1 #include "combat/shoot.h"
2 #include "art-definition/art-bow-types.h"
3 #include "core/player-redraw-types.h"
4 #include "core/player-update-types.h"
5 #include "core/stuff-handler.h"
6 #include "effect/effect-characteristics.h"
7 #include "effect/spells-effect-util.h"
8 #include "flavor/flavor-describer.h"
9 #include "flavor/object-flavor-types.h"
10 #include "floor/cave.h"
11 #include "floor/floor-object.h"
12 #include "floor/floor.h"
13 #include "game-option/cheat-types.h"
14 #include "game-option/special-options.h"
15 #include "grid/feature.h"
16 #include "grid/feature-flag-types.h"
17 #include "grid/grid.h"
18 #include "inventory/inventory-object.h"
19 #include "inventory/inventory-slot-types.h"
20 #include "io/cursor.h"
21 #include "io/screen-util.h"
22 #include "io/targeting.h"
23 #include "main/sound-definitions-table.h"
24 #include "main/sound-of-music.h"
25 #include "mind/mind-sniper.h"
26 #include "mind/snipe-types.h"
27 #include "monster-floor/monster-death.h"
28 #include "monster-floor/monster-move.h"
29 #include "monster-race/monster-race.h"
30 #include "monster-race/race-flags-resistance.h"
31 #include "monster-race/race-flags1.h"
32 #include "monster-race/race-flags2.h"
33 #include "monster-race/race-flags3.h"
34 #include "monster-race/race-flags7.h"
35 #include "monster-race/race-indice-types.h"
36 #include "monster/monster-describer.h"
37 #include "monster/monster-info.h"
38 #include "monster/monster-status.h"
39 #include "monster/monster-update.h"
40 #include "object-enchant/tr-types.h"
41 #include "object-hook/hook-enchant.h"
42 #include "object/object-broken.h"
43 #include "object/object-flags.h"
44 #include "object/object-generator.h"
45 #include "object/object-info.h"
46 #include "object/object-kind.h"
47 #include "object/object-mark-types.h"
48 #include "player/avatar.h"
49 #include "player/player-class.h"
50 #include "player/player-personalities-types.h"
51 #include "player/player-skill.h"
52 #include "player/player-status.h"
53 #include "spell/process-effect.h"
54 #include "spell/spell-types.h"
55 #include "sv-definition/sv-bow-types.h"
56 #include "system/artifact-type-definition.h"
57 #include "system/floor-type-definition.h"
58 #include "util/bit-flags-calculator.h"
59 #include "view/display-messages.h"
60 #include "wizard/wizard-messages.h"
61 #include "world/world-object.h"
64 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
65 * Determines the odds of an object breaking when thrown at a monster
66 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
67 * @param tdam 計算途中のダメージ量
68 * @param m_ptr 目標モンスターの構造体参照ポインタ
69 * @return スレイ倍率をかけたダメージ量
71 static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
75 monster_race *r_ptr = &r_info[m_ptr->r_idx];
77 BIT_FLAGS flgs[TR_FLAG_SIZE];
78 object_flags(sniper_ptr, o_ptr, flgs);
80 /* Some "weapons" and "ammo" do extra damage */
81 switch (o_ptr->tval) {
85 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
86 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
87 r_ptr->r_flags3 |= RF3_ANIMAL;
93 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
94 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
95 r_ptr->r_flags3 |= RF3_ANIMAL;
101 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
102 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
103 r_ptr->r_flags3 |= RF3_EVIL;
109 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
110 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
111 r_ptr->r_flags3 |= RF3_EVIL;
117 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
118 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
119 r_ptr->r_flags2 |= RF2_HUMAN;
125 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
126 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
127 r_ptr->r_flags2 |= RF2_HUMAN;
133 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
134 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
135 r_ptr->r_flags3 |= RF3_UNDEAD;
141 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
142 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
143 r_ptr->r_flags3 |= RF3_UNDEAD;
149 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
150 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
151 r_ptr->r_flags3 |= RF3_DEMON;
157 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
158 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
159 r_ptr->r_flags3 |= RF3_DEMON;
165 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
166 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
167 r_ptr->r_flags3 |= RF3_ORC;
173 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
174 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
175 r_ptr->r_flags3 |= RF3_ORC;
181 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
182 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
183 r_ptr->r_flags3 |= RF3_TROLL;
190 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
191 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
