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 PLAYER_LEVEL 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(COMMAND_CODE *sn, bool only_browse)
229 PLAYER_LEVEL plev = p_ptr->lev;
233 cptr p = _("射撃術", "power");
239 /* Assume cancelled */
242 /* Repeat previous command */
243 /* Get the spell, if available */
246 /* Verify the spell */
247 if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= (int)p_ptr->concent))
254 /* Nothing chosen yet */
260 for (i = 0; i < MAX_SNIPE_POWERS; i++)
262 if ((snipe_powers[i].min_lev <= plev) &&
263 ((only_browse) || (snipe_powers[i].mana_cost <= (int)p_ptr->concent)))
269 /* Build a prompt (accept all spells) */
272 (void)strnfmt(out_val, 78,
273 _("(%^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? "),
274 p, I2A(0), I2A(num), p);
278 (void)strnfmt(out_val, 78,
279 _("(%^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? "),
280 p, I2A(0), I2A(num), p);
283 /* Get a spell from the user */
284 choice = always_show_list ? ESCAPE : 1;
287 if(choice == ESCAPE) choice = ' ';
288 else if( !get_com(out_val, &choice, FALSE) )break;
291 if ((choice == ' ') || (choice == '*') || (choice == '?'))
300 if (!only_browse) screen_save();
302 /* Display a list of spells */
305 put_str("名前", y, x + 5);
306 if (only_browse) put_str("Lv 集中度", y, x + 35);
308 put_str("Name", y, x + 5);
309 if (only_browse) put_str("Lv Pow", y, x + 35);
312 /* Dump the spells */
313 for (i = 0; i < MAX_SNIPE_POWERS; i++)
315 Term_erase(x, y + i + 1, 255);
317 /* Access the spell */
318 spell = snipe_powers[i];
319 if (spell.min_lev > plev) continue;
320 if (!only_browse && (spell.mana_cost > (int)p_ptr->concent)) continue;
322 /* Dump the spell --(-- */
324 sprintf(psi_desc, " %c) %-30s%2d %4d",
325 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
327 sprintf(psi_desc, " %c) %-30s", I2A(i), spell.name);
328 prt(psi_desc, y + i + 1, x);
331 /* Clear the bottom line */
332 prt("", y + i + 1, x);
340 if (!only_browse) screen_load();
348 ask = isupper(choice);
351 if (ask) choice = (char)tolower(choice);
353 /* Extract request */
354 i = (islower(choice) ? A2I(choice) : -1);
356 /* Totally Illegal */
357 if ((i < 0) || (i > num) ||
358 (!only_browse &&(snipe_powers[i].mana_cost > (int)p_ptr->concent)))
364 /* Save the spell index */
365 spell = snipe_powers[i];
373 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), snipe_powers[i].name);
375 /* Belay that order */
376 if (!get_check(tmp_val)) continue;
382 if (redraw && !only_browse) screen_load();
384 p_ptr->window |= (PW_SPELL);
387 /* Abort if needed */
388 if (!flag) return (FALSE);
390 /* Save the choice */
400 * @brief スナイバー技能のスレイ倍率計算を行う /
401 * Calcurate magnification of snipe technics
402 * @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)
403 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
404 * @return スレイの倍率(/10倍)
406 int tot_dam_aux_snipe(int mult, monster_type *m_ptr)
408 monster_race *r_ptr = &r_info[m_ptr->r_idx];
409 bool seen = is_seen(m_ptr);
414 if (r_ptr->flags3 & (RF3_HURT_LITE))
416 int n = 20 + p_ptr->concent;
417 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
418 if (mult < n) mult = n;
422 if (r_ptr->flagsr & RFR_IM_FIRE)
424 if (seen) r_ptr->r_flagsr |= RFR_IM_FIRE;
