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[Refactor] #37353 cnv_stat() と modify_stat_value() を player-status.c/h へ移動。
[hengband/hengband.git] / src / shoot.c
index 280228e..2c5d36d 100644 (file)
@@ -1,8 +1,13 @@
 #include "angband.h"
 #include "projection.h"
+#include "monster.h"
 #include "monster-status.h"
+#include "monster-spell.h"
 #include "artifact.h"
 #include "avatar.h"
+#include "player-status.h"
+
+#include "shoot.h"
 
 /*!
  * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
@@ -12,9 +17,9 @@
  * @param m_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイ倍率をかけたダメージ量
  */
-static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
 {
-       int mult = 10;
+       MULTIPLY mult = 10;
 
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
@@ -304,7 +309,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
        }
 
        /* Sniper */
-       if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+       if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
 
        /* Return the total damage */
        return (tdam * mult / 10);
@@ -335,7 +340,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
  * Note that Bows of "Extra Shots" give an extra shot.
  * </pre>
  */
-void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
+void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
 {
        DIRECTION dir;
        int i;
@@ -368,7 +373,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
        }
        else
        {
-               o_ptr = &o_list[0 - item];
+               o_ptr = &current_floor_ptr->o_list[0 - item];
        }
 
        /* Sniper - Cannot shot a single arrow twice */
@@ -419,7 +424,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
        /* Get a direction (or cancel) */
        if (!get_aim_dir(&dir))
        {
-               p_ptr->energy_use = 0;
+               free_turn(p_ptr);
 
                if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
 
@@ -447,7 +452,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
        /* Don't shoot at my feet */
        if (tx == p_ptr->x && ty == p_ptr->y)
        {
-               p_ptr->energy_use = 0;
+               free_turn(p_ptr);
 
                /* project_length is already reset to 0 */
 
@@ -455,11 +460,11 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
        }
 
 
-       /* Take a (partial) turn */
+       /* Take a (partial) current_world_ptr->game_turn */
        p_ptr->energy_use = (p_ptr->energy_use / thits);
        is_fired = TRUE;
 
-       /* Sniper - Difficult to shot twice at 1 turn */
+       /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
        if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_ptr->concent + 1) / 2;
 
        /* Sniper - Repeat shooting when double shots */
@@ -495,7 +500,6 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                sound(SOUND_SHOOT);
                handle_stuff();
 
-               /* Save the old location */
                prev_y = y;
                prev_x = x;
 
@@ -505,7 +509,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                /* Travel until stopped */
                for (cur_dis = 0; cur_dis <= tdis; )
                {
-                       cave_type *c_ptr;
+                       grid_type *g_ptr;
 
                        /* Hack -- Stop at the target */
                        if ((y == ty) && (x == tx)) break;
@@ -518,13 +522,13 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* Shatter Arrow */
                        if (snipe_type == SP_KILL_WALL)
                        {
-                               c_ptr = &cave[ny][nx];
+                               g_ptr = &current_floor_ptr->grid_array[ny][nx];
 
-                               if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+                               if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
                                {
-                                       if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+                                       if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
                                        /* Forget the wall */
-                                       c_ptr->info &= ~(CAVE_MARK);
+                                       g_ptr->info &= ~(CAVE_MARK);
                                        p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
 
                                        /* Destroy the wall */
@@ -536,7 +540,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        }
 
                        /* Stopped by walls/doors */
-                       if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
+                       if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
 
                        /* Advance the distance */
                        cur_dis++;
@@ -544,7 +548,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* Sniper */
                        if (snipe_type == SP_LITE)
                        {
-                               cave[ny][nx].info |= (CAVE_GLOW);
+                               current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
                                note_spot(ny, nx);
                                lite_spot(ny, nx);
                        }
@@ -581,12 +585,11 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        /* Sniper */
                        if (snipe_type == SP_EVILNESS)
                        {
-                               cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+                               current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
                                note_spot(ny, nx);
                                lite_spot(ny, nx);
                        }
 
-                       /* Save the old location */
                        prev_y = y;
                        prev_x = x;
 
@@ -595,11 +598,11 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                        y = ny;
 
                        /* Monster here, Try to hit it */
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                        {
-                               cave_type *c_mon_ptr = &cave[y][x];
+                               grid_type *c_mon_ptr = &current_floor_ptr->grid_array[y][x];
 