192 r_ptr->r_flags3 |= RF3_TROLL;
198 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
199 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
200 r_ptr->r_flags3 |= RF3_GIANT;
206 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
207 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
208 r_ptr->r_flags3 |= RF3_GIANT;
214 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
215 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
216 r_ptr->r_flags3 |= RF3_DRAGON;
222 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
223 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
224 r_ptr->r_flags3 |= RF3_DRAGON;
228 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
232 if (have_flag(flgs, TR_BRAND_ACID)) {
233 /* Notice immunity */
234 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK) {
235 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
236 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
244 if (have_flag(flgs, TR_BRAND_ELEC)) {
245 /* Notice immunity */
246 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
247 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
248 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
256 if (have_flag(flgs, TR_BRAND_FIRE)) {
257 /* Notice immunity */
258 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) {
259 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
260 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
263 /* Otherwise, take the damage */
265 if (r_ptr->flags3 & RF3_HURT_FIRE) {
268 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
269 r_ptr->r_flags3 |= RF3_HURT_FIRE;
271 } else if (mult < 17)
276 if (have_flag(flgs, TR_BRAND_COLD)) {
277 /* Notice immunity */
278 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) {
279 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
280 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
283 /* Otherwise, take the damage */
285 if (r_ptr->flags3 & RF3_HURT_COLD) {
288 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
289 r_ptr->r_flags3 |= RF3_HURT_COLD;
291 } else if (mult < 17)
296 if (have_flag(flgs, TR_BRAND_POIS)) {
297 /* Notice immunity */
298 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) {
299 if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
300 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
303 /* Otherwise, take the damage */
310 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
311 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
312 sniper_ptr->redraw |= (PR_MANA);
321 mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
323 /* Return the total damage */
324 return (tdam * mult / 10);
329 * Fire an object from the pack or floor.
330 * @param item 射撃するオブジェクトの所持ID
331 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
335 * You may only fire items that "match" your missile launcher.
336 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
337 * See "calc_bonuses()" for more calculations and such.
338 * Note that "firing" a missile is MUCH better than "throwing" it.
339 * Note: "unseen" monsters are very hard to hit.
340 * Objects are more likely to break if they "attempt" to hit a monster.
341 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
342 * The "extra shot" code works by decreasing the amount of energy
343 * required to make each shot, spreading the shots out over time.
344 * Note that when firing missiles, the launcher multiplier is applied
345 * after all the bonuses are added in, making multipliers very useful.
346 * Note that Bows of "Extra Might" get extra range and an extra bonus
347 * for the damage multiplier.
348 * Note that Bows of "Extra Shots" give an extra shot.
351 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
355 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
356 int tdam_base, tdis, thits, tmul;
358 int cur_dis, visible;
366 bool hit_body = FALSE;
368 GAME_TEXT o_name[MAX_NLEN];
370 u16b path_g[512]; /* For calcuration of path length */
372 int msec = delay_factor * delay_factor * delay_factor;
375 bool stick_to = FALSE;
377 /* Access the item (if in the pack) */
379 o_ptr = &shooter_ptr->inventory_list[item];
381 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
384 /* Sniper - Cannot shot a single arrow twice */
385 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
386 snipe_type = SP_NONE;
388 describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
390 /* Use the proper number of shots */
391 thits = shooter_ptr->num_fire;
393 /* Use a base distance */
396 /* Base damage from thrown object plus launcher bonus */
397 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
399 /* Actually "fire" the object */
400 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
401 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
402 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
404 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
406 shooter_ptr->energy_use = bow_energy(j_ptr->sval);
