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[Refactor] #40653 Separated mind-archer.c/h from spells-object.c/h
[hengband/hengband.git] / src / racial / racial-switcher.c
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-force-trainer.h"
34 #include "mind/mind-mage.h"
35 #include "mind/mind-mirror-master.h"
36 #include "mind/mind-monk.h"
37 #include "mind/mind-ninja.h"
38 #include "mind/mind-samurai.h"
39 #include "mind/mind-warrior-mage.h"
40 #include "mind/mind-warrior.h"
41 #include "mind/monk-attack.h"
42 #include "mind/stances-table.h"
43 #include "mutation/mutation-flag-types.h"
44 #include "object/item-tester-hooker.h"
45 #include "player/attack-defense-types.h"
46 #include "player/player-class.h"
47 #include "player/player-damage.h"
48 #include "player/player-race-types.h"
49 #include "player/player-race.h"
50 #include "player/player-status.h"
51 #include "racial/racial-android.h"
52 #include "racial/racial-balrog.h"
53 #include "racial/racial-draconian.h"
54 #include "racial/racial-kutar.h"
55 #include "racial/racial-vampire.h"
56 #include "realm/realm-names-table.h"
57 #include "spell-kind/spells-beam.h"
58 #include "spell-kind/spells-detection.h"
59 #include "spell-kind/spells-grid.h"
60 #include "spell-kind/spells-launcher.h"
61 #include "spell-kind/spells-neighbor.h"
62 #include "spell-kind/spells-perception.h"
63 #include "spell-kind/spells-sight.h"
64 #include "spell-kind/spells-teleport.h"
65 #include "spell-kind/spells-world.h"
66 #include "spell-realm/spells-hex.h"
67 #include "spell/spell-types.h"
68 #include "spell/spells-object.h"
69 #include "spell/spells-status.h"
70 #include "status/action-setter.h"
71 #include "status/bad-status-setter.h"
72 #include "status/buff-setter.h"
73 #include "status/experience.h"
74 #include "target/target-getter.h"
75 #include "util/int-char-converter.h"
76 #include "view/display-messages.h"
77
78 bool switch_class_racial_execution(player_type *creature_ptr, const s32b command)
79 {
80     DIRECTION dir = 0;
81     switch (creature_ptr->pclass) {
82     case CLASS_WARRIOR:
83         return sword_dancing(creature_ptr);
84     case CLASS_HIGH_MAGE:
85         if (creature_ptr->realm1 == REALM_HEX) {
86             bool retval = stop_hex_spell(creature_ptr);
87             if (retval)
88                 creature_ptr->energy_use = 10;
89
90             return retval;
91         }
92
93         /* Fall through */
94     case CLASS_MAGE:
95     case CLASS_SORCERER:
96         return eat_magic(creature_ptr, creature_ptr->lev * 2);
97     case CLASS_PRIEST:
98         if (!is_good_realm(creature_ptr->realm1)) {
99             (void)dispel_monsters(creature_ptr, creature_ptr->lev * 4);
100             turn_monsters(creature_ptr, creature_ptr->lev * 4);
101             banish_monsters(creature_ptr, creature_ptr->lev * 4);
102             return TRUE;
103         }
104
105         return bless_weapon(creature_ptr);
106     case CLASS_ROGUE:
107         return hit_and_away(creature_ptr);
108     case CLASS_RANGER:
109     case CLASS_SNIPER:
110         msg_print(_("敵を調査した...", "You examine your foes..."));
111         probing(creature_ptr);
112         return TRUE;
113     case CLASS_PALADIN:
114         if (!get_aim_dir(creature_ptr, &dir))
115             return FALSE;
116
117         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, creature_ptr->lev * 3);
118         return TRUE;
119     case CLASS_WARRIOR_MAGE:
120         if (command == -3)
121             return comvert_hp_to_mp(creature_ptr);
122         else if (command == -4)
123             return comvert_mp_to_hp(creature_ptr);
124
125         return TRUE;
126     case CLASS_CHAOS_WARRIOR:
127         return confusing_light(creature_ptr);
128     case CLASS_MONK:
129         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
130             msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
131             return FALSE;
132         }
133
134         if (creature_ptr->riding) {
135             msg_print(_("乗馬中はできません。", "You need to get off a pet."));
136             return FALSE;
137         }
138
139         if (command == -3) {
140             if (!choose_monk_stance(creature_ptr))
141                 return FALSE;
142
143             creature_ptr->update |= PU_BONUS;
144             return TRUE;
145         }
146
147         if (command == -4)
148             return double_attack(creature_ptr);
149
150         return TRUE;
151     case CLASS_MINDCRAFTER:
152     case CLASS_FORCETRAINER:
153         return clear_mind(creature_ptr);
154     case CLASS_TOURIST:
155         if (command == -3) {
156             if (!get_aim_dir(creature_ptr, &dir))
157                 return FALSE;
158
159             project_length = 1;
160             fire_beam(creature_ptr, GF_PHOTO, dir, 1);
161             return TRUE;
162         }
163
164         return (command != -4) || identify_fully(creature_ptr, FALSE, 0);
165     case CLASS_IMITATOR:
166         handle_stuff(creature_ptr);
