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-flags.h"
48 #include "object/object-info.h"
49 #include "object/object-stack.h"
50 #include "player-base/player-class.h"
51 #include "player-info/equipment-info.h"
52 #include "player-status/player-energy.h"
53 #include "player/player-status-table.h"
54 #include "racial/racial-android.h"
55 #include "specific-object/torch.h"
56 #include "system/baseitem-info.h"
57 #include "system/floor-type-definition.h"
58 #include "system/grid-type-definition.h"
59 #include "system/item-entity.h"
60 #include "system/monster-entity.h"
61 #include "system/player-type-definition.h"
62 #include "system/redrawing-flags-updater.h"
63 #include "target/target-checker.h"
64 #include "target/target-getter.h"
65 #include "term/screen-processor.h"
66 #include "timed-effect/player-blindness.h"
67 #include "timed-effect/player-hallucination.h"
68 #include "timed-effect/timed-effects.h"
69 #include "util/bit-flags-calculator.h"
70 #include "util/string-processor.h"
71 #include "view/display-messages.h"
72 #include "view/object-describer.h"
73 #include "wizard/wizard-messages.h"
75 ObjectThrowEntity::ObjectThrowEntity(PlayerType *player_ptr, ItemEntity *q_ptr, const int delay_factor_val, const int mult, const bool boomerang, const OBJECT_IDX shuriken)
77 , player_ptr(player_ptr)
80 , msec(delay_factor_val)
81 , boomerang(boomerang)
85 bool ObjectThrowEntity::check_can_throw()
87 if (!this->check_what_throw()) {
91 if (this->o_ptr->is_cursed() && (this->item >= INVEN_MAIN_HAND)) {
92 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
96 const auto is_spike = this->o_ptr->bi_key.tval() == ItemKindType::SPIKE;
97 if (this->player_ptr->current_floor_ptr->inside_arena && !this->boomerang && !is_spike) {
98 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!"));
106 void ObjectThrowEntity::calc_throw_range()
108 this->q_ptr->copy_from(this->o_ptr);
109 this->obj_flags = object_flags(this->q_ptr);
110 torch_flags(this->q_ptr, this->obj_flags);
111 distribute_charges(this->o_ptr, this->q_ptr, 1);
112 this->q_ptr->number = 1;
113 this->o_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX);
114 if (this->player_ptr->mighty_throw) {
118 auto mul = 10 + 2 * (this->mult - 1);
119 auto div = ((this->q_ptr->weight > 10) ? this->q_ptr->weight : 10);
120 if ((this->obj_flags.has(TR_THROW)) || this->boomerang) {
124 this->tdis = (adj_str_blow[this->player_ptr->stat_index[A_STR]] + 20) * mul / div;
125 if (this->tdis > mul) {
130 bool ObjectThrowEntity::calc_throw_grid()
132 if (this->shuriken >= 0) {
133 this->ty = randint0(101) - 50 + this->player_ptr->y;
134 this->tx = randint0(101) - 50 + this->player_ptr->x;
138 project_length = this->tdis + 1;
140 if (!get_aim_dir(this->player_ptr, &dir)) {
144 this->tx = this->player_ptr->x + 99 * ddx[dir];
145 this->ty = this->player_ptr->y + 99 * ddy[dir];
146 if ((dir == 5) && target_okay(this->player_ptr)) {
147 this->tx = target_col;
148 this->ty = target_row;
155 void ObjectThrowEntity::reflect_inventory_by_throw()
157 if (this->q_ptr->is_specific_artifact(FixedArtifactId::MJOLLNIR) || this->q_ptr->is_specific_artifact(FixedArtifactId::AEGISFANG) || this->boomerang) {
158 this->return_when_thrown = true;
161 if (this->item < 0) {
162 floor_item_increase(this->player_ptr, 0 - this->item, -1);
163 floor_item_optimize(this->player_ptr, 0 - this->item);
167 inven_item_increase(this->player_ptr, this->item, -1);