407 tmul = bow_tmul(j_ptr->sval);
409 /* Get extra "power" from "extra might" */
410 if (shooter_ptr->xtra_might)
413 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
415 /* Boost the damage */
420 tdis = 13 + tmul / 80;
421 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
422 if (shooter_ptr->concent)
423 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
428 project_length = tdis + 1;
430 /* Get a direction (or cancel) */
431 if (!get_aim_dir(shooter_ptr, &dir)) {
432 free_turn(shooter_ptr);
434 if (snipe_type == SP_AWAY)
435 snipe_type = SP_NONE;
437 /* need not to reset project_length (already did)*/
442 /* Predict the "target" location */
443 tx = shooter_ptr->x + 99 * ddx[dir];
444 ty = shooter_ptr->y + 99 * ddy[dir];
446 /* Check for "target request" */
447 if ((dir == 5) && target_okay(shooter_ptr)) {
452 /* Get projection path length */
453 tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
455 project_length = 0; /* reset to default */
457 /* Don't shoot at my feet */
458 if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
459 free_turn(shooter_ptr);
461 /* project_length is already reset to 0 */
466 /* Take a (partial) turn */
467 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
468 shooter_ptr->is_fired = TRUE;
470 /* Sniper - Difficult to shot twice at 1 turn */
471 if (snipe_type == SP_DOUBLE)
472 shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
474 /* Sniper - Repeat shooting when double shots */
475 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
477 /* Start at the player */
481 object_copy(q_ptr, o_ptr);
486 vary_item(shooter_ptr, item, -1);
489 handle_stuff(shooter_ptr);
494 /* The shot does not hit yet */
497 /* Travel until stopped */
498 for (cur_dis = 0; cur_dis <= tdis;) {
501 /* Hack -- Stop at the target */
502 if ((y == ty) && (x == tx))
505 /* Calculate the new location (see "project()") */
508 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
511 if (snipe_type == SP_KILL_WALL) {
512 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
514 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
515 if (g_ptr->info & (CAVE_MARK))
516 msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
517 /* Forget the wall */
518 g_ptr->info &= ~(CAVE_MARK);
519 shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
521 /* Destroy the wall */
522 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
529 /* Stopped by walls/doors */
530 if (!cave_have_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
533 /* Advance the distance */
537 if (snipe_type == SP_LITE) {
538 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
539 note_spot(shooter_ptr, ny, nx);
540 lite_spot(shooter_ptr, ny, nx);
543 /* The player can see the (on screen) missile */
544 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
545 SYMBOL_CODE c = object_char(q_ptr);
546 byte a = object_attr(q_ptr);
548 /* Draw, Hilite, Fresh, Pause, Erase */
549 print_rel(shooter_ptr, c, a, ny, nx);
550 move_cursor_relative(ny, nx);
552 term_xtra(TERM_XTRA_DELAY, msec);
553 lite_spot(shooter_ptr, ny, nx);
557 /* The player cannot see the missile */
559 /* Pause anyway, for consistancy */
560 term_xtra(TERM_XTRA_DELAY, msec);
564 if (snipe_type == SP_KILL_TRAP) {
565 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
569 if (snipe_type == SP_EVILNESS) {
570 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
571 note_spot(shooter_ptr, ny, nx);
572 lite_spot(shooter_ptr, ny, nx);
578 /* Save the new location */
582 /* Monster here, Try to hit it */
583 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
584 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
586 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
587 monster_race *r_ptr = &r_info[m_ptr->r_idx];
589 /* Check the visibility */
592 /* Note the collision */
595 if (monster_csleep_remaining(m_ptr)) {
596 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
597 chg_virtue(shooter_ptr, V_COMPASSION, -1);
598 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
599 chg_virtue(shooter_ptr, V_HONOUR, -1);
602 if ((r_ptr->level + 10) > shooter_ptr->lev) {
603 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
604 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval]) {
606 if (now_exp < WEAPON_EXP_BEGINNER)
608 else if (now_exp < WEAPON_EXP_SKILLED)
610 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19))
612 else if (shooter_ptr->lev > 34)
614 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
615 shooter_ptr->update |= (PU_BONUS);
619 if (shooter_ptr->riding) {
620 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
621 && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
622 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
624 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
625 shooter_ptr->update |= (PU_BONUS);
629 /* Did we hit it (penalize range) */
630 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
