1 #include "mind/mind-ninja.h"
2 #include "cmd-action/cmd-attack.h"
3 #include "cmd-item/cmd-throw.h"
4 #include "combat/combat-options-type.h"
5 #include "core/disturbance.h"
6 #include "core/player-redraw-types.h"
7 #include "effect/effect-characteristics.h"
8 #include "effect/effect-processor.h"
9 #include "effect/spells-effect-util.h"
10 #include "floor/cave.h"
11 #include "floor/floor-object.h"
12 #include "floor/floor-util.h"
13 #include "game-option/disturbance-options.h"
14 #include "grid/feature.h"
15 #include "inventory/inventory-slot-types.h"
16 #include "mind/mind-mirror-master.h"
17 #include "mind/mind-numbers.h"
18 #include "mind/mind-warrior.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-flags-resistance.h"
21 #include "monster-race/race-indice-types.h"
22 #include "monster/monster-describer.h"
23 #include "monster/monster-status.h"
24 #include "monster/monster-update.h"
25 #include "object-enchant/trc-types.h"
26 #include "object/object-generator.h"
27 #include "object/object-kind-hook.h"
28 #include "player/attack-defense-types.h"
29 #include "player/player-status-flags.h"
30 #include "player/special-defense-types.h"
31 #include "spell-kind/spells-detection.h"
32 #include "spell-kind/spells-fetcher.h"
33 #include "spell-kind/spells-floor.h"
34 #include "spell-kind/spells-grid.h"
35 #include "spell-kind/spells-launcher.h"
36 #include "spell-kind/spells-lite.h"
37 #include "spell-kind/spells-perception.h"
38 #include "spell-kind/spells-teleport.h"
39 #include "spell/spell-types.h"
40 #include "spell/spells-status.h"
41 #include "status/action-setter.h"
42 #include "status/body-improvement.h"
43 #include "status/element-resistance.h"
44 #include "status/temporary-resistance.h"
45 #include "system/floor-type-definition.h"
46 #include "target/projection-path-calculator.h"
47 #include "target/target-checker.h"
48 #include "target/target-getter.h"
49 #include "util/bit-flags-calculator.h"
50 #include "view/display-messages.h"
54 * @param caster_ptr プレーヤーへの参照ポインタ
55 * @param success 判定成功上の処理ならばTRUE
56 * @return 作用が実際にあった場合TRUEを返す
58 bool kawarimi(player_type *caster_ptr, bool success)
61 object_type *q_ptr = &forge;
63 if (caster_ptr->is_dead)
65 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image)
67 if (randint0(200) < caster_ptr->stun)
70 if (!success && one_in_(3)) {
71 msg_print(_("変わり身失敗!逃げられなかった。", "Kawarimi failed! You couldn't run away."));
72 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
73 caster_ptr->redraw |= (PR_STATUS);
77 POSITION y = caster_ptr->y;
78 POSITION x = caster_ptr->x;
80 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
82 const int SV_WOODEN_STATUE = 0;
83 object_prep(caster_ptr, q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
85 q_ptr->pval = MON_NINJA;
86 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
89 msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
91 msg_print(_("変わり身失敗!攻撃を受けてしまった。", "Kawarimi failed! You are hit by the attack."));
93 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
94 caster_ptr->redraw |= (PR_STATUS);
99 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
100 * @param caster_ptr プレーヤーへの参照ポインタ
101 * @param mdeath 目標モンスターが死亡したかを返す
102 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
104 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
111 if (!get_aim_dir(attacker_ptr, &dir))
114 int tx = attacker_ptr->x + project_length * ddx[dir];
115 int ty = attacker_ptr->y + project_length * ddy[dir];
117 if ((dir == 5) && target_okay(attacker_ptr)) {
123 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
124 if (in_bounds(floor_ptr, ty, tx))
125 tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
128 int path_n = projection_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
133 ty = attacker_ptr->y;
134 tx = attacker_ptr->x;
135 bool tmp_mdeath = FALSE;
137 for (int i = 0; i < path_n; i++) {
140 int ny = get_grid_y(path_g[i]);
