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/geometry.h"
11 #include "floor/line-of-sight.h"
12 #include "game-option/map-screen-options.h"
13 #include "game-option/special-options.h"
14 #include "grid/feature-flag-types.h"
15 #include "grid/grid.h"
16 #include "io/cursor.h"
17 #include "io/screen-util.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-flags2.h"
22 #include "monster-race/race-indice-types.h"
23 #include "monster/monster-describer.h"
24 #include "monster/monster-description-types.h"
25 #include "monster/monster-info.h"
26 #include "pet/pet-fall-off.h"
27 #include "player/player-status.h"
28 #include "spell/range-calc.h"
29 #include "spell/spell-types.h"
30 #include "system/floor-type-definition.h"
31 #include "system/grid-type-definition.h"
32 #include "system/monster-race-definition.h"
33 #include "system/monster-type-definition.h"
34 #include "system/player-type-definition.h"
35 #include "target/projection-path-calculator.h"
36 #include "term/gameterm.h"
37 #include "util/bit-flags-calculator.h"
38 #include "view/display-messages.h"
41 * @brief 配置した鏡リストの次を取得する /
42 * Get another mirror. for SEEKER
43 * @param next_y 次の鏡のy座標を返す参照ポインタ
44 * @param next_x 次の鏡のx座標を返す参照ポインタ
45 * @param cury 現在の鏡のy座標
46 * @param curx 現在の鏡のx座標
48 static void next_mirror(player_type *creature_ptr, POSITION *next_y, POSITION *next_x, POSITION cury, POSITION curx)
50 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
51 int mirror_num = 0; /* 鏡の数 */
52 for (POSITION x = 0; x < creature_ptr->current_floor_ptr->width; x++) {
53 for (POSITION y = 0; y < creature_ptr->current_floor_ptr->height; y++) {
54 if (creature_ptr->current_floor_ptr->grid_array[y][x].is_mirror()) {
55 mirror_y[mirror_num] = y;
56 mirror_x[mirror_num] = x;
63 int num = randint0(mirror_num);
64 *next_y = mirror_y[num];
65 *next_x = mirror_x[num];
69 *next_y = cury + randint0(5) - 2;
70 *next_x = curx + randint0(5) - 2;
74 * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic
75 * "beam"/"bolt"/"ball" projection routine.
76 * @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"
77 * monster (zero for "player")
78 * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion
79 * (0 = beam/bolt, 1 to 9 = ball)
80 * @param y 目標Y座標 / Target y location (or location to travel "towards")
81 * @param x 目標X座標 / Target x location (or location to travel "towards")
82 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or
84 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
85 * @param flag 効果フラグ / Extra bit flags (see PROJECT_xxxx)
86 * @param monspell 効果元のモンスター魔法ID
87 * @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
88 * @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
90 ProjectResult project(player_type *caster_ptr, const MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, const HIT_POINT dam, const EFFECT_ID typ,
100 int msec = delay_factor * delay_factor * delay_factor;
104 bool blind = caster_ptr->blind != 0;
105 bool old_hide = false;
112 POSITION gm_rad = rad;
114 GAME_TEXT who_name[MAX_NLEN];
115 bool see_s_msg = true;
119 monster_target_y = caster_ptr->y;
120 monster_target_x = caster_ptr->x;
124 if (flag & (PROJECT_JUMP)) {
127 flag &= ~(PROJECT_JUMP);
129 } else if (who <= 0) {
132 } else if (who > 0) {
133 x1 = caster_ptr->current_floor_ptr->m_list[who].fx;
134 y1 = caster_ptr->current_floor_ptr->m_list[who].fy;
135 monster_desc(caster_ptr, who_name, &caster_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
146 if (flag & (PROJECT_THRU)) {
147 if ((x1 == x2) && (y1 == y2)) {
148 flag &= ~(PROJECT_THRU);
155 if (flag & PROJECT_HIDE)
157 flag |= PROJECT_HIDE;
160 for (dist = 0; dist < 32; dist++)
166 if (flag & (PROJECT_BEAM)) {
175 if (breath || (flag & PROJECT_BEAM))
176 flag |= (PROJECT_LOS);
178 case GF_DISINTEGRATE:
179 flag |= (PROJECT_GRID);
180 if (breath || (flag & PROJECT_BEAM))
181 flag |= (PROJECT_DISI);
185 /* Calculate the projection path */
