3 * @brief スナイパー技能の実装 / Sniping
6 * 2014 Deskull rearranged comment for Doxygen.\n
11 #define MAX_SNIPE_POWERS 16
13 /*! スナイパー技能情報のtypedef */
14 typedef struct snipe_power snipe_power;
24 /*! スナイパー技能の解説メッセージ */
25 static cptr const snipe_tips[MAX_SNIPE_POWERS] =
28 "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。",
29 "光る矢を放つ。光に弱いモンスターに威力を発揮する。",
30 "射撃を行った後、短距離の瞬間移動を行う。",
31 "軌道上の罠をすべて無効にする低空飛行の矢を放つ。",
33 "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。",
37 "善良なモンスターに威力を発揮する矢を放つ。",
38 "邪悪なモンスターに威力を発揮する矢を放つ。",
42 "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。",
43 "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。",
45 "Concentrate your mind fot shooting.",
46 "Shot an allow with brightness.",
47 "Blink after shooting.",
48 "Shot an allow able to shatter traps.",
49 "Deals extra damege of fire.",
50 "Shot an allow able to shatter rocks.",
51 "Deals extra damege of ice.",
52 "An allow rushes away a target.",
53 "An allow pierces some monsters.",
54 "Deals more damage to good monsters.",
55 "Deals more damage to evil monsters.",
56 "An allow explodes when it hits a monster.",
58 "Deals extra damege of lightning.",
59 "Deals quick death or 1 damage.",
60 "Deals great damage to all monsters, and some side effects to you.",
65 static snipe_power const snipe_powers[MAX_SNIPE_POWERS] =
67 /* Level gained, cost, name */
71 { 3, 1, "シュート&アウェイ" },
83 { 40, 3, "ニードルショット" },
84 { 48, 7, "セイントスターアロー" },
86 { 1, 0, "Concentration" },
87 { 2, 1, "Flush Arrow" },
88 { 3, 1, "Shoot & Away" },
89 { 5, 1, "Disarm Shot" },
90 { 8, 2, "Fire Shot" },
91 { 10, 2, "Shatter Arrow" },
92 { 13, 2, "Ice Shot" },
93 { 18, 2, "Rushing Arrow"},
94 { 22, 3, "Piercing Shot" },
95 { 25, 4, "Evil Shot"},
96 { 26, 4, "Holy Shot" },
98 { 32, 4, "Double Shot" },
99 { 36, 3, "Plasma Bolt" },
100 { 40, 3, "Needle Shot" },
101 { 48, 7, "Saint Stars Arrow" },
109 static bool snipe_concentrate(void)
111 if ((int)p_ptr->concent < (2 + (p_ptr->lev + 5) / 10)) p_ptr->concent++;
113 msg_format(_("集中した。(集中度 %d)", "You concentrate deeply. (lvl %d)"), p_ptr->concent);
114 reset_concent = FALSE;
116 /* Recalculate bonuses */
117 p_ptr->update |= (PU_BONUS);
119 p_ptr->redraw |= (PR_STATUS);
121 /* Update the monsters */
122 p_ptr->update |= (PU_MONSTERS);
128 * @brief スナイパーの集中度リセット
129 * @param msg TRUEならばメッセージを表示する
132 void reset_concentration(bool msg)
136 msg_print(_("集中力が途切れてしまった。", "Stop concentrating."));
140 reset_concent = FALSE;
142 /* Recalculate bonuses */
143 p_ptr->update |= (PU_BONUS);
145 p_ptr->redraw |= (PR_STATUS);
147 /* Update the monsters */
148 p_ptr->update |= (PU_MONSTERS);
152 * @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
153 * @param tdam 算出中のダメージ
154 * @return 集中度修正を加えたダメージ
156 int boost_concentration_damage(int tdam)
158 tdam *= (10 + p_ptr->concent);
165 * @brief スナイパーの技能リストを表示する
168 void display_snipe_list(void)
173 int plev = p_ptr->lev;
177 /* Display a list of spells */
180 put_str("名前", y, x + 5);
181 put_str("Lv MP", y, x + 35);
183 put_str("Name", y, x + 5);
184 put_str("Lv Mana", y, x + 35);
187 /* Dump the spells */
188 for (i = 0; i < MAX_SNIPE_POWERS; i++)
190 /* Access the available spell */
191 spell = snipe_powers[i];
192 if (spell.min_lev > plev) continue;
193 if (spell.mana_cost > (int)p_ptr->concent) continue;
196 sprintf(psi_desc, " %c) %-30s%2d %4d",
197 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
199 Term_putstr(x, y + i + 1, -1, TERM_WHITE, psi_desc);
206 * @brief スナイパー技能を選択する
207 * @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
208 * @param only_browse 一覧を見るだけの場合TRUEを返す