632 int tdam = tdam_base;
634 /* Get extra damage from concentration */
635 if (shooter_ptr->concent)
636 tdam = boost_concentration_damage(shooter_ptr, tdam);
638 /* Handle unseen monster */
640 /* Invisible monster */
641 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
644 /* Handle visible monster */
646 GAME_TEXT m_name[MAX_NLEN];
648 /* Get "the monster" or "it" */
649 monster_desc(shooter_ptr, m_name, m_ptr, 0);
651 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
654 if (!shooter_ptr->image)
655 monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
656 health_track(shooter_ptr, c_mon_ptr->m_idx);
660 if (snipe_type == SP_NEEDLE) {
661 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1) && !(r_ptr->flags1 & RF1_UNIQUE)
662 && !(r_ptr->flags7 & RF7_UNIQUE2)) {
663 GAME_TEXT m_name[MAX_NLEN];
665 /* Get "the monster" or "it" */
666 monster_desc(shooter_ptr, m_name, m_ptr, 0);
668 tdam = m_ptr->hp + 1;
669 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
673 /* Apply special damage */
674 tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
675 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
677 /* No negative damage */
681 /* Modify the damage */
682 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
685 msg_format_wizard(shooter_ptr, CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), tdam,
686 m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
689 if (snipe_type == SP_EXPLODE) {
690 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
692 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
693 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
698 if (snipe_type == SP_HOLYNESS) {
699 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
700 note_spot(shooter_ptr, ny, nx);
701 lite_spot(shooter_ptr, ny, nx);
704 /* Hit the monster, check for death */
705 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
712 if (object_is_fixed_artifact(q_ptr) && (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0)) {
713 GAME_TEXT m_name[MAX_NLEN];
715 monster_desc(shooter_ptr, m_name, m_ptr, 0);
718 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
721 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
723 /* Anger the monster */
725 anger_monster(shooter_ptr, m_ptr);
727 if (fear && m_ptr->ml) {
728 GAME_TEXT m_name[MAX_NLEN];
730 monster_desc(shooter_ptr, m_name, m_ptr, 0);
731 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
734 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
737 if (snipe_type == SP_RUSH) {
738 int n = randint1(5) + 3;
739 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
741 for (; cur_dis <= tdis;) {
748 /* Calculate the new location (see "project()") */
749 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
751 /* Stopped by wilderness boundary */
752 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
755 /* Stopped by walls/doors */
756 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
759 /* Stopped by monsters */
760 if (!is_cave_empty_bold(shooter_ptr, ny, nx))
763 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
764 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
769 update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
771 lite_spot(shooter_ptr, ny, nx);
772 lite_spot(shooter_ptr, oy, ox);
775 term_xtra(TERM_XTRA_DELAY, msec);
787 if (snipe_type == SP_PIERCE) {
788 if (shooter_ptr->concent < 1)
790 shooter_ptr->concent--;
799 /* Chance of breakage (during attacks) */
800 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
803 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
804 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
805 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
808 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
809 if (object_is_fixed_artifact(q_ptr)) {
810 a_info[j_ptr->name1].cur_num = 0;
815 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
816 object_copy(o_ptr, q_ptr);
819 o_ptr->marked &= OM_TOUCHED;
821 /* Forget location */
822 o_ptr->iy = o_ptr->ix = 0;
824 /* Memorize monster */
825 o_ptr->held_m_idx = m_idx;
828 o_ptr->next_o_idx = m_ptr->hold_o_idx;
831 m_ptr->hold_o_idx = o_idx;
832 } else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
833 /* Drop (or break) near that location */
834 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
836 /* Drop (or break) near that location */
837 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
840 /* Sniper - Repeat shooting when double shots */
843 /* Sniper - Loose his/her concentration after any shot */
844 if (shooter_ptr->concent)
845 reset_concentration(shooter_ptr, FALSE);
849 * @brief プレイヤーからモンスターへの射撃命中判定 /
850 * Determine if the player "hits" a monster (normal combat).
851 * @param chance 基本命中値
852 * @param m_ptr モンスターの構造体参照ポインタ
853 * @param vis 目標を視界に捕らえているならばTRUEを指定
854 * @param o_name メッセージ表示時のモンスター名
855 * @return 命中と判定された場合TRUEを返す
856 * @note Always miss 5%, always hit 5%, otherwise random.