168 if (!this->return_when_thrown) {
169 inven_item_describe(this->player_ptr, this->item);
172 inven_item_optimize(this->player_ptr, this->item);
175 void ObjectThrowEntity::set_class_specific_throw_params()
177 PlayerEnergy energy(this->player_ptr);
178 energy.set_player_turn_energy(100);
179 PlayerClass pc(this->player_ptr);
180 if (pc.equals(PlayerClassType::ROGUE) || pc.equals(PlayerClassType::NINJA)) {
181 energy.sub_player_turn_energy(this->player_ptr->lev);
184 this->y = this->player_ptr->y;
185 this->x = this->player_ptr->x;
186 handle_stuff(this->player_ptr);
187 const auto tval = this->q_ptr->bi_key.tval();
188 const auto is_spike = tval == ItemKindType::SPIKE;
189 const auto is_sword = tval == ItemKindType::SWORD;
190 this->shuriken = pc.equals(PlayerClassType::NINJA) && (is_spike || ((this->obj_flags.has(TR_THROW)) && is_sword));
193 void ObjectThrowEntity::set_racial_chance()
195 auto compensation = this->obj_flags.has(TR_THROW) ? this->q_ptr->to_h : 0;
196 this->chance = this->player_ptr->skill_tht + (this->player_ptr->to_h_b + compensation) * BTH_PLUS_ADJ;
197 if (this->shuriken != 0) {
202 void ObjectThrowEntity::exe_throw()
205 while (this->cur_dis <= this->tdis) {
206 if ((this->y == this->ty) && (this->x == this->tx)) {
210 if (this->check_racial_target_bold()) {
214 this->check_racial_target_seen();
215 if (this->check_racial_target_monster()) {
219 auto *floor_ptr = this->player_ptr->current_floor_ptr;
220 this->g_ptr = &floor_ptr->grid_array[this->y][this->x];
221 this->m_ptr = &floor_ptr->m_list[this->g_ptr->m_idx];
222 this->m_name = monster_name(this->player_ptr, this->g_ptr->m_idx);
223 this->visible = this->m_ptr->ml;
224 this->hit_body = true;
225 this->attack_racial_power();
230 void ObjectThrowEntity::display_figurine_throw()
232 if ((this->q_ptr->bi_key.tval() != ItemKindType::FIGURINE) || this->player_ptr->current_floor_ptr->inside_arena) {
236 this->corruption_possibility = 100;
237 auto figure_r_idx = i2enum<MonsterRaceId>(this->q_ptr->pval);
238 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))) {
239 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."));
243 if (this->q_ptr->is_cursed()) {
244 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
248 void ObjectThrowEntity::display_potion_throw()
250 if (!this->q_ptr->is_potion()) {
254 if (!this->hit_body && !this->hit_wall && (randint1(100) >= this->corruption_possibility)) {
255 this->corruption_possibility = 0;
259 msg_format(_("%sは砕け散った!", "The %s shatters!"), this->o_name.data());
260 if (!potion_smash_effect(this->player_ptr, 0, this->y, this->x, this->q_ptr->bi_id)) {
261 this->do_drop = false;
265 auto *floor_ptr = this->player_ptr->current_floor_ptr;
266 auto *angry_m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[this->y][this->x].m_idx];
267 if ((floor_ptr->grid_array[this->y][this->x].m_idx == 0) || !angry_m_ptr->is_friendly() || angry_m_ptr->is_invulnerable()) {
268 this->do_drop = false;
272 const auto angry_m_name = monster_desc(this->player_ptr, angry_m_ptr, 0);
273 msg_format(_("%sは怒った!", "%s^ gets angry!"), angry_m_name.data());
274 set_hostile(this->player_ptr, &floor_ptr->m_list[floor_ptr->grid_array[this->y][this->x].m_idx]);
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->item != INVEN_MAIN_HAND) && (this->item != 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->item];