186 path_n = projection_path(caster_ptr, path_g, (project_length ? project_length : get_max_range(caster_ptr)), y1, x1, y2, x2, flag);
187 handle_stuff(caster_ptr);
189 if (typ == GF_SEEKER) {
195 for (int i = 0; i < path_n; ++i) {
198 POSITION ny = get_grid_y(path_g[i]);
199 POSITION nx = get_grid_x(path_g[i]);
207 if (!blind && !(flag & (PROJECT_HIDE))) {
208 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
209 u16b p = bolt_pict(oy, ox, y, x, typ);
210 TERM_COLOR a = PICT_A(p);
211 SYMBOL_CODE c = PICT_C(p);
212 print_rel(caster_ptr, c, a, y, x);
213 move_cursor_relative(y, x);
215 term_xtra(TERM_XTRA_DELAY, msec);
216 lite_spot(caster_ptr, y, x);
218 if (flag & (PROJECT_BEAM)) {
219 p = bolt_pict(y, x, y, x, typ);
222 print_rel(caster_ptr, c, a, y, x);
227 term_xtra(TERM_XTRA_DELAY, msec);
232 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SEEKER))
234 if (!caster_ptr->current_floor_ptr->grid_array[y][x].is_mirror())
237 monster_target_y = y;
238 monster_target_x = x;
239 remove_mirror(caster_ptr, y, x);
240 next_mirror(caster_ptr, &oy, &ox, y, x);
241 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);
242 for (j = last_i; j <= i; j++) {
243 y = get_grid_y(path_g[j]);
244 x = get_grid_x(path_g[j]);
245 if (affect_monster(caster_ptr, 0, 0, y, x, dam, GF_SEEKER, flag, true))
247 if (!who && (project_m_n == 1) && !jump && (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)) {
248 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];
250 if (!caster_ptr->image)
251 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
252 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
256 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SEEKER);
262 for (int i = last_i; i < path_n; i++) {
264 py = get_grid_y(path_g[i]);
265 px = get_grid_x(path_g[i]);
266 if (affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SEEKER, flag, true))
268 if (!who && (project_m_n == 1) && !jump) {
269 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
270 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];
273 if (!caster_ptr->image)
274 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
275 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
280 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SEEKER);
284 } else if (typ == GF_SUPER_RAY) {
290 for (int i = 0; i < path_n; ++i) {
293 POSITION ny = get_grid_y(path_g[i]);
294 POSITION nx = get_grid_x(path_g[i]);
302 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
306 p = bolt_pict(oy, ox, y, x, typ);
309 print_rel(caster_ptr, c, a, y, x);
310 move_cursor_relative(y, x);
312 term_xtra(TERM_XTRA_DELAY, msec);
313 lite_spot(caster_ptr, y, x);
315 if (flag & (PROJECT_BEAM)) {
316 p = bolt_pict(y, x, y, x, typ);
319 print_rel(caster_ptr, c, a, y, x);
324 term_xtra(TERM_XTRA_DELAY, msec);
329 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))
331 if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
337 if (caster_ptr->current_floor_ptr->grid_array[y][x].is_mirror() && !second_step) {
338 monster_target_y = y;
339 monster_target_x = x;
340 remove_mirror(caster_ptr, y, x);
341 for (j = 0; j <= i; j++) {
342 y = get_grid_y(path_g[j]);
343 x = get_grid_x(path_g[j]);
344 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
349 path_n += projection_path(
350 caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x - 1, flag);
352 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x, flag);
353 path_n += projection_path(
354 caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x + 1, flag);
356 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x - 1, flag);
358 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x + 1, flag);
359 path_n += projection_path(
360 caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x - 1, flag);
362 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x, flag);
363 path_n += projection_path(
364 caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x + 1, flag);
