8 #include "object-use/throw-execution.h"
9 #include "action/weapon-shield.h"
10 #include "artifact/fixed-art-types.h"
11 #include "combat/attack-power-table.h"
12 #include "combat/shoot.h"
13 #include "combat/slaying.h"
14 #include "core/stuff-handler.h"
15 #include "core/window-redrawer.h"
16 #include "effect/attribute-types.h"
17 #include "effect/spells-effect-util.h"
18 #include "flavor/flavor-describer.h"
19 #include "flavor/object-flavor-types.h"
20 #include "floor/cave.h"
21 #include "floor/floor-object.h"
22 #include "floor/geometry.h"
23 #include "game-option/cheat-types.h"
24 #include "grid/feature-flag-types.h"
25 #include "grid/grid.h"
26 #include "inventory/inventory-object.h"
27 #include "inventory/inventory-slot-types.h"
28 #include "io/cursor.h"
29 #include "io/screen-util.h"
30 #include "main/sound-definitions-table.h"
31 #include "main/sound-of-music.h"
32 #include "monster-floor/monster-death.h"
33 #include "monster-floor/monster-summon.h"
34 #include "monster-floor/place-monster-types.h"
35 #include "monster/monster-damage.h"
36 #include "monster/monster-describer.h"
37 #include "monster/monster-info.h"
38 #include "monster/monster-pain-describer.h"
39 #include "monster/monster-status-setter.h"
40 #include "monster/monster-status.h"
41 #include "object-enchant/tr-types.h"
42 #include "object-hook/hook-expendable.h"
43 #include "object-hook/hook-weapon.h"
44 #include "object/item-tester-hooker.h"
45 #include "object/item-use-flags.h"
46 #include "object/object-broken.h"
47 #include "object/object-info.h"
48 #include "object/object-stack.h"
49 #include "player-base/player-class.h"
50 #include "player-info/equipment-info.h"
51 #include "player-status/player-energy.h"
52 #include "player/player-status-table.h"
53 #include "racial/racial-android.h"
54 #include "specific-object/torch.h"
55 #include "system/baseitem-info.h"
56 #include "system/floor-type-definition.h"
57 #include "system/grid-type-definition.h"
58 #include "system/item-entity.h"
59 #include "system/monster-entity.h"
60 #include "system/player-type-definition.h"
61 #include "system/redrawing-flags-updater.h"
62 #include "target/target-checker.h"
63 #include "target/target-getter.h"
64 #include "term/screen-processor.h"
65 #include "timed-effect/player-blindness.h"
66 #include "timed-effect/player-hallucination.h"
67 #include "timed-effect/timed-effects.h"
68 #include "util/bit-flags-calculator.h"
69 #include "util/string-processor.h"
70 #include "view/display-messages.h"
71 #include "view/object-describer.h"
72 #include "wizard/wizard-messages.h"
74 ObjectThrowEntity::ObjectThrowEntity(PlayerType *player_ptr, ItemEntity *q_ptr, const int delay_factor_val, const int mult, const bool boomerang, const OBJECT_IDX shuriken)
76 , player_ptr(player_ptr)
79 , msec(delay_factor_val)
80 , boomerang(boomerang)
84 bool ObjectThrowEntity::check_can_throw()
86 if (!this->check_what_throw()) {
90 if (this->o_ptr->is_cursed() && (this->i_idx >= INVEN_MAIN_HAND)) {
91 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
95 const auto is_spike = this->o_ptr->bi_key.tval() == ItemKindType::SPIKE;
96 if (this->player_ptr->current_floor_ptr->inside_arena && !this->boomerang && !is_spike) {
97 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!"));
105 void ObjectThrowEntity::calc_throw_range()
107 this->q_ptr->copy_from(this->o_ptr);
