2 * @brief 特殊な行動を取るモンスターの具体的な行動定義 (MonsterRaceDefinitionsのSPECIALフラグ)
7 #include "mspell/mspell-special.h"
8 #include "core/disturbance.h"
9 #include "effect/attribute-types.h"
10 #include "effect/effect-characteristics.h"
11 #include "effect/effect-processor.h"
12 #include "floor/cave.h"
13 #include "main/sound-definitions-table.h"
14 #include "main/sound-of-music.h"
15 #include "melee/melee-postprocess.h"
16 #include "monster-floor/monster-death.h"
17 #include "monster-floor/monster-remover.h"
18 #include "monster-floor/monster-summon.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-indice-types.h"
21 #include "monster/monster-describer.h"
22 #include "monster/monster-description-types.h"
23 #include "monster/monster-info.h"
24 #include "monster/monster-util.h"
25 #include "mspell/mspell-checker.h"
26 #include "mspell/mspell-result.h"
27 #include "mspell/mspell-util.h"
28 #include "player/player-damage.h"
29 #include "spell-kind/spells-teleport.h"
30 #include "spell-realm/spells-crusade.h"
31 #include "system/angband-system.h"
32 #include "system/floor-type-definition.h"
33 #include "system/grid-type-definition.h"
34 #include "system/monster-entity.h"
35 #include "system/monster-race-info.h"
36 #include "system/player-type-definition.h"
37 #include "system/redrawing-flags-updater.h"
38 #include "timed-effect/player-blindness.h"
39 #include "timed-effect/timed-effects.h"
40 #include "view/display-messages.h"
46 * @param player_ptr プレイヤーへの参照ポインタ
47 * @param m_idx 呪文を唱えるモンスターID
49 static MonsterSpellResult spell_RF6_SPECIAL_UNIFICATION(PlayerType *player_ptr, MONSTER_IDX m_idx)
51 auto *floor_ptr = player_ptr->current_floor_ptr;
52 auto *m_ptr = &floor_ptr->m_list[m_idx];
53 auto dummy_y = m_ptr->fy;
54 auto dummy_x = m_ptr->fx;
55 if (see_monster(player_ptr, m_idx) && monster_near_player(floor_ptr, m_idx, 0)) {
56 disturb(player_ptr, true, true);
59 const auto &monraces = MonraceList::get_instance();
60 const auto &unified_uniques = MonraceList::get_unified_uniques();
61 if (const auto it_unified = unified_uniques.find(m_ptr->r_idx); it_unified != unified_uniques.end()) {
62 const int separates_size = it_unified->second.size();
63 const auto separated_hp = (m_ptr->hp + 1) / separates_size;
64 const auto separated_maxhp = m_ptr->maxhp / separates_size;
65 if (floor_ptr->inside_arena || AngbandSystem::get_instance().is_phase_out() || !summon_possible(player_ptr, m_ptr->fy, m_ptr->fx)) {
66 return MonsterSpellResult::make_invalid();
69 delete_monster_idx(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx);
70 for (const auto separate : it_unified->second) {
71 summon_named_creature(player_ptr, 0, dummy_y, dummy_x, separate, MD_NONE);
72 floor_ptr->m_list[hack_m_idx_ii].hp = separated_hp;
73 floor_ptr->m_list[hack_m_idx_ii].maxhp = separated_maxhp;
76 const auto &m_name = monraces[it_unified->first].name;
77 msg_format(_("%sが分離した!", "%s splits!"), m_name.data());
78 return MonsterSpellResult::make_valid();
81 for (const auto &[unified_unique, separates] : unified_uniques) {
82 if (!separates.contains(m_ptr->r_idx)) {
86 if (!monraces.exists_separates(unified_unique)) {
87 return MonsterSpellResult::make_invalid();
91 auto unified_maxhp = 0;
92 for (short k = 1; k < floor_ptr->m_max; k++) {
93 const auto &monster = floor_ptr->m_list[k];
94 if (!separates.contains(monster.r_idx)) {
98 unified_hp += monster.hp;
99 unified_maxhp += monster.maxhp;
