2 * @brief スナイパー技能の実装 / Sniping
5 * 2014 Deskull rearranged comment for Doxygen.\n
8 #include "mind/mind-sniper.h"
9 #include "action/action-limited.h"
10 #include "cmd-action/cmd-shoot.h"
11 #include "core/asking-player.h"
12 #include "core/stuff-handler.h"
13 #include "core/window-redrawer.h"
14 #include "floor/geometry.h"
15 #include "game-option/text-display-options.h"
16 #include "grid/grid.h"
17 #include "inventory/inventory-slot-types.h"
18 #include "io/command-repeater.h"
19 #include "io/input-key-requester.h"
20 #include "main/sound-definitions-table.h"
21 #include "main/sound-of-music.h"
22 #include "mind/snipe-types.h"
23 #include "monster-race/monster-race.h"
24 #include "monster-race/race-flags-resistance.h"
25 #include "monster-race/race-flags3.h"
26 #include "object/tval-types.h"
27 #include "player-base/player-class.h"
28 #include "player-info/sniper-data-type.h"
29 #include "player-status/player-energy.h"
30 #include "system/item-entity.h"
31 #include "system/monster-entity.h"
32 #include "system/monster-race-info.h"
33 #include "system/player-type-definition.h"
34 #include "system/redrawing-flags-updater.h"
35 #include "term/screen-processor.h"
36 #include "term/term-color-types.h"
37 #include "term/z-form.h"
38 #include "util/int-char-converter.h"
39 #include "view/display-messages.h"
40 #include "view/display-util.h"
42 #define MAX_SNIPE_POWERS 16
51 /*! スナイパー技能の解説メッセージ */
52 static concptr const snipe_tips[MAX_SNIPE_POWERS] = {
54 "精神を集中する。射撃の威力、精度が上がり、高度な射撃術が使用できるようになる。",
55 "光る矢を放つ。光に弱いモンスターに威力を発揮する。",
56 "射撃を行った後、短距離の瞬間移動を行う。",
57 "軌道上の罠をすべて無効にする低空飛行の矢を放つ。",
59 "壁を粉砕する矢を放つ。岩でできたモンスターと無生物のモンスターに威力を発揮する。",
63 "善良なモンスターに威力を発揮する矢を放つ。",
64 "邪悪なモンスターに威力を発揮する矢を放つ。",
68 "敵の急所にめがけて矢を放つ。成功すると敵を一撃死させる。失敗すると1ダメージ。",
69 "全てのモンスターに高威力を発揮する矢を放つ。反動による副次効果を受ける。",
71 "Concentrate your mind for shooting.",
72 "Shoot a glowing arrow effective against light-sensitive foes.",
73 "Blink after shooting.",
74 "Shoot an arrow able to shatter traps.",
75 "Deals extra damage of fire.",
76 "Shoot an arrow able to shatter rocks.",
77 "Deals extra damage of ice.",
78 "Shoot an arrow that pushes away the target.",
79 "Shoot an arrow that does not always stop at the first target on its path.",
80 "Deals more damage to good monsters.",
81 "Deals more damage to evil monsters.",
82 "Shoot an arrow that explodes when it hits a monster.",
83 "Shoot two arrows at once.",
84 "Deals extra damage of lightning.",
85 "Deals quick death or 1 damage.",
86 "Deals great damage to all monsters, and some side effects to you.",
91 static snipe_power const snipe_powers[MAX_SNIPE_POWERS] = {
92 /* Level gained, cost, name */
96 { 3, 1, "シュート&アウェイ" },
106 { 32, 4, "ダブルショット" },
107 { 36, 3, "プラズマボルト" },
108 { 40, 3, "ニードルショット" },
109 { 48, 7, "セイントスターアロー" },
111 { 1, 0, "Concentration" },
112 { 2, 1, "Flash Arrow" },
113 { 3, 1, "Shoot & Away" },
114 { 5, 1, "Disarm Shot" },
115 { 8, 2, "Fire Shot" },
116 { 10, 2, "Shatter Arrow" },
117 { 13, 2, "Ice Shot" },
118 { 18, 2, "Rushing Arrow" },
119 { 22, 3, "Piercing Shot" },
120 { 25, 4, "Evil Shot" },
121 { 26, 4, "Holy Shot" },
122 { 30, 3, "Missile" },
123 { 32, 4, "Double Shot" },
124 { 36, 3, "Plasma Bolt" },