108 this->obj_flags = this->q_ptr->get_flags();
109 torch_flags(this->q_ptr, this->obj_flags);
110 distribute_charges(this->o_ptr, this->q_ptr, 1);
111 this->q_ptr->number = 1;
112 this->o_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX);
113 if (this->player_ptr->mighty_throw) {
117 auto mul = 10 + 2 * (this->mult - 1);
118 auto div = ((this->q_ptr->weight > 10) ? this->q_ptr->weight : 10);
119 if ((this->obj_flags.has(TR_THROW)) || this->boomerang) {
123 this->tdis = (adj_str_blow[this->player_ptr->stat_index[A_STR]] + 20) * mul / div;
124 if (this->tdis > mul) {
129 bool ObjectThrowEntity::calc_throw_grid()
131 if (this->shuriken >= 0) {
132 this->ty = randint0(101) - 50 + this->player_ptr->y;
133 this->tx = randint0(101) - 50 + this->player_ptr->x;
137 project_length = this->tdis + 1;
139 if (!get_aim_dir(this->player_ptr, &dir)) {
143 this->tx = this->player_ptr->x + 99 * ddx[dir];
144 this->ty = this->player_ptr->y + 99 * ddy[dir];
145 if ((dir == 5) && target_okay(this->player_ptr)) {
146 this->tx = target_col;
147 this->ty = target_row;
154 void ObjectThrowEntity::reflect_inventory_by_throw()
156 if (this->q_ptr->is_specific_artifact(FixedArtifactId::MJOLLNIR) || this->q_ptr->is_specific_artifact(FixedArtifactId::AEGISFANG) || this->boomerang) {
157 this->return_when_thrown = true;
160 if (this->i_idx < 0) {
161 floor_item_increase(this->player_ptr, 0 - this->i_idx, -1);
162 floor_item_optimize(this->player_ptr, 0 - this->i_idx);
166 inven_item_increase(this->player_ptr, this->i_idx, -1);
167 if (!this->return_when_thrown) {
168 inven_item_describe(this->player_ptr, this->i_idx);
171 inven_item_optimize(this->player_ptr, this->i_idx);
174 void ObjectThrowEntity::set_class_specific_throw_params()
176 PlayerEnergy energy(this->player_ptr);
177 energy.set_player_turn_energy(100);
178 PlayerClass pc(this->player_ptr);
179 if (pc.equals(PlayerClassType::ROGUE) || pc.equals(PlayerClassType::NINJA)) {
180 energy.sub_player_turn_energy(this->player_ptr->lev);
183 this->y = this->player_ptr->y;
184 this->x = this->player_ptr->x;
185 handle_stuff(this->player_ptr);
186 const auto tval = this->q_ptr->bi_key.tval();
187 const auto is_spike = tval == ItemKindType::SPIKE;
188 const auto is_sword = tval == ItemKindType::SWORD;
189 this->shuriken = pc.equals(PlayerClassType::NINJA) && (is_spike || ((this->obj_flags.has(TR_THROW)) && is_sword));
192 void ObjectThrowEntity::set_racial_chance()
194 auto compensation = this->obj_flags.has(TR_THROW) ? this->q_ptr->to_h : 0;
195 this->chance = this->player_ptr->skill_tht + (this->player_ptr->to_h_b + compensation) * BTH_PLUS_ADJ;
196 if (this->shuriken != 0) {
201 void ObjectThrowEntity::exe_throw()
204 while (this->cur_dis <= this->tdis) {
205 if ((this->y == this->ty) && (this->x == this->tx)) {
209 if (this->check_racial_target_bold()) {
213 this->check_racial_target_seen();
214 if (this->check_racial_target_monster()) {
218 auto *floor_ptr = this->player_ptr->current_floor_ptr;
219 this->g_ptr = &floor_ptr->grid_array[this->y][this->x];
220 this->m_ptr = &floor_ptr->m_list[this->g_ptr->m_idx];
221 this->m_name = monster_name(this->player_ptr, this->g_ptr->m_idx);
222 this->visible = this->m_ptr->ml;
223 this->hit_body = true;
224 this->attack_racial_power();
229 void ObjectThrowEntity::display_figurine_throw()
231 if ((this->q_ptr->bi_key.tval() != ItemKindType::FIGURINE) || this->player_ptr->current_floor_ptr->inside_arena) {
