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/player-update-types.h"
15 #include "core/stuff-handler.h"
16 #include "core/window-redrawer.h"
17 #include "effect/attribute-types.h"
18 #include "effect/spells-effect-util.h"
19 #include "flavor/flavor-describer.h"
20 #include "flavor/object-flavor-types.h"
21 #include "floor/cave.h"
22 #include "floor/floor-object.h"
23 #include "floor/geometry.h"
24 #include "game-option/cheat-types.h"
25 #include "grid/feature-flag-types.h"
26 #include "grid/grid.h"
27 #include "inventory/inventory-object.h"
28 #include "inventory/inventory-slot-types.h"
29 #include "io/cursor.h"
30 #include "io/screen-util.h"
31 #include "main/sound-definitions-table.h"
32 #include "main/sound-of-music.h"
33 #include "monster-floor/monster-death.h"
34 #include "monster-floor/monster-summon.h"
35 #include "monster-floor/place-monster-types.h"
36 #include "monster/monster-damage.h"
37 #include "monster/monster-describer.h"
38 #include "monster/monster-info.h"
39 #include "monster/monster-pain-describer.h"
40 #include "monster/monster-status-setter.h"
41 #include "monster/monster-status.h"
42 #include "object-enchant/tr-types.h"
43 #include "object-hook/hook-expendable.h"
44 #include "object-hook/hook-weapon.h"
45 #include "object/item-tester-hooker.h"
46 #include "object/item-use-flags.h"
47 #include "object/object-broken.h"
48 #include "object/object-flags.h"
49 #include "object/object-info.h"
50 #include "object/object-stack.h"
51 #include "player-base/player-class.h"
52 #include "player-info/equipment-info.h"
53 #include "player-status/player-energy.h"
54 #include "player/player-status-table.h"
55 #include "racial/racial-android.h"
56 #include "specific-object/torch.h"
57 #include "system/baseitem-info.h"
58 #include "system/floor-type-definition.h"
59 #include "system/grid-type-definition.h"
60 #include "system/item-entity.h"
61 #include "system/monster-entity.h"
62 #include "system/player-type-definition.h"
63 #include "system/redrawing-flags-updater.h"
64 #include "target/target-checker.h"
65 #include "target/target-getter.h"
66 #include "term/screen-processor.h"
67 #include "timed-effect/player-blindness.h"
68 #include "timed-effect/player-hallucination.h"
69 #include "timed-effect/timed-effects.h"
70 #include "util/bit-flags-calculator.h"
71 #include "util/string-processor.h"
72 #include "view/display-messages.h"
73 #include "view/object-describer.h"
74 #include "wizard/wizard-messages.h"
76 ObjectThrowEntity::ObjectThrowEntity(PlayerType *player_ptr, ItemEntity *q_ptr, const int delay_factor_val, const int mult, const bool boomerang, const OBJECT_IDX shuriken)
78 , player_ptr(player_ptr)
81 , msec(delay_factor_val)
82 , boomerang(boomerang)
86 bool ObjectThrowEntity::check_can_throw()
88 if (!this->check_what_throw()) {
92 if (this->o_ptr->is_cursed() && (this->item >= INVEN_MAIN_HAND)) {
93 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
97 const auto is_spike = this->o_ptr->bi_key.tval() == ItemKindType::SPIKE;
98 if (this->player_ptr->current_floor_ptr->inside_arena && !this->boomerang && !is_spike) {
99 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!"));
107 void ObjectThrowEntity::calc_throw_range()
109 this->q_ptr->copy_from(this->o_ptr);
110 this->obj_flags = object_flags(this->q_ptr);
111 torch_flags(this->q_ptr, this->obj_flags);
112 distribute_charges(this->o_ptr, this->q_ptr, 1);
113 this->q_ptr->number = 1;
114 this->o_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX);
115 if (this->player_ptr->mighty_throw) {
119 auto mul = 10 + 2 * (this->mult - 1);
120 auto div = ((this->q_ptr->weight > 10) ? this->q_ptr->weight : 10);
121 if ((this->obj_flags.has(TR_THROW)) || this->boomerang) {
125 this->tdis = (adj_str_blow[this->player_ptr->stat_index[A_STR]] + 20) * mul / div;
126 if (this->tdis > mul) {
131 bool ObjectThrowEntity::calc_throw_grid()
133 if (this->shuriken >= 0) {
134 this->ty = randint0(101) - 50 + this->player_ptr->y;
135 this->tx = randint0(101) - 50 + this->player_ptr->x;
139 project_length = this->tdis + 1;
141 if (!get_aim_dir(this->player_ptr, &dir)) {