141 int nx = get_grid_x(path_g[i]);
143 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0)) {
149 if (!floor_ptr->grid_array[ny][nx].m_idx) {
151 msg_print(_("失敗!", "Failed!"));
153 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
159 if (!player_bold(attacker_ptr, ty, tx))
160 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
161 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
163 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
164 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx) {
166 msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
168 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
170 } else if (!player_bold(attacker_ptr, ty, tx)) {
171 GAME_TEXT m_name[MAX_NLEN];
172 monster_desc(attacker_ptr, m_name, m_ptr, 0);
173 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
176 if (!player_bold(attacker_ptr, ty, tx))
177 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
179 tmp_mdeath = do_cmd_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
184 if (!moved && !player_bold(attacker_ptr, ty, tx))
185 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
188 *mdeath = tmp_mdeath;
193 * @brief 盗賊と忍者における不意打ち
194 * @param attacker_ptr プレーヤーへの参照ポインタ
195 * @param pa_ptr 直接攻撃構造体への参照ポインタ
198 void process_surprise_attack(player_type *attacker_ptr, player_attack_type *pa_ptr)
200 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
201 if (!has_melee_weapon(attacker_ptr, INVEN_MAIN_HAND + pa_ptr->hand) || attacker_ptr->icky_wield[pa_ptr->hand])
204 int tmp = attacker_ptr->lev * 6 + (attacker_ptr->skill_stl + 10) * 4;
205 if (attacker_ptr->monlite && (pa_ptr->mode != HISSATSU_NYUSIN))
207 if (has_aggravate(attacker_ptr))
209 if (r_ptr->level > (attacker_ptr->lev * attacker_ptr->lev / 20 + 10))
211 if (monster_csleep_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
212 /* Can't backstab creatures that we can't see, right? */
213 pa_ptr->backstab = TRUE;
214 } else if ((attacker_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && pa_ptr->m_ptr->ml
215 && !(r_ptr->flagsr & RFR_RES_ALL)) {
216 pa_ptr->surprise_attack = TRUE;
217 } else if (monster_fear_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
218 pa_ptr->stab_fleeing = TRUE;
222 void print_surprise_attack(player_attack_type *pa_ptr)
224 if (pa_ptr->backstab)
225 msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), pa_ptr->m_name);
226 else if (pa_ptr->surprise_attack)
227 msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), pa_ptr->m_name);
228 else if (pa_ptr->stab_fleeing)
229 msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), pa_ptr->m_name);
230 else if (!pa_ptr->monk_attack)
231 msg_format(_("%sを攻撃した。", "You hit %s."), pa_ptr->m_name);
235 * @brief 盗賊と忍者における不意打ちのダメージ計算
236 * @param attacker_ptr プレーヤーへの参照ポインタ
237 * @param pa_ptr 直接攻撃構造体への参照ポインタ
240 void calc_surprise_attack_damage(player_type *attacker_ptr, player_attack_type *pa_ptr)
242 if (pa_ptr->backstab) {
243 pa_ptr->attack_damage *= (3 + (attacker_ptr->lev / 20));
247 if (pa_ptr->surprise_attack) {
248 pa_ptr->attack_damage = pa_ptr->attack_damage * (5 + (attacker_ptr->lev * 2 / 25)) / 2;
252 if (pa_ptr->stab_fleeing)
253 pa_ptr->attack_damage = (3 * pa_ptr->attack_damage) / 2;
258 * @param creature_ptr プレーヤーへの参照ポインタ
261 bool hayagake(player_type *creature_ptr)
263 if (creature_ptr->action == ACTION_HAYAGAKE) {
264 set_action(creature_ptr, ACTION_NONE);
265 creature_ptr->energy_use = 0;
269 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
270 feature_type *f_ptr = &f_info[g_ptr->feat];
272 if (!has_flag(f_ptr->flags, FF_PROJECT) || (!creature_ptr->levitation && has_flag(f_ptr->flags, FF_DEEP))) {
273 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
275 set_action(creature_ptr, ACTION_HAYAGAKE);
278 creature_ptr->energy_use = 0;
284 * @param set TRUEならば超隠密状態になる。
285 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
