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/attribute-types.h"
8 #include "effect/effect-characteristics.h"
9 #include "effect/effect-processor.h"
10 #include "effect/spells-effect-util.h"
11 #include "floor/cave.h"
12 #include "floor/floor-object.h"
13 #include "floor/floor-util.h"
14 #include "floor/geometry.h"
15 #include "game-option/disturbance-options.h"
16 #include "grid/grid.h"
17 #include "inventory/inventory-slot-types.h"
18 #include "mind/mind-mirror-master.h"
19 #include "mind/mind-numbers.h"
20 #include "mind/mind-warrior.h"
21 #include "monster-race/monster-race.h"
22 #include "monster-race/race-flags-resistance.h"
23 #include "monster-race/race-indice-types.h"
24 #include "monster/monster-describer.h"
25 #include "monster/monster-status.h"
26 #include "monster/monster-update.h"
27 #include "object-enchant/trc-types.h"
28 #include "object/object-kind-hook.h"
29 #include "player-attack/player-attack-util.h"
30 #include "player-base/player-class.h"
31 #include "player-info/equipment-info.h"
32 #include "player-info/ninja-data-type.h"
33 #include "player-status/player-energy.h"
34 #include "player/attack-defense-types.h"
35 #include "player/player-status-flags.h"
36 #include "player/special-defense-types.h"
37 #include "spell-kind/spells-detection.h"
38 #include "spell-kind/spells-fetcher.h"
39 #include "spell-kind/spells-floor.h"
40 #include "spell-kind/spells-grid.h"
41 #include "spell-kind/spells-launcher.h"
42 #include "spell-kind/spells-lite.h"
43 #include "spell-kind/spells-perception.h"
44 #include "spell-kind/spells-teleport.h"
45 #include "spell/spells-status.h"
46 #include "status/action-setter.h"
47 #include "status/body-improvement.h"
48 #include "status/element-resistance.h"
49 #include "status/temporary-resistance.h"
50 #include "system/baseitem-info.h"
51 #include "system/floor-type-definition.h"
52 #include "system/grid-type-definition.h"
53 #include "system/item-entity.h"
54 #include "system/monster-entity.h"
55 #include "system/monster-race-info.h"
56 #include "system/player-type-definition.h"
57 #include "system/redrawing-flags-updater.h"
58 #include "system/terrain-type-definition.h"
59 #include "target/projection-path-calculator.h"
60 #include "target/target-checker.h"
61 #include "target/target-getter.h"
62 #include "timed-effect/player-blindness.h"
63 #include "timed-effect/player-confusion.h"
64 #include "timed-effect/player-hallucination.h"
65 #include "timed-effect/player-paralysis.h"
66 #include "timed-effect/player-stun.h"
67 #include "timed-effect/timed-effects.h"
68 #include "util/bit-flags-calculator.h"
69 #include "view/display-messages.h"
73 * @param player_ptr プレイヤーへの参照ポインタ
74 * @param success 判定成功上の処理ならばTRUE
75 * @return 作用が実際にあった場合TRUEを返す
77 bool kawarimi(PlayerType *player_ptr, bool success)
79 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
80 if (!ninja_data || !ninja_data->kawarimi) {
86 if (player_ptr->is_dead) {
90 const auto effects = player_ptr->effects();
91 const auto is_confused = effects->confusion()->is_confused();
92 const auto is_blind = effects->blindness()->is_blind();
93 const auto is_hallucinated = effects->hallucination()->is_hallucinated();
94 const auto is_paralyzed = effects->paralysis()->is_paralyzed();
95 if (is_confused || is_blind || is_paralyzed || is_hallucinated) {
99 if (effects->stun()->current() > randint0(200)) {
103 auto &rfu = RedrawingFlagsUpdater::get_instance();
104 if (!success && one_in_(3)) {
105 msg_print(_("変わり身失敗!逃げられなかった。", "Kawarimi failed! You couldn't run away."));
106 ninja_data->kawarimi = false;
107 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
111 POSITION y = player_ptr->y;
112 POSITION x = player_ptr->x;
114 teleport_player(player_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
116 const int sv_wooden_statue = 0;
117 q_ptr->prep(lookup_baseitem_id({ ItemKindType::STATUE, sv_wooden_statue }));
119 q_ptr->pval = enum2i(MonsterRaceId::NINJA);
120 (void)drop_near(player_ptr, q_ptr, -1, y, x);
123 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."));
125 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."));
128 ninja_data->kawarimi = false;
129 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
134 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
135 * @param player_ptr プレイヤーへの参照ポインタ
136 * @param mdeath 目標モンスターが死亡したかを返す
137 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
139 bool rush_attack(PlayerType *player_ptr, bool *mdeath)
147 if (!get_aim_dir(player_ptr, &dir)) {
151 int tx = player_ptr->x + project_length * ddx[dir];
152 int ty = player_ptr->y + project_length * ddy[dir];
154 if ((dir == 5) && target_okay(player_ptr)) {
160 auto *floor_ptr = player_ptr->current_floor_ptr;
161 if (in_bounds(floor_ptr, ty, tx)) {
162 tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
165 projection_path path_g(player_ptr, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
167 if (path_g.path_num() == 0) {
