79
80     msg_print(_("矢を放った。", "You fire an arrow."));
81     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::SHOOT, bmc_ptr->plev, DAM_ROLL);
82     fire_bolt(player_ptr, AttributeType::MONSTER_SHOOT, bmc_ptr->dir, bmc_ptr->damage);
83     return true;
84 }
85
86 static bool cast_blue_hand_doom(PlayerType *player_ptr, bmc_type *bmc_ptr)
87 {
88     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
89         return false;
90     }
91
92     msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
93     fire_ball_hide(player_ptr, AttributeType::HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
94     return true;
95 }
96
97 /* 効果が抵抗された場合、返される std::optional には値がありません。*/
98 static std::optional<std::string> exe_blue_teleport_back(PlayerType *player_ptr)
99 {
100     const auto &floor = *player_ptr->current_floor_ptr;
101     const Pos2D pos(target_row, target_col);
102     const auto &grid = floor.get_grid(pos);
103     if (!is_monster(grid.m_idx) || !grid.has_los() || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
104         return std::nullopt;
105     }
106
107     const auto *m_ptr = &floor.m_list[grid.m_idx];
108     auto &monrace = m_ptr->get_monrace();
109     auto m_name = monster_desc(player_ptr, m_ptr, 0);
110     if (monrace.resistance_flags.has_not(MonsterResistanceType::RESIST_TELEPORT)) {
111         return m_name;
112     }
113
114     if (monrace.kind_flags.has(MonsterKindType::UNIQUE) || monrace.resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
115         if (is_original_ap_and_seen(player_ptr, m_ptr)) {
116             monrace.r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
117         }
118
119         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name.data());
120         return std::nullopt;
121     }
122
123     if (monrace.level <= randint1(100)) {
124         return m_name;
125     }
126
127     if (is_original_ap_and_seen(player_ptr, m_ptr)) {
128         monrace.r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
129     }
130
131     msg_format(_("%sには耐性がある!", "%s resists!"), m_name.data());
132     return std::nullopt;
133 }
134
135 static bool cast_blue_teleport_back(PlayerType *player_ptr)
136 {
137     if (!target_set(player_ptr, TARGET_KILL)) {
138         return false;
139     }
140
141     const auto m_name = exe_blue_teleport_back(player_ptr);
142     if (!m_name) {
143         return true;
144     }
145
146     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name->data());
147     teleport_monster_to(
148         player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
149     return true;
150 }
151
152 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
153 {
154     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
155         return false;
156     }
157
158     (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
159     return true;
160 }
161
162 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
163 {
164     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
165         return false;
166     }
167
168     msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
169     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
170     (void)fire_beam(player_ptr, AttributeType::PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
171     return true;
172 }
173
174 static bool cast_blue_make_trap(PlayerType *player_ptr)
175 {
176     if (!target_set(player_ptr, TARGET_KILL)) {
177         return false;
178     }
179
180     msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
181     trap_creation(player_ptr, target_row, target_col);
182     return true;
183 }
184
185 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
186 {
187     switch (spell) {
188     case MonsterAbilityType::SHRIEK:
189         msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
190         aggravate_monsters(player_ptr, 0);
191         return true;
192     case MonsterAbilityType::XXX1:
193     case MonsterAbilityType::XXX2:
194     case MonsterAbilityType::XXX3:
