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)) {
52 MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
53 if ((m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col) || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
57 dispel_monster_status(player_ptr, m_idx);
61 static bool cast_blue_rocket(PlayerType *player_ptr, bmc_type *bmc_ptr)
63 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
67 msg_print(_("ロケットを発射した。", "You fire a rocket."));
68 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::ROCKET, bmc_ptr->plev, DAM_ROLL);
69 fire_rocket(player_ptr, AttributeType::ROCKET, bmc_ptr->dir, bmc_ptr->damage, 2);
73 static bool cast_blue_shoot(PlayerType *player_ptr, bmc_type *bmc_ptr)
75 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
79 msg_print(_("矢を放った。", "You fire an arrow."));
80 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::SHOOT, bmc_ptr->plev, DAM_ROLL);
81 fire_bolt(player_ptr, AttributeType::MONSTER_SHOOT, bmc_ptr->dir, bmc_ptr->damage);
85 static bool cast_blue_hand_doom(PlayerType *player_ptr, bmc_type *bmc_ptr)
87 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
91 msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
92 fire_ball_hide(player_ptr, AttributeType::HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
96 static bool exe_blue_teleport_back(PlayerType *player_ptr, GAME_TEXT *m_name)
100 auto *floor_ptr = player_ptr->current_floor_ptr;
101 if ((floor_ptr->grid_array[target_row][target_col].m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col) || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
105 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
106 r_ptr = &r_info[m_ptr->r_idx];
107 monster_desc(player_ptr, m_name, m_ptr, 0);
108 if (r_ptr->resistance_flags.has_not(MonsterResistanceType::RESIST_TELEPORT)) {
112 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
113 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
114 r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
117 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
121 if (r_ptr->level <= randint1(100)) {
125 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
126 r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
129 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
133 static bool cast_blue_teleport_back(PlayerType *player_ptr)
135 if (!target_set(player_ptr, TARGET_KILL)) {
139 GAME_TEXT m_name[MAX_NLEN];
140 if (exe_blue_teleport_back(player_ptr, m_name)) {
144 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
146 player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
150 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
152 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
156 (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
160 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
162 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
166 msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
167 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
168 (void)fire_beam(player_ptr, AttributeType::PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
172 static bool cast_blue_make_trap(PlayerType *player_ptr)
174 if (!target_set(player_ptr, TARGET_KILL)) {
178 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
179 trap_creation(player_ptr, target_row, target_col);
183 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
186 case MonsterAbilityType::SHRIEK:
187 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
188 aggravate_monsters(player_ptr, 0);
190 case MonsterAbilityType::XXX1:
191 case MonsterAbilityType::XXX2:
192 case MonsterAbilityType::XXX3:
193 case MonsterAbilityType::XXX4:
195 case MonsterAbilityType::DISPEL:
196 return cast_blue_dispel(player_ptr);
197 case MonsterAbilityType::ROCKET:
198 return cast_blue_rocket(player_ptr, bmc_ptr);
199 case MonsterAbilityType::SHOOT:
200 return cast_blue_shoot(player_ptr, bmc_ptr);
201 case MonsterAbilityType::BR_ACID:
202 return cast_blue_breath_acid(player_ptr, bmc_ptr);
203 case MonsterAbilityType::BR_ELEC:
204 return cast_blue_breath_elec(player_ptr, bmc_ptr);
205 case MonsterAbilityType::BR_FIRE:
206 return cast_blue_breath_fire(player_ptr, bmc_ptr);
207 case MonsterAbilityType::BR_COLD:
208 return cast_blue_breath_cold(player_ptr, bmc_ptr);
209 case MonsterAbilityType::BR_POIS:
210 return cast_blue_breath_pois(player_ptr, bmc_ptr);
211 case MonsterAbilityType::BR_NETH:
212 return cast_blue_breath_nether(player_ptr, bmc_ptr);