858 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
862 monster_race *r_ptr = &r_info[m_ptr->r_idx];
864 /* Percentile dice */
867 /* Snipers with high-concentration reduce instant miss percentage.*/
868 k += shooter_ptr->concent;
870 /* Hack -- Instant miss or hit */
876 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
885 if (shooter_ptr->concent) {
886 ac *= (8 - shooter_ptr->concent);
890 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
893 /* Invisible monsters are harder to hit */
895 chance = (chance + 1) / 2;
897 /* Power competes against armor */
898 if (randint0(chance) < (ac * 3 / 4)) {
899 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
900 GAME_TEXT m_name[MAX_NLEN];
901 monster_desc(shooter_ptr, m_name, m_ptr, 0);
902 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
912 * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
913 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
914 * @param weight 矢弾の重量
915 * @param plus_ammo 矢弾の命中修正
916 * @param plus_bow 弓の命中修正
917 * @param dam 現在算出中のダメージ値
918 * @return クリティカル修正が入ったダメージ値
920 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
923 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
925 /* Extract "shot" power */
926 i = shooter_ptr->to_h_b + plus_ammo;
928 if (shooter_ptr->tval_ammo == TV_BOLT)
929 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
931 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
933 /* Snipers can shot more critically with crossbows */
934 if (shooter_ptr->concent)
935 i += ((i * shooter_ptr->concent) / 5);
936 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
939 /* Good bow makes more critical */
940 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
943 if (randint1(10000) <= i) {
944 k = weight * randint1(500);
947 msg_print(_("手ごたえがあった!", "It was a good hit!"));
949 } else if (k < 1350) {
950 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
953 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
962 * @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
963 * @param sval 射撃武器のアイテム副分類ID
964 * @return 消費する基本エネルギー
966 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
968 ENERGY energy = 10000;
970 /* Analyze the launcher */
978 /* Short Bow and Arrow */
984 /* Long Bow and Arrow */
990 /* Bow of irresponsiblity and Arrow */
991 case SV_NAMAKE_BOW: {
996 /* Light Crossbow and Bolt */
997 case SV_LIGHT_XBOW: {
1002 /* Heavy Crossbow and Bolt */
1003 case SV_HEAVY_XBOW: {
1015 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1019 /* Analyze the launcher */
1021 /* Sling and ammo */
1027 /* Short Bow and Arrow */
1028 case SV_SHORT_BOW: {
1033 /* Long Bow and Arrow */
1039 /* Bow of irresponsiblity and Arrow */
1040 case SV_NAMAKE_BOW: {
1045 /* Light Crossbow and Bolt */
1046 case SV_LIGHT_XBOW: {
1051 /* Heavy Crossbow and Bolt */
1052 case SV_HEAVY_XBOW: {
1062 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
1063 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1064 * @param plus_ammo 矢弾のダメージ修正
1065 * @param plus_bow 弓のダメージ修正
1067 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
1069 HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1072 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1074 /* Extract "shot" power */
1075 i = shooter_ptr->to_h_b + plus_ammo;
1077 if (shooter_ptr->tval_ammo == TV_BOLT)
1078 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1080 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1082 /* Snipers can shot more critically with crossbows */
1083 if (shooter_ptr->concent)
1084 i += ((i * shooter_ptr->concent) / 5);
1085 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
1088 /* Good bow makes more critical */
1089 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1098 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
1099 * @param weight 武器の重量
1100 * @param plus_ammo 矢弾のダメージ修正
1101 * @param plus_bow 弓のダメージ修正
1102 * @param dam 基本ダメージ量
1105 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1109 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1114 crit = MIN(500, 900 / weight);
1115 num += dam * 3 / 2 * crit;
1118 crit = MIN(500, 1350 / weight);
1120 num += dam * 2 * crit;
1125 num += dam * 3 * crit;
1131 num += (10000 - i) * dam;
1138 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
1139 * @param shooter_ptr プレーヤーへの参照ポインタ
1140 * @param weight 武器の重量
1141 * @param plus 武器のダメージ修正
1143 * @param meichuu 命中値
1144 * @param dokubari 毒針処理か否か
1147 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1153 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1161 num += (2 * dam + 5) * (400 - k);
1163 num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1164 if (k > (700 - 650) && k < 900)
1165 num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1166 if (k > (900 - 650) && k < 1300)
1167 num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1168 if (k > (1300 - 650))
1169 num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1172 if (shooter_ptr->pclass == CLASS_NINJA) {
1174 num += (4444 - i) * dam;
1178 num += (5000 - i) * dam;