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[Refactor] #38997 display_player_various() に player_type * 引数を追加. / Add player_type...
[hengband/hengband.git] / src / combat / shoot.c
1 #include "angband.h"
2 #include "core.h"
3 #include "util.h"
4 #include "term.h"
5
6 #include "monster.h"
7 #include "monster-status.h"
8 #include "monster-spell.h"
9 #include "artifact.h"
10 #include "avatar.h"
11 #include "player-status.h"
12 #include "player-skill.h"
13 #include "player-class.h"
14 #include "player-personality.h"
15 #include "object-hook.h"
16 #include "object-broken.h"
17 #include "floor.h"
18 #include "grid.h"
19 #include "spells.h"
20 #include "object-flavor.h"
21
22 #include "shoot.h"
23 #include "snipe.h"
24 #include "view-mainwindow.h"
25 #include "objectkind.h"
26 #include "targeting.h"
27
28 /*!
29  * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
30  * Determines the odds of an object breaking when thrown at a monster
31  * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
32  * @param tdam 計算途中のダメージ量
33  * @param m_ptr 目標モンスターの構造体参照ポインタ
34  * @return スレイ倍率をかけたダメージ量
35  */
36 static MULTIPLY tot_dam_aux_shot(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
37 {
38         MULTIPLY mult = 10;
39
40         monster_race *r_ptr = &r_info[m_ptr->r_idx];
41
42         BIT_FLAGS flgs[TR_FLAG_SIZE];
43         object_flags(o_ptr, flgs);
44
45         /* Some "weapons" and "ammo" do extra damage */
46         switch (o_ptr->tval)
47         {
48         case TV_SHOT:
49         case TV_ARROW:
50         case TV_BOLT:
51         {
52                 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
53                 {
54                         if (is_original_ap_and_seen(m_ptr))
55                         {
56                                 r_ptr->r_flags3 |= RF3_ANIMAL;
57                         }
58                         if (mult < 17) mult = 17;
59                 }
60
61                 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
62                 {
63                         if (is_original_ap_and_seen(m_ptr))
64                         {
65                                 r_ptr->r_flags3 |= RF3_ANIMAL;
66                         }
67                         if (mult < 27) mult = 27;
68                 }
69
70                 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
71                 {
72                         if (is_original_ap_and_seen(m_ptr))
73                         {
74                                 r_ptr->r_flags3 |= RF3_EVIL;
75                         }
76                         if (mult < 15) mult = 15;
77                 }
78
79                 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
80                 {
81                         if (is_original_ap_and_seen(m_ptr))
82                         {
83                                 r_ptr->r_flags3 |= RF3_EVIL;
84                         }
85                         if (mult < 25) mult = 25;
86                 }
87
88                 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
89                 {
90                         if (is_original_ap_and_seen(m_ptr))
91                         {
92                                 r_ptr->r_flags2 |= RF2_HUMAN;
93                         }
94                         if (mult < 17) mult = 17;
95                 }
96
97                 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
98                 {
99                         if (is_original_ap_and_seen(m_ptr))
100                         {
101                                 r_ptr->r_flags2 |= RF2_HUMAN;
102                         }
103                         if (mult < 27) mult = 27;
104                 }
105
106                 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
107                 {
108                         if (is_original_ap_and_seen(m_ptr))
109                         {
110                                 r_ptr->r_flags3 |= RF3_UNDEAD;
111                         }
112                         if (mult < 20) mult = 20;
113                 }
114
115                 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
116                 {
117                         if (is_original_ap_and_seen(m_ptr))
118                         {
119                                 r_ptr->r_flags3 |= RF3_UNDEAD;
120                         }
121                         if (mult < 30) mult = 30;
122                 }
123
124                 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
125                 {
126                         if (is_original_ap_and_seen(m_ptr))
127                         {
128                                 r_ptr->r_flags3 |= RF3_DEMON;
129                         }
130                         if (mult < 20) mult = 20;
131                 }
132
133                 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
134                 {
135                         if (is_original_ap_and_seen(m_ptr))
136                         {
137                                 r_ptr->r_flags3 |= RF3_DEMON;
138                         }
139                         if (mult < 30) mult = 30;
140                 }
141
142                 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
143                 {
144                         if (is_original_ap_and_seen(m_ptr))
145                         {
146                                 r_ptr->r_flags3 |= RF3_ORC;
147                         }
148                         if (mult < 20) mult = 20;
149                 }
150
151                 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
152                 {
153                         if (is_original_ap_and_seen(m_ptr))
154                         {
155                                 r_ptr->r_flags3 |= RF3_ORC;
156                         }
157                         if (mult < 30) mult = 30;
158                 }
159
160                 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
161                 {
162                         if (is_original_ap_and_seen(m_ptr))
163                         {
164                                 r_ptr->r_flags3 |= RF3_TROLL;
165                         }
166
167                         if (mult < 20) mult = 20;
168                 }
169
170                 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
171                 {
172                         if (is_original_ap_and_seen(m_ptr))
173                         {
174                                 r_ptr->r_flags3 |= RF3_TROLL;
175                         }
176                         if (mult < 30) mult = 30;
177                 }
178
179                 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
180                 {
181                         if (is_original_ap_and_seen(m_ptr))
182                         {
183                                 r_ptr->r_flags3 |= RF3_GIANT;
184                         }
185                         if (mult < 20) mult = 20;
186                 }
187
188                 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
189                 {
190                         if (is_original_ap_and_seen(m_ptr))
191                         {
