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"
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 "spell-kind/spells-detection.h"
13 #include "system/floor-type-definition.h"
14 #include "system/grid-type-definition.h"
15 #include "system/player-type-definition.h"
16 #include "target/target-getter.h"
17 #include "view/display-messages.h"
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。
25 bool cast_berserk_spell(PlayerType *player_ptr, MindBerserkerType spell)
28 case MindBerserkerType::DETECT_MANACE:
29 detect_monsters_mind(player_ptr, DETECT_RAD_DEFAULT);
31 case MindBerserkerType::CHARGE: {
32 if (player_ptr->riding) {
33 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
37 const auto dir = get_direction(player_ptr);
38 if (!dir || (dir == 5)) {
42 const auto pos = player_ptr->get_neighbor(*dir);
43 const auto &floor = *player_ptr->current_floor_ptr;
44 const auto &grid = floor.get_grid(pos);
45 if (!grid.has_monster()) {
46 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
50 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
51 if (!player_can_enter(player_ptr, grid.feat, 0) || is_trap(player_ptr, grid.feat)) {
55 const Pos2D pos_new(pos.y + ddy[*dir], pos.x + ddx[*dir]);
56 const auto &grid_new = floor.get_grid(pos_new);
57 if (player_can_enter(player_ptr, grid_new.feat, 0) && !is_trap(player_ptr, grid_new.feat) && !grid_new.has_monster()) {
59 (void)move_player_effect(player_ptr, pos_new.y, pos_new.x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
64 case MindBerserkerType::SMASH_TRAP: {
65 const auto dir = get_direction(player_ptr);
70 exe_movement(player_ptr, *dir, easy_disarm, true);
73 case MindBerserkerType::QUAKE:
74 earthquake(player_ptr, player_ptr->y, player_ptr->x, 8 + randint0(5), 0);
76 case MindBerserkerType::MASSACRE:
80 msg_print(_("なに?", "Zap?"));