-                               monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
+                               monster_type *m_ptr = &current_floor_ptr->m_list[c_mon_ptr->m_idx];
                                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                                /* Check the visibility */
@@ -632,7 +635,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                if (p_ptr->riding)
                                {
                                        if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
-                                               && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
+                                               && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
                                                && one_in_(2))
                                        {
                                                p_ptr->skill_exp[GINOU_RIDING] += 1;
@@ -691,7 +694,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                        else
                                        {
                                                /* Apply special damage */
-                                               tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+                                               tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
                                                tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
 
                                                /* No negative damage */
@@ -718,7 +721,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                        /* Sniper */
                                        if (snipe_type == SP_HOLYNESS)
                                        {
-                                               cave[ny][nx].info |= (CAVE_GLOW);
+                                               current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
                                                note_spot(ny, nx);
                                                lite_spot(ny, nx);
                                        }
@@ -779,13 +782,13 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                                                if (!in_bounds2(ny, nx)) break;
 
                                                                /* Stopped by walls/doors */
-                                                               if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+                                                               if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
 
                                                                /* Stopped by monsters */
                                                                if (!cave_empty_bold(ny, nx)) break;
 
-                                                               cave[ny][nx].m_idx = m_idx;
-                                                               cave[oy][ox].m_idx = 0;
+                                                               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+                                                               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                                                                m_ptr->fx = nx;
                                                                m_ptr->fy = ny;
@@ -821,12 +824,12 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                }
 
                /* Chance of breakage (during attacks) */
-               j = (hit_body ? breakage_chance(q_ptr) : 0);
+               j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
 
                if (stick_to)
                {
-                       MONSTER_IDX m_idx = cave[y][x].m_idx;
-                       monster_type *m_ptr = &m_list[m_idx];
+                       MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
+                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
                        OBJECT_IDX o_idx = o_pop();
 
                        if (!o_idx)
@@ -839,7 +842,7 @@ void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
                                return;
                        }
 
-                       o_ptr = &o_list[o_idx];
+                       o_ptr = &current_floor_ptr->o_list[o_idx];
                        object_copy(o_ptr, q_ptr);
 
                        /* Forget mark */
@@ -997,3 +1000,121 @@ HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT da
 }
 
 
+
+
+/*!
+ * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
+ * @param sval 射撃武器のアイテム副分類ID
+ * @return 消費する基本エネルギー
+ */
+ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
+{
+       ENERGY energy = 10000;
+
+       /* Analyze the launcher */
+       switch (sval)
+       {
+               /* Sling and ammo */
+       case SV_SLING:
+       {
+               energy = 8000;
+               break;
+       }
+
+       /* Short Bow and Arrow */
+       case SV_SHORT_BOW:
+       {
+               energy = 10000;
+               break;
+       }
+
+       /* Long Bow and Arrow */
+       case SV_LONG_BOW:
+       {
+               energy = 10000;
+               break;
+       }
+
+       /* Bow of irresponsiblity and Arrow */
+       case SV_NAMAKE_BOW:
+       {
+               energy = 7777;
+               break;
+       }
+
+       /* Light Crossbow and Bolt */
+       case SV_LIGHT_XBOW:
+       {
+               energy = 12000;
+               break;
+       }
+
+       /* Heavy Crossbow and Bolt */
+       case SV_HEAVY_XBOW:
+       {
+               energy = 13333;
+               break;
+       }
+       }
+
+       return (energy);
+}
+
+
+/*
+ * Return bow tmul
+ */
+int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
+{
+       int tmul = 0;
+
+       /* Analyze the launcher */
+       switch (sval)
+       {
+               /* Sling and ammo */
+       case SV_SLING:
+       {
+               tmul = 2;
+               break;
+       }
+
+       /* Short Bow and Arrow */
+       case SV_SHORT_BOW:
+       {
+               tmul = 2;
+               break;
+       }
+
+       /* Long Bow and Arrow */
+       case SV_LONG_BOW:
+       {
+               tmul = 3;
+               break;
+       }
+
+       /* Bow of irresponsiblity and Arrow */
+       case SV_NAMAKE_BOW:
+       {
+               tmul = 3;
+               break;
+       }
+
+       /* Light Crossbow and Bolt */
+       case SV_LIGHT_XBOW:
+       {
+               tmul = 3;
+               break;
+       }
+
+       /* Heavy Crossbow and Bolt */
+       case SV_HEAVY_XBOW:
+       {
+               tmul = 4;
+               break;
+       }
+       }
+
+       return (tmul);
+}
+
+