167         return do_cmd_mane(creature_ptr, TRUE);
168     case CLASS_BEASTMASTER:
169         if (command == -3) {
170             if (!get_aim_dir(creature_ptr, &dir))
171                 return FALSE;
172
173             (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
174             return TRUE;
175         }
176
177         if (command == -4)
178             project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
179
180         return TRUE;
181     case CLASS_ARCHER:
182         return create_ammo(creature_ptr);
183     case CLASS_MAGIC_EATER:
184         if (command == -3)
185             return import_magic_device(creature_ptr);
186
187         return (command != -4) || (!cmd_limit_cast(creature_ptr) && do_cmd_magic_eater(creature_ptr, FALSE, TRUE));
188     case CLASS_BARD:
189         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
190             return FALSE;
191
192         stop_singing(creature_ptr);
193         creature_ptr->energy_use = 10;
194         return TRUE;
195     case CLASS_RED_MAGE:
196         if (cmd_limit_cast(creature_ptr))
197             return FALSE;
198
199         handle_stuff(creature_ptr);
200         do_cmd_cast(creature_ptr);
201         handle_stuff(creature_ptr);
202         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
203             do_cmd_cast(creature_ptr);
204
205         return TRUE;
206     case CLASS_SAMURAI:
207         if (command == -3) {
208             concentration(creature_ptr);
209             return TRUE;
210         }
211
212         if (command != -4)
213             return TRUE;
214
215         if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
216             msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
217             return FALSE;
218         }
219
220         if (!choose_kata(creature_ptr))
221             return FALSE;
222
223         creature_ptr->update |= PU_BONUS;
224         return TRUE;
225     case CLASS_BLUE_MAGE:
226         set_action(creature_ptr, creature_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
227         free_turn(creature_ptr);
228         return TRUE;
229     case CLASS_CAVALRY:
230         return rodeo(creature_ptr);
231     case CLASS_BERSERKER:
232         return recall_player(creature_ptr, randint0(21) + 15);
233     case CLASS_SMITH:
234         if (creature_ptr->lev <= 29)
235             return ident_spell(creature_ptr, TRUE, 0);
236
237         return identify_fully(creature_ptr, TRUE, 0);
238     case CLASS_MIRROR_MASTER:
239         if (command == -3) {
240             remove_all_mirrors(creature_ptr, TRUE);
241             return TRUE;
242         }
243
244         if (command == -4)
245             return mirror_concentration(creature_ptr);
246
247         return TRUE;
248     case CLASS_NINJA:
249         return hayagake(creature_ptr);
250     default:
251         return TRUE;
252     }
253 }
254
255 bool switch_mimic_racial_execution(player_type *creature_ptr)
256 {
257     switch (creature_ptr->mimic_form) {
258     case MIMIC_DEMON:
259     case MIMIC_DEMON_LORD: {
260         return demonic_breath(creature_ptr);
261     }
262     case MIMIC_VAMPIRE:
263         vampirism(creature_ptr);
264         return TRUE;
265     default:
266         return TRUE;
267     }
268 }
269
270 bool switch_race_racial_execution(player_type *creature_ptr, const s32b command)
271 {
272     DIRECTION dir = 0;
273     switch (creature_ptr->prace) {
274     case RACE_DWARF:
275         msg_print(_("周囲を調べた。", "You examine your surroundings."));
276         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
277         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
278         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
279         return TRUE;
280     case RACE_HOBBIT:
281         return create_ration(creature_ptr);
282     case RACE_GNOME:
283         msg_print(_("パッ!", "Blink!"));
284         teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
285         return TRUE;
286     case RACE_HALF_ORC:
287         msg_print(_("勇気を出した。", "You play tough."));
288         (void)set_afraid(creature_ptr, 0);
289         return TRUE;
290     case RACE_HALF_TROLL:
291         msg_print(_("うがぁぁ!", "RAAAGH!"));
292         (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
293         return TRUE;
294     case RACE_AMBERITE:
295         if (command == -1) {
296             msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
297             reserve_alter_reality(creature_ptr);
298             return TRUE;
299         }
300         
301         if (command != -2)
302             return TRUE;
303
304         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..."));
305         (void)true_healing(creature_ptr, 0);
306         (void)restore_all_status(creature_ptr);
307         (void)restore_level(creature_ptr);
308         return TRUE;
309     case RACE_BARBARIAN:
310         msg_print(_("うぉぉおお!", "Raaagh!"));
