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 "floor/geometry.h"
14 #include "game-option/disturbance-options.h"
15 #include "grid/feature.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-generator.h"
29 #include "object/object-kind-hook.h"
30 #include "player-attack/player-attack-util.h"
31 #include "player-info/equipment-info.h"
32 #include "player-status/player-energy.h"
33 #include "player/attack-defense-types.h"
34 #include "player/player-status-flags.h"
35 #include "player/special-defense-types.h"
36 #include "spell-kind/spells-detection.h"
37 #include "spell-kind/spells-fetcher.h"
38 #include "spell-kind/spells-floor.h"
39 #include "spell-kind/spells-grid.h"
40 #include "spell-kind/spells-launcher.h"
41 #include "spell-kind/spells-lite.h"
42 #include "spell-kind/spells-perception.h"
43 #include "spell-kind/spells-teleport.h"
44 #include "spell/spell-types.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/floor-type-definition.h"
51 #include "system/monster-race-definition.h"
52 #include "system/monster-type-definition.h"
53 #include "system/object-type-definition.h"
54 #include "system/player-type-definition.h"
55 #include "target/projection-path-calculator.h"
56 #include "target/target-checker.h"
57 #include "target/target-getter.h"
58 #include "util/bit-flags-calculator.h"
59 #include "view/display-messages.h"
63 * @param caster_ptr プレーヤーへの参照ポインタ
64 * @param success 判定成功上の処理ならばTRUE
65 * @return 作用が実際にあった場合TRUEを返す
67 bool kawarimi(player_type *caster_ptr, bool success)
70 object_type *q_ptr = &forge;
72 if (caster_ptr->is_dead)
74 if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image)
76 if (randint0(200) < caster_ptr->stun)
79 if (!success && one_in_(3)) {
80 msg_print(_("変わり身失敗!逃げられなかった。", "Kawarimi failed! You couldn't run away."));
81 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
82 caster_ptr->redraw |= (PR_STATUS);
86 POSITION y = caster_ptr->y;
87 POSITION x = caster_ptr->x;
89 teleport_player(caster_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
91 const int SV_WOODEN_STATUE = 0;
92 object_prep(caster_ptr, q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
94 q_ptr->pval = MON_NINJA;
95 (void)drop_near(caster_ptr, q_ptr, -1, y, x);
98 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."));
100 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."));
102 caster_ptr->special_defense &= ~(NINJA_KAWARIMI);
103 caster_ptr->redraw |= (PR_STATUS);
108 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
109 * @param caster_ptr プレーヤーへの参照ポインタ
110 * @param mdeath 目標モンスターが死亡したかを返す
111 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
113 bool rush_attack(player_type *attacker_ptr, bool *mdeath)
120 if (!get_aim_dir(attacker_ptr, &dir))
123 int tx = attacker_ptr->x + project_length * ddx[dir];
124 int ty = attacker_ptr->y + project_length * ddy[dir];
126 if ((dir == 5) && target_okay(attacker_ptr)) {
132 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
133 if (in_bounds(floor_ptr, ty, tx))
134 tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
137 int path_n = projection_path(attacker_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
142 ty = attacker_ptr->y;
143 tx = attacker_ptr->x;
144 bool tmp_mdeath = FALSE;
146 for (int i = 0; i < path_n; i++) {
149 int ny = get_grid_y(path_g[i]);
150 int nx = get_grid_x(path_g[i]);
152 if (is_cave_empty_bold(attacker_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0)) {
158 if (!floor_ptr->grid_array[ny][nx].m_idx) {
160 msg_print(_("失敗!", "Failed!"));
162 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
168 if (!player_bold(attacker_ptr, ty, tx))
169 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
170 update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
172 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
173 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx) {
175 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");
177 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
179 } else if (!player_bold(attacker_ptr, ty, tx)) {
180 GAME_TEXT m_name[MAX_NLEN];
181 monster_desc(attacker_ptr, m_name, m_ptr, 0);
182 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
185 if (!player_bold(attacker_ptr, ty, tx))
186 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
188 tmp_mdeath = do_cmd_attack(attacker_ptr, ny, nx, HISSATSU_NYUSIN);
193 if (!moved && !player_bold(attacker_ptr, ty, tx))
194 teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
197 *mdeath = tmp_mdeath;
202 * @brief 盗賊と忍者における不意打ち
203 * @param attacker_ptr プレーヤーへの参照ポインタ
204 * @param pa_ptr 直接攻撃構造体への参照ポインタ
206 void process_surprise_attack(player_type *attacker_ptr, player_attack_type *pa_ptr)
208 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
209 if (!has_melee_weapon(attacker_ptr, INVEN_MAIN_HAND + pa_ptr->hand) || attacker_ptr->icky_wield[pa_ptr->hand])
212 int tmp = attacker_ptr->lev * 6 + (attacker_ptr->skill_stl + 10) * 4;
213 if (attacker_ptr->monlite && (pa_ptr->mode != HISSATSU_NYUSIN))
215 if (has_aggravate(attacker_ptr))
217 if (r_ptr->level > (attacker_ptr->lev * attacker_ptr->lev / 20 + 10))
219 if (monster_csleep_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
220 /* Can't backstab creatures that we can't see, right? */
221 pa_ptr->backstab = TRUE;
222 } else if ((attacker_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level + 20)) && pa_ptr->m_ptr->ml
223 && !(r_ptr->flagsr & RFR_RES_ALL)) {
224 pa_ptr->surprise_attack = TRUE;
225 } else if (monster_fear_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
