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Merge pull request #2715 from sikabane-works/Deskull/refactor-store_table
[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-class/spells-mirror-master.h"
65 #include "spell-kind/spells-beam.h"
66 #include "spell-kind/spells-detection.h"
67 #include "spell-kind/spells-grid.h"
68 #include "spell-kind/spells-launcher.h"
69 #include "spell-kind/spells-neighbor.h"
70 #include "spell-kind/spells-perception.h"
71 #include "spell-kind/spells-sight.h"
72 #include "spell-kind/spells-teleport.h"
73 #include "spell-kind/spells-world.h"
74 #include "spell-realm/spells-hex.h"
75 #include "spell-realm/spells-song.h"
76 #include "spell/spells-status.h"
77 #include "status/action-setter.h"
78 #include "status/bad-status-setter.h"
79 #include "status/buff-setter.h"
80 #include "status/experience.h"
81 #include "system/player-type-definition.h"
82 #include "target/target-getter.h"
83 #include "timed-effect/player-paralysis.h"
84 #include "timed-effect/timed-effects.h"
85 #include "util/bit-flags-calculator.h"
86 #include "util/int-char-converter.h"
87 #include "view/display-messages.h"
88
89 bool switch_class_racial_execution(PlayerType *player_ptr, const int32_t command)
90 {
91     DIRECTION dir = 0;
92     switch (player_ptr->pclass) {
93     case PlayerClassType::WARRIOR:
94         return sword_dancing(player_ptr);
95     case PlayerClassType::HIGH_MAGE:
96         if (player_ptr->realm1 == REALM_HEX) {
97             auto retval = SpellHex(player_ptr).stop_spells_with_selection();
98             if (retval) {
99                 PlayerEnergy(player_ptr).set_player_turn_energy(10);
100             }
101
102             return retval;
103         }
104
105         /* Fall through */
106     case PlayerClassType::MAGE:
107     case PlayerClassType::SORCERER:
108         return eat_magic(player_ptr, player_ptr->lev * 2);
109     case PlayerClassType::PRIEST:
110         if (!is_good_realm(player_ptr->realm1)) {
111             (void)dispel_monsters(player_ptr, player_ptr->lev * 4);
112             turn_monsters(player_ptr, player_ptr->lev * 4);
113             banish_monsters(player_ptr, player_ptr->lev * 4);
114             return true;
115         }
116
117         return bless_weapon(player_ptr);
118     case PlayerClassType::ROGUE:
119         return hit_and_away(player_ptr);
120     case PlayerClassType::RANGER:
121     case PlayerClassType::SNIPER:
122         msg_print(_("敵を調査した...", "You examine your foes..."));
123         probing(player_ptr);
124         return true;
125     case PlayerClassType::PALADIN:
126         if (!get_aim_dir(player_ptr, &dir)) {
127             return false;
128         }
129
130         fire_beam(player_ptr, is_good_realm(player_ptr->realm1) ? AttributeType::HOLY_FIRE : AttributeType::HELL_FIRE, dir, player_ptr->lev * 3);
131         return true;
132     case PlayerClassType::WARRIOR_MAGE:
133         if (command == -3) {
134             return comvert_hp_to_mp(player_ptr);
135         } else if (command == -4) {
136             return comvert_mp_to_hp(player_ptr);
137         }
138
139         return true;
140     case PlayerClassType::CHAOS_WARRIOR:
141         return confusing_light(player_ptr);
142     case PlayerClassType::MONK:
143         if (none_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN)) {
144             msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
145             return false;
146         }
147
148         if (player_ptr->riding) {
149             msg_print(_("乗馬中はできません。", "You need to get off a pet."));
150             return false;
151         }
152
153         if (command == -3) {
154             if (!choose_monk_stance(player_ptr)) {
155                 return false;
156             }
157
158             set_bits(player_ptr->update, PU_BONUS);
159             return true;
160         }
161
162         if (command == -4) {
163             return double_attack(player_ptr);
164         }
165
166         return true;
167     case PlayerClassType::MINDCRAFTER:
168     case PlayerClassType::FORCETRAINER:
169         return clear_mind(player_ptr);
170     case PlayerClassType::TOURIST:
171         if (command == -3) {
172             if (!get_aim_dir(player_ptr, &dir)) {
173                 return false;
174             }
175
176             project_length = 1;
177             fire_beam(player_ptr, AttributeType::PHOTO, dir, 1);
178             return true;
179         }
180
181         return (command != -4) || identify_fully(player_ptr, false);
182     case PlayerClassType::IMITATOR:
183         handle_stuff(player_ptr);
184         return do_cmd_mane(player_ptr, true);
185     case PlayerClassType::BEASTMASTER:
186         if (command == -3) {
187             if (!get_aim_dir(player_ptr, &dir)) {
188                 return false;
189             }
190
191             (void)fire_ball_hide(player_ptr, AttributeType::CHARM_LIVING, dir, player_ptr->lev, 0);
192             return true;
193         }
194
195         if (command == -4) {
196             project_all_los(player_ptr, AttributeType::CHARM_LIVING, player_ptr->lev);
197         }
198
199         return true;
200     case PlayerClassType::ARCHER:
201         return create_ammo(player_ptr);
202     case PlayerClassType::MAGIC_EATER:
203         if (command == -3) {
