1 #include "effect/effect-processor.h"
2 #include "core/stuff-handler.h"
3 #include "effect/effect-characteristics.h"
4 #include "effect/effect-feature.h"
5 #include "effect/effect-item.h"
6 #include "effect/effect-monster.h"
7 #include "effect/effect-player.h"
8 #include "effect/spells-effect-util.h"
9 #include "floor/cave.h"
10 #include "floor/floor.h"
11 #include "game-option/special-options.h"
12 #include "grid/feature-flag-types.h"
13 #include "io/cursor.h"
14 #include "io/screen-util.h"
15 #include "main/sound-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "monster-race/monster-race.h"
18 #include "monster-race/race-flags2.h"
19 #include "monster-race/race-indice-types.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-description-types.h"
22 #include "monster/monster-info.h"
23 #include "pet/pet-fall-off.h"
24 #include "spell/range-calc.h"
25 #include "spell/spell-types.h"
26 #include "system/floor-type-definition.h"
27 #include "target/projection-path-calculator.h"
28 #include "term/gameterm.h"
29 #include "util/bit-flags-calculator.h"
30 #include "view/display-messages.h"
33 * @brief 配置した鏡リストの次を取得する /
34 * Get another mirror. for SEEKER
35 * @param next_y 次の鏡のy座標を返す参照ポインタ
36 * @param next_x 次の鏡のx座標を返す参照ポインタ
37 * @param cury 現在の鏡のy座標
38 * @param curx 現在の鏡のx座標
40 static void next_mirror(player_type *creature_ptr, POSITION *next_y, POSITION *next_x, POSITION cury, POSITION curx)
42 POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
43 int mirror_num = 0; /* 鏡の数 */
44 for (POSITION x = 0; x < creature_ptr->current_floor_ptr->width; x++) {
45 for (POSITION y = 0; y < creature_ptr->current_floor_ptr->height; y++) {
46 if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[y][x])) {
47 mirror_y[mirror_num] = y;
48 mirror_x[mirror_num] = x;
55 int num = randint0(mirror_num);
56 *next_y = mirror_y[num];
57 *next_x = mirror_x[num];
61 *next_y = cury + randint0(5) - 2;
62 *next_x = curx + randint0(5) - 2;
66 * todo 似たような処理が山ほど並んでいる、何とかならないものか
67 * todo 引数にそのまま再代入していてカオスすぎる。直すのは簡単ではない
68 * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic
69 * "beam"/"bolt"/"ball" projection routine.
70 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source"
71 * monster (zero for "player")
72 * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion
73 * (0 = beam/bolt, 1 to 9 = ball)
74 * @param y 目標Y座標 / Target y location (or location to travel "towards")
75 * @param x 目標X座標 / Target x location (or location to travel "towards")
76 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or
78 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
79 * @param flag 効果フラグ / Extra bit flags (see PROJECT_xxxx)
80 * @param monspell 効果元のモンスター魔法ID
81 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the
82 * projection were observed, else FALSE
84 bool project(player_type *caster_ptr, const MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, const HIT_POINT dam, const EFFECT_ID typ, BIT_FLAGS flag,
94 int msec = delay_factor * delay_factor * delay_factor;
99 bool blind = caster_ptr->blind != 0;
100 bool old_hide = FALSE;
107 POSITION gm_rad = rad;
109 GAME_TEXT who_name[MAX_NLEN];
110 bool see_s_msg = TRUE;
114 monster_target_y = caster_ptr->y;
115 monster_target_x = caster_ptr->x;
117 if (flag & (PROJECT_JUMP)) {
120 flag &= ~(PROJECT_JUMP);
122 } else if (who <= 0) {
125 } else if (who > 0) {
126 x1 = caster_ptr->current_floor_ptr->m_list[who].fx;
127 y1 = caster_ptr->current_floor_ptr->m_list[who].fy;
128 monster_desc(caster_ptr, who_name, &caster_ptr->current_floor_ptr->m_list[who], MD_WRONGDOER_NAME);
139 if (flag & (PROJECT_THRU)) {
140 if ((x1 == x2) && (y1 == y2)) {
141 flag &= ~(PROJECT_THRU);
148 if (flag & PROJECT_HIDE)
150 flag |= PROJECT_HIDE;
153 for (dist = 0; dist < 32; dist++)
159 if (flag & (PROJECT_BEAM)) {
168 if (breath || (flag & PROJECT_BEAM))
169 flag |= (PROJECT_LOS);
171 case GF_DISINTEGRATE:
172 flag |= (PROJECT_GRID);
173 if (breath || (flag & PROJECT_BEAM))
174 flag |= (PROJECT_DISI);