173 bool tmp_mdeath = false;
175 for (const auto &[ny, nx] : path_g) {
176 MonsterEntity *m_ptr;
178 if (is_cave_empty_bold(player_ptr, ny, nx) && player_can_enter(player_ptr, floor_ptr->grid_array[ny][nx].feat, 0)) {
184 if (!floor_ptr->grid_array[ny][nx].m_idx) {
186 msg_print(_("失敗!", "Failed!"));
188 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
194 if (!player_bold(player_ptr, ty, tx)) {
195 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
197 update_monster(player_ptr, floor_ptr->grid_array[ny][nx].m_idx, true);
199 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
200 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx) {
202 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");
204 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
206 } else if (!player_bold(player_ptr, ty, tx)) {
207 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
208 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name.data());
211 if (!player_bold(player_ptr, ty, tx)) {
212 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
215 tmp_mdeath = do_cmd_attack(player_ptr, ny, nx, HISSATSU_NYUSIN);
220 if (!moved && !player_bold(player_ptr, ty, tx)) {
221 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
225 *mdeath = tmp_mdeath;
231 * @brief 盗賊と忍者における不意打ち
232 * @param player_ptr プレイヤーへの参照ポインタ
233 * @param pa_ptr 直接攻撃構造体への参照ポインタ
235 void process_surprise_attack(PlayerType *player_ptr, player_attack_type *pa_ptr)
237 auto *r_ptr = &monraces_info[pa_ptr->m_ptr->r_idx];
238 if (!has_melee_weapon(player_ptr, enum2i(INVEN_MAIN_HAND) + pa_ptr->hand) || player_ptr->is_icky_wield[pa_ptr->hand]) {
242 int tmp = player_ptr->lev * 6 + (player_ptr->skill_stl + 10) * 4;
243 if (player_ptr->monlite && (pa_ptr->mode != HISSATSU_NYUSIN)) {
246 if (has_aggravate(player_ptr)) {
249 if (r_ptr->level > (player_ptr->lev * player_ptr->lev / 20 + 10)) {
253 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
254 if (pa_ptr->m_ptr->is_asleep() && pa_ptr->m_ptr->ml) {
255 /* Can't backstab creatures that we can't see, right? */
256 pa_ptr->backstab = true;
257 } else if ((ninja_data && ninja_data->s_stealth) && (randint0(tmp) > (r_ptr->level + 20)) &&
258 pa_ptr->m_ptr->ml && !r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
259 pa_ptr->surprise_attack = true;
260 } else if (pa_ptr->m_ptr->is_fearful() && pa_ptr->m_ptr->ml) {
261 pa_ptr->stab_fleeing = true;
265 void print_surprise_attack(player_attack_type *pa_ptr)
267 if (pa_ptr->backstab) {
268 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);
269 } else if (pa_ptr->surprise_attack) {
270 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);
271 } else if (pa_ptr->stab_fleeing) {
272 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);
273 } else if (!pa_ptr->monk_attack) {
274 msg_format(_("%sを攻撃した。", "You hit %s."), pa_ptr->m_name);
279 * @brief 盗賊と忍者における不意打ちのダメージ計算
280 * @param player_ptr プレイヤーへの参照ポインタ
281 * @param pa_ptr 直接攻撃構造体への参照ポインタ
283 void calc_surprise_attack_damage(PlayerType *player_ptr, player_attack_type *pa_ptr)
285 if (pa_ptr->backstab) {
286 pa_ptr->attack_damage *= (3 + (player_ptr->lev / 20));
290 if (pa_ptr->surprise_attack) {
291 pa_ptr->attack_damage = pa_ptr->attack_damage * (5 + (player_ptr->lev * 2 / 25)) / 2;
295 if (pa_ptr->stab_fleeing) {
296 pa_ptr->attack_damage = (3 * pa_ptr->attack_damage) / 2;
302 * @param player_ptr プレイヤーへの参照ポインタ
305 bool hayagake(PlayerType *player_ptr)
307 PlayerEnergy energy(player_ptr);
308 if (player_ptr->action == ACTION_HAYAGAKE) {
309 set_action(player_ptr, ACTION_NONE);
310 energy.reset_player_turn();
314 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
315 auto *f_ptr = &terrains_info[g_ptr->feat];
317 if (f_ptr->flags.has_not(TerrainCharacteristics::PROJECT) || (!player_ptr->levitation && f_ptr->flags.has(TerrainCharacteristics::DEEP))) {
318 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
320 set_action(player_ptr, ACTION_HAYAGAKE);
323 energy.reset_player_turn();
329 * @param set TRUEならば超隠密状態になる。
330 * @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。
332 bool set_superstealth(PlayerType *player_ptr, bool set)
336 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
337 if (!ninja_data || player_ptr->is_dead) {
342 if (!ninja_data->s_stealth) {
343 if (player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_MNLT) {
344 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."));
345 player_ptr->monlite = player_ptr->old_monlite = true;
347 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!"));
348 player_ptr->monlite = player_ptr->old_monlite = false;
352 ninja_data->s_stealth = true;
355 if (ninja_data->s_stealth) {
356 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."));
358 ninja_data->s_stealth = false;
366 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
368 disturb(player_ptr, false, false);
376 * do_cmd_cast calls this function if the player's class is 'ninja'.