309 this->o_ptr->copy_from(this->q_ptr);
310 this->player_ptr->equip_cnt++;
311 auto &rfu = RedrawingFlagsUpdater::get_instance();
313 StatusRedrawingFlag::BONUS,
314 StatusRedrawingFlag::TORCH,
315 StatusRedrawingFlag::MP,
317 rfu.set_flags(flags);
318 this->player_ptr->window_flags |= PW_EQUIPMENT;
319 this->do_drop = false;
323 if (this->equiped_item) {
324 verify_equip_slot(this->player_ptr, this->item);
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->item = this->shuriken;
345 this->o_ptr = &this->player_ptr->inventory_list[this->item];
349 if (this->boomerang) {
350 return this->check_throw_boomerang();
354 q = _("どのアイテムを投げますか? ", "Throw which item? ");
355 s = _("投げるアイテムがない。", "You have nothing to throw.");
356 this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
365 bool ObjectThrowEntity::check_throw_boomerang()
367 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
369 q = _("どの武器を投げますか? ", "Throw which item? ");
370 s = _("投げる武器がない。", "You have nothing to throw.");
371 this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_EQUIP, FuncItemTester(&ItemEntity::is_throwable));
380 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
381 this->item = INVEN_SUB_HAND;
382 this->o_ptr = &this->player_ptr->inventory_list[this->item];
386 this->item = INVEN_MAIN_HAND;
387 this->o_ptr = &this->player_ptr->inventory_list[this->item];
391 bool ObjectThrowEntity::check_racial_target_bold()
393 this->ny[this->cur_dis] = this->y;
394 this->nx[this->cur_dis] = this->x;
395 mmove2(&this->ny[this->cur_dis], &this->nx[this->cur_dis], this->player_ptr->y, this->player_ptr->x, this->ty, this->tx);
396 auto *floor_ptr = this->player_ptr->current_floor_ptr;
397 if (cave_has_flag_bold(floor_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis], TerrainCharacteristics::PROJECT)) {
401 this->hit_wall = true;
402 const auto is_figurine = this->q_ptr->bi_key.tval() == ItemKindType::FIGURINE;
403 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);
406 void ObjectThrowEntity::check_racial_target_seen()
408 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])) {
409 term_xtra(TERM_XTRA_DELAY, this->msec);
413 if (this->msec <= 0) {
417 const auto c = this->q_ptr->get_symbol();
418 const auto a = this->q_ptr->get_color();
419 print_rel(this->player_ptr, c, a, this->ny[this->cur_dis], this->nx[this->cur_dis]);
420 move_cursor_relative(this->ny[this->cur_dis], this->nx[this->cur_dis]);
422 term_xtra(TERM_XTRA_DELAY, this->msec);
423 lite_spot(this->player_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis]);
427 bool ObjectThrowEntity::check_racial_target_monster()
429 this->prev_y = this->y;
430 this->prev_x = this->x;
431 this->x = this->nx[this->cur_dis];
432 this->y = this->ny[this->cur_dis];
434 return this->player_ptr->current_floor_ptr->grid_array[this->y][this->x].m_idx == 0;
437 void ObjectThrowEntity::attack_racial_power()
439 if (!test_hit_fire(this->player_ptr, this->chance - this->cur_dis, this->m_ptr, this->m_ptr->ml, this->o_name)) {
443 this->display_attack_racial_power();
444 this->calc_racial_power_damage();
445 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,
446 this->m_ptr->hp - this->tdam, this->m_ptr->maxhp, this->m_ptr->max_maxhp);
449 AttributeFlags attribute_flags{};
450 attribute_flags.set(AttributeType::PLAYER_SHOOT);
451 if (is_active_torch(this->o_ptr)) {
452 attribute_flags.set(AttributeType::FIRE);
