1 #include "cmd-item/cmd-throw.h"
2 #include "action/throw-util.h"
3 #include "action/weapon-shield.h"
4 #include "art-definition/art-weapon-types.h"
5 #include "combat/attack-power-table.h"
6 #include "combat/shoot.h"
7 #include "combat/slaying.h"
8 #include "core/player-redraw-types.h"
9 #include "core/player-update-types.h"
10 #include "core/stuff-handler.h"
11 #include "core/window-redrawer.h"
12 #include "effect/spells-effect-util.h"
13 #include "flavor/flavor-describer.h"
14 #include "flavor/object-flavor-types.h"
15 #include "floor/cave.h"
16 #include "floor/floor-object.h"
17 #include "floor/geometry.h"
18 #include "game-option/cheat-types.h"
19 #include "game-option/special-options.h"
20 #include "grid/feature-flag-types.h"
21 #include "grid/grid.h"
22 #include "inventory/inventory-object.h"
23 #include "inventory/inventory-slot-types.h"
24 #include "io/cursor.h"
25 #include "io/screen-util.h"
26 #include "main/sound-definitions-table.h"
27 #include "main/sound-of-music.h"
28 #include "monster-floor/monster-death.h"
29 #include "monster-floor/monster-summon.h"
30 #include "monster-floor/place-monster-types.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-info.h"
33 #include "monster/monster-status.h"
34 #include "object-enchant/tr-types.h"
35 #include "object-hook/hook-checker.h"
36 #include "object-hook/hook-expendable.h"
37 #include "object-hook/hook-weapon.h"
38 #include "object/item-tester-hooker.h"
39 #include "object/item-use-flags.h"
40 #include "object/object-broken.h"
41 #include "object/object-flags.h"
42 #include "object/object-generator.h"
43 #include "object/object-info.h"
44 #include "object/object-kind.h"
45 #include "object/object-stack.h"
46 #include "player/attack-defense-types.h"
47 #include "player/special-defense-types.h"
48 #include "racial/racial-android.h"
49 #include "specific-object/torch.h"
50 #include "status/action-setter.h"
51 #include "system/floor-type-definition.h"
52 #include "system/object-type-definition.h"
53 #include "target/target-checker.h"
54 #include "target/target-getter.h"
55 #include "term/screen-processor.h"
56 #include "util/bit-flags-calculator.h"
57 #include "view/display-messages.h"
58 #include "view/object-describer.h"
59 #include "wizard/wizard-messages.h"
61 static bool check_throw_boomerang(player_type *creature_ptr, it_type *it_ptr, concptr *q, concptr *s)
63 if (!it_ptr->boomerang)
66 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
67 item_tester_hook = item_tester_hook_boomerang;
68 *q = _("どの武器を投げますか? ", "Throw which it_ptr->item? ");
69 *s = _("投げる武器がない。", "You have nothing to throw.");
70 it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_EQUIP, 0);
79 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
80 it_ptr->item = INVEN_LARM;
81 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
85 it_ptr->item = INVEN_RARM;
86 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
90 static bool check_what_throw(player_type *creature_ptr, it_type *it_ptr)
92 if (it_ptr->shuriken >= 0) {
93 it_ptr->item = it_ptr->shuriken;
94 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
99 if (!check_throw_boomerang(creature_ptr, it_ptr, &q, &s))
102 q = _("どのアイテムを投げますか? ", "Throw which it_ptr->item? ");
103 s = _("投げるアイテムがない。", "You have nothing to throw.");
104 it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
105 if (!it_ptr->o_ptr) {
114 * @brief 投射処理メインルーチン /
115 * Throw an object from the pack or floor.
117 * @param creature_ptr プレーヤーへの参照ポインタ
118 * @param boomerang ブーメラン処理ならばTRUE
119 * @param shuriken 忍者の手裏剣処理ならばTRUE
120 * @return ターンを消費した場合TRUEを返す
123 * Note: "unseen" monsters are very hard to hit.
125 * Should throwing a weapon do full damage? Should it allow the magic
126 * to hit bonus of the weapon to have an effect? Should it ever cause
127 * the item to be destroyed? Should it do any damage at all?
