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Merge pull request #1998 from sikabane-works/feature/refactor-floor-base-definitions
[hengbandforosx/hengbandosx.git] / src / racial / racial-switcher.cpp
1 /*!
2  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
3  * @date 2014/01/08
4  * @author
5  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6  * This software may be copied and distributed for educational, research,\n
7  * and not for profit purposes provided that this copyright and statement\n
8  * are included in all such copies.  Other copyrights may also apply.\n
9  * 2014 Deskull rearranged comment for Doxygen. \n
10  */
11
12 #include "racial/racial-switcher.h"
13 #include "action/action-limited.h"
14 #include "action/mutation-execution.h"
15 #include "cmd-action/cmd-mane.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-item/cmd-magiceat.h"
18 #include "cmd-item/cmd-zapwand.h"
19 #include "core/player-redraw-types.h"
20 #include "core/player-update-types.h"
21 #include "core/stuff-handler.h"
22 #include "core/window-redrawer.h"
23 #include "effect/spells-effect-util.h"
24 #include "game-option/text-display-options.h"
25 #include "inventory/inventory-slot-types.h"
26 #include "io/command-repeater.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/input-key-requester.h"
29 #include "main/sound-of-music.h"
30 #include "melee/melee-postprocess.h"
31 #include "mind/mind-archer.h"
32 #include "mind/mind-cavalry.h"
33 #include "mind/mind-elementalist.h"
34 #include "mind/mind-force-trainer.h"
35 #include "mind/mind-hobbit.h"
36 #include "mind/mind-mage.h"
37 #include "mind/mind-magic-eater.h"
38 #include "mind/mind-mirror-master.h"
39 #include "mind/mind-monk.h"
40 #include "mind/mind-ninja.h"
41 #include "mind/mind-priest.h"
42 #include "mind/mind-samurai.h"
43 #include "mind/mind-warrior-mage.h"
44 #include "mind/mind-warrior.h"
45 #include "mind/monk-attack.h"
46 #include "mind/stances-table.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "object/item-tester-hooker.h"
49 #include "player-info/class-info.h"
50 #include "player-info/equipment-info.h"
51 #include "player-info/race-info.h"
52 #include "player-info/race-types.h"
53 #include "player-status/player-energy.h"
54 #include "player-status/player-hand-types.h"
55 #include "player/attack-defense-types.h"
56 #include "player/player-damage.h"
57 #include "player/player-status.h"
58 #include "racial/racial-android.h"
59 #include "racial/racial-balrog.h"
60 #include "racial/racial-draconian.h"
61 #include "racial/racial-kutar.h"
62 #include "racial/racial-vampire.h"
63 #include "realm/realm-names-table.h"
64 #include "spell-kind/spells-beam.h"
65 #include "spell-kind/spells-detection.h"
66 #include "spell-kind/spells-grid.h"
67 #include "spell-kind/spells-launcher.h"
68 #include "spell-kind/spells-neighbor.h"
69 #include "spell-kind/spells-perception.h"
70 #include "spell-kind/spells-sight.h"
71 #include "spell-kind/spells-teleport.h"
72 #include "spell-kind/spells-world.h"
73 #include "spell-realm/spells-hex.h"
74 #include "spell-realm/spells-song.h"
75 #include "spell/spells-status.h"
76 #include "status/action-setter.h"
77 #include "status/bad-status-setter.h"
78 #include "status/buff-setter.h"
79 #include "status/experience.h"
80 #include "system/player-type-definition.h"
81 #include "target/target-getter.h"
82 #include "util/bit-flags-calculator.h"
83 #include "util/int-char-converter.h"
84 #include "view/display-messages.h"
85
86 bool switch_class_racial_execution(PlayerType *player_ptr, const int32_t command)
87 {
88     DIRECTION dir = 0;
89     switch (player_ptr->pclass) {
90     case PlayerClassType::WARRIOR:
91         return sword_dancing(player_ptr);
92     case PlayerClassType::HIGH_MAGE:
93         if (player_ptr->realm1 == REALM_HEX) {
94             auto retval = SpellHex(player_ptr).stop_spells_with_selection();
95             if (retval) {
96                 PlayerEnergy(player_ptr).set_player_turn_energy(10);
97             }
98
99             return retval;
100         }
101
102         /* Fall through */
103     case PlayerClassType::MAGE:
104     case PlayerClassType::SORCERER:
105         return eat_magic(player_ptr, player_ptr->lev * 2);
106     case PlayerClassType::PRIEST:
107         if (!is_good_realm(player_ptr->realm1)) {
108             (void)dispel_monsters(player_ptr, player_ptr->lev * 4);
109             turn_monsters(player_ptr, player_ptr->lev * 4);