428 int n = 15 + (p_ptr->concent * 3);
429 if (mult < n) mult = n;
433 if (r_ptr->flagsr & RFR_IM_COLD)
435 if (seen) r_ptr->r_flagsr |= RFR_IM_COLD;
439 int n = 15 + (p_ptr->concent * 3);
440 if (mult < n) mult = n;
444 if (r_ptr->flagsr & RFR_IM_ELEC)
446 if (seen) r_ptr->r_flagsr |= RFR_IM_ELEC;
450 int n = 18 + (p_ptr->concent * 4);
451 if (mult < n) mult = n;
455 if (r_ptr->flags3 & RF3_HURT_ROCK)
457 int n = 15 + (p_ptr->concent * 2);
458 if (seen) r_ptr->r_flags3 |= RF3_HURT_ROCK;
459 if (mult < n) mult = n;
461 else if (r_ptr->flags3 & RF3_NONLIVING)
463 int n = 15 + (p_ptr->concent * 2);
464 if (seen) r_ptr->r_flags3 |= RF3_NONLIVING;
465 if (mult < n) mult = n;
469 if (r_ptr->flags3 & RF3_GOOD)
471 int n = 15 + (p_ptr->concent * 4);
472 if (seen) r_ptr->r_flags3 |= RF3_GOOD;
473 if (mult < n) mult = n;
477 if (r_ptr->flags3 & RF3_EVIL)
479 int n = 12 + (p_ptr->concent * 3);
480 if (seen) r_ptr->r_flags3 |= RF3_EVIL;
481 if (r_ptr->flags3 & (RF3_HURT_LITE))
483 n += (p_ptr->concent * 3);
484 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
486 if (mult < n) mult = n;
490 if (mult < 50) mult = 50;
499 * @brief スナイパー技能の発動 /
500 * do_cmd_cast calls this function if the player's class is 'snipe'.
501 * @param spell 発動する特殊技能のID
502 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
504 static bool cast_sniper_spell(int spell)
506 object_type *o_ptr = &inventory[INVEN_BOW];
508 if (o_ptr->tval != TV_BOW)
510 msg_print(_("弓を装備していない!", "You wield no bow!"));
517 case 0: /* Concentration */
518 if (!snipe_concentrate()) return (FALSE);
519 p_ptr->energy_use = 100;
521 case 1: snipe_type = SP_LITE; break;
522 case 2: snipe_type = SP_AWAY; break;
523 case 3: snipe_type = SP_KILL_TRAP; break;
524 case 4: snipe_type = SP_FIRE; break;
525 case 5: snipe_type = SP_KILL_WALL; break;
526 case 6: snipe_type = SP_COLD; break;
527 case 7: snipe_type = SP_RUSH; break;
528 case 8: snipe_type = SP_PIERCE; break;
529 case 9: snipe_type = SP_EVILNESS; break;
530 case 10: snipe_type = SP_HOLYNESS; break;
531 case 11: snipe_type = SP_EXPLODE; break;
532 case 12: snipe_type = SP_DOUBLE; break;
533 case 13: snipe_type = SP_ELEC; break;
534 case 14: snipe_type = SP_NEEDLE; break;
535 case 15: snipe_type = SP_FINAL; break;
537 msg_print(_("なに?", "Zap?"));
548 * @brief スナイパー技能コマンドのメインルーチン /
551 void do_cmd_snipe(void)
557 /* not if confused */
560 msg_print(_("混乱していて集中できない!", "You are too confused!"));
564 /* not if hullucinated */
567 msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
574 msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
579 if (!get_snipe_power(&n, FALSE)) return;
584 cast = cast_sniper_spell(n);
587 p_ptr->redraw |= (PR_HP | PR_MANA);
589 p_ptr->window |= (PW_PLAYER);
590 p_ptr->window |= (PW_SPELL);
594 * @brief スナイパー技能コマンドの表示 /
597 void do_cmd_snipe_browse(void)
608 if (!get_snipe_power(&n, TRUE))
614 /* Clear lines, position cursor (really should use strlen here) */
615 Term_erase(12, 22, 255);
616 Term_erase(12, 21, 255);
617 Term_erase(12, 20, 255);
618 Term_erase(12, 19, 255);
619 Term_erase(12, 18, 255);
621 roff_to_buf(snipe_tips[n], 62, temp, sizeof(temp));
622 for(j = 0, line = 19; temp[j]; j += (1 + strlen(&temp[j])))
624 prt(&temp[j], line, 15);