235 this->corruption_possibility = 100;
236 auto figure_r_idx = i2enum<MonsterRaceId>(this->q_ptr->pval);
237 if (!(summon_named_creature(this->player_ptr, 0, this->y, this->x, figure_r_idx, !(this->q_ptr->is_cursed()) ? PM_FORCE_PET : PM_NONE))) {
238 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."));
242 if (this->q_ptr->is_cursed()) {
243 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
247 void ObjectThrowEntity::display_potion_throw()
249 if (!this->q_ptr->is_potion()) {
253 if (!this->hit_body && !this->hit_wall && (randint1(100) >= this->corruption_possibility)) {
254 this->corruption_possibility = 0;
258 msg_format(_("%sは砕け散った!", "The %s shatters!"), this->o_name.data());
259 if (!potion_smash_effect(this->player_ptr, 0, this->y, this->x, this->q_ptr->bi_id)) {
260 this->do_drop = false;
264 auto *floor_ptr = this->player_ptr->current_floor_ptr;
265 auto *angry_m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[this->y][this->x].m_idx];
266 if (!floor_ptr->grid_array[this->y][this->x].has_monster() || !angry_m_ptr->is_friendly() || angry_m_ptr->is_invulnerable()) {
267 this->do_drop = false;
271 const auto angry_m_name = monster_desc(this->player_ptr, angry_m_ptr, 0);
272 msg_format(_("%sは怒った!", "%s^ gets angry!"), angry_m_name.data());
273 const auto &grid = floor_ptr->get_grid({ this->y, this->x });
274 floor_ptr->m_list[grid.m_idx].set_hostile();
275 this->do_drop = false;
278 void ObjectThrowEntity::check_boomerang_throw()
280 if (!this->return_when_thrown) {
284 this->back_chance = randint1(30) + 20 + ((int)(adj_dex_th[this->player_ptr->stat_index[A_DEX]]) - 128);
285 this->super_boomerang = ((this->q_ptr->is_specific_artifact(FixedArtifactId::MJOLLNIR) || this->q_ptr->is_specific_artifact(FixedArtifactId::AEGISFANG)) && this->boomerang);
286 this->corruption_possibility = -1;
287 if (this->boomerang) {
288 this->back_chance += 4 + randint1(5);
291 if (this->super_boomerang) {
292 this->back_chance += 100;
295 this->o2_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
296 this->process_boomerang_throw();
299 void ObjectThrowEntity::process_boomerang_back()
301 if (this->come_back) {
302 if ((this->i_idx != INVEN_MAIN_HAND) && (this->i_idx != INVEN_SUB_HAND)) {
303 store_item_to_inventory(this->player_ptr, this->q_ptr);
304 this->do_drop = false;
308 this->o_ptr = &player_ptr->inventory_list[this->i_idx];
309 this->o_ptr->copy_from(this->q_ptr);
310 this->player_ptr->equip_cnt++;
311 auto &rfu = RedrawingFlagsUpdater::get_instance();
312 static constexpr auto flags = {
313 StatusRecalculatingFlag::BONUS,
314 StatusRecalculatingFlag::TORCH,
315 StatusRecalculatingFlag::MP,
317 rfu.set_flags(flags);
318 rfu.set_flag(SubWindowRedrawingFlag::EQUIPMENT);
319 this->do_drop = false;
323 if (this->equiped_item) {
324 verify_equip_slot(this->player_ptr, this->i_idx);
325 calc_android_exp(this->player_ptr);
329 void ObjectThrowEntity::drop_thrown_item()
331 if (!this->do_drop) {
335 auto is_bold = cave_has_flag_bold(this->player_ptr->current_floor_ptr, this->y, this->x, TerrainCharacteristics::PROJECT);
336 auto drop_y = is_bold ? this->y : this->prev_y;
337 auto drop_x = is_bold ? this->x : this->prev_x;
338 (void)drop_near(this->player_ptr, this->q_ptr, this->corruption_possibility, drop_y, drop_x);
341 bool ObjectThrowEntity::check_what_throw()