100 if (monster.r_idx != m_ptr->r_idx) {
101 dummy_y = monster.fy;
102 dummy_x = monster.fx;
105 delete_monster_idx(player_ptr, k);
108 summon_named_creature(player_ptr, 0, dummy_y, dummy_x, unified_unique, MD_NONE);
109 floor_ptr->m_list[hack_m_idx_ii].hp = unified_hp;
110 floor_ptr->m_list[hack_m_idx_ii].maxhp = unified_maxhp;
111 std::vector<std::string> m_names;
112 for (const auto &separate : separates) {
113 const auto &monrace = monraces[separate];
114 m_names.push_back(monrace.name);
117 std::stringstream ss;
118 ss << *m_names.begin();
119 for (size_t i = 1; i < m_names.size(); i++) { // @todo clang v14 はstd::views::drop() 非対応
120 const auto &m_name = m_names[i];
121 ss << _("と", " and ");
125 const auto fmt = _("%sが合体した!", "%s combine into one!");
126 msg_print(format(fmt, ss.str().data()));
127 return MonsterSpellResult::make_valid();
130 return MonsterSpellResult::make_valid();
134 * @brief ロレントのRF6_SPECIALの処理。手榴弾の召喚。 /
135 * @param player_ptr プレイヤーへの参照ポインタ
138 * @param m_idx 呪文を唱えるモンスターID
139 * @param t_idx 呪文を受けるモンスターID。プレイヤーの場合はdummyで0とする。
140 * @param target_type プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
142 static MonsterSpellResult spell_RF6_SPECIAL_ROLENTO(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type)
145 int num = 1 + randint1(3);
147 auto *floor_ptr = player_ptr->current_floor_ptr;
148 bool see_either = see_monster(player_ptr, m_idx) || see_monster(player_ptr, t_idx);
149 bool mon_to_mon = target_type == MONSTER_TO_MONSTER;
150 bool mon_to_player = target_type == MONSTER_TO_PLAYER;
151 bool known = monster_near_player(floor_ptr, m_idx, t_idx);
153 mspell_cast_msg_blind msg(_("%s^が何か大量に投げた。", "%s^ spreads something."),
154 _("%s^は手榴弾をばらまいた。", "%s^ throws some hand grenades."), _("%s^は手榴弾をばらまいた。", "%s^ throws some hand grenades."));
156 monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
157 if (mon_to_player || (mon_to_mon && known && see_either)) {
158 disturb(player_ptr, true, true);
161 for (k = 0; k < num; k++) {
162 count += summon_named_creature(player_ptr, m_idx, y, x, MonsterRaceId::GRENADE, mode);
164 if (player_ptr->effects()->blindness()->is_blind() && count) {
165 msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things scattered nearby."));
168 return MonsterSpellResult::make_valid();
172 * @brief BシンボルのRF6_SPECIALの処理。投げ落とす攻撃。 /
173 * @param player_ptr プレイヤーへの参照ポインタ
176 * @param m_idx 呪文を唱えるモンスターID
177 * @param t_idx 呪文を受けるモンスターID。プレイヤーの場合はdummyで0とする。
178 * @param target_type プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
180 static MonsterSpellResult spell_RF6_SPECIAL_B(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type)
182 mspell_cast_msg_simple msg;
183 auto *floor_ptr = player_ptr->current_floor_ptr;
184 auto *m_ptr = &floor_ptr->m_list[m_idx];
185 MonsterEntity *t_ptr = &floor_ptr->m_list[t_idx];
186 MonsterRaceInfo *tr_ptr = &t_ptr->get_monrace();
187 bool monster_to_player = (target_type == MONSTER_TO_PLAYER);
188 bool monster_to_monster = (target_type == MONSTER_TO_MONSTER);
189 bool direct = player_ptr->is_located_at({ y, x });
190 const auto m_name = monster_name(player_ptr, m_idx);
192 disturb(player_ptr, true, true);
193 if (one_in_(3) || !direct) {
194 msg.to_player = _("%s^は突然視界から消えた!", "You lose sight of %s!");
195 msg.to_mons = _("%s^は突然急上昇して視界から消えた!", "You lose sight of %s!");
197 simple_monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
199 teleport_away(player_ptr, m_idx, 10, TELEPORT_NONMAGICAL);
