1 #include "effect/effect-processor.h"
2 #include "core/stuff-handler.h"
3 #include "effect/effect-characteristics.h"
4 #include "effect/effect-feature.h"
5 #include "effect/effect-item.h"
6 #include "effect/effect-monster.h"
7 #include "effect/effect-player.h"
8 #include "effect/spells-effect-util.h"
9 #include "floor/cave.h"
10 #include "floor/floor.h"
11 #include "floor/line-of-sight.h"
12 #include "game-option/special-options.h"
13 #include "grid/feature-flag-types.h"
14 #include "io/cursor.h"
15 #include "io/screen-util.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "monster-race/monster-race.h"
19 #include "monster-race/race-flags2.h"
20 #include "monster-race/race-indice-types.h"
21 #include "monster/monster-describer.h"
22 #include "monster/monster-description-types.h"
23 #include "monster/monster-info.h"
24 #include "pet/pet-fall-off.h"
25 #include "spell/range-calc.h"
26 #include "spell/spell-types.h"
27 #include "system/floor-type-definition.h"
28 #include "target/projection-path-calculator.h"
29 #include "term/gameterm.h"
30 #include "util/bit-flags-calculator.h"
31 #include "view/display-messages.h"
34 * @brief 配置した鏡リストの次を取得する /
35 * Get another mirror. for SEEKER
36 * @param next_y 次の鏡のy座標を返す参照ポインタ
37 * @param next_x 次の鏡のx座標を返す参照ポインタ
38 * @param cury 現在の鏡のy座標
39 * @param curx 現在の鏡のx座標
41 static void next_mirror(player_type *creature_ptr, POSITION *next_y, POSITION *next_x, POSITION cury, POSITION curx)
43 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
44 int mirror_num = 0; /* 鏡の数 */
45 for (POSITION x = 0; x < creature_ptr->current_floor_ptr->width; x++) {
46 for (POSITION y = 0; y < creature_ptr->current_floor_ptr->height; y++) {
47 if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[y][x])) {
48 mirror_y[mirror_num] = y;
49 mirror_x[mirror_num] = x;
56 int num = randint0(mirror_num);
57 *next_y = mirror_y[num];
58 *next_x = mirror_x[num];
62 *next_y = cury + randint0(5) - 2;
63 *next_x = curx + randint0(5) - 2;
67 * todo 似たような処理が山ほど並んでいる、何とかならないものか
68 * todo 引数にそのまま再代入していてカオスすぎる。直すのは簡単ではない
69 * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic
70 * "beam"/"bolt"/"ball" projection routine.
71 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source"
72 * monster (zero for "player")
73 * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion
74 * (0 = beam/bolt, 1 to 9 = ball)
75 * @param y 目標Y座標 / Target y location (or location to travel "towards")
76 * @param x 目標X座標 / Target x location (or location to travel "towards")
77 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or
79 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
80 * @param flag 効果フラグ / Extra bit flags (see PROJECT_xxxx)
81 * @param monspell 効果元のモンスター魔法ID
82 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the
83 * projection were observed, else FALSE
85 bool project(player_type *caster_ptr, const MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, const HIT_POINT dam, const EFFECT_ID typ, BIT_FLAGS flag,
95 int msec = delay_factor * delay_factor * delay_factor;
100 bool blind = caster_ptr->blind != 0;
101 bool old_hide = FALSE;
108 POSITION gm_rad = rad;
110 GAME_TEXT who_name[MAX_NLEN];
111 bool see_s_msg = TRUE;
115 monster_target_y = caster_ptr->y;
116 monster_target_x = caster_ptr->x;
118 if (flag & (PROJECT_JUMP)) {
121 flag &= ~(PROJECT_JUMP);
123 } else if (who <= 0) {
126 } else if (who > 0) {
127 x1 = caster_ptr->current_floor_ptr->m_list[who].fx;
128 y1 = caster_ptr->current_floor_ptr->m_list[who].fy;
129 monster_desc(caster_ptr, who_name, &caster_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
140 if (flag & (PROJECT_THRU)) {
141 if ((x1 == x2) && (y1 == y2)) {
142 flag &= ~(PROJECT_THRU);
149 if (flag & PROJECT_HIDE)
151 flag |= PROJECT_HIDE;
154 for (dist = 0; dist < 32; dist++)
160 if (flag & (PROJECT_BEAM)) {
169 if (breath || (flag & PROJECT_BEAM))
170 flag |= (PROJECT_LOS);
172 case GF_DISINTEGRATE:
173 flag |= (PROJECT_GRID);
174 if (breath || (flag & PROJECT_BEAM))
175 flag |= (PROJECT_DISI);
179 /* Calculate the projection path */
180 path_n = projection_path(caster_ptr, path_g, (project_length ? project_length : get_max_range(caster_ptr)), y1, x1, y2, x2, flag);
181 handle_stuff(caster_ptr);
183 if (typ == GF_SEEKER) {
189 for (int i = 0; i < path_n; ++i) {
192 POSITION ny = get_grid_y(path_g[i]);
193 POSITION nx = get_grid_x(path_g[i]);
200 if (!blind && !(flag & (PROJECT_HIDE))) {
201 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
202 u16b p = bolt_pict(oy, ox, y, x, typ);
203 TERM_COLOR a = PICT_A(p);
204 SYMBOL_CODE c = PICT_C(p);
205 print_rel(caster_ptr, c, a, y, x);
206 move_cursor_relative(y, x);
208 term_xtra(TERM_XTRA_DELAY, msec);
209 lite_spot(caster_ptr, y, x);
211 if (flag & (PROJECT_BEAM)) {
212 p = bolt_pict(y, x, y, x, typ);
215 print_rel(caster_ptr, c, a, y, x);
220 term_xtra(TERM_XTRA_DELAY, msec);
224 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SEEKER))
226 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
229 monster_target_y = y;
230 monster_target_x = x;
231 remove_mirror(caster_ptr, y, x);
232 next_mirror(caster_ptr, &oy, &ox, y, x);
233 path_n = i + projection_path(caster_ptr, &(path_g[i + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, oy, ox, flag);
234 for (j = last_i; j <= i; j++) {
235 y = get_grid_y(path_g[j]);
236 x = get_grid_x(path_g[j]);
237 if (affect_monster(caster_ptr, 0, 0, y, x, dam, GF_SEEKER, flag, TRUE))
239 if (!who && (project_m_n == 1) && !jump && (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)) {
240 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
242 if (!caster_ptr->image)
243 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
244 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
248 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SEEKER);
254 for (int i = last_i; i < path_n; i++) {
256 py = get_grid_y(path_g[i]);
257 px = get_grid_x(path_g[i]);
258 if (affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SEEKER, flag, TRUE))
260 if (!who && (project_m_n == 1) && !jump) {
261 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
262 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
265 if (!caster_ptr->image)
266 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
267 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
272 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SEEKER);
276 } else if (typ == GF_SUPER_RAY) {
282 for (int i = 0; i < path_n; ++i) {
285 POSITION ny = get_grid_y(path_g[i]);
286 POSITION nx = get_grid_x(path_g[i]);
293 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
297 p = bolt_pict(oy, ox, y, x, typ);
300 print_rel(caster_ptr, c, a, y, x);
301 move_cursor_relative(y, x);
303 term_xtra(TERM_XTRA_DELAY, msec);
304 lite_spot(caster_ptr, y, x);
306 if (flag & (PROJECT_BEAM)) {
307 p = bolt_pict(y, x, y, x, typ);
310 print_rel(caster_ptr, c, a, y, x);
315 term_xtra(TERM_XTRA_DELAY, msec);
319 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))
321 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
327 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) && !second_step) {
328 monster_target_y = y;
329 monster_target_x = x;
330 remove_mirror(caster_ptr, y, x);
331 for (j = 0; j <= i; j++) {
332 y = get_grid_y(path_g[j]);
333 x = get_grid_x(path_g[j]);
334 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
340 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x - 1, flag);
341 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x, flag);
343 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x + 1, flag);
344 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x - 1, flag);
345 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x + 1, flag);
347 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x - 1, flag);
348 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x, flag);