195     case MonsterAbilityType::XXX4:
196         return true;
197     case MonsterAbilityType::DISPEL:
198         return cast_blue_dispel(player_ptr);
199     case MonsterAbilityType::ROCKET:
200         return cast_blue_rocket(player_ptr, bmc_ptr);
201     case MonsterAbilityType::SHOOT:
202         return cast_blue_shoot(player_ptr, bmc_ptr);
203     case MonsterAbilityType::BR_ACID:
204         return cast_blue_breath_acid(player_ptr, bmc_ptr);
205     case MonsterAbilityType::BR_ELEC:
206         return cast_blue_breath_elec(player_ptr, bmc_ptr);
207     case MonsterAbilityType::BR_FIRE:
208         return cast_blue_breath_fire(player_ptr, bmc_ptr);
209     case MonsterAbilityType::BR_COLD:
210         return cast_blue_breath_cold(player_ptr, bmc_ptr);
211     case MonsterAbilityType::BR_POIS:
212         return cast_blue_breath_pois(player_ptr, bmc_ptr);
213     case MonsterAbilityType::BR_NETH:
214         return cast_blue_breath_nether(player_ptr, bmc_ptr);
215     case MonsterAbilityType::BR_LITE:
216         return cast_blue_breath_lite(player_ptr, bmc_ptr);
217     case MonsterAbilityType::BR_DARK:
218         return cast_blue_breath_dark(player_ptr, bmc_ptr);
219     case MonsterAbilityType::BR_CONF:
220         return cast_blue_breath_conf(player_ptr, bmc_ptr);
221     case MonsterAbilityType::BR_SOUN:
222         return cast_blue_breath_sound(player_ptr, bmc_ptr);
223     case MonsterAbilityType::BR_CHAO:
224         return cast_blue_breath_chaos(player_ptr, bmc_ptr);
225     case MonsterAbilityType::BR_DISE:
226         return cast_blue_breath_disenchant(player_ptr, bmc_ptr);
227     case MonsterAbilityType::BR_NEXU:
228         return cast_blue_breath_nexus(player_ptr, bmc_ptr);
229     case MonsterAbilityType::BR_TIME:
230         return cast_blue_breath_time(player_ptr, bmc_ptr);
231     case MonsterAbilityType::BR_INER:
232         return cast_blue_breath_inertia(player_ptr, bmc_ptr);
233     case MonsterAbilityType::BR_GRAV:
234         return cast_blue_breath_gravity(player_ptr, bmc_ptr);
235     case MonsterAbilityType::BR_SHAR:
236         return cast_blue_breath_shards(player_ptr, bmc_ptr);
237     case MonsterAbilityType::BR_PLAS:
238         return cast_blue_breath_plasma(player_ptr, bmc_ptr);
239     case MonsterAbilityType::BR_FORC:
240         return cast_blue_breath_force(player_ptr, bmc_ptr);
241     case MonsterAbilityType::BR_MANA:
242         return cast_blue_breath_mana(player_ptr, bmc_ptr);
243     case MonsterAbilityType::BR_NUKE:
244         return cast_blue_breath_nuke(player_ptr, bmc_ptr);
245     case MonsterAbilityType::BR_DISI:
246         return cast_blue_breath_disintegration(player_ptr, bmc_ptr);
247     case MonsterAbilityType::BR_VOID:
248         return cast_blue_breath_void(player_ptr, bmc_ptr);
249     case MonsterAbilityType::BR_ABYSS:
250         return cast_blue_breath_abyss(player_ptr, bmc_ptr);
251     case MonsterAbilityType::BA_ACID:
252         return cast_blue_ball_acid(player_ptr, bmc_ptr);
253     case MonsterAbilityType::BA_ELEC:
254         return cast_blue_ball_elec(player_ptr, bmc_ptr);
255     case MonsterAbilityType::BA_FIRE:
256         return cast_blue_ball_fire(player_ptr, bmc_ptr);
257     case MonsterAbilityType::BA_COLD:
258         return cast_blue_ball_cold(player_ptr, bmc_ptr);
259     case MonsterAbilityType::BA_POIS:
260         return cast_blue_ball_pois(player_ptr, bmc_ptr);
261     case MonsterAbilityType::BA_NUKE:
262         return cast_blue_ball_nuke(player_ptr, bmc_ptr);
263     case MonsterAbilityType::BA_NETH:
264         return cast_blue_ball_nether(player_ptr, bmc_ptr);
265     case MonsterAbilityType::BA_CHAO:
266         return cast_blue_ball_chaos(player_ptr, bmc_ptr);
267     case MonsterAbilityType::BA_WATE:
268         return cast_blue_ball_water(player_ptr, bmc_ptr);
269     case MonsterAbilityType::BA_LITE:
270         return cast_blue_ball_star_burst(player_ptr, bmc_ptr);
271     case MonsterAbilityType::BA_DARK:
272         return cast_blue_ball_dark_storm(player_ptr, bmc_ptr);
273     case MonsterAbilityType::BA_MANA:
274         return cast_blue_ball_mana_storm(player_ptr, bmc_ptr);
275     case MonsterAbilityType::BA_VOID:
276         return cast_blue_ball_void(player_ptr, bmc_ptr);
277     case MonsterAbilityType::BA_ABYSS:
278         return cast_blue_ball_abyss(player_ptr, bmc_ptr);
279     case MonsterAbilityType::BA_METEOR:
280         return cast_blue_ball_meteor(player_ptr, bmc_ptr);
281     case MonsterAbilityType::DRAIN_MANA:
282         return cast_blue_drain_mana(player_ptr, bmc_ptr);
283     case MonsterAbilityType::MIND_BLAST:
284         return cast_blue_mind_blast(player_ptr, bmc_ptr);
285     case MonsterAbilityType::BRAIN_SMASH:
286         return cast_blue_brain_smash(player_ptr, bmc_ptr);
287     case MonsterAbilityType::CAUSE_1:
288         return cast_blue_curse_1(player_ptr, bmc_ptr);
289     case MonsterAbilityType::CAUSE_2:
290         return cast_blue_curse_2(player_ptr, bmc_ptr);
291     case MonsterAbilityType::CAUSE_3:
292         return cast_blue_curse_3(player_ptr, bmc_ptr);
293     case MonsterAbilityType::CAUSE_4:
294         return cast_blue_curse_4(player_ptr, bmc_ptr);
295     case MonsterAbilityType::BO_ACID:
296         return cast_blue_bolt_acid(player_ptr, bmc_ptr);
297     case MonsterAbilityType::BO_ELEC:
298         return cast_blue_bolt_elec(player_ptr, bmc_ptr);
299     case MonsterAbilityType::BO_FIRE:
300         return cast_blue_bolt_fire(player_ptr, bmc_ptr);
301     case MonsterAbilityType::BO_COLD:
302         return cast_blue_bolt_cold(player_ptr, bmc_ptr);
303     case MonsterAbilityType::BO_NETH:
304         return cast_blue_bolt_nether(player_ptr, bmc_ptr);
305     case MonsterAbilityType::BO_WATE:
306         return cast_blue_bolt_water(player_ptr, bmc_ptr);
307     case MonsterAbilityType::BO_MANA:
308         return cast_blue_bolt_mana(player_ptr, bmc_ptr);
309     case MonsterAbilityType::BO_PLAS:
310         return cast_blue_bolt_plasma(player_ptr, bmc_ptr);
311     case MonsterAbilityType::BO_ICEE:
312         return cast_blue_bolt_icee(player_ptr, bmc_ptr);
313     case MonsterAbilityType::BO_ABYSS:
314         return cast_blue_bolt_abyss(player_ptr, bmc_ptr);
315     case MonsterAbilityType::BO_VOID:
316         return cast_blue_bolt_void(player_ptr, bmc_ptr);
317     case MonsterAbilityType::BO_METEOR:
318         return cast_blue_bolt_meteor(player_ptr, bmc_ptr);
319     case MonsterAbilityType::BO_LITE:
320         return cast_blue_bolt_lite(player_ptr, bmc_ptr);
321     case MonsterAbilityType::MISSILE:
322         return cast_blue_bolt_missile(player_ptr, bmc_ptr);
323     case MonsterAbilityType::SCARE:
324         return cast_blue_scare(player_ptr, bmc_ptr);
325     case MonsterAbilityType::BLIND:
326         return cast_blue_blind(player_ptr, bmc_ptr);
327     case MonsterAbilityType::CONF:
328         return cast_blue_confusion(player_ptr, bmc_ptr);
329     case MonsterAbilityType::SLOW:
330         return cast_blue_slow(player_ptr, bmc_ptr);
331     case MonsterAbilityType::HOLD:
332         return cast_blue_sleep(player_ptr, bmc_ptr);
333     case MonsterAbilityType::HASTE:
334         (void)set_acceleration(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
335         return true;
336     case MonsterAbilityType::HAND_DOOM:
337         return cast_blue_hand_doom(player_ptr, bmc_ptr);
338     case MonsterAbilityType::HEAL: {
339         msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
340         (void)hp_player(player_ptr, bmc_ptr->plev * 4);
341         BadStatusSetter bss(player_ptr);
342         (void)bss.set_stun(0);
343         (void)bss.set_cut(0);
344         return true;
345     }
346     case MonsterAbilityType::INVULNER:
347         msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
348         (void)set_invuln(player_ptr, randint1(4) + 4, false);
349         return true;
350     case MonsterAbilityType::BLINK:
351         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