368 for (int i = 0; i < path_n; i++) {
369 POSITION py = get_grid_y(path_g[i]);
370 POSITION px = get_grid_x(path_g[i]);
371 (void)affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flag, true);
372 if (!who && (project_m_n == 1) && !jump) {
373 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
374 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];
377 if (!caster_ptr->image)
378 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
379 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
384 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
391 for (k = 0; k < path_n; ++k) {
394 POSITION ny = get_grid_y(path_g[k]);
395 POSITION nx = get_grid_x(path_g[k]);
396 if (flag & PROJECT_DISI) {
397 if (cave_stop_disintegration(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
399 } else if (flag & PROJECT_LOS) {
400 if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
403 if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0))
409 if (flag & (PROJECT_BEAM)) {
416 if (!blind && !(flag & (PROJECT_HIDE | PROJECT_FAST))) {
417 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
421 p = bolt_pict(oy, ox, y, x, typ);
424 print_rel(caster_ptr, c, a, y, x);
425 move_cursor_relative(y, x);
427 term_xtra(TERM_XTRA_DELAY, msec);
428 lite_spot(caster_ptr, y, x);
430 if (flag & (PROJECT_BEAM)) {
431 p = bolt_pict(y, x, y, x, typ);
434 print_rel(caster_ptr, c, a, y, x);
439 term_xtra(TERM_XTRA_DELAY, msec);
448 if (breath && !path_n) {
452 flag &= ~(PROJECT_HIDE);
459 int dist_hack = dist;
462 /* If we found a "target", explode there */
463 if (dist <= get_max_range(caster_ptr)) {
464 if ((flag & (PROJECT_BEAM)) && (grids > 0))
468 * Create a conical breath attack
477 flag &= ~(PROJECT_HIDE);
478 breath_shape(caster_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
480 for (dist = 0; dist <= rad; dist++) {
481 for (y = by - dist; y <= by + dist; y++) {
482 for (x = bx - dist; x <= bx + dist; x++) {
483 if (!in_bounds2(caster_ptr->current_floor_ptr, y, x))
485 if (distance(by, bx, y, x) != dist)
491 if (!los(caster_ptr, by, bx, y, x))
494 case GF_DISINTEGRATE:
495 if (!in_disintegration_range(caster_ptr->current_floor_ptr, by, bx, y, x))
499 if (!projectable(caster_ptr, by, bx, y, x))
510 gm[dist + 1] = grids;
518 if (!blind && !(flag & (PROJECT_HIDE)) && (msec > 0)) {
519 for (int t = 0; t <= gm_rad; t++) {
520 for (int i = gm[t]; i < gm[t + 1]; i++) {
523 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
528 p = bolt_pict(y, x, y, x, typ);
531 print_rel(caster_ptr, c, a, y, x);
535 move_cursor_relative(by, bx);
537 if (visual || drawn) {
538 term_xtra(TERM_XTRA_DELAY, msec);
543 for (int i = 0; i < grids; i++) {
546 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
547 lite_spot(caster_ptr, y, x);
551 move_cursor_relative(by, bx);
556 update_creature(caster_ptr);
558 if (flag & PROJECT_KILL) {
559 see_s_msg = (who > 0) ? is_seen(caster_ptr, &caster_ptr->current_floor_ptr->m_list[who])
560 : (!who ? true : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
563 if (flag & (PROJECT_GRID)) {
565 for (int i = 0; i < grids; i++) {
566 if (gm[dist + 1] == i)
571 int d = dist_to_line(y, x, y1, x1, by, bx);
572 if (affect_feature(caster_ptr, who, d, y, x, dam, typ))
575 if (affect_feature(caster_ptr, who, dist, y, x, dam, typ))
581 update_creature(caster_ptr);
582 if (flag & (PROJECT_ITEM)) {
584 for (int i = 0; i < grids; i++) {
585 if (gm[dist + 1] == i)
591 int d = dist_to_line(y, x, y1, x1, by, bx);
592 if (affect_item(caster_ptr, who, d, y, x, dam, typ))
595 if (affect_item(caster_ptr, who, dist, y, x, dam, typ))
601 if (flag & (PROJECT_KILL)) {
606 for (int i = 0; i < grids; i++) {
608 if (gm[dist + 1] == i)
614 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
615 monster_race *ref_ptr = &r_info[m_ptr->r_idx];
616 if ((flag & PROJECT_REFLECTABLE) && caster_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING)