377 * @param player_ptr プレイヤーへの参照ポインタ
378 * @param spell 発動する特殊技能のID
379 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
381 bool cast_ninja_spell(PlayerType *player_ptr, MindNinjaType spell)
383 POSITION x = 0, y = 0;
385 PLAYER_LEVEL plev = player_ptr->lev;
386 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
388 case MindNinjaType::DARKNESS_CREATION:
389 (void)unlite_area(player_ptr, 0, 3);
391 case MindNinjaType::DETECT_NEAR:
393 wiz_lite(player_ptr, true);
396 detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
398 detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
399 detect_doors(player_ptr, DETECT_RAD_DEFAULT);
400 detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
404 detect_objects_normal(player_ptr, DETECT_RAD_DEFAULT);
408 case MindNinjaType::HIDE_LEAVES:
409 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
411 case MindNinjaType::KAWARIMI:
412 if (ninja_data && !ninja_data->kawarimi) {
413 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
414 ninja_data->kawarimi = true;
415 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
419 case MindNinjaType::ABSCONDING:
420 teleport_player(player_ptr, player_ptr->lev * 5, TELEPORT_SPONTANEOUS);
422 case MindNinjaType::HIT_AND_AWAY:
423 if (!hit_and_away(player_ptr)) {
428 case MindNinjaType::BIND_MONSTER:
429 if (!get_aim_dir(player_ptr, &dir)) {
433 (void)stasis_monster(player_ptr, dir);
435 case MindNinjaType::ANCIENT_KNOWLEDGE:
436 return ident_spell(player_ptr, false);
437 case MindNinjaType::FLOATING:
438 set_tim_levitation(player_ptr, randint1(20) + 20, false);
440 case MindNinjaType::HIDE_FLAMES:
441 fire_ball(player_ptr, AttributeType::FIRE, 0, 50 + plev, plev / 10 + 2);
442 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
443 set_oppose_fire(player_ptr, (TIME_EFFECT)plev, false);
445 case MindNinjaType::NYUSIN:
446 return rush_attack(player_ptr, nullptr);
447 case MindNinjaType::SYURIKEN_SPREADING: {
448 for (int i = 0; i < 8; i++) {
451 for (slot = 0; slot < INVEN_PACK; slot++) {
452 if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::SPIKE) {
457 if (slot == INVEN_PACK) {
459 msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
461 msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
467 (void)ThrowCommand(player_ptr).do_cmd_throw(1, false, slot);
468 PlayerEnergy(player_ptr).set_player_turn_energy(100);
473 case MindNinjaType::CHAIN_HOOK:
474 (void)fetch_monster(player_ptr);
476 case MindNinjaType::SMOKE_BALL:
477 if (!get_aim_dir(player_ptr, &dir)) {
481 fire_ball(player_ptr, AttributeType::OLD_CONF, dir, plev * 3, 3);
483 case MindNinjaType::SWAP_POSITION:
485 if (!get_aim_dir(player_ptr, &dir)) {
491 (void)teleport_swap(player_ptr, dir);
493 case MindNinjaType::EXPLOSIVE_RUNE:
494 create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
496 case MindNinjaType::HIDE_MUD:
497 (void)set_pass_wall(player_ptr, randint1(plev / 2) + plev / 2, false);
498 set_oppose_acid(player_ptr, (TIME_EFFECT)plev, false);
500 case MindNinjaType::HIDE_MIST:
501 fire_ball(player_ptr, AttributeType::POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
502 fire_ball(player_ptr, AttributeType::HYPODYNAMIA, 0, 75 + plev * 2 / 3, plev / 5 + 2);
503 fire_ball(player_ptr, AttributeType::CONFUSION, 0, 75 + plev * 2 / 3, plev / 5 + 2);
504 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
506 case MindNinjaType::PURGATORY_FLAME: {
507 int num = damroll(3, 9);
508 for (int k = 0; k < num; k++) {
509 AttributeType typ = one_in_(2) ? AttributeType::FIRE : one_in_(3) ? AttributeType::NETHER
510 : AttributeType::PLASMA;
513 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
514 if (!player_bold(player_ptr, y, x)) {
519 project(player_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
524 case MindNinjaType::ALTER_EGO:
525 set_multishadow(player_ptr, 6 + randint1(6), false);
528 msg_print(_("なに?", "Zap?"));