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 "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 "mspell/mspell-damage-calculator.h"
22 #include "spell-kind/spells-launcher.h"
23 #include "spell-kind/spells-lite.h"
24 #include "spell-kind/spells-neighbor.h"
25 #include "spell-kind/spells-sight.h"
26 #include "spell-kind/spells-teleport.h"
27 #include "spell-kind/spells-world.h"
28 #include "spell/spells-status.h"
29 #include "status/bad-status-setter.h"
30 #include "status/body-improvement.h"
31 #include "status/buff-setter.h"
32 #include "system/floor-type-definition.h"
33 #include "system/grid-type-definition.h"
34 #include "system/monster-entity.h"
35 #include "system/monster-race-info.h"
36 #include "system/player-type-definition.h"
37 #include "target/projection-path-calculator.h"
38 #include "target/target-checker.h"
39 #include "target/target-getter.h"
40 #include "target/target-setter.h"
41 #include "target/target-types.h"
42 #include "view/display-messages.h"
44 static bool cast_blue_dispel(PlayerType *player_ptr)
46 if (!target_set(player_ptr, TARGET_KILL)) {
50 const Pos2D pos(target_row, target_col);
51 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
52 const auto m_idx = grid.m_idx;
53 if ((m_idx == 0) || !grid.has_los() || !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 /* 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。*/
97 static std::optional<std::string> exe_blue_teleport_back(PlayerType *player_ptr)
99 const auto &floor = *player_ptr->current_floor_ptr;
100 const Pos2D pos(target_row, target_col);
101 const auto &grid = floor.get_grid(pos);
102 if (!grid.has_monster() || !grid.has_los() || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
106 const auto *m_ptr = &floor.m_list[grid.m_idx];
107 auto &monrace = m_ptr->get_monrace();
108 auto m_name = monster_desc(player_ptr, m_ptr, 0);
109 if (monrace.resistance_flags.has_not(MonsterResistanceType::RESIST_TELEPORT)) {
113 if (monrace.kind_flags.has(MonsterKindType::UNIQUE) || monrace.resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
114 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
115 monrace.r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
118 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name.data());
122 if (monrace.level <= randint1(100)) {
126 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
127 monrace.r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
130 msg_format(_("%sには耐性がある!", "%s resists!"), m_name.data());
134 static bool cast_blue_teleport_back(PlayerType *player_ptr)
136 if (!target_set(player_ptr, TARGET_KILL)) {
140 const auto m_name = exe_blue_teleport_back(player_ptr);
145 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name->data());
147 player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
151 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
153 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
157 (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
161 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
163 if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
167 msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
168 bmc_ptr->damage = monspell_bluemage_damage(player_ptr, MonsterAbilityType::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
169 (void)fire_beam(player_ptr, AttributeType::PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
173 static bool cast_blue_make_trap(PlayerType *player_ptr)
175 if (!target_set(player_ptr, TARGET_KILL)) {
