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 */
169 put_str(_("名前", "Name"), y, x + 5);
170 put_str(_("Lv MP", "Lv Mana"), y, x + 35);
172 for (i = 0; i < MAX_SNIPE_POWERS; i++)
174 /* Access the available spell */
175 spell = snipe_powers[i];
176 if (spell.min_lev > plev) continue;
177 if (spell.mana_cost > (int)p_ptr->concent) continue;
179 sprintf(psi_desc, " %c) %-30s%2d %4d",
180 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
182 Term_putstr(x, y + i + 1, -1, TERM_WHITE, psi_desc);
189 * @brief スナイパー技能を選択する
190 * @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
191 * @param only_browse 一覧を見るだけの場合TRUEを返す
192 * @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。
193 * Allow user to choose a mindcrafter power.\n
195 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
196 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
197 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
199 * The "prompt" should be "cast", "recite", or "study"\n
200 * The "known" should be TRUE for cast/pray, FALSE for study\n
202 * nb: This function has a (trivial) display bug which will be obvious\n
203 * when you run it. It's probably easy to fix but I haven't tried,\n
206 static int get_snipe_power(COMMAND_CODE *sn, bool only_browse)
212 PLAYER_LEVEL plev = p_ptr->lev;
216 concptr p = _("射撃術", "power");
222 /* Assume cancelled */
225 /* Repeat previous command */
226 /* Get the spell, if available */
229 /* Verify the spell */
230 if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= (int)p_ptr->concent))
237 /* Nothing chosen yet */
243 for (i = 0; i < MAX_SNIPE_POWERS; i++)
245 if ((snipe_powers[i].min_lev <= plev) &&
246 ((only_browse) || (snipe_powers[i].mana_cost <= (int)p_ptr->concent)))
252 /* Build a prompt (accept all spells) */
255 (void)strnfmt(out_val, 78,
256 _("(%^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? "),
257 p, I2A(0), I2A(num), p);
261 (void)strnfmt(out_val, 78,
262 _("(%^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? "),
263 p, I2A(0), I2A(num), p);
266 choice = always_show_list ? ESCAPE : 1;
269 if(choice == ESCAPE) choice = ' ';
270 else if( !get_com(out_val, &choice, FALSE) )break;
273 if ((choice == ' ') || (choice == '*') || (choice == '?'))
280 if (!only_browse) screen_save();
282 /* Display a list of spells */
284 put_str(_("名前", "Name"), y, x + 5);
285 if (only_browse) put_str(_("Lv 集中度", "Lv Pow"), y, x + 35);
287 /* Dump the spells */
288 for (i = 0; i < MAX_SNIPE_POWERS; i++)
290 Term_erase(x, y + i + 1, 255);
292 /* Access the spell */
293 spell = snipe_powers[i];
294 if (spell.min_lev > plev) continue;
295 if (!only_browse && (spell.mana_cost > (int)p_ptr->concent)) continue;
297 /* Dump the spell --(-- */
299 sprintf(psi_desc, " %c) %-30s%2d %4d",
300 I2A(i), spell.name, spell.min_lev, spell.mana_cost);
302 sprintf(psi_desc, " %c) %-30s", I2A(i), spell.name);
303 prt(psi_desc, y + i + 1, x);
306 /* Clear the bottom line */
307 prt("", y + i + 1, x);
315 if (!only_browse) screen_load();
323 ask = isupper(choice);
326 if (ask) choice = (char)tolower(choice);
328 /* Extract request */
329 i = (islower(choice) ? A2I(choice) : -1);
331 /* Totally Illegal */
332 if ((i < 0) || (i > num) ||
333 (!only_browse &&(snipe_powers[i].mana_cost > (int)p_ptr->concent)))
339 /* Save the spell index */
340 spell = snipe_powers[i];
348 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), snipe_powers[i].name);
350 /* Belay that order */
351 if (!get_check(tmp_val)) continue;
357 if (redraw && !only_browse) screen_load();
359 p_ptr->window |= (PW_SPELL);
362 /* Abort if needed */
363 if (!flag) return (FALSE);
365 /* Save the choice */
375 * @brief スナイバー技能のスレイ倍率計算を行う /
376 * Calcurate magnification of snipe technics