343 if (this->shuriken >= 0) {
344 this->i_idx = this->shuriken;
345 this->o_ptr = &this->player_ptr->inventory_list[this->i_idx];
349 if (this->boomerang) {
350 return this->check_throw_boomerang();
353 constexpr auto q = _("どのアイテムを投げますか? ", "Throw which item? ");
354 constexpr auto s = _("投げるアイテムがない。", "You have nothing to throw.");
355 this->o_ptr = choose_object(this->player_ptr, &this->i_idx, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
364 bool ObjectThrowEntity::check_throw_boomerang()
366 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
368 q = _("どの武器を投げますか? ", "Throw which item? ");
369 s = _("投げる武器がない。", "You have nothing to throw.");
370 this->o_ptr = choose_object(this->player_ptr, &this->i_idx, q, s, USE_EQUIP, FuncItemTester(&ItemEntity::is_throwable));
379 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
380 this->i_idx = INVEN_SUB_HAND;
381 this->o_ptr = &this->player_ptr->inventory_list[this->i_idx];
385 this->i_idx = INVEN_MAIN_HAND;
386 this->o_ptr = &this->player_ptr->inventory_list[this->i_idx];
390 bool ObjectThrowEntity::check_racial_target_bold()
392 const auto pos = mmove2({ this->y, this->x }, this->player_ptr->get_position(), { this->ty, this->tx });
393 this->ny[this->cur_dis] = pos.y;
394 this->nx[this->cur_dis] = pos.x;
395 auto *floor_ptr = this->player_ptr->current_floor_ptr;
396 if (cave_has_flag_bold(floor_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis], TerrainCharacteristics::PROJECT)) {
400 this->hit_wall = true;
401 const auto is_figurine = this->q_ptr->bi_key.tval() == ItemKindType::FIGURINE;
402 return is_figurine || this->q_ptr->is_potion() || (floor_ptr->grid_array[this->ny[this->cur_dis]][this->nx[this->cur_dis]].m_idx == 0);
405 void ObjectThrowEntity::check_racial_target_seen()
407 if (!panel_contains(this->ny[this->cur_dis], this->nx[this->cur_dis]) || !player_can_see_bold(this->player_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis])) {
408 term_xtra(TERM_XTRA_DELAY, this->msec);
412 if (this->msec <= 0) {
416 const auto c = this->q_ptr->get_symbol();
417 const auto a = this->q_ptr->get_color();
418 print_rel(this->player_ptr, c, a, this->ny[this->cur_dis], this->nx[this->cur_dis]);
419 move_cursor_relative(this->ny[this->cur_dis], this->nx[this->cur_dis]);
421 term_xtra(TERM_XTRA_DELAY, this->msec);
422 lite_spot(this->player_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis]);
426 bool ObjectThrowEntity::check_racial_target_monster()
428 this->prev_y = this->y;
429 this->prev_x = this->x;
430 this->x = this->nx[this->cur_dis];
431 this->y = this->ny[this->cur_dis];
433 return this->player_ptr->current_floor_ptr->grid_array[this->y][this->x].m_idx == 0;
436 void ObjectThrowEntity::attack_racial_power()
438 if (!test_hit_fire(this->player_ptr, this->chance - this->cur_dis, this->m_ptr, this->m_ptr->ml, this->o_name)) {
442 this->display_attack_racial_power();
443 this->calc_racial_power_damage();
444 msg_format_wizard(this->player_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))"), this->tdam,
445 this->m_ptr->hp - this->tdam, this->m_ptr->maxhp, this->m_ptr->max_maxhp);
448 AttributeFlags attribute_flags{};
449 attribute_flags.set(AttributeType::PLAYER_SHOOT);
450 if (is_active_torch(this->o_ptr)) {
451 attribute_flags.set(AttributeType::FIRE);
454 MonsterDamageProcessor mdp(this->player_ptr, this->g_ptr->m_idx, this->tdam, &fear, attribute_flags);