179 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
180 trap_creation(player_ptr, target_row, target_col);
184 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
187 case MonsterAbilityType::SHRIEK:
188 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
189 aggravate_monsters(player_ptr, 0);
191 case MonsterAbilityType::XXX1:
192 case MonsterAbilityType::XXX2:
193 case MonsterAbilityType::XXX3:
194 case MonsterAbilityType::XXX4:
196 case MonsterAbilityType::DISPEL:
197 return cast_blue_dispel(player_ptr);
198 case MonsterAbilityType::ROCKET:
199 return cast_blue_rocket(player_ptr, bmc_ptr);
200 case MonsterAbilityType::SHOOT:
201 return cast_blue_shoot(player_ptr, bmc_ptr);
202 case MonsterAbilityType::BR_ACID:
203 return cast_blue_breath_acid(player_ptr, bmc_ptr);
204 case MonsterAbilityType::BR_ELEC:
205 return cast_blue_breath_elec(player_ptr, bmc_ptr);
206 case MonsterAbilityType::BR_FIRE:
207 return cast_blue_breath_fire(player_ptr, bmc_ptr);
208 case MonsterAbilityType::BR_COLD:
209 return cast_blue_breath_cold(player_ptr, bmc_ptr);
210 case MonsterAbilityType::BR_POIS:
211 return cast_blue_breath_pois(player_ptr, bmc_ptr);
212 case MonsterAbilityType::BR_NETH:
213 return cast_blue_breath_nether(player_ptr, bmc_ptr);
214 case MonsterAbilityType::BR_LITE:
215 return cast_blue_breath_lite(player_ptr, bmc_ptr);
216 case MonsterAbilityType::BR_DARK:
217 return cast_blue_breath_dark(player_ptr, bmc_ptr);
218 case MonsterAbilityType::BR_CONF:
219 return cast_blue_breath_conf(player_ptr, bmc_ptr);
220 case MonsterAbilityType::BR_SOUN:
221 return cast_blue_breath_sound(player_ptr, bmc_ptr);
222 case MonsterAbilityType::BR_CHAO:
223 return cast_blue_breath_chaos(player_ptr, bmc_ptr);
224 case MonsterAbilityType::BR_DISE:
225 return cast_blue_breath_disenchant(player_ptr, bmc_ptr);
226 case MonsterAbilityType::BR_NEXU:
227 return cast_blue_breath_nexus(player_ptr, bmc_ptr);
228 case MonsterAbilityType::BR_TIME:
229 return cast_blue_breath_time(player_ptr, bmc_ptr);
230 case MonsterAbilityType::BR_INER:
231 return cast_blue_breath_inertia(player_ptr, bmc_ptr);
232 case MonsterAbilityType::BR_GRAV:
233 return cast_blue_breath_gravity(player_ptr, bmc_ptr);
234 case MonsterAbilityType::BR_SHAR:
235 return cast_blue_breath_shards(player_ptr, bmc_ptr);
236 case MonsterAbilityType::BR_PLAS:
237 return cast_blue_breath_plasma(player_ptr, bmc_ptr);
238 case MonsterAbilityType::BR_FORC:
239 return cast_blue_breath_force(player_ptr, bmc_ptr);
240 case MonsterAbilityType::BR_MANA:
241 return cast_blue_breath_mana(player_ptr, bmc_ptr);
242 case MonsterAbilityType::BR_NUKE:
243 return cast_blue_breath_nuke(player_ptr, bmc_ptr);
244 case MonsterAbilityType::BR_DISI:
245 return cast_blue_breath_disintegration(player_ptr, bmc_ptr);
246 case MonsterAbilityType::BR_VOID:
247 return cast_blue_breath_void(player_ptr, bmc_ptr);
248 case MonsterAbilityType::BR_ABYSS:
249 return cast_blue_breath_abyss(player_ptr, bmc_ptr);
250 case MonsterAbilityType::BA_ACID:
251 return cast_blue_ball_acid(player_ptr, bmc_ptr);
252 case MonsterAbilityType::BA_ELEC:
253 return cast_blue_ball_elec(player_ptr, bmc_ptr);
254 case MonsterAbilityType::BA_FIRE:
255 return cast_blue_ball_fire(player_ptr, bmc_ptr);
256 case MonsterAbilityType::BA_COLD:
257 return cast_blue_ball_cold(player_ptr, bmc_ptr);
258 case MonsterAbilityType::BA_POIS:
259 return cast_blue_ball_pois(player_ptr, bmc_ptr);
260 case MonsterAbilityType::BA_NUKE:
261 return cast_blue_ball_nuke(player_ptr, bmc_ptr);
262 case MonsterAbilityType::BA_NETH:
