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Merge pull request #3814 from Slimebreath6078/feature/Add_Laffey_II
[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 "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"
43
44 static bool cast_blue_dispel(PlayerType *player_ptr)
45 {
46     if (!target_set(player_ptr, TARGET_KILL)) {
47         return false;
48     }
49
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)) {
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 /* 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)
98 {
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)) {
103         return std::nullopt;
104     }
105
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)) {
110         return m_name;
111     }
112
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);
116         }
117
118         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name.data());
119         return std::nullopt;
120     }
121
122     if (monrace.level <= randint1(100)) {
123         return m_name;
124     }
125
126     if (is_original_ap_and_seen(player_ptr, m_ptr)) {
127         monrace.r_resistance_flags.set(MonsterResistanceType::RESIST_TELEPORT);
128     }
129
130     msg_format(_("%sには耐性がある!", "%s resists!"), m_name.data());
131     return std::nullopt;
132 }
133
134 static bool cast_blue_teleport_back(PlayerType *player_ptr)
135 {
136     if (!target_set(player_ptr, TARGET_KILL)) {
137         return false;
138     }
139
140     const auto m_name = exe_blue_teleport_back(player_ptr);
141     if (!m_name) {
142         return true;
143     }
144
145     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name->data());
146     teleport_monster_to(
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);
148     return true;
149 }
150
151 static bool cast_blue_teleport_away(PlayerType *player_ptr, bmc_type *bmc_ptr)
152 {
153     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
154         return false;
155     }
156
157     (void)fire_beam(player_ptr, AttributeType::AWAY_ALL, bmc_ptr->dir, 100);
158     return true;
159 }
160
161 static bool cast_blue_psy_spear(PlayerType *player_ptr, bmc_type *bmc_ptr)
162 {
163     if (!get_aim_dir(player_ptr, &bmc_ptr->dir)) {
164         return false;
165     }
166
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);
170     return true;
171 }
172
173 static bool cast_blue_make_trap(PlayerType *player_ptr)
174 {
175     if (!target_set(player_ptr, TARGET_KILL)) {
176         return false;
177     }
178
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);
181     return true;
182 }
183
184 static bool switch_cast_blue_magic(PlayerType *player_ptr, bmc_type *bmc_ptr, MonsterAbilityType spell)
185 {
186     switch (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);
190         return true;
191     case MonsterAbilityType::XXX1:
192     case MonsterAbilityType::XXX2:
193     case MonsterAbilityType::XXX3:
194     case MonsterAbilityType::XXX4:
195         return true;
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);
334         return true;
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);
343         return true;
344     }
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);
348         return true;
349     case MonsterAbilityType::BLINK:
350         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
351         return true;
352     case MonsterAbilityType::TPORT:
353         teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
354         return true;
355     case MonsterAbilityType::WORLD:
356         (void)time_walk(player_ptr);
357         return true;
358     case MonsterAbilityType::SPECIAL:
359         return true;
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);
371         return true;
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."));
376         return true;
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);
380         return true;
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);
415     default:
416         msg_print("hoge?");
417         return true;
418     }
419 }
420
421 /*!
422  * @brief 青魔法の発動 /
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。
427  */
428 bool cast_learned_spell(PlayerType *player_ptr, MonsterAbilityType spell, const bool success)
429 {
430     bmc_type tmp_bm;
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)) {
433         return false;
434     }
435
436     if (bmc_ptr->no_trump) {
437         msg_print(_("何も現れなかった。", "No one appeared."));
438     }
439
440     return true;
441 }