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[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
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)) {
54         return true;
55     }
56
57     dispel_monster_status(player_ptr, m_idx);
58     return true;
59 }
60
61 static bool cast_blue_rocket(PlayerType *player_ptr, bmc_type *bmc_ptr)
62 {
63     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
64         return false;
65     }
66
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);
70     return true;
71 }
72
73 static bool cast_blue_shoot(PlayerType *player_ptr, bmc_type *bmc_ptr)
74 {
75     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
76         return false;
77     }
78
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);
82     return true;
83 }
84
85 static bool cast_blue_hand_doom(PlayerType *player_ptr, bmc_type *bmc_ptr)
86 {
87     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
88         return false;
89     }
90
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);
93     return true;
94 }
95
96 static bool exe_blue_teleport_back(PlayerType *player_ptr, GAME_TEXT *m_name)
97 {
98     monster_type *m_ptr;
99     monster_race *r_ptr;
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)) {
102         return true;
103     }
104
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)) {
109         return false;
110     }
111
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);
115         }
116
117         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
118         return true;
119     }
120
121     if (r_ptr->level <= randint1(100)) {
122         return false;
123     }
124
125     if (is_original_ap_and_seen(player_ptr, m_ptr)) {
126         r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
127     }
128
129     msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
130     return true;
131 }
132
133 static bool cast_blue_teleport_back(PlayerType *player_ptr)
134 {
135     if (!target_set(player_ptr, TARGET_KILL)) {
136         return false;
137     }
138
139     GAME_TEXT m_name[MAX_NLEN];
140     if (exe_blue_teleport_back(player_ptr, m_name)) {
141         return true;
142     }
143
144     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
145     teleport_monster_to(
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);
147     return true;
148 }
149
150 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
151 {
152     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
153         return false;
154     }
155
156     (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
157     return true;
158 }
159
160 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
161 {
162     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
163         return false;
164     }
165
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);
169     return true;
170 }
171
172 static bool cast_blue_make_trap(PlayerType *player_ptr)
173 {
174     if (!target_set(player_ptr, TARGET_KILL)) {
175         return false;
176     }
177
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);
180     return true;
181 }
182
183 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
184 {
185     switch (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);
189         return true;
190     case MonsterAbilityType::XXX1:
191     case MonsterAbilityType::XXX2:
192     case MonsterAbilityType::XXX3:
193     case MonsterAbilityType::XXX4:
194         return true;
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);
327         return true;
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);
334         (void)bss.stun(0);
335         (void)bss.cut(0);
336         return true;
337     }
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);
341         return true;
342     case MonsterAbilityType::BLINK:
343         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
344         return true;
345     case MonsterAbilityType::TPORT:
346         teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
347         return true;
348     case MonsterAbilityType::WORLD:
349         (void)time_walk(player_ptr);
350         return true;
351     case MonsterAbilityType::SPECIAL:
352         return true;
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);
364         return true;
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."));
369         return true;
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);
373         return true;
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);
406     default:
407         msg_print("hoge?");
408         return true;
409     }
410 }
411
412 /*!
413  * @brief 青魔法の発動 /
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。
418  */
419 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
420 {
421     bmc_type tmp_bm;
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)) {
424         return false;
425     }
426
427     if (bmc_ptr->no_trump) {
428         msg_print(_("何も現れなかった。", "No one appeared."));
429     }
430
431     return true;
432 }