263 return cast_blue_ball_nether(player_ptr, bmc_ptr);
264 case MonsterAbilityType::BA_CHAO:
265 return cast_blue_ball_chaos(player_ptr, bmc_ptr);
266 case MonsterAbilityType::BA_WATE:
267 return cast_blue_ball_water(player_ptr, bmc_ptr);
268 case MonsterAbilityType::BA_LITE:
269 return cast_blue_ball_star_burst(player_ptr, bmc_ptr);
270 case MonsterAbilityType::BA_DARK:
271 return cast_blue_ball_dark_storm(player_ptr, bmc_ptr);
272 case MonsterAbilityType::BA_MANA:
273 return cast_blue_ball_mana_storm(player_ptr, bmc_ptr);
274 case MonsterAbilityType::BA_VOID:
275 return cast_blue_ball_void(player_ptr, bmc_ptr);
276 case MonsterAbilityType::BA_ABYSS:
277 return cast_blue_ball_abyss(player_ptr, bmc_ptr);
278 case MonsterAbilityType::BA_METEOR:
279 return cast_blue_ball_meteor(player_ptr, bmc_ptr);
280 case MonsterAbilityType::DRAIN_MANA:
281 return cast_blue_drain_mana(player_ptr, bmc_ptr);
282 case MonsterAbilityType::MIND_BLAST:
283 return cast_blue_mind_blast(player_ptr, bmc_ptr);
284 case MonsterAbilityType::BRAIN_SMASH:
285 return cast_blue_brain_smash(player_ptr, bmc_ptr);
286 case MonsterAbilityType::CAUSE_1:
287 return cast_blue_curse_1(player_ptr, bmc_ptr);
288 case MonsterAbilityType::CAUSE_2:
289 return cast_blue_curse_2(player_ptr, bmc_ptr);
290 case MonsterAbilityType::CAUSE_3:
291 return cast_blue_curse_3(player_ptr, bmc_ptr);
292 case MonsterAbilityType::CAUSE_4:
293 return cast_blue_curse_4(player_ptr, bmc_ptr);
294 case MonsterAbilityType::BO_ACID:
295 return cast_blue_bolt_acid(player_ptr, bmc_ptr);
296 case MonsterAbilityType::BO_ELEC:
297 return cast_blue_bolt_elec(player_ptr, bmc_ptr);
298 case MonsterAbilityType::BO_FIRE:
299 return cast_blue_bolt_fire(player_ptr, bmc_ptr);
300 case MonsterAbilityType::BO_COLD:
301 return cast_blue_bolt_cold(player_ptr, bmc_ptr);
302 case MonsterAbilityType::BO_NETH:
303 return cast_blue_bolt_nether(player_ptr, bmc_ptr);
304 case MonsterAbilityType::BO_WATE:
305 return cast_blue_bolt_water(player_ptr, bmc_ptr);
306 case MonsterAbilityType::BO_MANA:
307 return cast_blue_bolt_mana(player_ptr, bmc_ptr);
308 case MonsterAbilityType::BO_PLAS:
309 return cast_blue_bolt_plasma(player_ptr, bmc_ptr);
310 case MonsterAbilityType::BO_ICEE:
311 return cast_blue_bolt_icee(player_ptr, bmc_ptr);
312 case MonsterAbilityType::BO_ABYSS:
313 return cast_blue_bolt_abyss(player_ptr, bmc_ptr);
314 case MonsterAbilityType::BO_VOID:
315 return cast_blue_bolt_void(player_ptr, bmc_ptr);
316 case MonsterAbilityType::BO_METEOR:
317 return cast_blue_bolt_meteor(player_ptr, bmc_ptr);
318 case MonsterAbilityType::BO_LITE:
319 return cast_blue_bolt_lite(player_ptr, bmc_ptr);
320 case MonsterAbilityType::MISSILE:
321 return cast_blue_bolt_missile(player_ptr, bmc_ptr);
322 case MonsterAbilityType::SCARE:
323 return cast_blue_scare(player_ptr, bmc_ptr);
324 case MonsterAbilityType::BLIND:
325 return cast_blue_blind(player_ptr, bmc_ptr);
326 case MonsterAbilityType::CONF:
327 return cast_blue_confusion(player_ptr, bmc_ptr);
328 case MonsterAbilityType::SLOW:
329 return cast_blue_slow(player_ptr, bmc_ptr);
330 case MonsterAbilityType::HOLD:
331 return cast_blue_sleep(player_ptr, bmc_ptr);
332 case MonsterAbilityType::HASTE:
333 (void)set_acceleration(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
335 case MonsterAbilityType::HAND_DOOM:
336 return cast_blue_hand_doom(player_ptr, bmc_ptr);
337 case MonsterAbilityType::HEAL: {
338 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
339 (void)hp_player(player_ptr, bmc_ptr->plev * 4);
340 BadStatusSetter bss(player_ptr);
