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[hengbandforosx/hengbandosx.git] / src / object-use / throw-execution.cpp
1 /*!
2  * @file throw-util.cpp
3  * @brief 投擲処理関連クラス
4  * @date 2021/08/20
5  * @author Hourier
6  */
7
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"
74
75 ObjectThrowEntity::ObjectThrowEntity(PlayerType *player_ptr, ItemEntity *q_ptr, const int delay_factor_val, const int mult, const bool boomerang, const OBJECT_IDX shuriken)
76     : q_ptr(q_ptr)
77     , player_ptr(player_ptr)
78     , shuriken(shuriken)
79     , mult(mult)
80     , msec(delay_factor_val)
81     , boomerang(boomerang)
82 {
83 }
84
85 bool ObjectThrowEntity::check_can_throw()
86 {
87     if (!this->check_what_throw()) {
88         return false;
89     }
90
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."));
93         return false;
94     }
95
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!"));
99         msg_print(nullptr);
100         return false;
101     }
102
103     return true;
104 }
105
106 void ObjectThrowEntity::calc_throw_range()
107 {
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) {
115         this->mult += 3;
116     }
117
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) {
121         div /= 2;
122     }
123
124     this->tdis = (adj_str_blow[this->player_ptr->stat_index[A_STR]] + 20) * mul / div;
125     if (this->tdis > mul) {
126         this->tdis = mul;
127     }
128 }
129
130 bool ObjectThrowEntity::calc_throw_grid()
131 {
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;
135         return true;
136     }
137
138     project_length = this->tdis + 1;
139     DIRECTION dir;
140     if (!get_aim_dir(this->player_ptr, &dir)) {
141         return false;
142     }
143
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;
149     }
150
151     project_length = 0;
152     return true;
153 }
154
155 void ObjectThrowEntity::reflect_inventory_by_throw()
156 {
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;
159     }
160
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);
164         return;
165     }
166
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);
170     }
171
172     inven_item_optimize(this->player_ptr, this->item);
173 }
174
175 void ObjectThrowEntity::set_class_specific_throw_params()
176 {
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);
182     }
183
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));
191 }
192
193 void ObjectThrowEntity::set_racial_chance()
194 {
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) {
198         this->chance *= 2;
199     }
200 }
201
202 void ObjectThrowEntity::exe_throw()
203 {
204     this->cur_dis = 0;
205     while (this->cur_dis <= this->tdis) {
206         if ((this->y == this->ty) && (this->x == this->tx)) {
207             break;
208         }
209
210         if (this->check_racial_target_bold()) {
211             break;
212         }
213
214         this->check_racial_target_seen();
215         if (this->check_racial_target_monster()) {
216             continue;
217         }
218
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();
226         break;
227     }
228 }
229
230 void ObjectThrowEntity::display_figurine_throw()
231 {
232     if ((this->q_ptr->bi_key.tval() != ItemKindType::FIGURINE) || this->player_ptr->current_floor_ptr->inside_arena) {
233         return;
234     }
235
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."));
240         return;
241     }
242
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."));
245     }
246 }
247
248 void ObjectThrowEntity::display_potion_throw()
249 {
250     if (!this->q_ptr->is_potion()) {
251         return;
252     }
253
254     if (!this->hit_body && !this->hit_wall && (randint1(100) >= this->corruption_possibility)) {
255         this->corruption_possibility = 0;
256         return;
257     }
258
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;
262         return;
263     }
264
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;
269         return;
270     }
271
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;
276 }
277
278 void ObjectThrowEntity::check_boomerang_throw()
279 {
280     if (!this->return_when_thrown) {
281         return;
282     }
283
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);
289     }
290
291     if (this->super_boomerang) {
292         this->back_chance += 100;
293     }
294
295     this->o2_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
296     this->process_boomerang_throw();
297 }
298
299 void ObjectThrowEntity::process_boomerang_back()
300 {
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;
305             return;
306         }
307
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();
312         const auto flags = {
313             StatusRedrawingFlag::BONUS,
314             StatusRedrawingFlag::TORCH,
315             StatusRedrawingFlag::MP,
316         };
317         rfu.set_flags(flags);
318         this->player_ptr->window_flags |= PW_EQUIPMENT;
319         this->do_drop = false;
320         return;
321     }
322
323     if (this->equiped_item) {
324         verify_equip_slot(this->player_ptr, this->item);
