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[hengbandforosx/hengbandosx.git] / src / blue-magic / blue-magic-caster.cpp
1 /*!
2  * @file blue-magic-caster.cpp
3  * @brief 青魔法のその他系統の呪文定義と詠唱時分岐処理
4  */
5
6 #include "blue-magic/blue-magic-caster.h"
7 #include "blue-magic/blue-magic-ball-bolt.h"
8 #include "blue-magic/blue-magic-breath.h"
9 #include "blue-magic/blue-magic-spirit-curse.h"
10 #include "blue-magic/blue-magic-status.h"
11 #include "blue-magic/blue-magic-summon.h"
12 #include "blue-magic/blue-magic-util.h"
13 #include "blue-magic/learnt-info.h"
14 #include "floor/cave.h"
15 #include "hpmp/hp-mp-processor.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-ability-flags.h"
18 #include "monster-race/race-flags-resistance.h"
19 #include "monster-race/race-flags1.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-status.h"
23 #include "mspell/mspell-damage-calculator.h"
24 #include "spell-kind/spells-launcher.h"
25 #include "spell-kind/spells-lite.h"
26 #include "spell-kind/spells-neighbor.h"
27 #include "spell-kind/spells-sight.h"
28 #include "spell-kind/spells-teleport.h"
29 #include "spell-kind/spells-world.h"
30 #include "spell/spell-types.h"
31 #include "spell/spells-status.h"
32 #include "status/bad-status-setter.h"
33 #include "status/body-improvement.h"
34 #include "status/buff-setter.h"
35 #include "system/floor-type-definition.h"
36 #include "system/grid-type-definition.h"
37 #include "system/monster-race-definition.h"
38 #include "system/monster-type-definition.h"
39 #include "system/player-type-definition.h"
40 #include "target/projection-path-calculator.h"
41 #include "target/target-checker.h"
42 #include "target/target-getter.h"
43 #include "target/target-setter.h"
44 #include "target/target-types.h"
45 #include "view/display-messages.h"
46
47 static bool cast_blue_dispel(player_type *player_ptr)
48 {
49     if (!target_set(player_ptr, TARGET_KILL))
50         return false;
51
52     MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
53     if ((m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col)
54         || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
55         return true;
56
57     dispel_monster_status(player_ptr, m_idx);
58     return true;
59 }
60
61 static bool cast_blue_rocket(player_type *player_ptr, bmc_type *bmc_ptr)
62 {
63     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
64         return false;
65
66     msg_print(_("ロケットを発射した。", "You fire a rocket."));
67     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, RF_ABILITY::ROCKET, bmc_ptr->plev, DAM_ROLL);
68     fire_rocket(player_ptr, GF_ROCKET, bmc_ptr->dir, bmc_ptr->damage, 2);
69     return true;
70 }
71
72 static bool cast_blue_shoot(player_type *player_ptr, bmc_type *bmc_ptr)
73 {
74     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
75         return false;
76
77     msg_print(_("矢を放った。", "You fire an arrow."));
78     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, RF_ABILITY::SHOOT, bmc_ptr->plev, DAM_ROLL);
79     fire_bolt(player_ptr, GF_ARROW, bmc_ptr->dir, bmc_ptr->damage);
80     return true;
81 }
82
83 static bool cast_blue_hand_doom(player_type *player_ptr, bmc_type *bmc_ptr)
84 {
85     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
86         return false;
87
88     msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
89     fire_ball_hide(player_ptr, GF_HAND_DOOM, bmc_ptr->dir, bmc_ptr->plev * 3, 0);
90     return true;
91 }
92
93 static bool exe_blue_teleport_back(player_type *player_ptr, GAME_TEXT *m_name)
94 {
95     monster_type *m_ptr;
96     monster_race *r_ptr;
97     floor_type *floor_ptr = player_ptr->current_floor_ptr;
98     if ((floor_ptr->grid_array[target_row][target_col].m_idx == 0) || !player_has_los_bold(player_ptr, target_row, target_col)
99         || !projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
100         return true;
101
102     m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[target_row][target_col].m_idx];
103     r_ptr = &r_info[m_ptr->r_idx];
104     monster_desc(player_ptr, m_name, m_ptr, 0);
105     if ((r_ptr->flagsr & RFR_RES_TELE) == 0)
106         return false;
107
108     if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flagsr & RFR_RES_ALL)) {