455 MonsterDamageProcessor mdp(this->player_ptr, this->g_ptr->m_idx, this->tdam, &fear, attribute_flags);
456 if (mdp.mon_take_hit(this->m_ptr->get_died_message())) {
460 if (const auto pain_message = MonsterPainDescriber(player_ptr, this->g_ptr->m_idx).describe(this->tdam);
461 !pain_message.empty()) {
462 msg_print(pain_message);
465 if ((this->tdam > 0) && !this->q_ptr->is_potion()) {
466 anger_monster(this->player_ptr, this->m_ptr);
469 if (fear && this->m_ptr->ml) {
471 msg_format(_("%s^は恐怖して逃げ出した!", "%s^ flees in terror!"), this->m_name.data());
475 void ObjectThrowEntity::display_attack_racial_power()
477 if (!this->visible) {
478 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), this->o_name.data());
482 msg_format(_("%sが%sに命中した。", "The %s hits %s."), this->o_name.data(), this->m_name.data());
483 if (!this->m_ptr->ml) {
487 if (!this->player_ptr->effects()->hallucination()->is_hallucinated()) {
488 monster_race_track(this->player_ptr, this->m_ptr->ap_r_idx);
491 health_track(this->player_ptr, this->g_ptr->m_idx);
494 void ObjectThrowEntity::calc_racial_power_damage()
496 auto dd = this->q_ptr->dd;
497 auto ds = this->q_ptr->ds;
498 torch_dice(this->q_ptr, &dd, &ds);
499 this->tdam = damroll(dd, ds);
500 this->tdam = calc_attack_damage_with_slay(this->player_ptr, this->q_ptr, this->tdam, this->m_ptr, HISSATSU_NONE, true);
501 this->tdam = critical_shot(this->player_ptr, this->q_ptr->weight, this->q_ptr->to_h, 0, this->tdam);
502 this->tdam += (this->q_ptr->to_d > 0 ? 1 : -1) * this->q_ptr->to_d;
503 if (this->boomerang) {
504 this->tdam *= (this->mult + this->player_ptr->num_blow[this->item - INVEN_MAIN_HAND]);
505 this->tdam += this->player_ptr->to_d_m;
506 } else if (this->obj_flags.has(TR_THROW)) {
507 this->tdam *= (3 + this->mult);
508 this->tdam += this->player_ptr->to_d_m;
510 this->tdam *= this->mult;
513 if (this->shuriken != 0) {
514 this->tdam += ((this->player_ptr->lev + 30) * (this->player_ptr->lev + 30) - 900) / 55;
517 if (this->tdam < 0) {
521 this->tdam = mon_damage_mod(this->player_ptr, this->m_ptr, this->tdam, false);
524 void ObjectThrowEntity::process_boomerang_throw()
526 if ((this->back_chance <= 30) || (one_in_(100) && !this->super_boomerang)) {
527 msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), this->o2_name.data());
531 for (auto i = this->cur_dis - 1; i > 0; i--) {
532 if (!panel_contains(this->ny[i], this->nx[i]) || !player_can_see_bold(this->player_ptr, this->ny[i], this->nx[i])) {
533 term_xtra(TERM_XTRA_DELAY, this->msec);
537 const auto c = this->q_ptr->get_symbol();
538 const auto a = this->q_ptr->get_color();
539 if (this->msec <= 0) {
543 print_rel(this->player_ptr, c, a, this->ny[i], this->nx[i]);
544 move_cursor_relative(this->ny[i], this->nx[i]);
546 term_xtra(TERM_XTRA_DELAY, this->msec);
547 lite_spot(this->player_ptr, this->ny[i], this->nx[i]);
551 this->display_boomerang_throw();
554 void ObjectThrowEntity::display_boomerang_throw()
556 const auto is_blind = this->player_ptr->effects()->blindness()->is_blind();
557 if ((this->back_chance > 37) && !is_blind && (this->item >= 0)) {
558 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), this->o2_name.data());
559 this->come_back = true;
563 auto back_message = this->item >= 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.");
564 msg_format(back_message, this->o2_name.data());
565 this->y = this->player_ptr->y;
566 this->x = this->player_ptr->x;