178 /* Calculate the projection path */
179 path_n = projection_path(caster_ptr, path_g, (project_length ? project_length : get_max_range(caster_ptr)), y1, x1, y2, x2, flag);
180 handle_stuff(caster_ptr);
182 if (typ == GF_SEEKER) {
188 for (int i = 0; i < path_n; ++i) {
191 POSITION ny = GRID_Y(path_g[i]);
192 POSITION nx = GRID_X(path_g[i]);
199 if (!blind && !(flag & (PROJECT_HIDE))) {
200 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
201 u16b p = bolt_pict(oy, ox, y, x, typ);
202 TERM_COLOR a = PICT_A(p);
203 SYMBOL_CODE c = PICT_C(p);
204 print_rel(caster_ptr, c, a, y, x);
205 move_cursor_relative(y, x);
207 term_xtra(TERM_XTRA_DELAY, msec);
208 lite_spot(caster_ptr, y, x);
210 if (flag & (PROJECT_BEAM)) {
211 p = bolt_pict(y, x, y, x, typ);
214 print_rel(caster_ptr, c, a, y, x);
219 term_xtra(TERM_XTRA_DELAY, msec);
223 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SEEKER))
225 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
228 monster_target_y = y;
229 monster_target_x = x;
230 remove_mirror(caster_ptr, y, x);
231 next_mirror(caster_ptr, &oy, &ox, y, x);
232 path_n = i + projection_path(caster_ptr, &(path_g[i + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, oy, ox, flag);
233 for (j = last_i; j <= i; j++) {
234 y = GRID_Y(path_g[j]);
235 x = GRID_X(path_g[j]);
236 if (affect_monster(caster_ptr, 0, 0, y, x, dam, GF_SEEKER, flag, TRUE))
238 if (!who && (project_m_n == 1) && !jump && (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0)) {
239 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
241 if (!caster_ptr->image)
242 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
243 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
247 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SEEKER);
253 for (int i = last_i; i < path_n; i++) {
255 py = GRID_Y(path_g[i]);
256 px = GRID_X(path_g[i]);
257 if (affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SEEKER, flag, TRUE))
259 if (!who && (project_m_n == 1) && !jump) {
260 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
261 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
264 if (!caster_ptr->image)
265 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
266 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
271 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SEEKER);
275 } else if (typ == GF_SUPER_RAY) {
281 for (int i = 0; i < path_n; ++i) {
284 POSITION ny = GRID_Y(path_g[i]);
285 POSITION nx = GRID_X(path_g[i]);
292 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
296 p = bolt_pict(oy, ox, y, x, typ);
299 print_rel(caster_ptr, c, a, y, x);
300 move_cursor_relative(y, x);
302 term_xtra(TERM_XTRA_DELAY, msec);
303 lite_spot(caster_ptr, y, x);
305 if (flag & (PROJECT_BEAM)) {
306 p = bolt_pict(y, x, y, x, typ);
309 print_rel(caster_ptr, c, a, y, x);
314 term_xtra(TERM_XTRA_DELAY, msec);
318 if (affect_item(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY))
320 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
326 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]) && !second_step) {
327 monster_target_y = y;
328 monster_target_x = x;
329 remove_mirror(caster_ptr, y, x);
330 for (j = 0; j <= i; j++) {
331 y = GRID_Y(path_g[j]);
332 x = GRID_X(path_g[j]);
333 (void)affect_feature(caster_ptr, 0, 0, y, x, dam, GF_SUPER_RAY);
339 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x - 1, flag);
340 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x, flag);
342 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y - 1, x + 1, flag);
343 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x - 1, flag);
344 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y, x + 1, flag);
346 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x - 1, flag);
347 path_n += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x, flag);
349 += projection_path(caster_ptr, &(path_g[path_n + 1]), (project_length ? project_length : get_max_range(caster_ptr)), y, x, y + 1, x + 1, flag);
353 for (int i = 0; i < path_n; i++) {