145 this->tx = this->player_ptr->x + 99 * ddx[dir];
146 this->ty = this->player_ptr->y + 99 * ddy[dir];
147 if ((dir == 5) && target_okay(this->player_ptr)) {
148 this->tx = target_col;
149 this->ty = target_row;
156 void ObjectThrowEntity::reflect_inventory_by_throw()
158 if (this->q_ptr->is_specific_artifact(FixedArtifactId::MJOLLNIR) || this->q_ptr->is_specific_artifact(FixedArtifactId::AEGISFANG) || this->boomerang) {
159 this->return_when_thrown = true;
162 if (this->item < 0) {
163 floor_item_increase(this->player_ptr, 0 - this->item, -1);
164 floor_item_optimize(this->player_ptr, 0 - this->item);
168 inven_item_increase(this->player_ptr, this->item, -1);
169 if (!this->return_when_thrown) {
170 inven_item_describe(this->player_ptr, this->item);
173 inven_item_optimize(this->player_ptr, this->item);
176 void ObjectThrowEntity::set_class_specific_throw_params()
178 PlayerEnergy energy(this->player_ptr);
179 energy.set_player_turn_energy(100);
180 PlayerClass pc(this->player_ptr);
181 if (pc.equals(PlayerClassType::ROGUE) || pc.equals(PlayerClassType::NINJA)) {
182 energy.sub_player_turn_energy(this->player_ptr->lev);
185 this->y = this->player_ptr->y;
186 this->x = this->player_ptr->x;
187 handle_stuff(this->player_ptr);
188 const auto tval = this->q_ptr->bi_key.tval();
189 const auto is_spike = tval == ItemKindType::SPIKE;
190 const auto is_sword = tval == ItemKindType::SWORD;
191 this->shuriken = pc.equals(PlayerClassType::NINJA) && (is_spike || ((this->obj_flags.has(TR_THROW)) && is_sword));
194 void ObjectThrowEntity::set_racial_chance()
196 auto compensation = this->obj_flags.has(TR_THROW) ? this->q_ptr->to_h : 0;
197 this->chance = this->player_ptr->skill_tht + (this->player_ptr->to_h_b + compensation) * BTH_PLUS_ADJ;
198 if (this->shuriken != 0) {
203 void ObjectThrowEntity::exe_throw()
206 while (this->cur_dis <= this->tdis) {
207 if ((this->y == this->ty) && (this->x == this->tx)) {
211 if (this->check_racial_target_bold()) {
215 this->check_racial_target_seen();
216 if (this->check_racial_target_monster()) {
220 auto *floor_ptr = this->player_ptr->current_floor_ptr;
221 this->g_ptr = &floor_ptr->grid_array[this->y][this->x];
222 this->m_ptr = &floor_ptr->m_list[this->g_ptr->m_idx];
223 this->m_name = monster_name(this->player_ptr, this->g_ptr->m_idx);
224 this->visible = this->m_ptr->ml;
225 this->hit_body = true;
226 this->attack_racial_power();
231 void ObjectThrowEntity::display_figurine_throw()
233 if ((this->q_ptr->bi_key.tval() != ItemKindType::FIGURINE) || this->player_ptr->current_floor_ptr->inside_arena) {
237 this->corruption_possibility = 100;
238 auto figure_r_idx = i2enum<MonsterRaceId>(this->q_ptr->pval);
239 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))) {
240 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."));
244 if (this->q_ptr->is_cursed()) {
245 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
249 void ObjectThrowEntity::display_potion_throw()
251 if (!this->q_ptr->is_potion()) {
255 if (!this->hit_body && !this->hit_wall && (randint1(100) >= this->corruption_possibility)) {
256 this->corruption_possibility = 0;
260 msg_format(_("%sは砕け散った!", "The %s shatters!"), this->o_name.data());
261 if (!potion_smash_effect(this->player_ptr, 0, this->y, this->x, this->q_ptr->bi_id)) {
262 this->do_drop = false;
266 auto *floor_ptr = this->player_ptr->current_floor_ptr;
267 auto *angry_m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[this->y][this->x].m_idx];
268 if ((floor_ptr->grid_array[this->y][this->x].m_idx == 0) || !angry_m_ptr->is_friendly() || angry_m_ptr->is_invulnerable()) {
269 this->do_drop = false;
273 const auto angry_m_name = monster_desc(this->player_ptr, angry_m_ptr, 0);
274 msg_format(_("%sは怒った!", "%s^ gets angry!"), angry_m_name.data());
275 set_hostile(this->player_ptr, &floor_ptr->m_list[floor_ptr->grid_array[this->y][this->x].m_idx]);
276 this->do_drop = false;
279 void ObjectThrowEntity::check_boomerang_throw()
281 if (!this->return_when_thrown) {
285 this->back_chance = randint1(30) + 20 + ((int)(adj_dex_th[this->player_ptr->stat_index[A_DEX]]) - 128);