130 bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_IDX shuriken)
132 if (creature_ptr->wild_mode)
135 if (creature_ptr->special_defense & KATA_MUSOU)
136 set_action(creature_ptr, ACTION_NONE);
139 object_type tmp_object;
140 it_type *it_ptr = initialize_it_type(&tmp_it, &tmp_object, delay_factor, mult, boomerang, shuriken);
141 if (!check_what_throw(creature_ptr, it_ptr))
144 if (object_is_cursed(it_ptr->o_ptr) && (it_ptr->item >= INVEN_RARM)) {
145 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
149 if (creature_ptr->current_floor_ptr->inside_arena && !boomerang && (it_ptr->o_ptr->tval != TV_SPIKE)) {
150 msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
155 object_copy(it_ptr->q_ptr, it_ptr->o_ptr);
156 object_flags(creature_ptr, it_ptr->q_ptr, it_ptr->obj_flags);
157 torch_flags(it_ptr->q_ptr, it_ptr->obj_flags);
158 distribute_charges(it_ptr->o_ptr, it_ptr->q_ptr, 1);
159 it_ptr->q_ptr->number = 1;
160 describe_flavor(creature_ptr, it_ptr->o_name, it_ptr->q_ptr, OD_OMIT_PREFIX);
161 if (creature_ptr->mighty_throw)
164 int mul = 10 + 2 * (mult - 1);
165 int div = ((it_ptr->q_ptr->weight > 10) ? it_ptr->q_ptr->weight : 10);
166 if ((have_flag(it_ptr->obj_flags, TR_THROW)) || boomerang)
169 it_ptr->tdis = (adj_str_blow[creature_ptr->stat_ind[A_STR]] + 20) * mul / div;
170 if (it_ptr->tdis > mul)
174 it_ptr->ty = randint0(101) - 50 + creature_ptr->y;
175 it_ptr->tx = randint0(101) - 50 + creature_ptr->x;
177 project_length = it_ptr->tdis + 1;
179 if (!get_aim_dir(creature_ptr, &dir))
182 it_ptr->tx = creature_ptr->x + 99 * ddx[dir];
183 it_ptr->ty = creature_ptr->y + 99 * ddy[dir];
184 if ((dir == 5) && target_okay(creature_ptr)) {
185 it_ptr->tx = target_col;
186 it_ptr->ty = target_row;
189 project_length = 0; /* reset to default */
192 if ((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG) || boomerang)
193 it_ptr->return_when_thrown = TRUE;
195 if (it_ptr->item >= 0) {
196 inven_item_increase(creature_ptr, it_ptr->item, -1);
197 if (!it_ptr->return_when_thrown)
198 inven_item_describe(creature_ptr, it_ptr->item);
199 inven_item_optimize(creature_ptr, it_ptr->item);
201 floor_item_increase(creature_ptr->current_floor_ptr, 0 - it_ptr->item, -1);
202 floor_item_optimize(creature_ptr, 0 - it_ptr->item);
205 if (it_ptr->item >= INVEN_RARM) {
206 it_ptr->equiped_item = TRUE;
207 creature_ptr->redraw |= PR_EQUIPPY;
210 take_turn(creature_ptr, 100);
211 if ((creature_ptr->pclass == CLASS_ROGUE) || (creature_ptr->pclass == CLASS_NINJA))
212 creature_ptr->energy_use -= creature_ptr->lev;
214 it_ptr->y = creature_ptr->y;
215 it_ptr->x = creature_ptr->x;
216 handle_stuff(creature_ptr);
217 if ((creature_ptr->pclass == CLASS_NINJA) && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((have_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD))))
222 if (have_flag(it_ptr->obj_flags, TR_THROW))
223 it_ptr->chance = ((creature_ptr->skill_tht) + ((creature_ptr->to_h_b + it_ptr->q_ptr->to_h) * BTH_PLUS_ADJ));
225 it_ptr->chance = (creature_ptr->skill_tht + (creature_ptr->to_h_b * BTH_PLUS_ADJ));
230 it_ptr->prev_y = it_ptr->y;
231 it_ptr->prev_x = it_ptr->x;
232 for (it_ptr->cur_dis = 0; it_ptr->cur_dis <= it_ptr->tdis;) {
233 if ((it_ptr->y == it_ptr->ty) && (it_ptr->x == it_ptr->tx))
236 it_ptr->ny[it_ptr->cur_dis] = it_ptr->y;
237 it_ptr->nx[it_ptr->cur_dis] = it_ptr->x;
238 mmove2(&it_ptr->ny[it_ptr->cur_dis], &it_ptr->nx[it_ptr->cur_dis], creature_ptr->y, creature_ptr->x, it_ptr->ty, it_ptr->tx);
239 if (!cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT)) {
240 it_ptr->hit_wall = TRUE;
241 if ((it_ptr->q_ptr->tval == TV_FIGURINE) || object_is_potion(it_ptr->q_ptr) || !creature_ptr->current_floor_ptr->grid_array[it_ptr->ny[it_ptr->cur_dis]][it_ptr->nx[it_ptr->cur_dis]].m_idx)
245 if (panel_contains(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]) && player_can_see_bold(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])) {
246 SYMBOL_CODE c = object_char(it_ptr->q_ptr);
247 TERM_COLOR a = object_attr(it_ptr->q_ptr);
248 print_rel(creature_ptr, c, a, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
249 move_cursor_relative(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
251 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
252 lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
255 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
258 it_ptr->prev_y = it_ptr->y;
259 it_ptr->prev_x = it_ptr->x;
260 it_ptr->x = it_ptr->nx[it_ptr->cur_dis];
261 it_ptr->y = it_ptr->ny[it_ptr->cur_dis];
263 if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx) {
264 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
265 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
266 GAME_TEXT m_name[MAX_NLEN];
267 monster_name(creature_ptr, g_ptr->m_idx, m_name);
268 it_ptr->visible = m_ptr->ml;
269 it_ptr->hit_body = TRUE;
270 if (test_hit_fire(creature_ptr, it_ptr->chance - it_ptr->cur_dis, m_ptr, m_ptr->ml, it_ptr->o_name)) {
272 if (!it_ptr->visible) {
273 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
275 msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, m_name);
277 if (!creature_ptr->image)