377 * @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)
378 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
379 * @return スレイの倍率(/10倍)
381 MULTIPLY tot_dam_aux_snipe(MULTIPLY mult, monster_type *m_ptr, SPELL_IDX snipe_type)
383 monster_race *r_ptr = &r_info[m_ptr->r_idx];
384 bool seen = is_seen(m_ptr);
389 if (r_ptr->flags3 & (RF3_HURT_LITE))
391 MULTIPLY n = 20 + p_ptr->concent;
392 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
393 if (mult < n) mult = n;
397 if (r_ptr->flagsr & RFR_IM_FIRE)
399 if (seen) r_ptr->r_flagsr |= RFR_IM_FIRE;
403 MULTIPLY n = 15 + (p_ptr->concent * 3);
404 if (mult < n) mult = n;
408 if (r_ptr->flagsr & RFR_IM_COLD)
410 if (seen) r_ptr->r_flagsr |= RFR_IM_COLD;
414 MULTIPLY n = 15 + (p_ptr->concent * 3);
415 if (mult < n) mult = n;
419 if (r_ptr->flagsr & RFR_IM_ELEC)
421 if (seen) r_ptr->r_flagsr |= RFR_IM_ELEC;
425 MULTIPLY n = 18 + (p_ptr->concent * 4);
426 if (mult < n) mult = n;
430 if (r_ptr->flags3 & RF3_HURT_ROCK)
432 MULTIPLY n = 15 + (p_ptr->concent * 2);
433 if (seen) r_ptr->r_flags3 |= RF3_HURT_ROCK;
434 if (mult < n) mult = n;
436 else if (r_ptr->flags3 & RF3_NONLIVING)
438 MULTIPLY n = 15 + (p_ptr->concent * 2);
439 if (seen) r_ptr->r_flags3 |= RF3_NONLIVING;
440 if (mult < n) mult = n;
444 if (r_ptr->flags3 & RF3_GOOD)
446 MULTIPLY n = 15 + (p_ptr->concent * 4);
447 if (seen) r_ptr->r_flags3 |= RF3_GOOD;
448 if (mult < n) mult = n;
452 if (r_ptr->flags3 & RF3_EVIL)
454 MULTIPLY n = 12 + (p_ptr->concent * 3);
455 if (seen) r_ptr->r_flags3 |= RF3_EVIL;
456 if (r_ptr->flags3 & (RF3_HURT_LITE))
458 n += (p_ptr->concent * 3);
459 if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
461 if (mult < n) mult = n;
465 if (mult < 50) mult = 50;
474 * @brief スナイパー技能の発動 /
475 * do_cmd_cast calls this function if the player's class is 'snipe'.
476 * @param spell 発動する特殊技能のID
477 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
479 static bool cast_sniper_spell(int spell)
481 object_type *o_ptr = &inventory[INVEN_BOW];
482 SPELL_IDX snipe_type = SP_NONE;
484 if (o_ptr->tval != TV_BOW)
486 msg_print(_("弓を装備していない!", "You wield no bow!"));
493 case 0: /* Concentration */
494 if (!snipe_concentrate()) return (FALSE);
495 take_turn(p_ptr, 100);
497 case 1: snipe_type = SP_LITE; break;
498 case 2: snipe_type = SP_AWAY; break;
499 case 3: snipe_type = SP_KILL_TRAP; break;
500 case 4: snipe_type = SP_FIRE; break;
501 case 5: snipe_type = SP_KILL_WALL; break;
502 case 6: snipe_type = SP_COLD; break;
503 case 7: snipe_type = SP_RUSH; break;
504 case 8: snipe_type = SP_PIERCE; break;
505 case 9: snipe_type = SP_EVILNESS; break;
506 case 10: snipe_type = SP_HOLYNESS; break;
507 case 11: snipe_type = SP_EXPLODE; break;
508 case 12: snipe_type = SP_DOUBLE; break;
509 case 13: snipe_type = SP_ELEC; break;
510 case 14: snipe_type = SP_NEEDLE; break;
511 case 15: snipe_type = SP_FINAL; break;
513 msg_print(_("なに?", "Zap?"));
517 do_cmd_fire(snipe_type);
523 * @brief スナイパー技能コマンドのメインルーチン /
526 void do_cmd_snipe(void)
531 if(cmd_limit_confused(p_ptr)) return;
532 if(cmd_limit_image(p_ptr)) return;
533 if(cmd_limit_stun(p_ptr)) return;
535 if (!get_snipe_power(&n, FALSE)) return;
540 cast = cast_sniper_spell(n);
543 p_ptr->redraw |= (PR_HP | PR_MANA);
545 p_ptr->window |= (PW_PLAYER);
546 p_ptr->window |= (PW_SPELL);
550 * @brief スナイパー技能コマンドの表示 /
553 void do_cmd_snipe_browse(void)
563 if (!get_snipe_power(&n, TRUE))
569 /* Clear lines, position cursor (really should use strlen here) */
570 Term_erase(12, 22, 255);
571 Term_erase(12, 21, 255);
572 Term_erase(12, 20, 255);
573 Term_erase(12, 19, 255);
574 Term_erase(12, 18, 255);
576 roff_to_buf(snipe_tips[n], 62, temp, sizeof(temp));
577 for(j = 0, line = 19; temp[j]; j += (1 + strlen(&temp[j])))
579 prt(&temp[j], line, 15);