350 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x + 1, flag);
354 for (int i = 0; i < path_n; i++) {
355 POSITION py = get_grid_y(path_g[i]);
356 POSITION px = get_grid_x(path_g[i]);
357 (void)affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flag, TRUE);
358 if (!who && (project_m_n == 1) && !jump) {
359 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
360 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
363 if (!caster_ptr->image)
364 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
365 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
370 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
377 for (k = 0; k < path_n; ++k) {
380 POSITION ny = get_grid_y(path_g[k]);
381 POSITION nx = get_grid_x(path_g[k]);
382 if (flag & PROJECT_DISI) {
383 if (cave_stop_disintegration(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
385 } else if (flag & PROJECT_LOS) {
386 if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
389 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0))
395 if (flag & (PROJECT_BEAM)) {
401 if (!blind && !(flag & (PROJECT_HIDE | PROJECT_FAST))) {
402 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
406 p = bolt_pict(oy, ox, y, x, typ);
409 print_rel(caster_ptr, c, a, y, x);
410 move_cursor_relative(y, x);
412 term_xtra(TERM_XTRA_DELAY, msec);
413 lite_spot(caster_ptr, y, x);
415 if (flag & (PROJECT_BEAM)) {
416 p = bolt_pict(y, x, y, x, typ);
419 print_rel(caster_ptr, c, a, y, x);
424 term_xtra(TERM_XTRA_DELAY, msec);
432 if (breath && !path_n) {
436 flag &= ~(PROJECT_HIDE);
443 int dist_hack = dist;
446 /* If we found a "target", explode there */
447 if (dist <= get_max_range(caster_ptr)) {
448 if ((flag & (PROJECT_BEAM)) && (grids > 0))
452 * Create a conical breath attack
461 flag &= ~(PROJECT_HIDE);
462 breath_shape(caster_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
464 for (dist = 0; dist <= rad; dist++) {
465 for (y = by - dist; y <= by + dist; y++) {
466 for (x = bx - dist; x <= bx + dist; x++) {
467 if (!in_bounds2(caster_ptr->current_floor_ptr, y, x))
469 if (distance(by, bx, y, x) != dist)
475 if (!los(caster_ptr, by, bx, y, x))
478 case GF_DISINTEGRATE:
479 if (!in_disintegration_range(caster_ptr->current_floor_ptr, by, bx, y, x))
483 if (!projectable(caster_ptr, by, bx, y, x))
494 gm[dist + 1] = grids;
502 if (!blind && !(flag & (PROJECT_HIDE))) {
503 for (int t = 0; t <= gm_rad; t++) {
504 for (int i = gm[t]; i < gm[t + 1]; i++) {
507 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
512 p = bolt_pict(y, x, y, x, typ);
515 print_rel(caster_ptr, c, a, y, x);
519 move_cursor_relative(by, bx);
521 if (visual || drawn) {
522 term_xtra(TERM_XTRA_DELAY, msec);
527 for (int i = 0; i < grids; i++) {
530 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
531 lite_spot(caster_ptr, y, x);
535 move_cursor_relative(by, bx);
540 update_creature(caster_ptr);
542 if (flag & PROJECT_KILL) {
543 see_s_msg = (who > 0) ? is_seen(caster_ptr, &caster_ptr->current_floor_ptr->m_list[who])
544 : (!who ? TRUE : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
547 if (flag & (PROJECT_GRID)) {
549 for (int i = 0; i < grids; i++) {
550 if (gm[dist + 1] == i)
555 int d = dist_to_line(y, x, y1, x1, by, bx);
556 if (affect_feature(caster_ptr, who, d, y, x, dam, typ))
559 if (affect_feature(caster_ptr, who, dist, y, x, dam, typ))
565 update_creature(caster_ptr);
566 if (flag & (PROJECT_ITEM)) {
568 for (int i = 0; i < grids; i++) {
569 if (gm[dist + 1] == i)
575 int d = dist_to_line(y, x, y1, x1, by, bx);
576 if (affect_item(caster_ptr, who, d, y, x, dam, typ))
579 if (affect_item(caster_ptr, who, dist, y, x, dam, typ))
585 if (flag & (PROJECT_KILL)) {
590 for (int i = 0; i < grids; i++) {
592 if (gm[dist + 1] == i)
598 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
599 monster_race *ref_ptr = &r_info[m_ptr->r_idx];
600 if ((flag & PROJECT_REFLECTABLE) && caster_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING)