455 if (mdp.mon_take_hit(this->m_ptr->get_died_message())) {
459 if (const auto pain_message = MonsterPainDescriber(player_ptr, this->g_ptr->m_idx).describe(this->tdam);
460 !pain_message.empty()) {
461 msg_print(pain_message);
464 if ((this->tdam > 0) && !this->q_ptr->is_potion()) {
465 anger_monster(this->player_ptr, this->m_ptr);
468 if (fear && this->m_ptr->ml) {
470 msg_format(_("%s^は恐怖して逃げ出した!", "%s^ flees in terror!"), this->m_name.data());
474 void ObjectThrowEntity::display_attack_racial_power()
476 if (!this->visible) {
477 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), this->o_name.data());
481 msg_format(_("%sが%sに命中した。", "The %s hits %s."), this->o_name.data(), this->m_name.data());
482 if (!this->m_ptr->ml) {
486 if (!this->player_ptr->effects()->hallucination()->is_hallucinated()) {
487 monster_race_track(this->player_ptr, this->m_ptr->ap_r_idx);
490 health_track(this->player_ptr, this->g_ptr->m_idx);
493 void ObjectThrowEntity::calc_racial_power_damage()
495 auto dd = this->q_ptr->dd;
496 auto ds = this->q_ptr->ds;
497 torch_dice(this->q_ptr, &dd, &ds);
498 this->tdam = damroll(dd, ds);
499 this->tdam = calc_attack_damage_with_slay(this->player_ptr, this->q_ptr, this->tdam, this->m_ptr, HISSATSU_NONE, true);
500 this->tdam = critical_shot(this->player_ptr, this->q_ptr->weight, this->q_ptr->to_h, 0, this->tdam);
501 this->tdam += (this->q_ptr->to_d > 0 ? 1 : -1) * this->q_ptr->to_d;
502 if (this->boomerang) {
503 this->tdam *= (this->mult + this->player_ptr->num_blow[this->i_idx - INVEN_MAIN_HAND]);
504 this->tdam += this->player_ptr->to_d_m;
505 } else if (this->obj_flags.has(TR_THROW)) {
506 this->tdam *= (3 + this->mult);
507 this->tdam += this->player_ptr->to_d_m;
509 this->tdam *= this->mult;
512 if (this->shuriken != 0) {
513 this->tdam += ((this->player_ptr->lev + 30) * (this->player_ptr->lev + 30) - 900) / 55;
516 if (this->tdam < 0) {
520 this->tdam = mon_damage_mod(this->player_ptr, this->m_ptr, this->tdam, false);
523 void ObjectThrowEntity::process_boomerang_throw()
525 if ((this->back_chance <= 30) || (one_in_(100) && !this->super_boomerang)) {
526 msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), this->o2_name.data());
530 for (auto i = this->cur_dis - 1; i > 0; i--) {
531 if (!panel_contains(this->ny[i], this->nx[i]) || !player_can_see_bold(this->player_ptr, this->ny[i], this->nx[i])) {
532 term_xtra(TERM_XTRA_DELAY, this->msec);
536 const auto c = this->q_ptr->get_symbol();
537 const auto a = this->q_ptr->get_color();
538 if (this->msec <= 0) {
542 print_rel(this->player_ptr, c, a, this->ny[i], this->nx[i]);
543 move_cursor_relative(this->ny[i], this->nx[i]);
545 term_xtra(TERM_XTRA_DELAY, this->msec);
546 lite_spot(this->player_ptr, this->ny[i], this->nx[i]);
550 this->display_boomerang_throw();
553 void ObjectThrowEntity::display_boomerang_throw()
555 const auto is_blind = this->player_ptr->effects()->blindness()->is_blind();
556 if ((this->back_chance > 37) && !is_blind && (this->i_idx >= 0)) {
557 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), this->o2_name.data());
558 this->come_back = true;
562 auto back_message = this->i_idx >= 0 ? _("%sを受け損ねた!", "%s comes back, but you can't catch!") : _("%sが返ってきた。", "%s comes back.");
563 msg_format(back_message, this->o2_name.data());
564 this->y = this->player_ptr->y;
565 this->x = this->player_ptr->x;