354 POSITION py = GRID_Y(path_g[i]);
355 POSITION px = GRID_X(path_g[i]);
356 (void)affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flag, TRUE);
357 if (!who && (project_m_n == 1) && !jump) {
358 if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
359 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
362 if (!caster_ptr->image)
363 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
364 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx);
369 (void)affect_feature(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY);
376 for (k = 0; k < path_n; ++k) {
379 POSITION ny = GRID_Y(path_g[k]);
380 POSITION nx = GRID_X(path_g[k]);
381 if (flag & PROJECT_DISI) {
382 if (cave_stop_disintegration(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
384 } else if (flag & PROJECT_LOS) {
385 if (!cave_los_bold(caster_ptr->current_floor_ptr, ny, nx) && (rad > 0))
388 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && (rad > 0))
394 if (flag & (PROJECT_BEAM)) {
400 if (!blind && !(flag & (PROJECT_HIDE | PROJECT_FAST))) {
401 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
405 p = bolt_pict(oy, ox, y, x, typ);
408 print_rel(caster_ptr, c, a, y, x);
409 move_cursor_relative(y, x);
411 term_xtra(TERM_XTRA_DELAY, msec);
412 lite_spot(caster_ptr, y, x);
414 if (flag & (PROJECT_BEAM)) {
415 p = bolt_pict(y, x, y, x, typ);
418 print_rel(caster_ptr, c, a, y, x);
423 term_xtra(TERM_XTRA_DELAY, msec);
431 if (breath && !path_n) {
435 flag &= ~(PROJECT_HIDE);
442 int dist_hack = dist;
445 /* If we found a "target", explode there */
446 if (dist <= get_max_range(caster_ptr)) {
447 if ((flag & (PROJECT_BEAM)) && (grids > 0))
451 * Create a conical breath attack
460 flag &= ~(PROJECT_HIDE);
461 breath_shape(caster_ptr, path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
463 for (dist = 0; dist <= rad; dist++) {
464 for (y = by - dist; y <= by + dist; y++) {
465 for (x = bx - dist; x <= bx + dist; x++) {
466 if (!in_bounds2(caster_ptr->current_floor_ptr, y, x))
468 if (distance(by, bx, y, x) != dist)
474 if (!los(caster_ptr, by, bx, y, x))
477 case GF_DISINTEGRATE:
478 if (!in_disintegration_range(caster_ptr->current_floor_ptr, by, bx, y, x))
482 if (!projectable(caster_ptr, by, bx, y, x))
493 gm[dist + 1] = grids;
501 if (!blind && !(flag & (PROJECT_HIDE))) {
502 for (int t = 0; t <= gm_rad; t++) {
503 for (int i = gm[t]; i < gm[t + 1]; i++) {
506 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
511 p = bolt_pict(y, x, y, x, typ);
514 print_rel(caster_ptr, c, a, y, x);
518 move_cursor_relative(by, bx);
520 if (visual || drawn) {
521 term_xtra(TERM_XTRA_DELAY, msec);
526 for (int i = 0; i < grids; i++) {
529 if (panel_contains(y, x) && player_has_los_bold(caster_ptr, y, x)) {
530 lite_spot(caster_ptr, y, x);
534 move_cursor_relative(by, bx);
539 update_creature(caster_ptr);
541 if (flag & PROJECT_KILL) {
542 see_s_msg = (who > 0) ? is_seen(caster_ptr, &caster_ptr->current_floor_ptr->m_list[who])
543 : (!who ? TRUE : (player_can_see_bold(caster_ptr, y1, x1) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y1, x1)));
546 if (flag & (PROJECT_GRID)) {
548 for (int i = 0; i < grids; i++) {
549 if (gm[dist + 1] == i)
554 int d = dist_to_line(y, x, y1, x1, by, bx);
555 if (affect_feature(caster_ptr, who, d, y, x, dam, typ))
558 if (affect_feature(caster_ptr, who, dist, y, x, dam, typ))
564 update_creature(caster_ptr);
565 if (flag & (PROJECT_ITEM)) {
567 for (int i = 0; i < grids; i++) {
568 if (gm[dist + 1] == i)
574 int d = dist_to_line(y, x, y1, x1, by, bx);
575 if (affect_item(caster_ptr, who, d, y, x, dam, typ))
578 if (affect_item(caster_ptr, who, dist, y, x, dam, typ))
584 if (flag & (PROJECT_KILL)) {
589 for (int i = 0; i < grids; i++) {
591 if (gm[dist + 1] == i)
597 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
598 monster_race *ref_ptr = &r_info[m_ptr->r_idx];
599 if ((flag & PROJECT_REFLECTABLE) && caster_ptr->current_floor_ptr->grid_array[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING)