287 bool set_superstealth(player_type *creature_ptr, bool set)
291 if (creature_ptr->is_dead)
295 if (!(creature_ptr->special_defense & NINJA_S_STEALTH)) {
296 if (creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT) {
297 msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
298 creature_ptr->monlite = creature_ptr->old_monlite = TRUE;
300 msg_print(_("敵の目から影の中に覆い隠された!", "You are mantled in shadow from ordinary eyes!"));
301 creature_ptr->monlite = creature_ptr->old_monlite = FALSE;
305 creature_ptr->special_defense |= NINJA_S_STEALTH;
308 if (creature_ptr->special_defense & NINJA_S_STEALTH) {
309 msg_print(_("再び敵の目にさらされるようになった。", "You are exposed to common sight once more."));
311 creature_ptr->special_defense &= ~(NINJA_S_STEALTH);
317 creature_ptr->redraw |= (PR_STATUS);
320 disturb(creature_ptr, FALSE, FALSE);
326 * do_cmd_cast calls this function if the player's class is 'ninja'.
327 * @param caster_ptr プレーヤーへの参照ポインタ
328 * @param spell 発動する特殊技能のID
329 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
331 bool cast_ninja_spell(player_type *caster_ptr, mind_ninja_type spell)
333 POSITION x = 0, y = 0;
335 PLAYER_LEVEL plev = caster_ptr->lev;
337 case DARKNESS_CREATION:
338 (void)unlite_area(caster_ptr, 0, 3);
342 wiz_lite(caster_ptr, TRUE);
344 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
346 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
347 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
348 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
352 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
356 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
359 if (!(caster_ptr->special_defense & NINJA_KAWARIMI)) {
360 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
361 caster_ptr->special_defense |= NINJA_KAWARIMI;
362 caster_ptr->redraw |= (PR_STATUS);
367 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
370 if (!hit_and_away(caster_ptr))
375 if (!get_aim_dir(caster_ptr, &dir))
378 (void)stasis_monster(caster_ptr, dir);
380 case ANCIENT_KNOWLEDGE:
381 return ident_spell(caster_ptr, FALSE, 0);
383 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
386 fire_ball(caster_ptr, GF_FIRE, 0, 50 + plev, plev / 10 + 2);
387 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
388 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
391 return rush_attack(caster_ptr, NULL);
392 case SYURIKEN_SPREADING: {
393 for (int i = 0; i < 8; i++) {
396 for (slot = 0; slot < INVEN_PACK; slot++) {
397 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE)
401 if (slot == INVEN_PACK) {
403 msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
405 msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
410 do_cmd_throw(caster_ptr, 1, FALSE, slot);
411 take_turn(caster_ptr, 100);
417 (void)fetch_monster(caster_ptr);
420 if (!get_aim_dir(caster_ptr, &dir))
423 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev * 3, 3);
427 if (!get_aim_dir(caster_ptr, &dir)) {
433 (void)teleport_swap(caster_ptr, dir);
435 case EXPLOSION_GLYPH:
436 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
439 (void)set_pass_wall(caster_ptr, randint1(plev / 2) + plev / 2, FALSE);
440 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
443 fire_ball(caster_ptr, GF_POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
444 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75 + plev * 2 / 3, plev / 5 + 2);
445 fire_ball(caster_ptr, GF_CONFUSION, 0, 75 + plev * 2 / 3, plev / 5 + 2);
446 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
448 case PURGATORY_FLAME: {
449 int num = damroll(3, 9);
450 for (int k = 0; k < num; k++) {
451 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
454 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_NONE);
455 if (!player_bold(caster_ptr, y, x))
459 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
465 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
468 msg_print(_("なに?", "Zap?"));