110             banish_monsters(player_ptr, player_ptr->lev * 4);
111             return true;
112         }
113
114         return bless_weapon(player_ptr);
115     case PlayerClassType::ROGUE:
116         return hit_and_away(player_ptr);
117     case PlayerClassType::RANGER:
118     case PlayerClassType::SNIPER:
119         msg_print(_("敵を調査した...", "You examine your foes..."));
120         probing(player_ptr);
121         return true;
122     case PlayerClassType::PALADIN:
123         if (!get_aim_dir(player_ptr, &dir))
124             return false;
125
126         fire_beam(player_ptr, is_good_realm(player_ptr->realm1) ? AttributeType::HOLY_FIRE : AttributeType::HELL_FIRE, dir, player_ptr->lev * 3);
127         return true;
128     case PlayerClassType::WARRIOR_MAGE:
129         if (command == -3)
130             return comvert_hp_to_mp(player_ptr);
131         else if (command == -4)
132             return comvert_mp_to_hp(player_ptr);
133
134         return true;
135     case PlayerClassType::CHAOS_WARRIOR:
136         return confusing_light(player_ptr);
137     case PlayerClassType::MONK:
138         if (none_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN)) {
139             msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
140             return false;
141         }
142
143         if (player_ptr->riding) {
144             msg_print(_("乗馬中はできません。", "You need to get off a pet."));
145             return false;
146         }
147
148         if (command == -3) {
149             if (!choose_monk_stance(player_ptr))
150                 return false;
151
152             set_bits(player_ptr->update, PU_BONUS);
153             return true;
154         }
155
156         if (command == -4)
157             return double_attack(player_ptr);
158
159         return true;
160     case PlayerClassType::MINDCRAFTER:
161     case PlayerClassType::FORCETRAINER:
162         return clear_mind(player_ptr);
163     case PlayerClassType::TOURIST:
164         if (command == -3) {
165             if (!get_aim_dir(player_ptr, &dir))
166                 return false;
167
168             project_length = 1;
169             fire_beam(player_ptr, AttributeType::PHOTO, dir, 1);
170             return true;
171         }
172
173         return (command != -4) || identify_fully(player_ptr, false);
174     case PlayerClassType::IMITATOR:
175         handle_stuff(player_ptr);
176         return do_cmd_mane(player_ptr, true);
177     case PlayerClassType::BEASTMASTER:
178         if (command == -3) {
179             if (!get_aim_dir(player_ptr, &dir))
180                 return false;
181
182             (void)fire_ball_hide(player_ptr, AttributeType::CHARM_LIVING, dir, player_ptr->lev, 0);
183             return true;
184         }
185
186         if (command == -4)
187             project_all_los(player_ptr, AttributeType::CHARM_LIVING, player_ptr->lev);
188
189         return true;
190     case PlayerClassType::ARCHER:
191         return create_ammo(player_ptr);
192     case PlayerClassType::MAGIC_EATER:
193         if (command == -3)
194             return import_magic_device(player_ptr);
195
196         return (command != -4) || (!cmd_limit_cast(player_ptr) && do_cmd_magic_eater(player_ptr, false, true));
197     case PlayerClassType::BARD:
198         if ((get_singing_song_effect(player_ptr) == 0) && (get_interrupting_song_effect(player_ptr) == 0))
199             return false;
200
201         stop_singing(player_ptr);
202         PlayerEnergy(player_ptr).set_player_turn_energy(10);
203         return true;
204     case PlayerClassType::RED_MAGE:
205         if (cmd_limit_cast(player_ptr))
206             return false;
207
208         handle_stuff(player_ptr);
209         if (!do_cmd_cast(player_ptr))
210             return false;
211
212         if (!player_ptr->paralyzed && !cmd_limit_cast(player_ptr)) {
213             handle_stuff(player_ptr);
214             command_dir = 0;
215             (void)do_cmd_cast(player_ptr);
216         }
217         return true;
218     case PlayerClassType::SAMURAI:
219         if (command == -3) {
220             concentration(player_ptr);
221             return true;
222         }
223
224         if (command != -4)
225             return true;
226
227         if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
228             msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
229             return false;