109         if (is_original_ap_and_seen(player_ptr, m_ptr))
110             r_ptr->r_flagsr |= RFR_RES_TELE;
111
112         msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
113         return true;
114     }
115
116     if (r_ptr->level <= randint1(100))
117         return false;
118
119     if (is_original_ap_and_seen(player_ptr, m_ptr))
120         r_ptr->r_flagsr |= RFR_RES_TELE;
121
122     msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
123     return true;
124 }
125
126 static bool cast_blue_teleport_back(player_type *player_ptr)
127 {
128     if (!target_set(player_ptr, TARGET_KILL))
129         return false;
130
131     GAME_TEXT m_name[MAX_NLEN];
132     if (exe_blue_teleport_back(player_ptr, m_name))
133         return true;
134
135     msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
136     teleport_monster_to(
137         player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
138     return true;
139 }
140
141 static bool cast_blue_teleport_away(player_type *player_ptr, bmc_type *bmc_ptr)
142 {
143     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
144         return false;
145
146     (void)fire_beam(player_ptr, GF_AWAY_ALL, bmc_ptr->dir, 100);
147     return true;
148 }
149
150 static bool cast_blue_psy_spear(player_type *player_ptr, bmc_type *bmc_ptr)
151 {
152     if (!get_aim_dir(player_ptr, &bmc_ptr->dir))
153         return false;
154
155     msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
156     bmc_ptr->damage = monspell_bluemage_damage(player_ptr, RF_ABILITY::PSY_SPEAR, bmc_ptr->plev, DAM_ROLL);
157     (void)fire_beam(player_ptr, GF_PSY_SPEAR, bmc_ptr->dir, bmc_ptr->damage);
158     return true;
159 }
160
161 static bool cast_blue_make_trap(player_type *player_ptr)
162 {
163     if (!target_set(player_ptr, TARGET_KILL))
164         return false;
165
166     msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
167     trap_creation(player_ptr, target_row, target_col);
168     return true;
169 }
170
171 static bool switch_cast_blue_magic(player_type *player_ptr, bmc_type *bmc_ptr, RF_ABILITY spell)
172 {
173     switch (spell) {
174     case RF_ABILITY::SHRIEK:
175         msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
176         aggravate_monsters(player_ptr, 0);
177         return true;
178     case RF_ABILITY::XXX1:
179     case RF_ABILITY::XXX2:
180     case RF_ABILITY::XXX3:
181     case RF_ABILITY::XXX4:
182         return true;
183     case RF_ABILITY::DISPEL:
184         return cast_blue_dispel(player_ptr);
185     case RF_ABILITY::ROCKET:
186         return cast_blue_rocket(player_ptr, bmc_ptr);
187     case RF_ABILITY::SHOOT:
188         return cast_blue_shoot(player_ptr, bmc_ptr);
189     case RF_ABILITY::BR_ACID:
190         return cast_blue_breath_acid(player_ptr, bmc_ptr);
191     case RF_ABILITY::BR_ELEC:
192         return cast_blue_breath_elec(player_ptr, bmc_ptr);
193     case RF_ABILITY::BR_FIRE:
194         return cast_blue_breath_fire(player_ptr, bmc_ptr);
195     case RF_ABILITY::BR_COLD:
196         return cast_blue_breath_cold(player_ptr, bmc_ptr);
197     case RF_ABILITY::BR_POIS:
198         return cast_blue_breath_pois(player_ptr, bmc_ptr);
199     case RF_ABILITY::BR_NETH:
200         return cast_blue_breath_nether(player_ptr, bmc_ptr);
201     case RF_ABILITY::BR_LITE:
202         return cast_blue_breath_lite(player_ptr, bmc_ptr);
203     case RF_ABILITY::BR_DARK:
204         return cast_blue_breath_dark(player_ptr, bmc_ptr);
205     case RF_ABILITY::BR_CONF:
206         return cast_blue_breath_conf(player_ptr, bmc_ptr);
207     case RF_ABILITY::BR_SOUN:
208         return cast_blue_breath_sound(player_ptr, bmc_ptr);
209     case RF_ABILITY::BR_CHAO:
210         return cast_blue_breath_chaos(player_ptr, bmc_ptr);
211     case RF_ABILITY::BR_DISE:
212         return cast_blue_breath_disenchant(player_ptr, bmc_ptr);
213     case RF_ABILITY::BR_NEXU:
214         return cast_blue_breath_nexus(player_ptr, bmc_ptr);
215     case RF_ABILITY::BR_TIME:
216         return cast_blue_breath_time(player_ptr, bmc_ptr);
217     case RF_ABILITY::BR_INER:
218         return cast_blue_breath_inertia(player_ptr, bmc_ptr);
