3 * @brief スナイパー技能の実装 / Sniping
6 * 2014 Deskull rearranged comment for Doxygen.\n
10 #include "player-status.h"
12 #define MAX_SNIPE_POWERS 16
14 /*! スナイパー技能情報のtypedef */
15 typedef struct snipe_power snipe_power;
25 /*! スナイパー技能の解説メッセージ */
26 static concptr const snipe_tips[MAX_SNIPE_POWERS] =
29 "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。",
30 "光る矢を放つ。光に弱いモンスターに威力を発揮する。",
31 "射撃を行った後、短距離の瞬間移動を行う。",
32 "軌道上の罠をすべて無効にする低空飛行の矢を放つ。",
34 "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。",
38 "善良なモンスターに威力を発揮する矢を放つ。",
39 "邪悪なモンスターに威力を発揮する矢を放つ。",
43 "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。",
44 "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。",
46 "Concentrate your mind fot shooting.",
47 "Shot an allow with brightness.",
48 "Blink after shooting.",
49 "Shot an allow able to shatter traps.",
50 "Deals extra damege of fire.",
51 "Shot an allow able to shatter rocks.",
52 "Deals extra damege of ice.",
53 "An allow rushes away a target.",
54 "An allow pierces some monsters.",
55 "Deals more damage to good monsters.",
56 "Deals more damage to evil monsters.",
57 "An allow explodes when it hits a monster.",
59 "Deals extra damege of lightning.",
60 "Deals quick death or 1 damage.",
61 "Deals great damage to all monsters, and some side effects to you.",
66 static snipe_power const snipe_powers[MAX_SNIPE_POWERS] =
68 /* Level gained, cost, name */
72 { 3, 1, "シュート&アウェイ" },
84 { 40, 3, "ニードルショット" },
85 { 48, 7, "セイントスターアロー" },
87 { 1, 0, "Concentration" },
88 { 2, 1, "Flush Arrow" },
89 { 3, 1, "Shoot & Away" },
90 { 5, 1, "Disarm Shot" },
91 { 8, 2, "Fire Shot" },
92 { 10, 2, "Shatter Arrow" },
93 { 13, 2, "Ice Shot" },
94 { 18, 2, "Rushing Arrow"},
95 { 22, 3, "Piercing Shot" },
96 { 25, 4, "Evil Shot"},
97 { 26, 4, "Holy Shot" },
99 { 32, 4, "Double Shot" },
100 { 36, 3, "Plasma Bolt" },
101 { 40, 3, "Needle Shot" },
102 { 48, 7, "Saint Stars Arrow" },
110 static bool snipe_concentrate(void)
112 if ((int)p_ptr->concent < (2 + (p_ptr->lev + 5) / 10)) p_ptr->concent++;
114 msg_format(_("集中した。(集中度 %d)", "You concentrate deeply. (lvl %d)"), p_ptr->concent);
115 reset_concent = FALSE;
117 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
118 p_ptr->redraw |= (PR_STATUS);
123 * @brief スナイパーの集中度リセット
124 * @param msg TRUEならばメッセージを表示する
127 void reset_concentration(bool msg)
131 msg_print(_("集中力が途切れてしまった。", "Stop concentrating."));
135 reset_concent = FALSE;
137 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
138 p_ptr->redraw |= (PR_STATUS);
142 * @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
143 * @param tdam 算出中のダメージ
144 * @return 集中度修正を加えたダメージ
146 int boost_concentration_damage(int tdam)
148 tdam *= (10 + p_ptr->concent);
155 * @brief スナイパーの技能リストを表示する
158 void display_snipe_list(void)
163 PLAYER_LEVEL plev = p_ptr->lev;
167 /* Display a list of spells */
170 put_str("名前", y, x + 5);
171 put_str("Lv MP", y, x + 35);
173 put_str("Name", y, x + 5);
174 put_str("Lv Mana", y, x + 35);
177 /* Dump the spells */
178 for (i = 0; i < MAX_SNIPE_POWERS; i++)
180 /* Access the available spell */
181 spell = snipe_powers[i];
182 if (spell.min_lev > plev) continue;
183 if (spell.mana_cost > (int)p_ptr->concent) continue;
186 sprintf(psi_desc, " %c) %-30s%2d %4d",
187 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
189 Term_putstr(x, y + i + 1, -1, TERM_WHITE, psi_desc);
196 * @brief スナイパー技能を選択する
197 * @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