125 { 40, 3, "Needle Shot" },
126 { 48, 7, "Saint Stars Arrow" },
130 void SniperData::reset_concentration_flag()
132 this->reset_concent = false;
133 auto &rfu = RedrawingFlagsUpdater::get_instance();
134 static constexpr auto flags = {
135 StatusRecalculatingFlag::BONUS,
136 StatusRecalculatingFlag::MONSTER_STATUSES,
138 rfu.set_flags(flags);
139 rfu.set_flag(MainWindowRedrawingFlag::TIMED_EFFECT);
144 * @return 集中度を加算した場合は true、そうでなければ false
146 static bool snipe_concentrate(PlayerType *player_ptr)
148 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
153 if (sniper_data->concent < (2 + (player_ptr->lev + 5) / 10)) {
154 sniper_data->concent++;
157 msg_format(_("集中した。(集中度 %d)", "You concentrate deeply. (lvl %d)"), sniper_data->concent);
158 sniper_data->reset_concentration_flag();
163 * @brief スナイパーの集中度リセット
164 * スナイパーではない、もしくは集中度がすでに0であればなにもしない。
165 * @param msg TRUEならばメッセージを表示する
167 void reset_concentration(PlayerType *player_ptr, bool msg)
169 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
174 if (msg && (sniper_data->concent > 0)) {
175 msg_print(_("集中力が途切れてしまった。", "Stop concentrating."));
178 sniper_data->concent = 0;
179 sniper_data->reset_concentration_flag();
183 * @brief スナイパーの集中度によるダメージボーナスを加算する
184 * @param tdam 算出中のダメージ
185 * @return 集中度修正を加えたダメージ
187 int boost_concentration_damage(PlayerType *player_ptr, int tdam)
189 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
190 const auto sniper_concent = sniper_data ? sniper_data->concent : 0;
192 tdam = tdam * (10 + sniper_concent) / 10;
198 * @brief スナイパーの技能リストを表示する
200 void display_snipe_list(PlayerType *player_ptr)
205 PLAYER_LEVEL plev = player_ptr->lev;
209 /* Display a list of spells */
211 put_str(_("名前", "Name"), y, x + 5);
212 put_str(_("Lv MP", "Lv Mana"), y, x + 35);
214 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
216 for (i = 0; i < MAX_SNIPE_POWERS; i++) {
217 /* Access the available spell */
218 spell = snipe_powers[i];
219 if (spell.min_lev > plev) {
223 strnfmt(psi_desc, sizeof(psi_desc), " %c) %-30s%2d %4d", I2A(i), spell.name, spell.min_lev, spell.mana_cost);
225 TERM_COLOR tcol = (spell.mana_cost > sniper_data->concent) ? TERM_SLATE : TERM_WHITE;
226 term_putstr(x, y + i + 1, -1, tcol, psi_desc);
231 * @brief スナイパー技能を選択する
232 * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
233 * @param only_browse 一覧を見るだけの場合TRUEを返す
234 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
235 * Allow user to choose a mindcrafter power.\n
237 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
238 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
239 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
241 * The "prompt" should be "cast", "recite", or "study"\n
242 * The "known" should be TRUE for cast/pray, FALSE for study\n
244 * nb: This function has a (trivial) display bug which will be obvious\n
245 * when you run it. It's probably easy to fix but I haven't tried,\n
248 static int get_snipe_power(PlayerType *player_ptr, COMMAND_CODE *sn, bool only_browse)
254 PLAYER_LEVEL plev = player_ptr->lev;
255 concptr p = _("射撃術", "power");
261 /* Assume cancelled */
264 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
266 /* Repeat previous command */