230         }
231
232         if (!choose_samurai_stance(player_ptr))
233             return false;
234
235         set_bits(player_ptr->update, PU_BONUS);
236         return true;
237     case PlayerClassType::BLUE_MAGE:
238         set_action(player_ptr, player_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
239         PlayerEnergy(player_ptr).reset_player_turn();
240         return true;
241     case PlayerClassType::CAVALRY:
242         return rodeo(player_ptr);
243     case PlayerClassType::BERSERKER:
244         return recall_player(player_ptr, randint0(21) + 15);
245     case PlayerClassType::SMITH:
246         if (player_ptr->lev <= 29)
247             return ident_spell(player_ptr, true);
248
249         return identify_fully(player_ptr, true);
250     case PlayerClassType::MIRROR_MASTER:
251         if (command == -3) {
252             remove_all_mirrors(player_ptr, true);
253             return true;
254         }
255
256         if (command == -4)
257             return mirror_concentration(player_ptr);
258
259         return true;
260     case PlayerClassType::NINJA:
261         return hayagake(player_ptr);
262     case PlayerClassType::ELEMENTALIST:
263         if (command == -3)
264             return clear_mind(player_ptr);
265         if (command == -4)
266             return switch_element_execution(player_ptr);
267         return true;
268     default:
269         return true;
270     }
271 }
272
273 bool switch_mimic_racial_execution(PlayerType *player_ptr)
274 {
275     switch (player_ptr->mimic_form) {
276     case MIMIC_DEMON:
277     case MIMIC_DEMON_LORD: {
278         return demonic_breath(player_ptr);
279     }
280     case MIMIC_VAMPIRE:
281         vampirism(player_ptr);
282         return true;
283     default:
284         return true;
285     }
286 }
287
288 bool switch_race_racial_execution(PlayerType *player_ptr, const int32_t command)
289 {
290     DIRECTION dir = 0;
291     switch (player_ptr->prace) {
292     case PlayerRaceType::DWARF:
293         msg_print(_("周囲を調べた。", "You examine your surroundings."));
294         (void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
295         (void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
296         (void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
297         return true;
298     case PlayerRaceType::HOBBIT:
299         return create_ration(player_ptr);
300     case PlayerRaceType::GNOME:
301         msg_print(_("パッ!", "Blink!"));
302         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
303         return true;
304     case PlayerRaceType::HALF_ORC:
305         msg_print(_("勇気を出した。", "You play tough."));
306         (void)BadStatusSetter(player_ptr).afraidness(0);
307         return true;
308     case PlayerRaceType::HALF_TROLL:
309         msg_print(_("うがぁぁ!", "RAAAGH!"));
310         (void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
311         return true;
312     case PlayerRaceType::AMBERITE:
313         if (command == -1) {
314             msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
315             reserve_alter_reality(player_ptr, randint0(21) + 15);
316             return true;
317         }
318
319         if (command != -2)
320             return true;
321
322         msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
323         (void)true_healing(player_ptr, 0);
324         (void)restore_all_status(player_ptr);
325         (void)restore_level(player_ptr);
326         return true;
327     case PlayerRaceType::BARBARIAN:
328         msg_print(_("うぉぉおお!", "Raaagh!"));
329         (void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
330         return true;
331     case PlayerRaceType::HALF_OGRE:
332         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
333         (void)create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
334         return true;
335     case PlayerRaceType::HALF_GIANT:
336         if (!get_aim_dir(player_ptr, &dir))
337             return false;
338
339         (void)wall_to_mud(player_ptr, dir, 20 + randint1(30));
340         return true;
341     case PlayerRaceType::HALF_TITAN:
342         msg_print(_("敵を調査した...", "You examine your foes..."));
343         (void)probing(player_ptr);
344         return true;
345     case PlayerRaceType::CYCLOPS:
346         if (!get_aim_dir(player_ptr, &dir))
347             return false;
348