200 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
201 return MonsterSpellResult::make_valid();
208 msg.to_player = _("%s^があなたを掴んで空中から投げ落とした。", "%s^ snatches you, soars into the sky, and drops you.");
209 msg.to_mons = _("%s^が%sを掴んで空中から投げ落とした。", "%s^ snatches %s, soars into the sky, and releases its grip.");
211 simple_monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
213 bool fear, dead; /* dummy */
214 int dam = damroll(4, 8);
216 if (monster_to_player || t_idx == player_ptr->riding) {
217 teleport_player_to(player_ptr, m_ptr->fy, m_ptr->fx, i2enum<teleport_flags>(TELEPORT_NONMAGICAL | TELEPORT_PASSIVE));
219 teleport_monster_to(player_ptr, t_idx, m_ptr->fy, m_ptr->fx, 100, i2enum<teleport_flags>(TELEPORT_NONMAGICAL | TELEPORT_PASSIVE));
222 if ((monster_to_player && player_ptr->levitation) || (monster_to_monster && tr_ptr->feature_flags.has(MonsterFeatureType::CAN_FLY))) {
223 msg.to_player = _("あなたは静かに着地した。", "You float gently down to the ground.");
224 msg.to_mons = _("%s^は静かに着地した。", "%s^ floats gently down to the ground.");
226 msg.to_player = _("あなたは地面に叩きつけられた。", "You crashed into the ground.");
227 msg.to_mons = _("%s^は地面に叩きつけられた。", "%s^ crashed into the ground.");
230 simple_monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
231 dam += damroll(6, 8);
233 if (monster_to_player || (monster_to_monster && player_ptr->riding == t_idx)) {
234 int get_damage = take_hit(player_ptr, DAMAGE_NOESCAPE, dam, m_name);
235 if (player_ptr->tim_eyeeye && get_damage > 0 && !player_ptr->is_dead) {
236 const auto m_name_self = monster_desc(player_ptr, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
237 msg_print(_(format("攻撃が%s自身を傷つけた!", m_name.data()), format("The attack of %s has wounded %s!", m_name.data(), m_name_self.data())));
238 project(player_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, AttributeType::MISSILE, PROJECT_KILL);
239 set_tim_eyeeye(player_ptr, player_ptr->tim_eyeeye - 5, true);
243 if (monster_to_player && player_ptr->riding) {
244 const auto &m_ref = floor_ptr->m_list[player_ptr->riding];
245 mon_take_hit_mon(player_ptr, player_ptr->riding, dam, &dead, &fear, m_ref.get_died_message(), m_idx);
248 if (monster_to_monster) {
249 mon_take_hit_mon(player_ptr, t_idx, dam, &dead, &fear, t_ptr->get_died_message(), m_idx);
252 return MonsterSpellResult::make_valid();
256 * @brief RF6_SPECIALの処理。モンスターの種類によって実処理に振り分ける。 /
257 * @param player_ptr プレイヤーへの参照ポインタ
260 * @param m_idx 呪文を唱えるモンスターID
261 * @param t_idx 呪文を受けるモンスターID。プレイヤーの場合はdummyで0とする。
262 * @param target_type プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
266 MonsterSpellResult spell_RF6_SPECIAL(PlayerType *player_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int target_type)
268 const auto &floor = *player_ptr->current_floor_ptr;
269 const auto &monster = floor.m_list[m_idx];
270 const auto &monrace = monster.get_monrace();
271 const auto r_idx = monster.r_idx;
272 if (MonraceList::get_instance().can_unify_separate(r_idx)) {
273 return spell_RF6_SPECIAL_UNIFICATION(player_ptr, m_idx);
277 case MonsterRaceId::OHMU:
278 return MonsterSpellResult::make_invalid();
279 case MonsterRaceId::ROLENTO:
280 return spell_RF6_SPECIAL_ROLENTO(player_ptr, y, x, m_idx, t_idx, target_type);
282 if (monrace.d_char == 'B') {
283 return spell_RF6_SPECIAL_B(player_ptr, y, x, m_idx, t_idx, target_type);
286 return MonsterSpellResult::make_invalid();