617 && ((caster_ptr->current_floor_ptr->grid_array[y][x].m_idx != caster_ptr->riding) || !(flag & PROJECT_PLAYER)) && (!who || dist_hack > 1)
620 int max_attempts = 10;
622 t_y = y_saver - 1 + randint1(3);
623 t_x = x_saver - 1 + randint1(3);
625 } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr, y, x, t_y, t_x));
627 if (max_attempts < 1) {
632 if (is_seen(caster_ptr, m_ptr)) {
633 sound(SOUND_REFLECT);
634 if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
635 msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
636 else if (m_ptr->r_idx == MON_DIO)
637 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!"));
639 msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
640 } else if (who <= 0) {
641 sound(SOUND_REFLECT);
644 if (is_original_ap_and_seen(caster_ptr, m_ptr))
645 ref_ptr->r_flags2 |= RF2_REFLECTING;
647 if (player_bold(caster_ptr, y, x) || one_in_(2))
648 flag &= ~(PROJECT_PLAYER);
650 flag |= PROJECT_PLAYER;
652 project(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flag);
657 /* Find the closest point in the blast */
659 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
661 effective_dist = dist;
664 if (caster_ptr->riding && player_bold(caster_ptr, y, x)) {
665 if (flag & PROJECT_PLAYER) {
666 if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
668 * A beam or bolt is well aimed
670 * So don't affects the mount.
675 * The spell is not well aimed,
676 * So partly affect the mount too.
683 * This grid is the original target.
684 * Or aimed on your horse.
686 else if (((y == y2) && (x == x2)) || (flag & PROJECT_AIMED)) {
687 /* Hit the mount with full damage */
691 * Otherwise this grid is not the
692 * original target, it means that line
693 * of fire is obstructed by this
697 * A beam or bolt will hit either
698 * player or mount. Choose randomly.
700 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE)) {
702 /* Hit the mount with full damage */
704 flag |= PROJECT_PLAYER;
710 * The spell is not well aimed, so
711 * partly affect both player and
719 if (affect_monster(caster_ptr, who, effective_dist, y, x, dam, typ, flag, see_s_msg))
723 /* Player affected one monster (without "jumping") */
724 if (!who && (project_m_n == 1) && !jump) {
727 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) {
728 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
731 if (!caster_ptr->image)
732 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
733 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
739 if (flag & (PROJECT_KILL)) {
741 for (int i = 0; i < grids; i++) {
743 if (gm[dist + 1] == i)
748 if (!player_bold(caster_ptr, y, x))
751 /* Find the closest point in the blast */
753 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
755 effective_dist = dist;
758 if (caster_ptr->riding) {
759 if (flag & PROJECT_PLAYER) {
760 /* Hit the player with full damage */
764 * Hack -- When this grid was not the
765 * original target, a beam or bolt
766 * would hit either player or mount,
767 * and should be choosen randomly.
769 * But already choosen to hit the
770 * mount at this point.
772 * Or aimed on your horse.
774 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
776 * A beam or bolt is well aimed
778 * So don't affects the player.
783 * The spell is not well aimed,
784 * So partly affect the player too.
790 if (affect_player(who, caster_ptr, who_name, effective_dist, y, x, dam, typ, flag, project)) {
792 res.affected_player = true;
797 if (caster_ptr->riding) {
798 GAME_TEXT m_name[MAX_NLEN];
799 monster_desc(caster_ptr, m_name, &caster_ptr->current_floor_ptr->m_list[caster_ptr->riding], 0);
800 if (rakubadam_m > 0) {
801 if (process_fall_off_horse(caster_ptr, rakubadam_m, false)) {
802 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
806 if (caster_ptr->riding && rakubadam_p > 0) {
807 if (process_fall_off_horse(caster_ptr, rakubadam_p, false)) {
808 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);