286 this->super_boomerang = ((this->q_ptr->is_specific_artifact(FixedArtifactId::MJOLLNIR) || this->q_ptr->is_specific_artifact(FixedArtifactId::AEGISFANG)) && this->boomerang);
287 this->corruption_possibility = -1;
288 if (this->boomerang) {
289 this->back_chance += 4 + randint1(5);
292 if (this->super_boomerang) {
293 this->back_chance += 100;
296 this->o2_name = describe_flavor(this->player_ptr, this->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
297 this->process_boomerang_throw();
300 void ObjectThrowEntity::process_boomerang_back()
302 if (this->come_back) {
303 if ((this->item != INVEN_MAIN_HAND) && (this->item != INVEN_SUB_HAND)) {
304 store_item_to_inventory(this->player_ptr, this->q_ptr);
305 this->do_drop = false;
309 this->o_ptr = &player_ptr->inventory_list[this->item];
310 this->o_ptr->copy_from(this->q_ptr);
311 this->player_ptr->equip_cnt++;
312 auto &rfu = RedrawingFlagsUpdater::get_instance();
314 StatusRedrawingFlag::BONUS,
315 StatusRedrawingFlag::TORCH,
316 StatusRedrawingFlag::MP,
318 rfu.set_flags(flags);
319 this->player_ptr->window_flags |= PW_EQUIPMENT;
320 this->do_drop = false;
324 if (this->equiped_item) {
325 verify_equip_slot(this->player_ptr, this->item);
326 calc_android_exp(this->player_ptr);
330 void ObjectThrowEntity::drop_thrown_item()
332 if (!this->do_drop) {
336 auto is_bold = cave_has_flag_bold(this->player_ptr->current_floor_ptr, this->y, this->x, TerrainCharacteristics::PROJECT);
337 auto drop_y = is_bold ? this->y : this->prev_y;
338 auto drop_x = is_bold ? this->x : this->prev_x;
339 (void)drop_near(this->player_ptr, this->q_ptr, this->corruption_possibility, drop_y, drop_x);
342 bool ObjectThrowEntity::check_what_throw()
344 if (this->shuriken >= 0) {
345 this->item = this->shuriken;
346 this->o_ptr = &this->player_ptr->inventory_list[this->item];
350 if (this->boomerang) {
351 return this->check_throw_boomerang();
355 q = _("どのアイテムを投げますか? ", "Throw which item? ");
356 s = _("投げるアイテムがない。", "You have nothing to throw.");
357 this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
366 bool ObjectThrowEntity::check_throw_boomerang()
368 if (has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
370 q = _("どの武器を投げますか? ", "Throw which item? ");
371 s = _("投げる武器がない。", "You have nothing to throw.");
372 this->o_ptr = choose_object(this->player_ptr, &this->item, q, s, USE_EQUIP, FuncItemTester(&ItemEntity::is_throwable));
381 if (has_melee_weapon(this->player_ptr, INVEN_SUB_HAND)) {
382 this->item = INVEN_SUB_HAND;
383 this->o_ptr = &this->player_ptr->inventory_list[this->item];
387 this->item = INVEN_MAIN_HAND;
388 this->o_ptr = &this->player_ptr->inventory_list[this->item];
392 bool ObjectThrowEntity::check_racial_target_bold()
394 this->ny[this->cur_dis] = this->y;
395 this->nx[this->cur_dis] = this->x;
396 mmove2(&this->ny[this->cur_dis], &this->nx[this->cur_dis], this->player_ptr->y, this->player_ptr->x, this->ty, this->tx);
397 auto *floor_ptr = this->player_ptr->current_floor_ptr;
398 if (cave_has_flag_bold(floor_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis], TerrainCharacteristics::PROJECT)) {
402 this->hit_wall = true;
403 const auto is_figurine = this->q_ptr->bi_key.tval() == ItemKindType::FIGURINE;
404 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);
407 void ObjectThrowEntity::check_racial_target_seen()
409 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])) {
410 term_xtra(TERM_XTRA_DELAY, this->msec);
414 if (this->msec <= 0) {
418 const auto c = this->q_ptr->get_symbol();
419 const auto a = this->q_ptr->get_color();
420 print_rel(this->player_ptr, c, a, this->ny[this->cur_dis], this->nx[this->cur_dis]);
421 move_cursor_relative(this->ny[this->cur_dis], this->nx[this->cur_dis]);
423 term_xtra(TERM_XTRA_DELAY, this->msec);
424 lite_spot(this->player_ptr, this->ny[this->cur_dis], this->nx[this->cur_dis]);
428 bool ObjectThrowEntity::check_racial_target_monster()
430 this->prev_y = this->y;
431 this->prev_x = this->x;
432 this->x = this->nx[this->cur_dis];
433 this->y = this->ny[this->cur_dis];