204             return import_magic_device(player_ptr);
205         }
206
207         return (command != -4) || (!cmd_limit_cast(player_ptr) && do_cmd_magic_eater(player_ptr, false, true));
208     case PlayerClassType::BARD:
209         if ((get_singing_song_effect(player_ptr) == 0) && (get_interrupting_song_effect(player_ptr) == 0)) {
210             return false;
211         }
212
213         stop_singing(player_ptr);
214         PlayerEnergy(player_ptr).set_player_turn_energy(10);
215         return true;
216     case PlayerClassType::RED_MAGE:
217         if (cmd_limit_cast(player_ptr)) {
218             return false;
219         }
220
221         handle_stuff(player_ptr);
222         if (!do_cmd_cast(player_ptr)) {
223             return false;
224         }
225
226         if (!player_ptr->effects()->paralysis()->is_paralyzed() && !cmd_limit_cast(player_ptr)) {
227             handle_stuff(player_ptr);
228             command_dir = 0;
229             (void)do_cmd_cast(player_ptr);
230         }
231         return true;
232     case PlayerClassType::SAMURAI:
233         if (command == -3) {
234             concentration(player_ptr);
235             return true;
236         }
237
238         if (command != -4) {
239             return true;
240         }
241
242         if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
243             msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
244             return false;
245         }
246
247         if (!choose_samurai_stance(player_ptr)) {
248             return false;
249         }
250
251         set_bits(player_ptr->update, PU_BONUS);
252         return true;
253     case PlayerClassType::BLUE_MAGE:
254         set_action(player_ptr, player_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
255         PlayerEnergy(player_ptr).reset_player_turn();
256         return true;
257     case PlayerClassType::CAVALRY:
258         return rodeo(player_ptr);
259     case PlayerClassType::BERSERKER:
260         return recall_player(player_ptr, randint0(21) + 15);
261     case PlayerClassType::SMITH:
262         if (player_ptr->lev <= 29) {
263             return ident_spell(player_ptr, true);
264         }
265
266         return identify_fully(player_ptr, true);
267     case PlayerClassType::MIRROR_MASTER: {
268         SpellsMirrorMaster smm(player_ptr);
269         if (command == -3) {
270             smm.remove_all_mirrors(true);
271             return true;
272         }
273
274         if (command == -4) {
275             return smm.mirror_concentration();
276         }
277
278         return true;
279     }
280     case PlayerClassType::NINJA:
281         return hayagake(player_ptr);
282     case PlayerClassType::ELEMENTALIST:
283         if (command == -3) {
284             return clear_mind(player_ptr);
285         }
286         if (command == -4) {
287             return switch_element_execution(player_ptr);
288         }
289         return true;
290     default:
291         return true;
292     }
293 }
294
295 bool switch_mimic_racial_execution(PlayerType *player_ptr)
296 {
297     switch (player_ptr->mimic_form) {
298     case MimicKindType::DEMON:
299     case MimicKindType::DEMON_LORD: {
300         return demonic_breath(player_ptr);
301     }
302     case MimicKindType::VAMPIRE:
303         vampirism(player_ptr);
304         return true;
305     default:
306         return true;
307     }
308 }
309
310 bool switch_race_racial_execution(PlayerType *player_ptr, const int32_t command)
311 {
312     DIRECTION dir = 0;
313     switch (player_ptr->prace) {
314     case PlayerRaceType::DWARF:
315         msg_print(_("周囲を調べた。", "You examine your surroundings."));
316         (void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
317         (void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
318         (void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
319         return true;
320     case PlayerRaceType::HOBBIT:
321         return create_ration(player_ptr);
322     case PlayerRaceType::GNOME:
323         msg_print(_("パッ!", "Blink!"));
324         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
325         return true;
326     case PlayerRaceType::HALF_ORC:
327         msg_print(_("勇気を出した。", "You play tough."));
328         (void)BadStatusSetter(player_ptr).set_fear(0);
329         return true;
330     case PlayerRaceType::HALF_TROLL:
331         msg_print(_("うがぁぁ!", "RAAAGH!"));
332         (void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
333         return true;
334     case PlayerRaceType::AMBERITE:
335         if (command == -1) {
336             msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
337             reserve_alter_reality(player_ptr, randint0(21) + 15);
338             return true;
339         }
340
341         if (command != -2) {
342             return true;
343         }
344
345         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..."));
346         (void)true_healing(player_ptr, 0);
347         (void)restore_all_status(player_ptr);
348         (void)restore_level(player_ptr);
349         return true;
350     case PlayerRaceType::BARBARIAN:
351         msg_print(_("うぉぉおお!", "Raaagh!"));
352         (void)berserk(player_ptr, 10 + randint1(player_ptr->lev));
353         return true;
354     case PlayerRaceType::HALF_OGRE:
355         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
356         (void)create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
357         return true;
358     case PlayerRaceType::HALF_GIANT:
359         if (!get_aim_dir(player_ptr, &dir)) {
360             return false;
361         }
362
363         (void)wall_to_mud(player_ptr, dir, 20 + randint1(30));
364         return true;
365     case PlayerRaceType::HALF_TITAN:
366         msg_print(_("敵を調査した...", "You examine your foes..."));
367         (void)probing(player_ptr);
368         return true;
369     case PlayerRaceType::CYCLOPS:
370         if (!get_aim_dir(player_ptr, &dir)) {
371             return false;
372         }
373
374         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
375         (void)fire_bolt(player_ptr, AttributeType::MISSILE, dir, (3 * player_ptr->lev) / 2);
376         return true;
377     case PlayerRaceType::YEEK:
378         if (!get_aim_dir(player_ptr, &dir)) {
379             return false;
380         }
381
382         stop_mouth(player_ptr);
383         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
384         (void)fear_monster(player_ptr, dir, player_ptr->lev);
385         return true;
386     case PlayerRaceType::KLACKON:
387         if (!get_aim_dir(player_ptr, &dir)) {
388             return false;
389         }
390
391         stop_mouth(player_ptr);
392         msg_print(_("酸を吐いた。", "You spit acid."));
393         if (player_ptr->lev < 25) {
394             (void)fire_bolt(player_ptr, AttributeType::ACID, dir, player_ptr->lev);
395         } else {
396             (void)fire_ball(player_ptr, AttributeType::ACID, dir, player_ptr->lev, 2);
397         }
398
399         return true;
400     case PlayerRaceType::KOBOLD:
401         if (!get_aim_dir(player_ptr, &dir)) {
402             return false;
403         }
404
405         msg_print(_("毒のダーツを投げた。", "You throw a poisoned dart."));
406         (void)fire_bolt(player_ptr, AttributeType::POIS, dir, player_ptr->lev);
407         return true;
408     case PlayerRaceType::NIBELUNG:
409         msg_print(_("周囲を調査した。", "You examine your surroundings."));
410         (void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
411         (void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
412         (void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
413         return true;
414     case PlayerRaceType::DARK_ELF:
415         if (!get_aim_dir(player_ptr, &dir)) {
416             return false;
417         }
418
419         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
420         (void)fire_bolt_or_beam(player_ptr, 10, AttributeType::MISSILE, dir, damroll(3 + ((player_ptr->lev - 1) / 5), 4));
421         return true;
422     case PlayerRaceType::DRACONIAN:
423         return draconian_breath(player_ptr);
424     case PlayerRaceType::MIND_FLAYER:
425         if (!get_aim_dir(player_ptr, &dir)) {
426             return false;
427         }
428
429         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
430         (void)fire_bolt(player_ptr, AttributeType::PSI, dir, player_ptr->lev);
431         return true;
432     case PlayerRaceType::IMP:
433         if (!get_aim_dir(player_ptr, &dir)) {
434             return false;
435         }
436
437         if (player_ptr->lev >= 30) {
438             msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
439             (void)fire_ball(player_ptr, AttributeType::FIRE, dir, player_ptr->lev, 2);
440         } else {
441             msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
442             (void)fire_bolt(player_ptr, AttributeType::FIRE, dir, player_ptr->lev);
443         }
444
445         return true;
446     case PlayerRaceType::GOLEM:
447         (void)set_shield(player_ptr, randint1(20) + 30, false);
448         return true;
449     case PlayerRaceType::SKELETON:
450     case PlayerRaceType::ZOMBIE:
451         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."));
452         (void)restore_level(player_ptr);
453         return true;
454     case PlayerRaceType::VAMPIRE:
455         (void)vampirism(player_ptr);
456         return true;
457     case PlayerRaceType::SPECTRE:
458         if (!get_aim_dir(player_ptr, &dir)) {
459             return false;
460         }
461
462         stop_mouth(player_ptr);
463         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!"));
464         (void)fear_monster(player_ptr, dir, player_ptr->lev);
465         return true;
466     case PlayerRaceType::SPRITE:
467         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
468         if (player_ptr->lev < 25) {
469             (void)sleep_monsters_touch(player_ptr);
470         } else {
471             (void)sleep_monsters(player_ptr, player_ptr->lev);
472         }
473
474         return true;
475     case PlayerRaceType::BALROG:
476         return demonic_breath(player_ptr);
477     case PlayerRaceType::KUTAR:
478         (void)set_leveling(player_ptr, randint1(20) + 30, false);
479         return true;
480     case PlayerRaceType::ANDROID:
481         return android_inside_weapon(player_ptr);
482     default:
483         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."));
484         PlayerEnergy(player_ptr).reset_player_turn();
485         return true;
486     }
487 }