349         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
350         (void)fire_bolt(player_ptr, AttributeType::MISSILE, dir, (3 * player_ptr->lev) / 2);
351         return true;
352     case PlayerRaceType::YEEK:
353         if (!get_aim_dir(player_ptr, &dir))
354             return false;
355
356         stop_mouth(player_ptr);
357         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
358         (void)fear_monster(player_ptr, dir, player_ptr->lev);
359         return true;
360     case PlayerRaceType::KLACKON:
361         if (!get_aim_dir(player_ptr, &dir))
362             return false;
363
364         stop_mouth(player_ptr);
365         msg_print(_("酸を吐いた。", "You spit acid."));
366         if (player_ptr->lev < 25)
367             (void)fire_bolt(player_ptr, AttributeType::ACID, dir, player_ptr->lev);
368         else
369             (void)fire_ball(player_ptr, AttributeType::ACID, dir, player_ptr->lev, 2);
370
371         return true;
372     case PlayerRaceType::KOBOLD:
373         if (!get_aim_dir(player_ptr, &dir))
374             return false;
375
376         msg_print(_("毒のダーツを投げた。", "You throw a poisoned dart."));
377         (void)fire_bolt(player_ptr, AttributeType::POIS, dir, player_ptr->lev);
378         return true;
379     case PlayerRaceType::NIBELUNG:
380         msg_print(_("周囲を調査した。", "You examine your surroundings."));
381         (void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
382         (void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
383         (void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
384         return true;
385     case PlayerRaceType::DARK_ELF:
386         if (!get_aim_dir(player_ptr, &dir))
387             return false;
388
389         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
390         (void)fire_bolt_or_beam(player_ptr, 10, AttributeType::MISSILE, dir, damroll(3 + ((player_ptr->lev - 1) / 5), 4));
391         return true;
392     case PlayerRaceType::DRACONIAN:
393         return draconian_breath(player_ptr);
394     case PlayerRaceType::MIND_FLAYER:
395         if (!get_aim_dir(player_ptr, &dir))
396             return false;
397
398         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
399         (void)fire_bolt(player_ptr, AttributeType::PSI, dir, player_ptr->lev);
400         return true;
401     case PlayerRaceType::IMP:
402         if (!get_aim_dir(player_ptr, &dir))
403             return false;
404
405         if (player_ptr->lev >= 30) {
406             msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
407             (void)fire_ball(player_ptr, AttributeType::FIRE, dir, player_ptr->lev, 2);
408         } else {
409             msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
410             (void)fire_bolt(player_ptr, AttributeType::FIRE, dir, player_ptr->lev);
411         }
412
413         return true;
414     case PlayerRaceType::GOLEM:
415         (void)set_shield(player_ptr, randint1(20) + 30, false);
416         return true;
417     case PlayerRaceType::SKELETON:
418     case PlayerRaceType::ZOMBIE:
419         msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
420         (void)restore_level(player_ptr);
421         return true;
422     case PlayerRaceType::VAMPIRE:
423         (void)vampirism(player_ptr);
424         return true;
425     case PlayerRaceType::SPECTRE:
426         if (!get_aim_dir(player_ptr, &dir))
427             return false;
428
429         stop_mouth(player_ptr);
430         msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
431         (void)fear_monster(player_ptr, dir, player_ptr->lev);
432         return true;
433     case PlayerRaceType::SPRITE:
434         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
435         if (player_ptr->lev < 25)
436             (void)sleep_monsters_touch(player_ptr);
437         else
438             (void)sleep_monsters(player_ptr, player_ptr->lev);
439
440         return true;
441     case PlayerRaceType::BALROG:
442         return demonic_breath(player_ptr);
443     case PlayerRaceType::KUTAR:
444         (void)set_leveling(player_ptr, randint1(20) + 30, false);
445         return true;
446     case PlayerRaceType::ANDROID:
447         return android_inside_weapon(player_ptr);
448     default:
449         msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
450         PlayerEnergy(player_ptr).reset_player_turn();
451         return true;
452     }
453 }