209 * @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。
210 * Allow user to choose a mindcrafter power.\n
212 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
213 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
214 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
216 * The "prompt" should be "cast", "recite", or "study"\n
217 * The "known" should be TRUE for cast/pray, FALSE for study\n
219 * nb: This function has a (trivial) display bug which will be obvious\n
220 * when you run it. It's probably easy to fix but I haven't tried,\n
223 static int get_snipe_power(int *sn, bool only_browse)
229 int plev = p_ptr->lev;
233 cptr p = _("射撃術", "power");
237 #ifdef ALLOW_REPEAT /* TNB */
241 /* Assume cancelled */
244 /* Repeat previous command */
245 /* Get the spell, if available */
248 /* Verify the spell */
249 if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= (int)p_ptr->concent))
256 #endif /* ALLOW_REPEAT -- TNB */
258 /* Nothing chosen yet */
264 for (i = 0; i < MAX_SNIPE_POWERS; i++)
266 if ((snipe_powers[i].min_lev <= plev) &&
267 ((only_browse) || (snipe_powers[i].mana_cost <= (int)p_ptr->concent)))
273 /* Build a prompt (accept all spells) */
276 (void)strnfmt(out_val, 78,
277 _("(%^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? "),
278 p, I2A(0), I2A(num), p);
282 (void)strnfmt(out_val, 78,
283 _("(%^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? "),
284 p, I2A(0), I2A(num), p);
287 /* Get a spell from the user */
288 choice = always_show_list ? ESCAPE : 1;
291 if(choice == ESCAPE) choice = ' ';
292 else if( !get_com(out_val, &choice, FALSE) )break;
295 if ((choice == ' ') || (choice == '*') || (choice == '?'))
305 /* Save the screen */
306 if (!only_browse) screen_save();
308 /* Display a list of spells */
311 put_str("名前", y, x + 5);
312 if (only_browse) put_str("Lv 集中度", y, x + 35);
314 put_str("Name", y, x + 5);
315 if (only_browse) put_str("Lv Pow", y, x + 35);
318 /* Dump the spells */
319 for (i = 0; i < MAX_SNIPE_POWERS; i++)
321 Term_erase(x, y + i + 1, 255);
323 /* Access the spell */
324 spell = snipe_powers[i];
325 if (spell.min_lev > plev) continue;
326 if (!only_browse && (spell.mana_cost > (int)p_ptr->concent)) continue;
328 /* Dump the spell --(-- */
330 sprintf(psi_desc, " %c) %-30s%2d %4d",
331 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
333 sprintf(psi_desc, " %c) %-30s", I2A(i), spell.name);
334 prt(psi_desc, y + i + 1, x);
337 /* Clear the bottom line */
338 prt("", y + i + 1, x);
347 /* Restore the screen */
348 if (!only_browse) screen_load();
356 ask = isupper(choice);
359 if (ask) choice = tolower(choice);
361 /* Extract request */
362 i = (islower(choice) ? A2I(choice) : -1);
364 /* Totally Illegal */
365 if ((i < 0) || (i > num) ||
366 (!only_browse &&(snipe_powers[i].mana_cost > (int)p_ptr->concent)))
372 /* Save the spell index */
373 spell = snipe_powers[i];
381 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), snipe_powers[i].name);
383 /* Belay that order */
384 if (!get_check(tmp_val)) continue;
391 /* Restore the screen */
392 if (redraw && !only_browse) screen_load();
395 p_ptr->window |= (PW_SPELL);
400 /* Abort if needed */
401 if (!flag) return (FALSE);
403 /* Save the choice */
406 #ifdef ALLOW_REPEAT /* TNB */
410 #endif /* ALLOW_REPEAT -- TNB */
417 * @brief スナイバー技能のスレイ倍率計算を行う /
418 * Calcurate magnification of snipe technics
419 * @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)
420 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
421 * @return スレイの倍率(/10倍)
423 int tot_dam_aux_snipe(int mult, monster_type *m_ptr)