435 return this->player_ptr->current_floor_ptr->grid_array[this->y][this->x].m_idx == 0;
438 void ObjectThrowEntity::attack_racial_power()
440 if (!test_hit_fire(this->player_ptr, this->chance - this->cur_dis, this->m_ptr, this->m_ptr->ml, this->o_name)) {
444 this->display_attack_racial_power();
445 this->calc_racial_power_damage();
446 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,
447 this->m_ptr->hp - this->tdam, this->m_ptr->maxhp, this->m_ptr->max_maxhp);
450 AttributeFlags attribute_flags{};
451 attribute_flags.set(AttributeType::PLAYER_SHOOT);
452 if (is_active_torch(this->o_ptr)) {
453 attribute_flags.set(AttributeType::FIRE);
456 MonsterDamageProcessor mdp(this->player_ptr, this->g_ptr->m_idx, this->tdam, &fear, attribute_flags);
457 if (mdp.mon_take_hit(extract_note_dies(this->m_ptr->get_real_r_idx()))) {
461 if (const auto pain_message = MonsterPainDescriber(player_ptr, this->g_ptr->m_idx).describe(this->tdam);
462 !pain_message.empty()) {
463 msg_print(pain_message);
466 if ((this->tdam > 0) && !this->q_ptr->is_potion()) {
467 anger_monster(this->player_ptr, this->m_ptr);
470 if (fear && this->m_ptr->ml) {
472 msg_format(_("%s^は恐怖して逃げ出した!", "%s^ flees in terror!"), this->m_name.data());
476 void ObjectThrowEntity::display_attack_racial_power()
478 if (!this->visible) {
479 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), this->o_name.data());
483 msg_format(_("%sが%sに命中した。", "The %s hits %s."), this->o_name.data(), this->m_name.data());
484 if (!this->m_ptr->ml) {
488 if (!this->player_ptr->effects()->hallucination()->is_hallucinated()) {
489 monster_race_track(this->player_ptr, this->m_ptr->ap_r_idx);
492 health_track(this->player_ptr, this->g_ptr->m_idx);
495 void ObjectThrowEntity::calc_racial_power_damage()
497 auto dd = this->q_ptr->dd;
498 auto ds = this->q_ptr->ds;
499 torch_dice(this->q_ptr, &dd, &ds);
500 this->tdam = damroll(dd, ds);
501 this->tdam = calc_attack_damage_with_slay(this->player_ptr, this->q_ptr, this->tdam, this->m_ptr, HISSATSU_NONE, true);
502 this->tdam = critical_shot(this->player_ptr, this->q_ptr->weight, this->q_ptr->to_h, 0, this->tdam);
503 this->tdam += (this->q_ptr->to_d > 0 ? 1 : -1) * this->q_ptr->to_d;
504 if (this->boomerang) {
505 this->tdam *= (this->mult + this->player_ptr->num_blow[this->item - INVEN_MAIN_HAND]);
506 this->tdam += this->player_ptr->to_d_m;
507 } else if (this->obj_flags.has(TR_THROW)) {
508 this->tdam *= (3 + this->mult);
509 this->tdam += this->player_ptr->to_d_m;
511 this->tdam *= this->mult;
514 if (this->shuriken != 0) {
515 this->tdam += ((this->player_ptr->lev + 30) * (this->player_ptr->lev + 30) - 900) / 55;
518 if (this->tdam < 0) {
522 this->tdam = mon_damage_mod(this->player_ptr, this->m_ptr, this->tdam, false);
525 void ObjectThrowEntity::process_boomerang_throw()
527 if ((this->back_chance <= 30) || (one_in_(100) && !this->super_boomerang)) {
528 msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), this->o2_name.data());
532 for (auto i = this->cur_dis - 1; i > 0; i--) {
533 if (!panel_contains(this->ny[i], this->nx[i]) || !player_can_see_bold(this->player_ptr, this->ny[i], this->nx[i])) {
534 term_xtra(TERM_XTRA_DELAY, this->msec);
538 const auto c = this->q_ptr->get_symbol();
539 const auto a = this->q_ptr->get_color();
540 if (this->msec <= 0) {
544 print_rel(this->player_ptr, c, a, this->ny[i], this->nx[i]);
545 move_cursor_relative(this->ny[i], this->nx[i]);
547 term_xtra(TERM_XTRA_DELAY, this->msec);
548 lite_spot(this->player_ptr, this->ny[i], this->nx[i]);
552 this->display_boomerang_throw();
555 void ObjectThrowEntity::display_boomerang_throw()
557 const auto is_blind = this->player_ptr->effects()->blindness()->is_blind();
558 if ((this->back_chance > 37) && !is_blind && (this->item >= 0)) {
559 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), this->o2_name.data());
560 this->come_back = true;
564 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.");
565 msg_format(back_message, this->o2_name.data());
566 this->y = this->player_ptr->y;
567 this->x = this->player_ptr->x;