198 * @param only_browse 一覧を見るだけの場合TRUEを返す
199 * @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。
200 * Allow user to choose a mindcrafter power.\n
202 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
203 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
204 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
206 * The "prompt" should be "cast", "recite", or "study"\n
207 * The "known" should be TRUE for cast/pray, FALSE for study\n
209 * nb: This function has a (trivial) display bug which will be obvious\n
210 * when you run it. It's probably easy to fix but I haven't tried,\n
213 static int get_snipe_power(COMMAND_CODE *sn, bool only_browse)
219 PLAYER_LEVEL plev = p_ptr->lev;
223 concptr p = _("射撃術", "power");
229 /* Assume cancelled */
232 /* Repeat previous command */
233 /* Get the spell, if available */
236 /* Verify the spell */
237 if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= (int)p_ptr->concent))
244 /* Nothing chosen yet */
250 for (i = 0; i < MAX_SNIPE_POWERS; i++)
252 if ((snipe_powers[i].min_lev <= plev) &&
253 ((only_browse) || (snipe_powers[i].mana_cost <= (int)p_ptr->concent)))
259 /* Build a prompt (accept all spells) */
262 (void)strnfmt(out_val, 78,
263 _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
264 p, I2A(0), I2A(num), p);
268 (void)strnfmt(out_val, 78,
269 _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
270 p, I2A(0), I2A(num), p);
273 /* Get a spell from the user */
274 choice = always_show_list ? ESCAPE : 1;
277 if(choice == ESCAPE) choice = ' ';
278 else if( !get_com(out_val, &choice, FALSE) )break;
281 if ((choice == ' ') || (choice == '*') || (choice == '?'))
290 if (!only_browse) screen_save();
292 /* Display a list of spells */
295 put_str("名前", y, x + 5);
296 if (only_browse) put_str("Lv 集中度", y, x + 35);
298 put_str("Name", y, x + 5);
299 if (only_browse) put_str("Lv Pow", y, x + 35);
302 /* Dump the spells */
303 for (i = 0; i < MAX_SNIPE_POWERS; i++)
305 Term_erase(x, y + i + 1, 255);
307 /* Access the spell */
308 spell = snipe_powers[i];
309 if (spell.min_lev > plev) continue;
310 if (!only_browse && (spell.mana_cost > (int)p_ptr->concent)) continue;
312 /* Dump the spell --(-- */
314 sprintf(psi_desc, " %c) %-30s%2d %4d",
315 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
317 sprintf(psi_desc, " %c) %-30s", I2A(i), spell.name);
318 prt(psi_desc, y + i + 1, x);
321 /* Clear the bottom line */
322 prt("", y + i + 1, x);
330 if (!only_browse) screen_load();
338 ask = isupper(choice);
341 if (ask) choice = (char)tolower(choice);
343 /* Extract request */
344 i = (islower(choice) ? A2I(choice) : -1);
346 /* Totally Illegal */
347 if ((i < 0) || (i > num) ||
348 (!only_browse &&(snipe_powers[i].mana_cost > (int)p_ptr->concent)))
354 /* Save the spell index */
355 spell = snipe_powers[i];
363 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), snipe_powers[i].name);
365 /* Belay that order */
366 if (!get_check(tmp_val)) continue;
372 if (redraw && !only_browse) screen_load();
374 p_ptr->window |= (PW_SPELL);
377 /* Abort if needed */
378 if (!flag) return (FALSE);
380 /* Save the choice */
390 * @brief スナイバー技能のスレイ倍率計算を行う /
391 * Calcurate magnification of snipe technics
392 * @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)
393 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
394 * @return スレイの倍率(/10倍)
396 int tot_dam_aux_snipe(int mult, monster_type *m_ptr)
398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