213 case MonsterAbilityType::BR_LITE:
214 return cast_blue_breath_lite(player_ptr, bmc_ptr);
215 case MonsterAbilityType::BR_DARK:
216 return cast_blue_breath_dark(player_ptr, bmc_ptr);
217 case MonsterAbilityType::BR_CONF:
218 return cast_blue_breath_conf(player_ptr, bmc_ptr);
219 case MonsterAbilityType::BR_SOUN:
220 return cast_blue_breath_sound(player_ptr, bmc_ptr);
221 case MonsterAbilityType::BR_CHAO:
222 return cast_blue_breath_chaos(player_ptr, bmc_ptr);
223 case MonsterAbilityType::BR_DISE:
224 return cast_blue_breath_disenchant(player_ptr, bmc_ptr);
225 case MonsterAbilityType::BR_NEXU:
226 return cast_blue_breath_nexus(player_ptr, bmc_ptr);
227 case MonsterAbilityType::BR_TIME:
228 return cast_blue_breath_time(player_ptr, bmc_ptr);
229 case MonsterAbilityType::BR_INER:
230 return cast_blue_breath_inertia(player_ptr, bmc_ptr);
231 case MonsterAbilityType::BR_GRAV:
232 return cast_blue_breath_gravity(player_ptr, bmc_ptr);
233 case MonsterAbilityType::BR_SHAR:
234 return cast_blue_breath_shards(player_ptr, bmc_ptr);
235 case MonsterAbilityType::BR_PLAS:
236 return cast_blue_breath_plasma(player_ptr, bmc_ptr);
237 case MonsterAbilityType::BR_FORC:
238 return cast_blue_breath_force(player_ptr, bmc_ptr);
239 case MonsterAbilityType::BR_MANA:
240 return cast_blue_breath_mana(player_ptr, bmc_ptr);
241 case MonsterAbilityType::BR_NUKE:
242 return cast_blue_breath_nuke(player_ptr, bmc_ptr);
243 case MonsterAbilityType::BR_DISI:
244 return cast_blue_breath_disintegration(player_ptr, bmc_ptr);
245 case MonsterAbilityType::BR_VOID:
246 return cast_blue_breath_void(player_ptr, bmc_ptr);
247 case MonsterAbilityType::BR_ABYSS:
248 return cast_blue_breath_abyss(player_ptr, bmc_ptr);
249 case MonsterAbilityType::BA_ACID:
250 return cast_blue_ball_acid(player_ptr, bmc_ptr);
251 case MonsterAbilityType::BA_ELEC:
252 return cast_blue_ball_elec(player_ptr, bmc_ptr);
253 case MonsterAbilityType::BA_FIRE:
254 return cast_blue_ball_fire(player_ptr, bmc_ptr);
255 case MonsterAbilityType::BA_COLD:
256 return cast_blue_ball_cold(player_ptr, bmc_ptr);
257 case MonsterAbilityType::BA_POIS:
258 return cast_blue_ball_pois(player_ptr, bmc_ptr);
259 case MonsterAbilityType::BA_NUKE:
260 return cast_blue_ball_nuke(player_ptr, bmc_ptr);
261 case MonsterAbilityType::BA_NETH:
262 return cast_blue_ball_nether(player_ptr, bmc_ptr);
263 case MonsterAbilityType::BA_CHAO:
264 return cast_blue_ball_chaos(player_ptr, bmc_ptr);
265 case MonsterAbilityType::BA_WATE:
266 return cast_blue_ball_water(player_ptr, bmc_ptr);
267 case MonsterAbilityType::BA_LITE:
268 return cast_blue_ball_star_burst(player_ptr, bmc_ptr);
269 case MonsterAbilityType::BA_DARK:
270 return cast_blue_ball_dark_storm(player_ptr, bmc_ptr);
271 case MonsterAbilityType::BA_MANA:
272 return cast_blue_ball_mana_storm(player_ptr, bmc_ptr);
273 case MonsterAbilityType::BA_VOID:
274 return cast_blue_ball_void(player_ptr, bmc_ptr);
275 case MonsterAbilityType::BA_ABYSS:
276 return cast_blue_ball_abyss(player_ptr, bmc_ptr);
277 case MonsterAbilityType::DRAIN_MANA:
278 return cast_blue_drain_mana(player_ptr, bmc_ptr);
279 case MonsterAbilityType::MIND_BLAST:
280 return cast_blue_mind_blast(player_ptr, bmc_ptr);
281 case MonsterAbilityType::BRAIN_SMASH:
282 return cast_blue_brain_smash(player_ptr, bmc_ptr);
283 case MonsterAbilityType::CAUSE_1:
284 return cast_blue_curse_1(player_ptr, bmc_ptr);
285 case MonsterAbilityType::CAUSE_2:
286 return cast_blue_curse_2(player_ptr, bmc_ptr);
287 case MonsterAbilityType::CAUSE_3:
288 return cast_blue_curse_3(player_ptr, bmc_ptr);
289 case MonsterAbilityType::CAUSE_4:
290 return cast_blue_curse_4(player_ptr, bmc_ptr);
291 case MonsterAbilityType::BO_ACID:
292 return cast_blue_bolt_acid(player_ptr, bmc_ptr);
293 case MonsterAbilityType::BO_ELEC:
294 return cast_blue_bolt_elec(player_ptr, bmc_ptr);
295 case MonsterAbilityType::BO_FIRE:
296 return cast_blue_bolt_fire(player_ptr, bmc_ptr);
297 case MonsterAbilityType::BO_COLD:
298 return cast_blue_bolt_cold(player_ptr, bmc_ptr);
299 case MonsterAbilityType::BO_NETH:
300 return cast_blue_bolt_nether(player_ptr, bmc_ptr);
301 case MonsterAbilityType::BO_WATE:
302 return cast_blue_bolt_water(player_ptr, bmc_ptr);
303 case MonsterAbilityType::BO_MANA:
304 return cast_blue_bolt_mana(player_ptr, bmc_ptr);
305 case MonsterAbilityType::BO_PLAS:
306 return cast_blue_bolt_plasma(player_ptr, bmc_ptr);
307 case MonsterAbilityType::BO_ICEE:
308 return cast_blue_bolt_icee(player_ptr, bmc_ptr);
