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/feature.h"
17 #include "grid/grid.h"
18 #include "inventory/inventory-slot-types.h"
19 #include "mind/mind-mirror-master.h"
20 #include "mind/mind-numbers.h"
21 #include "mind/mind-warrior.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags-resistance.h"
24 #include "monster-race/race-indice-types.h"
25 #include "monster/monster-describer.h"
26 #include "monster/monster-status.h"
27 #include "monster/monster-update.h"
28 #include "object-enchant/trc-types.h"
29 #include "object/object-kind-hook.h"
30 #include "player-attack/player-attack-util.h"
31 #include "player-base/player-class.h"
32 #include "player-info/equipment-info.h"
33 #include "player-info/ninja-data-type.h"
34 #include "player-status/player-energy.h"
35 #include "player/attack-defense-types.h"
36 #include "player/player-status-flags.h"
37 #include "player/special-defense-types.h"
38 #include "spell-kind/spells-detection.h"
39 #include "spell-kind/spells-fetcher.h"
40 #include "spell-kind/spells-floor.h"
41 #include "spell-kind/spells-grid.h"
42 #include "spell-kind/spells-launcher.h"
43 #include "spell-kind/spells-lite.h"
44 #include "spell-kind/spells-perception.h"
45 #include "spell-kind/spells-teleport.h"
46 #include "spell/spells-status.h"
47 #include "status/action-setter.h"
48 #include "status/body-improvement.h"
49 #include "status/element-resistance.h"
50 #include "status/temporary-resistance.h"
51 #include "system/floor-type-definition.h"
52 #include "system/grid-type-definition.h"
53 #include "system/monster-race-definition.h"
54 #include "system/monster-type-definition.h"
55 #include "system/object-type-definition.h"
56 #include "system/player-type-definition.h"
57 #include "target/projection-path-calculator.h"
58 #include "target/target-checker.h"
59 #include "target/target-getter.h"
60 #include "timed-effect/player-stun.h"
61 #include "timed-effect/timed-effects.h"
62 #include "util/bit-flags-calculator.h"
63 #include "view/display-messages.h"
67 * @param player_ptr プレイヤーへの参照ポインタ
68 * @param success 判定成功上の処理ならばTRUE
69 * @return 作用が実際にあった場合TRUEを返す
71 bool kawarimi(PlayerType *player_ptr, bool success)
73 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
74 if (!ninja_data || !ninja_data->kawarimi) {
80 if (player_ptr->is_dead) {
84 auto effects = player_ptr->effects();
85 if (player_ptr->confused || player_ptr->blind || player_ptr->paralyzed || player_ptr->hallucinated) {
89 if (effects->stun()->current() > randint0(200)) {
93 if (!success && one_in_(3)) {
94 msg_print(_("変わり身失敗!逃げられなかった。", "Kawarimi failed! You couldn't run away."));
95 ninja_data->kawarimi = false;
96 player_ptr->redraw |= (PR_STATUS);
100 POSITION y = player_ptr->y;
101 POSITION x = player_ptr->x;
103 teleport_player(player_ptr, 10 + randint1(90), TELEPORT_SPONTANEOUS);
105 const int SV_WOODEN_STATUE = 0;
106 q_ptr->prep(lookup_kind(ItemKindType::STATUE, SV_WOODEN_STATUE));
108 q_ptr->pval = MON_NINJA;
109 (void)drop_near(player_ptr, q_ptr, -1, y, x);
112 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."));
114 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."));
117 ninja_data->kawarimi = false;
118 player_ptr->redraw |= (PR_STATUS);
123 * @brief 入身処理 / "Rush Attack" routine for Samurai or Ninja
124 * @param player_ptr プレイヤーへの参照ポインタ
125 * @param mdeath 目標モンスターが死亡したかを返す
126 * @return 作用が実際にあった場合TRUEを返す / Return value is for checking "done"
128 bool rush_attack(PlayerType *player_ptr, bool *mdeath)
136 if (!get_aim_dir(player_ptr, &dir)) {
140 int tx = player_ptr->x + project_length * ddx[dir];
141 int ty = player_ptr->y + project_length * ddy[dir];
143 if ((dir == 5) && target_okay(player_ptr)) {
149 auto *floor_ptr = player_ptr->current_floor_ptr;
150 if (in_bounds(floor_ptr, ty, tx)) {
151 tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
155 int path_n = projection_path(player_ptr, path_g, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
163 bool tmp_mdeath = false;
165 for (int i = 0; i < path_n; i++) {
168 int ny = get_grid_y(path_g[i]);
169 int nx = get_grid_x(path_g[i]);
171 if (is_cave_empty_bold(player_ptr, ny, nx) && player_can_enter(player_ptr, floor_ptr->grid_array[ny][nx].feat, 0)) {
177 if (!floor_ptr->grid_array[ny][nx].m_idx) {
179 msg_print(_("失敗!", "Failed!"));
181 msg_print(_("ここには入身では入れない。", "You can't move to that place."));
187 if (!player_bold(player_ptr, ty, tx)) {
188 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