399 bool seen = is_seen(m_ptr);
404 if (r_ptr->flags3 & (RF3_HURT_LITE))
406 int n = 20 + p_ptr->concent;
407 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
408 if (mult < n) mult = n;
412 if (r_ptr->flagsr & RFR_IM_FIRE)
414 if (seen) r_ptr->r_flagsr |= RFR_IM_FIRE;
418 int n = 15 + (p_ptr->concent * 3);
419 if (mult < n) mult = n;
423 if (r_ptr->flagsr & RFR_IM_COLD)
425 if (seen) r_ptr->r_flagsr |= RFR_IM_COLD;
429 int n = 15 + (p_ptr->concent * 3);
430 if (mult < n) mult = n;
434 if (r_ptr->flagsr & RFR_IM_ELEC)
436 if (seen) r_ptr->r_flagsr |= RFR_IM_ELEC;
440 int n = 18 + (p_ptr->concent * 4);
441 if (mult < n) mult = n;
445 if (r_ptr->flags3 & RF3_HURT_ROCK)
447 int n = 15 + (p_ptr->concent * 2);
448 if (seen) r_ptr->r_flags3 |= RF3_HURT_ROCK;
449 if (mult < n) mult = n;
451 else if (r_ptr->flags3 & RF3_NONLIVING)
453 int n = 15 + (p_ptr->concent * 2);
454 if (seen) r_ptr->r_flags3 |= RF3_NONLIVING;
455 if (mult < n) mult = n;
459 if (r_ptr->flags3 & RF3_GOOD)
461 int n = 15 + (p_ptr->concent * 4);
462 if (seen) r_ptr->r_flags3 |= RF3_GOOD;
463 if (mult < n) mult = n;
467 if (r_ptr->flags3 & RF3_EVIL)
469 int n = 12 + (p_ptr->concent * 3);
470 if (seen) r_ptr->r_flags3 |= RF3_EVIL;
471 if (r_ptr->flags3 & (RF3_HURT_LITE))
473 n += (p_ptr->concent * 3);
474 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
476 if (mult < n) mult = n;
480 if (mult < 50) mult = 50;
489 * @brief スナイパー技能の発動 /
490 * do_cmd_cast calls this function if the player's class is 'snipe'.
491 * @param spell 発動する特殊技能のID
492 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
494 static bool cast_sniper_spell(int spell)
496 object_type *o_ptr = &inventory[INVEN_BOW];
498 if (o_ptr->tval != TV_BOW)
500 msg_print(_("弓を装備していない!", "You wield no bow!"));
507 case 0: /* Concentration */
508 if (!snipe_concentrate()) return (FALSE);
509 take_turn(p_ptr, 100);;
511 case 1: snipe_type = SP_LITE; break;
512 case 2: snipe_type = SP_AWAY; break;
513 case 3: snipe_type = SP_KILL_TRAP; break;
514 case 4: snipe_type = SP_FIRE; break;
515 case 5: snipe_type = SP_KILL_WALL; break;
516 case 6: snipe_type = SP_COLD; break;
517 case 7: snipe_type = SP_RUSH; break;
518 case 8: snipe_type = SP_PIERCE; break;
519 case 9: snipe_type = SP_EVILNESS; break;
520 case 10: snipe_type = SP_HOLYNESS; break;
521 case 11: snipe_type = SP_EXPLODE; break;
522 case 12: snipe_type = SP_DOUBLE; break;
523 case 13: snipe_type = SP_ELEC; break;
524 case 14: snipe_type = SP_NEEDLE; break;
525 case 15: snipe_type = SP_FINAL; break;
527 msg_print(_("なに?", "Zap?"));
538 * @brief スナイパー技能コマンドのメインルーチン /
541 void do_cmd_snipe(void)
546 if (cmd_limit_confused(p_ptr)) return;
548 /* not if hullucinated */
551 msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
558 msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
563 if (!get_snipe_power(&n, FALSE)) return;
568 cast = cast_sniper_spell(n);
571 p_ptr->redraw |= (PR_HP | PR_MANA);
573 p_ptr->window |= (PW_PLAYER);
574 p_ptr->window |= (PW_SPELL);
578 * @brief スナイパー技能コマンドの表示 /
581 void do_cmd_snipe_browse(void)
592 if (!get_snipe_power(&n, TRUE))
598 /* Clear lines, position cursor (really should use strlen here) */
599 Term_erase(12, 22, 255);
600 Term_erase(12, 21, 255);
601 Term_erase(12, 20, 255);
602 Term_erase(12, 19, 255);
603 Term_erase(12, 18, 255);
605 roff_to_buf(snipe_tips[n], 62, temp, sizeof(temp));
606 for(j = 0, line = 19; temp[j]; j += (1 + strlen(&temp[j])))
608 prt(&temp[j], line, 15);