309 case MonsterAbilityType::BO_ABYSS:
310 return cast_blue_bolt_abyss(player_ptr, bmc_ptr);
311 case MonsterAbilityType::BO_VOID:
312 return cast_blue_bolt_void(player_ptr, bmc_ptr);
313 case MonsterAbilityType::MISSILE:
314 return cast_blue_bolt_missile(player_ptr, bmc_ptr);
315 case MonsterAbilityType::SCARE:
316 return cast_blue_scare(player_ptr, bmc_ptr);
317 case MonsterAbilityType::BLIND:
318 return cast_blue_blind(player_ptr, bmc_ptr);
319 case MonsterAbilityType::CONF:
320 return cast_blue_confusion(player_ptr, bmc_ptr);
321 case MonsterAbilityType::SLOW:
322 return cast_blue_slow(player_ptr, bmc_ptr);
323 case MonsterAbilityType::HOLD:
324 return cast_blue_sleep(player_ptr, bmc_ptr);
325 case MonsterAbilityType::HASTE:
326 (void)set_fast(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
328 case MonsterAbilityType::HAND_DOOM:
329 return cast_blue_hand_doom(player_ptr, bmc_ptr);
330 case MonsterAbilityType::HEAL: {
331 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
332 (void)hp_player(player_ptr, bmc_ptr->plev * 4);
333 BadStatusSetter bss(player_ptr);
338 case MonsterAbilityType::INVULNER:
339 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
340 (void)set_invuln(player_ptr, randint1(4) + 4, false);
342 case MonsterAbilityType::BLINK:
343 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
345 case MonsterAbilityType::TPORT:
346 teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
348 case MonsterAbilityType::WORLD:
349 (void)time_walk(player_ptr);
351 case MonsterAbilityType::SPECIAL:
353 case MonsterAbilityType::TELE_TO:
354 return cast_blue_teleport_back(player_ptr);
355 case MonsterAbilityType::TELE_AWAY:
356 return cast_blue_teleport_away(player_ptr, bmc_ptr);
357 case MonsterAbilityType::TELE_LEVEL:
358 return teleport_level_other(player_ptr);
359 case MonsterAbilityType::PSY_SPEAR:
360 return cast_blue_psy_spear(player_ptr, bmc_ptr);
361 case MonsterAbilityType::DARKNESS:
362 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
363 (void)unlite_area(player_ptr, 10, 3);
365 case MonsterAbilityType::TRAPS:
366 return cast_blue_make_trap(player_ptr);
367 case MonsterAbilityType::FORGET:
368 msg_print(_("しかし何も起きなかった。", "Nothing happens."));
370 case MonsterAbilityType::RAISE_DEAD:
371 msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
372 (void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
374 case MonsterAbilityType::S_KIN:
375 return cast_blue_summon_kin(player_ptr, bmc_ptr);
376 case MonsterAbilityType::S_CYBER:
377 return cast_blue_summon_cyber(player_ptr, bmc_ptr);
378 case MonsterAbilityType::S_MONSTER:
379 return cast_blue_summon_monster(player_ptr, bmc_ptr);
380 case MonsterAbilityType::S_MONSTERS:
381 return cast_blue_summon_monsters(player_ptr, bmc_ptr);
382 case MonsterAbilityType::S_ANT:
383 return cast_blue_summon_ant(player_ptr, bmc_ptr);
384 case MonsterAbilityType::S_SPIDER:
385 return cast_blue_summon_spider(player_ptr, bmc_ptr);
386 case MonsterAbilityType::S_HOUND:
387 return cast_blue_summon_hound(player_ptr, bmc_ptr);
388 case MonsterAbilityType::S_HYDRA:
389 return cast_blue_summon_hydra(player_ptr, bmc_ptr);
390 case MonsterAbilityType::S_ANGEL:
391 return cast_blue_summon_angel(player_ptr, bmc_ptr);
392 case MonsterAbilityType::S_DEMON:
393 return cast_blue_summon_demon(player_ptr, bmc_ptr);
394 case MonsterAbilityType::S_UNDEAD:
395 return cast_blue_summon_undead(player_ptr, bmc_ptr);
396 case MonsterAbilityType::S_DRAGON:
397 return cast_blue_summon_dragon(player_ptr, bmc_ptr);
398 case MonsterAbilityType::S_HI_UNDEAD:
399 return cast_blue_summon_high_undead(player_ptr, bmc_ptr);
400 case MonsterAbilityType::S_HI_DRAGON:
401 return cast_blue_summon_high_dragon(player_ptr, bmc_ptr);
402 case MonsterAbilityType::S_AMBERITES:
403 return cast_blue_summon_amberite(player_ptr, bmc_ptr);
404 case MonsterAbilityType::S_UNIQUE:
405 return cast_blue_summon_unique(player_ptr, bmc_ptr);
414 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
415 * @param spell 発動するモンスター攻撃のID
416 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
417 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
419 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
422 bmc_type *bmc_ptr = initialize_blue_magic_type(player_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
423 if (!switch_cast_blue_magic(player_ptr, bmc_ptr, spell)) {
427 if (bmc_ptr->no_trump) {
428 msg_print(_("何も現れなかった。", "No one appeared."));