190 update_monster(player_ptr, floor_ptr->grid_array[ny][nx].m_idx, true);
192 m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
193 if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx) {
195 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");
197 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
199 } else if (!player_bold(player_ptr, ty, tx)) {
200 GAME_TEXT m_name[MAX_NLEN];
201 monster_desc(player_ptr, m_name, m_ptr, 0);
202 msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
205 if (!player_bold(player_ptr, ty, tx)) {
206 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
209 tmp_mdeath = do_cmd_attack(player_ptr, ny, nx, HISSATSU_NYUSIN);
214 if (!moved && !player_bold(player_ptr, ty, tx)) {
215 teleport_player_to(player_ptr, ty, tx, TELEPORT_NONMAGICAL);
219 *mdeath = tmp_mdeath;
225 * @brief 盗賊と忍者における不意打ち
226 * @param player_ptr プレイヤーへの参照ポインタ
227 * @param pa_ptr 直接攻撃構造体への参照ポインタ
229 void process_surprise_attack(PlayerType *player_ptr, player_attack_type *pa_ptr)
231 auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
232 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND + pa_ptr->hand) || player_ptr->is_icky_wield[pa_ptr->hand]) {
236 int tmp = player_ptr->lev * 6 + (player_ptr->skill_stl + 10) * 4;
237 if (player_ptr->monlite && (pa_ptr->mode != HISSATSU_NYUSIN)) {
240 if (has_aggravate(player_ptr)) {
243 if (r_ptr->level > (player_ptr->lev * player_ptr->lev / 20 + 10)) {
247 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
248 if (monster_csleep_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
249 /* Can't backstab creatures that we can't see, right? */
250 pa_ptr->backstab = true;
251 } else if ((ninja_data && ninja_data->s_stealth) && (randint0(tmp) > (r_ptr->level + 20)) &&
252 pa_ptr->m_ptr->ml && !r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
253 pa_ptr->surprise_attack = true;
254 } else if (monster_fear_remaining(pa_ptr->m_ptr) && pa_ptr->m_ptr->ml) {
255 pa_ptr->stab_fleeing = true;
259 void print_surprise_attack(player_attack_type *pa_ptr)
261 if (pa_ptr->backstab) {
262 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);
263 } else if (pa_ptr->surprise_attack) {
264 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);
265 } else if (pa_ptr->stab_fleeing) {
266 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);
267 } else if (!pa_ptr->monk_attack) {
268 msg_format(_("%sを攻撃した。", "You hit %s."), pa_ptr->m_name);
273 * @brief 盗賊と忍者における不意打ちのダメージ計算
274 * @param player_ptr プレイヤーへの参照ポインタ
275 * @param pa_ptr 直接攻撃構造体への参照ポインタ
277 void calc_surprise_attack_damage(PlayerType *player_ptr, player_attack_type *pa_ptr)
279 if (pa_ptr->backstab) {
280 pa_ptr->attack_damage *= (3 + (player_ptr->lev / 20));
284 if (pa_ptr->surprise_attack) {
285 pa_ptr->attack_damage = pa_ptr->attack_damage * (5 + (player_ptr->lev * 2 / 25)) / 2;
289 if (pa_ptr->stab_fleeing) {
290 pa_ptr->attack_damage = (3 * pa_ptr->attack_damage) / 2;
296 * @param player_ptr プレイヤーへの参照ポインタ
299 bool hayagake(PlayerType *player_ptr)
301 PlayerEnergy energy(player_ptr);
302 if (player_ptr->action == ACTION_HAYAGAKE) {
303 set_action(player_ptr, ACTION_NONE);
304 energy.reset_player_turn();
308 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
309 auto *f_ptr = &f_info[g_ptr->feat];
311 if (f_ptr->flags.has_not(FloorFeatureType::PROJECT) || (!player_ptr->levitation && f_ptr->flags.has(FloorFeatureType::DEEP))) {
312 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
314 set_action(player_ptr, ACTION_HAYAGAKE);
317 energy.reset_player_turn();
323 * @param set TRUEならば超隠密状態になる。
324 * @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。
326 bool set_superstealth(PlayerType *player_ptr, bool set)
330 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
331 if (!ninja_data || player_ptr->is_dead) {
336 if (!ninja_data->s_stealth) {
337 if (player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_MNLT) {
338 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."));
339 player_ptr->monlite = player_ptr->old_monlite = true;
341 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!"));
342 player_ptr->monlite = player_ptr->old_monlite = false;
346 ninja_data->s_stealth = true;
349 if (ninja_data->s_stealth) {
350 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."));
352 ninja_data->s_stealth = false;
359 player_ptr->redraw |= (PR_STATUS);
362 disturb(player_ptr, false, false);
369 * do_cmd_cast calls this function if the player's class is 'ninja'.