601 && ((caster_ptr->current_floor_ptr->grid_array[y][x].m_idx != caster_ptr->riding) || !(flag & PROJECT_PLAYER)) && (!who || dist_hack > 1)
604 int max_attempts = 10;
606 t_y = y_saver - 1 + randint1(3);
607 t_x = x_saver - 1 + randint1(3);
609 } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr, y, x, t_y, t_x));
611 if (max_attempts < 1) {
616 sound(SOUND_REFLECT);
617 if (is_seen(caster_ptr, m_ptr)) {
618 if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
619 msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
620 else if (m_ptr->r_idx == MON_DIO)
621 msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
623 msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
626 if (is_original_ap_and_seen(caster_ptr, m_ptr))
627 ref_ptr->r_flags2 |= RF2_REFLECTING;
629 if (player_bold(caster_ptr, y, x) || one_in_(2))
630 flag &= ~(PROJECT_PLAYER);
632 flag |= PROJECT_PLAYER;
634 project(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flag, monspell);
639 /* Find the closest point in the blast */
641 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
643 effective_dist = dist;
646 if (caster_ptr->riding && player_bold(caster_ptr, y, x)) {
647 if (flag & PROJECT_PLAYER) {
648 if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
650 * A beam or bolt is well aimed
652 * So don't affects the mount.
657 * The spell is not well aimed,
658 * So partly affect the mount too.
665 * This grid is the original target.
666 * Or aimed on your horse.
668 else if (((y == y2) && (x == x2)) || (flag & PROJECT_AIMED)) {
669 /* Hit the mount with full damage */
673 * Otherwise this grid is not the
674 * original target, it means that line
675 * of fire is obstructed by this
679 * A beam or bolt will hit either
680 * player or mount. Choose randomly.
682 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE)) {
684 /* Hit the mount with full damage */
686 flag |= PROJECT_PLAYER;
692 * The spell is not well aimed, so
693 * partly affect both player and
701 if (affect_monster(caster_ptr, who, effective_dist, y, x, dam, typ, flag, see_s_msg))
705 /* Player affected one monster (without "jumping") */
706 if (!who && (project_m_n == 1) && !jump) {
709 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) {
710 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
713 if (!caster_ptr->image)
714 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
715 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
721 if (flag & (PROJECT_KILL)) {
723 for (int i = 0; i < grids; i++) {
725 if (gm[dist + 1] == i)
730 if (!player_bold(caster_ptr, y, x))
733 /* Find the closest point in the blast */
735 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
737 effective_dist = dist;
740 if (caster_ptr->riding) {
741 if (flag & PROJECT_PLAYER) {
742 /* Hit the player with full damage */
746 * Hack -- When this grid was not the
747 * original target, a beam or bolt
748 * would hit either player or mount,
749 * and should be choosen randomly.
751 * But already choosen to hit the
752 * mount at this point.
754 * Or aimed on your horse.
756 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
758 * A beam or bolt is well aimed
760 * So don't affects the player.
765 * The spell is not well aimed,
766 * So partly affect the player too.
772 if (affect_player(who, caster_ptr, who_name, effective_dist, y, x, dam, typ, flag, monspell, project))
777 if (caster_ptr->riding) {
778 GAME_TEXT m_name[MAX_NLEN];
779 monster_desc(caster_ptr, m_name, &caster_ptr->current_floor_ptr->m_list[caster_ptr->riding], 0);
780 if (rakubadam_m > 0) {
781 if (process_fall_off_horse(caster_ptr, rakubadam_m, FALSE)) {
782 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
786 if (caster_ptr->riding && rakubadam_p > 0) {
787 if (process_fall_off_horse(caster_ptr, rakubadam_p, FALSE)) {
788 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);