219     case RF_ABILITY::BR_GRAV:
220         return cast_blue_breath_gravity(player_ptr, bmc_ptr);
221     case RF_ABILITY::BR_SHAR:
222         return cast_blue_breath_shards(player_ptr, bmc_ptr);
223     case RF_ABILITY::BR_PLAS:
224         return cast_blue_breath_plasma(player_ptr, bmc_ptr);
225     case RF_ABILITY::BR_FORC:
226         return cast_blue_breath_force(player_ptr, bmc_ptr);
227     case RF_ABILITY::BR_MANA:
228         return cast_blue_breath_mana(player_ptr, bmc_ptr);
229     case RF_ABILITY::BR_NUKE:
230         return cast_blue_breath_nuke(player_ptr, bmc_ptr);
231     case RF_ABILITY::BR_DISI:
232         return cast_blue_breath_disintegration(player_ptr, bmc_ptr);
233     case RF_ABILITY::BA_ACID:
234         return cast_blue_ball_acid(player_ptr, bmc_ptr);
235     case RF_ABILITY::BA_ELEC:
236         return cast_blue_ball_elec(player_ptr, bmc_ptr);
237     case RF_ABILITY::BA_FIRE:
238         return cast_blue_ball_fire(player_ptr, bmc_ptr);
239     case RF_ABILITY::BA_COLD:
240         return cast_blue_ball_cold(player_ptr, bmc_ptr);
241     case RF_ABILITY::BA_POIS:
242         return cast_blue_ball_pois(player_ptr, bmc_ptr);
243     case RF_ABILITY::BA_NUKE:
244         return cast_blue_ball_nuke(player_ptr, bmc_ptr);
245     case RF_ABILITY::BA_NETH:
246         return cast_blue_ball_nether(player_ptr, bmc_ptr);
247     case RF_ABILITY::BA_CHAO:
248         return cast_blue_ball_chaos(player_ptr, bmc_ptr);
249     case RF_ABILITY::BA_WATE:
250         return cast_blue_ball_water(player_ptr, bmc_ptr);
251     case RF_ABILITY::BA_LITE:
252         return cast_blue_ball_star_burst(player_ptr, bmc_ptr);
253     case RF_ABILITY::BA_DARK:
254         return cast_blue_ball_dark_storm(player_ptr, bmc_ptr);
255     case RF_ABILITY::BA_MANA:
256         return cast_blue_ball_mana_storm(player_ptr, bmc_ptr);
257     case RF_ABILITY::DRAIN_MANA:
258         return cast_blue_drain_mana(player_ptr, bmc_ptr);
259     case RF_ABILITY::MIND_BLAST:
260         return cast_blue_mind_blast(player_ptr, bmc_ptr);
261     case RF_ABILITY::BRAIN_SMASH:
262         return cast_blue_brain_smash(player_ptr, bmc_ptr);
263     case RF_ABILITY::CAUSE_1:
264         return cast_blue_curse_1(player_ptr, bmc_ptr);
265     case RF_ABILITY::CAUSE_2:
266         return cast_blue_curse_2(player_ptr, bmc_ptr);
267     case RF_ABILITY::CAUSE_3:
268         return cast_blue_curse_3(player_ptr, bmc_ptr);
269     case RF_ABILITY::CAUSE_4:
270         return cast_blue_curse_4(player_ptr, bmc_ptr);
271     case RF_ABILITY::BO_ACID:
272         return cast_blue_bolt_acid(player_ptr, bmc_ptr);
273     case RF_ABILITY::BO_ELEC:
274         return cast_blue_bolt_elec(player_ptr, bmc_ptr);
275     case RF_ABILITY::BO_FIRE:
276         return cast_blue_bolt_fire(player_ptr, bmc_ptr);
277     case RF_ABILITY::BO_COLD:
278         return cast_blue_bolt_cold(player_ptr, bmc_ptr);
279     case RF_ABILITY::BO_NETH:
280         return cast_blue_bolt_nether(player_ptr, bmc_ptr);
281     case RF_ABILITY::BO_WATE:
282         return cast_blue_bolt_water(player_ptr, bmc_ptr);
283     case RF_ABILITY::BO_MANA:
284         return cast_blue_bolt_mana(player_ptr, bmc_ptr);
285     case RF_ABILITY::BO_PLAS:
286         return cast_blue_bolt_plasma(player_ptr, bmc_ptr);
287     case RF_ABILITY::BO_ICEE:
288         return cast_blue_bolt_icee(player_ptr, bmc_ptr);
289     case RF_ABILITY::MISSILE:
290         return cast_blue_bolt_missile(player_ptr, bmc_ptr);
291     case RF_ABILITY::SCARE:
292         return cast_blue_scare(player_ptr, bmc_ptr);
293     case RF_ABILITY::BLIND:
294         return cast_blue_blind(player_ptr, bmc_ptr);
295     case RF_ABILITY::CONF:
296         return cast_blue_confusion(player_ptr, bmc_ptr);
297     case RF_ABILITY::SLOW:
298         return cast_blue_slow(player_ptr, bmc_ptr);
299     case RF_ABILITY::HOLD:
300         return cast_blue_sleep(player_ptr, bmc_ptr);
301     case RF_ABILITY::HASTE:
302         (void)set_fast(player_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
303         return true;
304     case RF_ABILITY::HAND_DOOM:
305         return cast_blue_hand_doom(player_ptr, bmc_ptr);
306     case RF_ABILITY::HEAL: {