370 * @param player_ptr プレイヤーへの参照ポインタ
371 * @param spell 発動する特殊技能のID
372 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
374 bool cast_ninja_spell(PlayerType *player_ptr, mind_ninja_type spell)
376 POSITION x = 0, y = 0;
378 PLAYER_LEVEL plev = player_ptr->lev;
379 auto ninja_data = PlayerClass(player_ptr).get_specific_data<ninja_data_type>();
381 case DARKNESS_CREATION:
382 (void)unlite_area(player_ptr, 0, 3);
386 wiz_lite(player_ptr, true);
389 detect_monsters_normal(player_ptr, DETECT_RAD_DEFAULT);
391 detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
392 detect_doors(player_ptr, DETECT_RAD_DEFAULT);
393 detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
397 detect_objects_normal(player_ptr, DETECT_RAD_DEFAULT);
402 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
405 if (ninja_data && !ninja_data->kawarimi) {
406 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
407 ninja_data->kawarimi = true;
408 player_ptr->redraw |= (PR_STATUS);
413 teleport_player(player_ptr, player_ptr->lev * 5, TELEPORT_SPONTANEOUS);
416 if (!hit_and_away(player_ptr)) {
422 if (!get_aim_dir(player_ptr, &dir)) {
426 (void)stasis_monster(player_ptr, dir);
428 case ANCIENT_KNOWLEDGE:
429 return ident_spell(player_ptr, false);
431 set_tim_levitation(player_ptr, randint1(20) + 20, false);
434 fire_ball(player_ptr, AttributeType::FIRE, 0, 50 + plev, plev / 10 + 2);
435 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
436 set_oppose_fire(player_ptr, (TIME_EFFECT)plev, false);
439 return rush_attack(player_ptr, nullptr);
440 case SYURIKEN_SPREADING: {
441 for (int i = 0; i < 8; i++) {
444 for (slot = 0; slot < INVEN_PACK; slot++) {
445 if (player_ptr->inventory_list[slot].tval == ItemKindType::SPIKE) {
450 if (slot == INVEN_PACK) {
452 msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
454 msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
460 (void)ThrowCommand(player_ptr).do_cmd_throw(1, false, slot);
461 PlayerEnergy(player_ptr).set_player_turn_energy(100);
467 (void)fetch_monster(player_ptr);
470 if (!get_aim_dir(player_ptr, &dir)) {
474 fire_ball(player_ptr, AttributeType::OLD_CONF, dir, plev * 3, 3);
478 if (!get_aim_dir(player_ptr, &dir)) {
484 (void)teleport_swap(player_ptr, dir);
487 create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
490 (void)set_pass_wall(player_ptr, randint1(plev / 2) + plev / 2, false);
491 set_oppose_acid(player_ptr, (TIME_EFFECT)plev, false);
494 fire_ball(player_ptr, AttributeType::POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
495 fire_ball(player_ptr, AttributeType::HYPODYNAMIA, 0, 75 + plev * 2 / 3, plev / 5 + 2);
496 fire_ball(player_ptr, AttributeType::CONFUSION, 0, 75 + plev * 2 / 3, plev / 5 + 2);
497 teleport_player(player_ptr, 30, TELEPORT_SPONTANEOUS);
499 case PURGATORY_FLAME: {
500 int num = damroll(3, 9);
501 for (int k = 0; k < num; k++) {
502 AttributeType typ = one_in_(2) ? AttributeType::FIRE : one_in_(3) ? AttributeType::NETHER
503 : AttributeType::PLASMA;
506 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
507 if (!player_bold(player_ptr, y, x)) {
512 project(player_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL));
518 set_multishadow(player_ptr, 6 + randint1(6), false);
521 msg_print(_("なに?", "Zap?"));