352         return true;
353     case MonsterAbilityType::TPORT:
354         teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
355         return true;
356     case MonsterAbilityType::WORLD:
357         (void)time_walk(player_ptr);
358         return true;
359     case MonsterAbilityType::SPECIAL:
360         return true;
361     case MonsterAbilityType::TELE_TO:
362         return cast_blue_teleport_back(player_ptr);
363     case MonsterAbilityType::TELE_AWAY:
364         return cast_blue_teleport_away(player_ptr, bmc_ptr);
365     case MonsterAbilityType::TELE_LEVEL:
366         return teleport_level_other(player_ptr);
367     case MonsterAbilityType::PSY_SPEAR:
368         return cast_blue_psy_spear(player_ptr, bmc_ptr);
369     case MonsterAbilityType::DARKNESS:
370         msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
371         (void)unlite_area(player_ptr, 10, 3);
372         return true;
373     case MonsterAbilityType::TRAPS:
374         return cast_blue_make_trap(player_ptr);
375     case MonsterAbilityType::FORGET:
376         msg_print(_("しかし何も起きなかった。", "Nothing happens."));
377         return true;
378     case MonsterAbilityType::RAISE_DEAD:
379         msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
380         (void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
381         return true;
382     case MonsterAbilityType::S_KIN:
383         return cast_blue_summon_kin(player_ptr, bmc_ptr);
384     case MonsterAbilityType::S_CYBER:
385         return cast_blue_summon_cyber(player_ptr, bmc_ptr);
386     case MonsterAbilityType::S_MONSTER:
387         return cast_blue_summon_monster(player_ptr, bmc_ptr);
388     case MonsterAbilityType::S_MONSTERS:
389         return cast_blue_summon_monsters(player_ptr, bmc_ptr);
390     case MonsterAbilityType::S_ANT:
391         return cast_blue_summon_ant(player_ptr, bmc_ptr);
392     case MonsterAbilityType::S_SPIDER:
393         return cast_blue_summon_spider(player_ptr, bmc_ptr);
394     case MonsterAbilityType::S_HOUND:
395         return cast_blue_summon_hound(player_ptr, bmc_ptr);
396     case MonsterAbilityType::S_HYDRA:
397         return cast_blue_summon_hydra(player_ptr, bmc_ptr);
398     case MonsterAbilityType::S_ANGEL:
399         return cast_blue_summon_angel(player_ptr, bmc_ptr);
400     case MonsterAbilityType::S_DEMON:
401         return cast_blue_summon_demon(player_ptr, bmc_ptr);
402     case MonsterAbilityType::S_UNDEAD:
403         return cast_blue_summon_undead(player_ptr, bmc_ptr);
404     case MonsterAbilityType::S_DRAGON:
405         return cast_blue_summon_dragon(player_ptr, bmc_ptr);
406     case MonsterAbilityType::S_HI_UNDEAD:
407         return cast_blue_summon_high_undead(player_ptr, bmc_ptr);
408     case MonsterAbilityType::S_HI_DRAGON:
409         return cast_blue_summon_high_dragon(player_ptr, bmc_ptr);
410     case MonsterAbilityType::S_AMBERITES:
411         return cast_blue_summon_amberite(player_ptr, bmc_ptr);
412     case MonsterAbilityType::S_UNIQUE:
413         return cast_blue_summon_unique(player_ptr, bmc_ptr);
414     case MonsterAbilityType::S_DEAD_UNIQUE:
415         return cast_blue_summon_dead_unique(player_ptr, bmc_ptr);
416     default:
417         msg_print("hoge?");
418         return true;
419     }
420 }
421
422 /*!
423  * @brief 青魔法の発動 /
424  * do_cmd_cast calls this function if the player's class is 'blue-mage'.
425  * @param spell 発動するモンスター攻撃のID
426  * @param success TRUEは成功時、FALSEは失敗時の処理を行う
427  * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
428  */
429 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
430 {
431     bmc_type tmp_bm;
432     bmc_type *bmc_ptr = initialize_blue_magic_type(player_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
433     if (!switch_cast_blue_magic(player_ptr, bmc_ptr, spell)) {
434         return false;
435     }
436
437     if (bmc_ptr->no_trump) {
438         msg_print(_("何も現れなかった。", "No one appeared."));
439     }
440
441     return true;
442 }