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[Refactor] struct player_type を class PlayerType に置換。
[hengbandforosx/hengbandosx.git] / src / mind / mind-berserker.cpp
1 #include "mind/mind-berserker.h"
2 #include "action/movement-execution.h"
3 #include "cmd-action/cmd-attack.h"
4 #include "floor/geometry.h"
5 #include "game-option/input-options.h"
6 #include "grid/feature.h"
7 #include "grid/grid.h"
8 #include "mind/mind-numbers.h"
9 #include "player-attack/player-attack.h"
10 #include "player/player-move.h"
11 #include "spell-kind/earthquake.h"
12 #include "system/floor-type-definition.h"
13 #include "system/grid-type-definition.h"
14 #include "system/player-type-definition.h"
15 #include "spell-kind/spells-detection.h"
16 #include "target/target-getter.h"
17 #include "view/display-messages.h"
18
19 /*!
20  * @brief 怒りの発動 /
21  * do_cmd_cast calls this function if the player's class is 'berserker'.
22  * @param spell 発動する特殊技能のID
23  * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
24  */
25 bool cast_berserk_spell(PlayerType *player_ptr, mind_berserker_type spell)
26 {
27     POSITION y, x;
28     DIRECTION dir;
29     switch (spell) {
30     case DETECT_MANACE:
31         detect_monsters_mind(player_ptr, DETECT_RAD_DEFAULT);
32         break;
33     case CHARGE: {
34         if (player_ptr->riding) {
35             msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
36             return false;
37         }
38
39         if (!get_direction(player_ptr, &dir, false, false) || (dir == 5))
40             return false;
41
42         y = player_ptr->y + ddy[dir];
43         x = player_ptr->x + ddx[dir];
44         if (!player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
45             msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
46             return false;
47         }
48
49         do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
50         if (!player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[y][x].feat, 0)
51             || is_trap(player_ptr, player_ptr->current_floor_ptr->grid_array[y][x].feat))
52             break;
53
54         y += ddy[dir];
55         x += ddx[dir];
56         if (player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[y][x].feat, 0)
57             && !is_trap(player_ptr, player_ptr->current_floor_ptr->grid_array[y][x].feat) && !player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
58             msg_print(nullptr);
59             (void)move_player_effect(player_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
60         }
61
62         break;
63     }
64     case SMASH_TRAP: {
65         if (!get_direction(player_ptr, &dir, false, false))
66             return false;
67
68         y = player_ptr->y + ddy[dir];
69         x = player_ptr->x + ddx[dir];
70         exe_movement(player_ptr, dir, easy_disarm, true);
71         break;
72     }
73     case QUAKE:
74         earthquake(player_ptr, player_ptr->y, player_ptr->x, 8 + randint0(5), 0);
75         break;
76     case MASSACRE:
77         massacre(player_ptr);
78         break;
79     default:
80         msg_print(_("なに?", "Zap?"));
81         break;
82     }
83
84     return true;
85 }