307         msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
308         (void)hp_player(player_ptr, bmc_ptr->plev * 4);
309         BadStatusSetter bss(player_ptr);
310         (void)bss.stun(0);
311         (void)bss.cut(0);
312         return true;
313     }
314     case RF_ABILITY::INVULNER:
315         msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
316         (void)set_invuln(player_ptr, randint1(4) + 4, false);
317         return true;
318     case RF_ABILITY::BLINK:
319         teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
320         return true;
321     case RF_ABILITY::TPORT:
322         teleport_player(player_ptr, bmc_ptr->plev * 5, TELEPORT_SPONTANEOUS);
323         return true;
324     case RF_ABILITY::WORLD:
325         (void)time_walk(player_ptr);
326         return true;
327     case RF_ABILITY::SPECIAL:
328         return true;
329     case RF_ABILITY::TELE_TO:
330         return cast_blue_teleport_back(player_ptr);
331     case RF_ABILITY::TELE_AWAY:
332         return cast_blue_teleport_away(player_ptr, bmc_ptr);
333     case RF_ABILITY::TELE_LEVEL:
334         return teleport_level_other(player_ptr);
335     case RF_ABILITY::PSY_SPEAR:
336         return cast_blue_psy_spear(player_ptr, bmc_ptr);
337     case RF_ABILITY::DARKNESS:
338         msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
339         (void)unlite_area(player_ptr, 10, 3);
340         return true;
341     case RF_ABILITY::TRAPS:
342         return cast_blue_make_trap(player_ptr);
343     case RF_ABILITY::FORGET:
344         msg_print(_("しかし何も起きなかった。", "Nothing happens."));
345         return true;
346     case RF_ABILITY::RAISE_DEAD:
347         msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
348         (void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
349         return true;
350     case RF_ABILITY::S_KIN:
351         return cast_blue_summon_kin(player_ptr, bmc_ptr);
352     case RF_ABILITY::S_CYBER:
353         return cast_blue_summon_cyber(player_ptr, bmc_ptr);
354     case RF_ABILITY::S_MONSTER:
355         return cast_blue_summon_monster(player_ptr, bmc_ptr);
356     case RF_ABILITY::S_MONSTERS:
357         return cast_blue_summon_monsters(player_ptr, bmc_ptr);
358     case RF_ABILITY::S_ANT:
359         return cast_blue_summon_ant(player_ptr, bmc_ptr);
360     case RF_ABILITY::S_SPIDER:
361         return cast_blue_summon_spider(player_ptr, bmc_ptr);
362     case RF_ABILITY::S_HOUND:
363         return cast_blue_summon_hound(player_ptr, bmc_ptr);
364     case RF_ABILITY::S_HYDRA:
365         return cast_blue_summon_hydra(player_ptr, bmc_ptr);
366     case RF_ABILITY::S_ANGEL:
367         return cast_blue_summon_angel(player_ptr, bmc_ptr);
368     case RF_ABILITY::S_DEMON:
369         return cast_blue_summon_demon(player_ptr, bmc_ptr);
370     case RF_ABILITY::S_UNDEAD:
371         return cast_blue_summon_undead(player_ptr, bmc_ptr);
372     case RF_ABILITY::S_DRAGON:
373         return cast_blue_summon_dragon(player_ptr, bmc_ptr);
374     case RF_ABILITY::S_HI_UNDEAD:
375         return cast_blue_summon_high_undead(player_ptr, bmc_ptr);
376     case RF_ABILITY::S_HI_DRAGON:
377         return cast_blue_summon_high_dragon(player_ptr, bmc_ptr);
378     case RF_ABILITY::S_AMBERITES:
379         return cast_blue_summon_amberite(player_ptr, bmc_ptr);
380     case RF_ABILITY::S_UNIQUE:
381         return cast_blue_summon_unique(player_ptr, bmc_ptr);
382     default:
383         msg_print("hoge?");
384         return true;
385     }
386 }
387
388 /*!
389  * @brief 青魔法の発動 /
390  * do_cmd_cast calls this function if the player's class is 'blue-mage'.
391  * @param spell 発動するモンスター攻撃のID
392  * @param success TRUEは成功時、FALSEは失敗時の処理を行う
393  * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
394  */
395 bool cast_learned_spell(player_type *player_ptr, RF_ABILITY spell, const bool success)
396 {
397     bmc_type tmp_bm;
398     bmc_type *bmc_ptr = initialize_blue_magic_type(player_ptr, &tmp_bm, success, get_pseudo_monstetr_level);
399     if (!switch_cast_blue_magic(player_ptr, bmc_ptr, spell))
400         return false;
401
402     if (bmc_ptr->no_trump)
403         msg_print(_("何も現れなかった。", "No one appeared."));
404
405     return true;
406 }