325         calc_android_exp(this->player_ptr);
326     }
327 }
328
329 void ObjectThrowEntity::drop_thrown_item()
330 {
331     if (!this->do_drop) {
332         return;
333     }
334
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);
339 }
340
341 bool ObjectThrowEntity::check_what_throw()
342 {
343     if (this->shuriken >= 0) {
344         this->item = this->shuriken;
345         this->o_ptr = &this->player_ptr->inventory_list[this->item];
346         return true;
347     }
348
349     if (this->boomerang) {
350         return this->check_throw_boomerang();
351     }
352
353     concptr q, s;
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);
357     if (!this->o_ptr) {
358         flush();
359         return false;
360     }
361
362     return true;
363 }
364
365 bool ObjectThrowEntity::check_throw_boomerang()
366 {
367     if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
368         concptr q, s;
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));
372         if (!this->o_ptr) {
373             flush();
374             return false;
375         }
376
377         return true;
378     }
379
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];
383         return true;
384     }
385
386     this->item = INVEN_MAIN_HAND;
387     this->o_ptr = &this->player_ptr->inventory_list[this->item];
388     return true;
389 }
390
391 bool ObjectThrowEntity::check_racial_target_bold()
392 {
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)) {
398         return false;
399     }
400
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);
404 }
405
406 void ObjectThrowEntity::check_racial_target_seen()
407 {
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);
410         return;
411     }
412
413     if (this->msec <= 0) {
414         return;
415     }
416
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]);
421     term_fresh();
422     term_xtra(TERM_XTRA_DELAY, this->msec);
423     lite_spot(this->player_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis]);
424     term_fresh();
425 }
426
427 bool ObjectThrowEntity::check_racial_target_monster()
428 {
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];
433     this->cur_dis++;
434     return this->player_ptr->current_floor_ptr->grid_array[this->y][this->x].m_idx == 0;
435 }
436
437 void ObjectThrowEntity::attack_racial_power()
438 {
439     if (!test_hit_fire(this->player_ptr, this->chance - this->cur_dis, this->m_ptr, this->m_ptr->ml, this->o_name)) {
440         return;
441     }
442
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);
447
448     auto fear = false;
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);
453     }
454
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())) {
457         return;
458     }
459
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);
463     }
464
465     if ((this->tdam > 0) && !this->q_ptr->is_potion()) {
466         anger_monster(this->player_ptr, this->m_ptr);
467     }
468
469     if (fear && this->m_ptr->ml) {
470         sound(SOUND_FLEE);
471         msg_format(_("%s^は恐怖して逃げ出した!", "%s^ flees in terror!"), this->m_name.data());
472     }
473 }
474
475 void ObjectThrowEntity::display_attack_racial_power()
476 {
477     if (!this->visible) {
478         msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), this->o_name.data());
479         return;
480     }
481
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) {
484         return;
485     }
486
487     if (!this->player_ptr->effects()->hallucination()->is_hallucinated()) {
488         monster_race_track(this->player_ptr, this->m_ptr->ap_r_idx);
489     }
490
491     health_track(this->player_ptr, this->g_ptr->m_idx);
492 }
493
494 void ObjectThrowEntity::calc_racial_power_damage()
495 {
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;
509     } else {
510         this->tdam *= this->mult;
511     }
512
513     if (this->shuriken != 0) {
514         this->tdam += ((this->player_ptr->lev + 30) * (this->player_ptr->lev + 30) - 900) / 55;
515     }
516
517     if (this->tdam < 0) {
518         this->tdam = 0;
519     }
520
521     this->tdam = mon_damage_mod(this->player_ptr, this->m_ptr, this->tdam, false);
522 }
523
524 void ObjectThrowEntity::process_boomerang_throw()
525 {
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());
528         return;
529     }
530
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);
534             continue;
535         }
536
537         const auto c = this->q_ptr->get_symbol();
538         const auto a = this->q_ptr->get_color();
539         if (this->msec <= 0) {
540             continue;
541         }
542
543         print_rel(this->player_ptr, c, a, this->ny[i], this->nx[i]);
544         move_cursor_relative(this->ny[i], this->nx[i]);
545         term_fresh();
546         term_xtra(TERM_XTRA_DELAY, this->msec);
547         lite_spot(this->player_ptr, this->ny[i], this->nx[i]);
548         term_fresh();
549     }
550
551     this->display_boomerang_throw();
552 }
553
554 void ObjectThrowEntity::display_boomerang_throw()
555 {
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;
560         return;
561     }
562
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;
567 }