600 && ((caster_ptr->current_floor_ptr->grid_array[y][x].m_idx != caster_ptr->riding) || !(flag & PROJECT_PLAYER)) && (!who || dist_hack > 1)
603 int max_attempts = 10;
605 t_y = y_saver - 1 + randint1(3);
606 t_x = x_saver - 1 + randint1(3);
608 } while (max_attempts && in_bounds2u(caster_ptr->current_floor_ptr, t_y, t_x) && !projectable(caster_ptr, y, x, t_y, t_x));
610 if (max_attempts < 1) {
615 sound(SOUND_REFLECT);
616 if (is_seen(caster_ptr, m_ptr)) {
617 if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
618 msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
619 else if (m_ptr->r_idx == MON_DIO)
620 msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
622 msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
625 if (is_original_ap_and_seen(caster_ptr, m_ptr))
626 ref_ptr->r_flags2 |= RF2_REFLECTING;
628 if (player_bold(caster_ptr, y, x) || one_in_(2))
629 flag &= ~(PROJECT_PLAYER);
631 flag |= PROJECT_PLAYER;
633 project(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx, 0, t_y, t_x, dam, typ, flag, monspell);
638 /* Find the closest point in the blast */
640 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
642 effective_dist = dist;
645 if (caster_ptr->riding && player_bold(caster_ptr, y, x)) {
646 if (flag & PROJECT_PLAYER) {
647 if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
649 * A beam or bolt is well aimed
651 * So don't affects the mount.
656 * The spell is not well aimed,
657 * So partly affect the mount too.
664 * This grid is the original target.
665 * Or aimed on your horse.
667 else if (((y == y2) && (x == x2)) || (flag & PROJECT_AIMED)) {
668 /* Hit the mount with full damage */
672 * Otherwise this grid is not the
673 * original target, it means that line
674 * of fire is obstructed by this
678 * A beam or bolt will hit either
679 * player or mount. Choose randomly.
681 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE)) {
683 /* Hit the mount with full damage */
685 flag |= PROJECT_PLAYER;
691 * The spell is not well aimed, so
692 * partly affect both player and
700 if (affect_monster(caster_ptr, who, effective_dist, y, x, dam, typ, flag, see_s_msg))
704 /* Player affected one monster (without "jumping") */
705 if (!who && (project_m_n == 1) && !jump) {
708 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx > 0) {
709 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[y][x].m_idx];
712 if (!caster_ptr->image)
713 monster_race_track(caster_ptr, m_ptr->ap_r_idx);
714 health_track(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].m_idx);
720 if (flag & (PROJECT_KILL)) {
722 for (int i = 0; i < grids; i++) {
724 if (gm[dist + 1] == i)
729 if (!player_bold(caster_ptr, y, x))
732 /* Find the closest point in the blast */
734 effective_dist = dist_to_line(y, x, y1, x1, by, bx);
736 effective_dist = dist;
739 if (caster_ptr->riding) {
740 if (flag & PROJECT_PLAYER) {
741 /* Hit the player with full damage */
745 * Hack -- When this grid was not the
746 * original target, a beam or bolt
747 * would hit either player or mount,
748 * and should be choosen randomly.
750 * But already choosen to hit the
751 * mount at this point.
753 * Or aimed on your horse.
755 else if (flag & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED)) {
757 * A beam or bolt is well aimed
759 * So don't affects the player.
764 * The spell is not well aimed,
765 * So partly affect the player too.
771 if (affect_player(who, caster_ptr, who_name, effective_dist, y, x, dam, typ, flag, monspell, project))
776 if (caster_ptr->riding) {
777 GAME_TEXT m_name[MAX_NLEN];
778 monster_desc(caster_ptr, m_name, &caster_ptr->current_floor_ptr->m_list[caster_ptr->riding], 0);
779 if (rakubadam_m > 0) {
780 if (process_fall_off_horse(caster_ptr, rakubadam_m, FALSE)) {
781 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
785 if (caster_ptr->riding && rakubadam_p > 0) {
786 if (process_fall_off_horse(caster_ptr, rakubadam_p, FALSE)) {
787 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);