226 pa_ptr->stab_fleeing = TRUE;
230 void print_surprise_attack(player_attack_type *pa_ptr)
232 if (pa_ptr->backstab)
233 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);
234 else if (pa_ptr->surprise_attack)
235 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);
236 else if (pa_ptr->stab_fleeing)
237 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);
238 else if (!pa_ptr->monk_attack)
239 msg_format(_("%sを攻撃した。", "You hit %s."), pa_ptr->m_name);
243 * @brief 盗賊と忍者における不意打ちのダメージ計算
244 * @param attacker_ptr プレーヤーへの参照ポインタ
245 * @param pa_ptr 直接攻撃構造体への参照ポインタ
247 void calc_surprise_attack_damage(player_type *attacker_ptr, player_attack_type *pa_ptr)
249 if (pa_ptr->backstab) {
250 pa_ptr->attack_damage *= (3 + (attacker_ptr->lev / 20));
254 if (pa_ptr->surprise_attack) {
255 pa_ptr->attack_damage = pa_ptr->attack_damage * (5 + (attacker_ptr->lev * 2 / 25)) / 2;
259 if (pa_ptr->stab_fleeing)
260 pa_ptr->attack_damage = (3 * pa_ptr->attack_damage) / 2;
265 * @param creature_ptr プレーヤーへの参照ポインタ
268 bool hayagake(player_type *creature_ptr)
270 PlayerEnergy energy(creature_ptr);
271 if (creature_ptr->action == ACTION_HAYAGAKE) {
272 set_action(creature_ptr, ACTION_NONE);
273 energy.reset_player_turn();
277 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
278 feature_type *f_ptr = &f_info[g_ptr->feat];
280 if (!has_flag(f_ptr->flags, FF_PROJECT) || (!creature_ptr->levitation && has_flag(f_ptr->flags, FF_DEEP))) {
281 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
283 set_action(creature_ptr, ACTION_HAYAGAKE);
286 energy.reset_player_turn();
292 * @param set TRUEならば超隠密状態になる。
293 * @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。
295 bool set_superstealth(player_type *creature_ptr, bool set)
299 if (creature_ptr->is_dead)
303 if (!(creature_ptr->special_defense & NINJA_S_STEALTH)) {
304 if (creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT) {
305 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."));
306 creature_ptr->monlite = creature_ptr->old_monlite = TRUE;
308 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!"));
309 creature_ptr->monlite = creature_ptr->old_monlite = FALSE;
313 creature_ptr->special_defense |= NINJA_S_STEALTH;
316 if (creature_ptr->special_defense & NINJA_S_STEALTH) {
317 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."));
319 creature_ptr->special_defense &= ~(NINJA_S_STEALTH);
325 creature_ptr->redraw |= (PR_STATUS);
328 disturb(creature_ptr, FALSE, FALSE);
334 * do_cmd_cast calls this function if the player's class is 'ninja'.
335 * @param caster_ptr プレーヤーへの参照ポインタ
336 * @param spell 発動する特殊技能のID
337 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
339 bool cast_ninja_spell(player_type *caster_ptr, mind_ninja_type spell)
341 POSITION x = 0, y = 0;
343 PLAYER_LEVEL plev = caster_ptr->lev;
345 case DARKNESS_CREATION:
346 (void)unlite_area(caster_ptr, 0, 3);
350 wiz_lite(caster_ptr, TRUE);
352 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
354 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
355 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
356 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
360 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
364 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
367 if (!(caster_ptr->special_defense & NINJA_KAWARIMI)) {
368 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
369 caster_ptr->special_defense |= NINJA_KAWARIMI;
370 caster_ptr->redraw |= (PR_STATUS);
375 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
378 if (!hit_and_away(caster_ptr))
383 if (!get_aim_dir(caster_ptr, &dir))
386 (void)stasis_monster(caster_ptr, dir);
388 case ANCIENT_KNOWLEDGE:
389 return ident_spell(caster_ptr, FALSE, TV_NONE);
391 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
394 fire_ball(caster_ptr, GF_FIRE, 0, 50 + plev, plev / 10 + 2);
395 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
396 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
399 return rush_attack(caster_ptr, NULL);
400 case SYURIKEN_SPREADING: {
401 for (int i = 0; i < 8; i++) {
404 for (slot = 0; slot < INVEN_PACK; slot++) {
405 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE)
409 if (slot == INVEN_PACK) {
411 msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
413 msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
418 do_cmd_throw(caster_ptr, 1, FALSE, slot);
419 PlayerEnergy(caster_ptr).set_player_turn_energy(100);
425 (void)fetch_monster(caster_ptr);
428 if (!get_aim_dir(caster_ptr, &dir))
431 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev * 3, 3);
435 if (!get_aim_dir(caster_ptr, &dir)) {
441 (void)teleport_swap(caster_ptr, dir);
444 create_rune_explosion(caster_ptr, caster_ptr->y, caster_ptr->x);
447 (void)set_pass_wall(caster_ptr, randint1(plev / 2) + plev / 2, FALSE);
448 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
451 fire_ball(caster_ptr, GF_POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
452 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75 + plev * 2 / 3, plev / 5 + 2);
453 fire_ball(caster_ptr, GF_CONFUSION, 0, 75 + plev * 2 / 3, plev / 5 + 2);
454 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
456 case PURGATORY_FLAME: {
457 int num = damroll(3, 9);
458 for (int k = 0; k < num; k++) {
459 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
462 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_NONE);
463 if (!player_bold(caster_ptr, y, x))
467 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
473 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
476 msg_print(_("なに?", "Zap?"));