425 monster_race *r_ptr = &r_info[m_ptr->r_idx];
426 bool seen = is_seen(m_ptr);
431 if (r_ptr->flags3 & (RF3_HURT_LITE))
433 int n = 20 + p_ptr->concent;
434 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
435 if (mult < n) mult = n;
439 if (r_ptr->flagsr & RFR_IM_FIRE)
441 if (seen) r_ptr->r_flagsr |= RFR_IM_FIRE;
445 int n = 15 + (p_ptr->concent * 3);
446 if (mult < n) mult = n;
450 if (r_ptr->flagsr & RFR_IM_COLD)
452 if (seen) r_ptr->r_flagsr |= RFR_IM_COLD;
456 int n = 15 + (p_ptr->concent * 3);
457 if (mult < n) mult = n;
461 if (r_ptr->flagsr & RFR_IM_ELEC)
463 if (seen) r_ptr->r_flagsr |= RFR_IM_ELEC;
467 int n = 18 + (p_ptr->concent * 4);
468 if (mult < n) mult = n;
472 if (r_ptr->flags3 & RF3_HURT_ROCK)
474 int n = 15 + (p_ptr->concent * 2);
475 if (seen) r_ptr->r_flags3 |= RF3_HURT_ROCK;
476 if (mult < n) mult = n;
478 else if (r_ptr->flags3 & RF3_NONLIVING)
480 int n = 15 + (p_ptr->concent * 2);
481 if (seen) r_ptr->r_flags3 |= RF3_NONLIVING;
482 if (mult < n) mult = n;
486 if (r_ptr->flags3 & RF3_GOOD)
488 int n = 15 + (p_ptr->concent * 4);
489 if (seen) r_ptr->r_flags3 |= RF3_GOOD;
490 if (mult < n) mult = n;
494 if (r_ptr->flags3 & RF3_EVIL)
496 int n = 12 + (p_ptr->concent * 3);
497 if (seen) r_ptr->r_flags3 |= RF3_EVIL;
498 if (r_ptr->flags3 & (RF3_HURT_LITE))
500 n += (p_ptr->concent * 3);
501 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
503 if (mult < n) mult = n;
507 if (mult < 50) mult = 50;
516 * @brief スナイパー技能の発動 /
517 * do_cmd_cast calls this function if the player's class is 'snipe'.
518 * @param spell 発動する特殊技能のID
519 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
521 static bool cast_sniper_spell(int spell)
523 object_type *o_ptr = &inventory[INVEN_BOW];
525 if (o_ptr->tval != TV_BOW)
527 msg_print(_("弓を装備していない!", "You wield no bow!"));
534 case 0: /* Concentration */
535 if (!snipe_concentrate()) return (FALSE);
536 p_ptr->energy_use = 100;
538 case 1: snipe_type = SP_LITE; break;
539 case 2: snipe_type = SP_AWAY; break;
540 case 3: snipe_type = SP_KILL_TRAP; break;
541 case 4: snipe_type = SP_FIRE; break;
542 case 5: snipe_type = SP_KILL_WALL; break;
543 case 6: snipe_type = SP_COLD; break;
544 case 7: snipe_type = SP_RUSH; break;
545 case 8: snipe_type = SP_PIERCE; break;
546 case 9: snipe_type = SP_EVILNESS; break;
547 case 10: snipe_type = SP_HOLYNESS; break;
548 case 11: snipe_type = SP_EXPLODE; break;
549 case 12: snipe_type = SP_DOUBLE; break;
550 case 13: snipe_type = SP_ELEC; break;
551 case 14: snipe_type = SP_NEEDLE; break;
552 case 15: snipe_type = SP_FINAL; break;
554 msg_print(_("なに?", "Zap?"));
565 * @brief スナイパー技能コマンドのメインルーチン /
568 void do_cmd_snipe(void)
574 /* not if confused */
577 msg_print(_("混乱していて集中できない!", "You are too confused!"));
581 /* not if hullucinated */
584 msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
591 msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
596 if (!get_snipe_power(&n, FALSE)) return;
601 cast = cast_sniper_spell(n);
606 p_ptr->energy_use = 100;
609 p_ptr->redraw |= (PR_HP | PR_MANA);
612 p_ptr->window |= (PW_PLAYER);
613 p_ptr->window |= (PW_SPELL);
617 * @brief スナイパー技能コマンドの表示 /
620 void do_cmd_snipe_browse(void)
631 if (!get_snipe_power(&n, TRUE))
637 /* Clear lines, position cursor (really should use strlen here) */
638 Term_erase(12, 22, 255);
639 Term_erase(12, 21, 255);
640 Term_erase(12, 20, 255);
641 Term_erase(12, 19, 255);
642 Term_erase(12, 18, 255);
644 roff_to_buf(snipe_tips[n], 62, temp, sizeof(temp));
645 for(j = 0, line = 19; temp[j]; j += (1 + strlen(&temp[j])))
647 prt(&temp[j], line, 15);