311         (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
312         return TRUE;
313     case RACE_HALF_OGRE:
314         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
315         (void)explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
316         return TRUE;
317     case RACE_HALF_GIANT:
318         if (!get_aim_dir(creature_ptr, &dir))
319             return FALSE;
320
321         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
322         return TRUE;
323     case RACE_HALF_TITAN:
324         msg_print(_("敵を調査した...", "You examine your foes..."));
325         (void)probing(creature_ptr);
326         return TRUE;
327     case RACE_CYCLOPS:
328         if (!get_aim_dir(creature_ptr, &dir))
329             return FALSE;
330
331         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
332         (void)fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * creature_ptr->lev) / 2);
333         return TRUE;
334     case RACE_YEEK:
335         if (!get_aim_dir(creature_ptr, &dir))
336             return FALSE;
337
338         stop_mouth(creature_ptr);
339         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
340         (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
341         return TRUE;
342     case RACE_KLACKON:
343         if (!get_aim_dir(creature_ptr, &dir))
344             return FALSE;
345
346         stop_mouth(creature_ptr);
347         msg_print(_("酸を吐いた。", "You spit acid."));
348         if (creature_ptr->lev < 25)
349             (void)fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
350         else
351             (void)fire_ball(creature_ptr, GF_ACID, dir, creature_ptr->lev, 2);
352
353         return TRUE;
354     case RACE_KOBOLD:
355         if (!get_aim_dir(creature_ptr, &dir))
356             return FALSE;
357
358         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
359         (void)fire_bolt(creature_ptr, GF_POIS, dir, creature_ptr->lev);
360         return TRUE;
361     case RACE_NIBELUNG:
362         msg_print(_("周囲を調査した。", "You examine your surroundings."));
363         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
364         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
365         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
366         return TRUE;
367     case RACE_DARK_ELF:
368         if (!get_aim_dir(creature_ptr, &dir))
369             return FALSE;
370
371         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
372         (void)fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((creature_ptr->lev - 1) / 5), 4));
373         return TRUE;
374     case RACE_DRACONIAN:
375         return draconian_breath(creature_ptr);
376     case RACE_MIND_FLAYER:
377         if (!get_aim_dir(creature_ptr, &dir))
378             return FALSE;
379
380         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
381         (void)fire_bolt(creature_ptr, GF_PSI, dir, creature_ptr->lev);
382         return TRUE;
383     case RACE_IMP:
384         if (!get_aim_dir(creature_ptr, &dir))
385             return FALSE;
386
387         if (creature_ptr->lev >= 30) {
388             msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
389             (void)fire_ball(creature_ptr, GF_FIRE, dir, creature_ptr->lev, 2);
390         } else {
391             msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
392             (void)fire_bolt(creature_ptr, GF_FIRE, dir, creature_ptr->lev);
393         }
394
395         return TRUE;
396     case RACE_GOLEM:
397         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
398         return TRUE;
399     case RACE_SKELETON:
400     case RACE_ZOMBIE:
401         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."));
402         (void)restore_level(creature_ptr);
403         return TRUE;
404     case RACE_VAMPIRE:
405         (void)vampirism(creature_ptr);
406         return TRUE;
407     case RACE_SPECTRE:
408         if (!get_aim_dir(creature_ptr, &dir))
409             return FALSE;
410
411         stop_mouth(creature_ptr);
412         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!"));
413         (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
414         return TRUE;
415     case RACE_SPRITE:
416         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
417         if (creature_ptr->lev < 25)
418             (void)sleep_monsters_touch(creature_ptr);
419         else
420             (void)sleep_monsters(creature_ptr, creature_ptr->lev);
421
422         return TRUE;
423     case RACE_BALROG:
424         return demonic_breath(creature_ptr);
425     case RACE_KUTAR:
426         (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
427         return TRUE;
428     case RACE_ANDROID:
429         return android_inside_weapon(creature_ptr);
430     default:
431         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."));
432         free_turn(creature_ptr);
433         return TRUE;
434     }
435 }