267 /* Get the spell, if available */
268 if (repeat_pull(sn)) {
269 /* Verify the spell */
270 if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= sniper_data->concent)) {
279 for (i = 0; i < MAX_SNIPE_POWERS; i++) {
280 if ((snipe_powers[i].min_lev <= plev) && ((only_browse) || (snipe_powers[i].mana_cost <= sniper_data->concent))) {
287 fmt = _("(%s^ %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%s^s %c-%c, *=List, ESC=exit) Use which %s? ");
289 fmt = _("(%s^ %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%s^s %c-%c, *=List, ESC=exit) Use which %s? ");
292 const auto prompt = format(fmt.data(), p, I2A(0), I2A(num), p);
293 auto choice = always_show_list ? ESCAPE : '\1';
295 if (choice == ESCAPE) {
298 const auto new_choice = input_command(prompt);
303 choice = *new_choice;
307 if ((choice == ' ') || (choice == '*') || (choice == '?')) {
315 /* Display a list of spells */
317 put_str(_("名前", "Name"), y, x + 5);
318 put_str(_("Lv 集中度", "Lv Pow"), y, x + 35);
320 /* Dump the spells */
321 for (i = 0; i < MAX_SNIPE_POWERS; i++) {
322 term_color_type tcol = TERM_WHITE;
323 term_erase(x, y + i + 1);
325 /* Access the spell */
326 spell = snipe_powers[i];
328 /* Dump the spell --(-- */
329 if (spell.min_lev > plev) {
331 } else if (spell.mana_cost > sniper_data->concent) {
334 term_putstr(x, y + i + 1, -1, tcol, (spell.min_lev > plev) ? " ) " : format(" %c) ", I2A(i)));
335 term_putstr(x + 5, y + i + 1, -1, tcol, format("%-30s%2d %4d", spell.name, spell.min_lev, spell.mana_cost));
338 /* Clear the bottom line */
339 prt("", y + i + 1, x);
357 /* Totally Illegal */
358 if ((i < 0) || (i > num) || (!only_browse && (snipe_powers[i].mana_cost > sniper_data->concent))) {
363 /* Save the spell index */
364 spell = snipe_powers[i];
369 if (redraw && !only_browse) {
373 RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::SPELL);
374 handle_stuff(player_ptr);
376 /* Abort if needed */
381 /* Save the choice */
391 * @brief スナイバー技能のスレイ倍率計算を行う /
392 * Calcurate magnification of snipe technics
393 * @param mult スナイバー技能のスレイ効果以前に算出している多要素の倍率(/10倍)
394 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
395 * @return スレイの倍率(/10倍)
397 MULTIPLY calc_snipe_damage_with_slay(PlayerType *player_ptr, MULTIPLY mult, MonsterEntity *m_ptr, SPELL_IDX snipe_type)
399 auto *r_ptr = &m_ptr->get_monrace();
400 bool seen = is_seen(player_ptr, m_ptr);
402 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
403 const auto sniper_concent = sniper_data ? sniper_data->concent : 0;
405 switch (snipe_type) {
407 if (r_ptr->resistance_flags.has(MonsterResistanceType::HURT_LITE)) {
408 MULTIPLY n = 20 + sniper_concent;
410 r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_LITE);
418 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_FIRE)) {
420 r_ptr->r_resistance_flags.set(MonsterResistanceType::IMMUNE_FIRE);
424 if (r_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
425 n = 22 + (sniper_concent * 4);
426 r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
428 n = 15 + (sniper_concent * 3);
437 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_COLD)) {
439 r_ptr->r_resistance_flags.set(MonsterResistanceType::IMMUNE_COLD);