278 monster_race_track(creature_ptr, m_ptr->ap_r_idx);
279 health_track(creature_ptr, g_ptr->m_idx);
283 int dd = it_ptr->q_ptr->dd;
284 int ds = it_ptr->q_ptr->ds;
285 torch_dice(it_ptr->q_ptr, &dd, &ds);
286 it_ptr->tdam = damroll(dd, ds);
287 it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, m_ptr, 0, TRUE);
288 it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
289 if (it_ptr->q_ptr->to_d > 0)
290 it_ptr->tdam += it_ptr->q_ptr->to_d;
292 it_ptr->tdam += -it_ptr->q_ptr->to_d;
295 it_ptr->tdam *= (mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
296 it_ptr->tdam += creature_ptr->to_d_m;
297 } else if (have_flag(it_ptr->obj_flags, TR_THROW)) {
298 it_ptr->tdam *= (3 + mult);
299 it_ptr->tdam += creature_ptr->to_d_m;
301 it_ptr->tdam *= mult;
305 it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
307 if (it_ptr->tdam < 0)
310 it_ptr->tdam = mon_damage_mod(creature_ptr, m_ptr, it_ptr->tdam, FALSE);
311 msg_format_wizard(creature_ptr, CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), it_ptr->tdam,
312 m_ptr->hp - it_ptr->tdam, m_ptr->maxhp, m_ptr->max_maxhp);
314 if (mon_take_hit(creature_ptr, g_ptr->m_idx, it_ptr->tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
317 message_pain(creature_ptr, g_ptr->m_idx, it_ptr->tdam);
318 if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
319 anger_monster(creature_ptr, m_ptr);
321 if (fear && m_ptr->ml) {
323 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
332 if (it_ptr->hit_body)
333 torch_lost_fuel(it_ptr->q_ptr);
335 it_ptr->corruption_possibility = (it_ptr->hit_body ? breakage_chance(creature_ptr, it_ptr->q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
337 if ((it_ptr->q_ptr->tval == TV_FIGURINE) && !(creature_ptr->current_floor_ptr->inside_arena)) {
338 it_ptr->corruption_possibility = 100;
339 if (!(summon_named_creature(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->pval, !(object_is_cursed(it_ptr->q_ptr)) ? PM_FORCE_PET : 0L)))
340 msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
341 else if (object_is_cursed(it_ptr->q_ptr))
342 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
345 if (object_is_potion(it_ptr->q_ptr)) {
346 if (it_ptr->hit_body || it_ptr->hit_wall || (randint1(100) < it_ptr->corruption_possibility)) {
347 msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
348 if (potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
349 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx];
350 if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx && is_friendly(m_ptr) && !monster_invulner_remaining(m_ptr)) {
351 GAME_TEXT m_name[MAX_NLEN];
352 monster_desc(creature_ptr, m_name, m_ptr, 0);
353 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
354 set_hostile(creature_ptr, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx]);
358 it_ptr->do_drop = FALSE;
360 it_ptr->corruption_possibility = 0;
364 if (it_ptr->return_when_thrown) {
365 int back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
366 char o2_name[MAX_NLEN];
367 bool super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && boomerang);
368 it_ptr->corruption_possibility = -1;
370 back_chance += 4 + randint1(5);
373 describe_flavor(creature_ptr, o2_name, it_ptr->q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
374 if ((back_chance > 30) && (!one_in_(100) || super_boomerang)) {
375 for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
376 if (panel_contains(it_ptr->ny[i], it_ptr->nx[i]) && player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
377 SYMBOL_CODE c = object_char(it_ptr->q_ptr);
378 byte a = object_attr(it_ptr->q_ptr);
379 print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
380 move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
382 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
383 lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
386 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
390 if ((back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
391 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
392 it_ptr->come_back = TRUE;
394 if (it_ptr->item >= 0) {
395 msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
397 msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
399 it_ptr->y = creature_ptr->y;
400 it_ptr->x = creature_ptr->x;
403 msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
407 if (it_ptr->come_back) {
408 if (it_ptr->item == INVEN_RARM || it_ptr->item == INVEN_LARM) {
409 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
410 object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
411 creature_ptr->total_weight += it_ptr->q_ptr->weight;
412 creature_ptr->equip_cnt++;
413 creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
414 creature_ptr->window |= PW_EQUIP;
416 store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
419 it_ptr->do_drop = FALSE;
420 } else if (it_ptr->equiped_item) {
421 verify_equip_slot(creature_ptr, it_ptr->item);
422 calc_android_exp(creature_ptr);
425 if (it_ptr->do_drop) {
426 if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT)) {
427 (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
429 (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);