OSDN Git Service

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