443 if (r_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
444 n = 22 + (sniper_concent * 4);
445 r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
447 n = 15 + (sniper_concent * 3);
456 if (r_ptr->resistance_flags.has(MonsterResistanceType::IMMUNE_ELEC)) {
458 r_ptr->r_resistance_flags.set(MonsterResistanceType::IMMUNE_ELEC);
461 MULTIPLY n = 18 + (sniper_concent * 4);
468 if (r_ptr->resistance_flags.has(MonsterResistanceType::HURT_ROCK)) {
469 MULTIPLY n = 15 + (sniper_concent * 2);
471 r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_ROCK);
476 } else if (r_ptr->kind_flags.has(MonsterKindType::NONLIVING)) {
477 MULTIPLY n = 15 + (sniper_concent * 2);
479 r_ptr->r_kind_flags.set(MonsterKindType::NONLIVING);
487 if (r_ptr->kind_flags.has(MonsterKindType::GOOD)) {
488 MULTIPLY n = 15 + (sniper_concent * 4);
490 r_ptr->r_kind_flags.set(MonsterKindType::GOOD);
498 if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
499 MULTIPLY n = 12 + (sniper_concent * 3);
501 r_ptr->r_kind_flags.set(MonsterKindType::EVIL);
503 if (r_ptr->resistance_flags.has(MonsterResistanceType::HURT_LITE)) {
504 n += (sniper_concent * 3);
506 r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_LITE);
525 * @brief スナイパー技能の発動 /
526 * do_cmd_cast calls this function if the player's class is 'snipe'.
527 * @param spell 発動する特殊技能のID
528 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
530 static bool cast_sniper_spell(PlayerType *player_ptr, int spell)
532 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
533 if (o_ptr->bi_key.tval() != ItemKindType::BOW) {
534 msg_print(_("弓を装備していない!", "You wield no bow!"));
538 auto snipe_type = SP_NONE;
540 case 0: /* Concentration */
542 if (!snipe_concentrate(player_ptr)) {
545 PlayerEnergy(player_ptr).set_player_turn_energy(100);
548 snipe_type = SP_LITE;
551 snipe_type = SP_AWAY;
554 snipe_type = SP_KILL_TRAP;
557 snipe_type = SP_FIRE;
560 snipe_type = SP_KILL_WALL;
563 snipe_type = SP_COLD;
566 snipe_type = SP_RUSH;
569 snipe_type = SP_PIERCE;
572 snipe_type = SP_EVILNESS;
575 snipe_type = SP_HOLYNESS;
578 snipe_type = SP_EXPLODE;
581 snipe_type = SP_DOUBLE;
584 snipe_type = SP_ELEC;
587 snipe_type = SP_NEEDLE;
590 snipe_type = SP_FINAL;
593 msg_print(_("なに?", "Zap?"));
597 do_cmd_fire(player_ptr, snipe_type);
599 return player_ptr->is_fired;
603 * @brief スナイパー技能コマンドのメインルーチン /
605 void do_cmd_snipe(PlayerType *player_ptr)
607 if (cmd_limit_confused(player_ptr)) {
611 if (cmd_limit_image(player_ptr)) {
615 if (cmd_limit_stun(player_ptr)) {
620 if (!get_snipe_power(player_ptr, &n, false)) {
624 if (!cast_sniper_spell(player_ptr, n)) {
628 auto &rfu = RedrawingFlagsUpdater::get_instance();
629 static constexpr auto flags_mwrf = {
630 MainWindowRedrawingFlag::HP,
631 MainWindowRedrawingFlag::MP,
633 rfu.set_flags(flags_mwrf);
634 static constexpr auto flags_swrf = {
635 SubWindowRedrawingFlag::PLAYER,
636 SubWindowRedrawingFlag::SPELL,
638 rfu.set_flags(flags_swrf);
642 * @brief スナイパー技能コマンドの表示 /
644 void do_cmd_snipe_browse(PlayerType *player_ptr)
651 if (!get_snipe_power(player_ptr, &n, true)) {
656 /* Clear lines, position cursor (really should use strlen here) */
663 display_wrap_around(snipe_tips[n], 62, 19, 15);