341 (void)bss.set_stun(0);
342 (void)bss.set_cut(0);
345 case MonsterAbilityType::INVULNER:
346 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
347 (void)set_invuln(player_ptr, randint1(4) + 4, false);
349 case MonsterAbilityType::BLINK:
350 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
352 case MonsterAbilityType::TPORT:
353 teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
355 case MonsterAbilityType::WORLD:
356 (void)time_walk(player_ptr);
358 case MonsterAbilityType::SPECIAL:
360 case MonsterAbilityType::TELE_TO:
361 return cast_blue_teleport_back(player_ptr);
362 case MonsterAbilityType::TELE_AWAY:
363 return cast_blue_teleport_away(player_ptr, bmc_ptr);
364 case MonsterAbilityType::TELE_LEVEL:
365 return teleport_level_other(player_ptr);
366 case MonsterAbilityType::PSY_SPEAR:
367 return cast_blue_psy_spear(player_ptr, bmc_ptr);
368 case MonsterAbilityType::DARKNESS:
369 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
370 (void)unlite_area(player_ptr, 10, 3);
372 case MonsterAbilityType::TRAPS:
373 return cast_blue_make_trap(player_ptr);
374 case MonsterAbilityType::FORGET:
375 msg_print(_("しかし何も起きなかった。", "Nothing happens."));
377 case MonsterAbilityType::RAISE_DEAD:
378 msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
379 (void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
381 case MonsterAbilityType::S_KIN:
382 return cast_blue_summon_kin(player_ptr, bmc_ptr);
383 case MonsterAbilityType::S_CYBER:
384 return cast_blue_summon_cyber(player_ptr, bmc_ptr);
385 case MonsterAbilityType::S_MONSTER:
386 return cast_blue_summon_monster(player_ptr, bmc_ptr);
387 case MonsterAbilityType::S_MONSTERS:
388 return cast_blue_summon_monsters(player_ptr, bmc_ptr);
389 case MonsterAbilityType::S_ANT:
390 return cast_blue_summon_ant(player_ptr, bmc_ptr);
391 case MonsterAbilityType::S_SPIDER:
392 return cast_blue_summon_spider(player_ptr, bmc_ptr);
393 case MonsterAbilityType::S_HOUND:
394 return cast_blue_summon_hound(player_ptr, bmc_ptr);
395 case MonsterAbilityType::S_HYDRA:
396 return cast_blue_summon_hydra(player_ptr, bmc_ptr);
397 case MonsterAbilityType::S_ANGEL:
398 return cast_blue_summon_angel(player_ptr, bmc_ptr);
399 case MonsterAbilityType::S_DEMON:
400 return cast_blue_summon_demon(player_ptr, bmc_ptr);
401 case MonsterAbilityType::S_UNDEAD:
402 return cast_blue_summon_undead(player_ptr, bmc_ptr);
403 case MonsterAbilityType::S_DRAGON:
404 return cast_blue_summon_dragon(player_ptr, bmc_ptr);
405 case MonsterAbilityType::S_HI_UNDEAD:
406 return cast_blue_summon_high_undead(player_ptr, bmc_ptr);
407 case MonsterAbilityType::S_HI_DRAGON:
408 return cast_blue_summon_high_dragon(player_ptr, bmc_ptr);
409 case MonsterAbilityType::S_AMBERITES:
410 return cast_blue_summon_amberite(player_ptr, bmc_ptr);
411 case MonsterAbilityType::S_UNIQUE:
412 return cast_blue_summon_unique(player_ptr, bmc_ptr);
413 case MonsterAbilityType::S_DEAD_UNIQUE:
414 return cast_blue_summon_dead_unique(player_ptr, bmc_ptr);
423 * do_cmd_cast calls this function if the player's class is 'blue-mage'.
424 * @param spell 発動するモンスター攻撃のID
425 * @param success TRUEは成功時、FALSEは失敗時の処理を行う
426 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
428 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
431 bmc_type *bmc_ptr = initialize_blue_magic_type(player_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
432 if (!switch_cast_blue_magic(player_ptr, bmc_ptr, spell)) {
436 if (bmc_ptr->no_trump) {
437 msg_print(_("何も現れなかった。", "No one appeared."));