192                                 r_ptr->r_flags3 |= RF3_GIANT;
193                         }
194                         if (mult < 30) mult = 30;
195                 }
196
197                 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
198                 {
199                         if (is_original_ap_and_seen(m_ptr))
200                         {
201                                 r_ptr->r_flags3 |= RF3_DRAGON;
202                         }
203                         if (mult < 20) mult = 20;
204                 }
205
206                 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
207                 {
208                         if (is_original_ap_and_seen(m_ptr))
209                         {
210                                 r_ptr->r_flags3 |= RF3_DRAGON;
211                         }
212                         if (mult < 30) mult = 30;
213                         if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
214                                 (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
215                                 mult *= 5;
216                 }
217
218                 if (have_flag(flgs, TR_BRAND_ACID))
219                 {
220                         /* Notice immunity */
221                         if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
222                         {
223                                 if (is_original_ap_and_seen(m_ptr))
224                                 {
225                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
226                                 }
227                         }
228                         else
229                         {
230                                 if (mult < 17) mult = 17;
231                         }
232                 }
233
234                 if (have_flag(flgs, TR_BRAND_ELEC))
235                 {
236                         /* Notice immunity */
237                         if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
238                         {
239                                 if (is_original_ap_and_seen(m_ptr))
240                                 {
241                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
242                                 }
243                         }
244                         else
245                         {
246                                 if (mult < 17) mult = 17;
247                         }
248                 }
249
250                 if (have_flag(flgs, TR_BRAND_FIRE))
251                 {
252                         /* Notice immunity */
253                         if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
254                         {
255                                 if (is_original_ap_and_seen(m_ptr))
256                                 {
257                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
258                                 }
259                         }
260                         /* Otherwise, take the damage */
261                         else
262                         {
263                                 if (r_ptr->flags3 & RF3_HURT_FIRE)
264                                 {
265                                         if (mult < 25) mult = 25;
266                                         if (is_original_ap_and_seen(m_ptr))
267                                         {
268                                                 r_ptr->r_flags3 |= RF3_HURT_FIRE;
269                                         }
270                                 }
271                                 else if (mult < 17) mult = 17;
272                         }
273                 }
274
275                 if (have_flag(flgs, TR_BRAND_COLD))
276                 {
277                         /* Notice immunity */
278                         if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
279                         {
280                                 if (is_original_ap_and_seen(m_ptr))
281                                 {
282                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
283                                 }
284                         }
285                         /* Otherwise, take the damage */
286                         else
287                         {
288                                 if (r_ptr->flags3 & RF3_HURT_COLD)
289                                 {
290                                         if (mult < 25) mult = 25;
291                                         if (is_original_ap_and_seen(m_ptr))
292                                         {
293                                                 r_ptr->r_flags3 |= RF3_HURT_COLD;
294                                         }
295                                 }
296                                 else if (mult < 17) mult = 17;
297                         }
298                 }
299
300                 if (have_flag(flgs, TR_BRAND_POIS))
301                 {
302                         /* Notice immunity */
303                         if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
304                         {
305                                 if (is_original_ap_and_seen(m_ptr))
306                                 {
307                                         r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
308                                 }
309                         }
310                         /* Otherwise, take the damage */
311                         else
312                         {
313                                 if (mult < 17) mult = 17;
314                         }
315                 }
316
317                 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
318                 {
319                         sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
320                         sniper_ptr->redraw |= (PR_MANA);
321                         mult = mult * 5 / 2;
322                 }
323                 break;
324         }
325         }
326
327         /* Sniper */
328         if (snipe_type) mult = tot_dam_aux_snipe(sniper_ptr, mult, m_ptr, snipe_type);
329
330         /* Return the total damage */
331         return (tdam * mult / 10);
332 }
333
334
335 /*!
336  * @brief 射撃処理実行 /
337  * Fire an object from the pack or floor.
338  * @param item 射撃するオブジェクトの所持ID
339  * @param j_ptr 射撃武器のオブジェクト参照ポインタ
340  * @return なし
341  * @details
342  * <pre>
343  * You may only fire items that "match" your missile launcher.
344  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
345  * See "calc_bonuses()" for more calculations and such.
346  * Note that "firing" a missile is MUCH better than "throwing" it.
347  * Note: "unseen" monsters are very hard to hit.
348  * Objects are more likely to break if they "attempt" to hit a monster.
349  * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
350  * The "extra shot" code works by decreasing the amount of energy
351  * required to make each shot, spreading the shots out over time.
352  * Note that when firing missiles, the launcher multiplier is applied
353  * after all the bonuses are added in, making multipliers very useful.
354  * Note that Bows of "Extra Might" get extra range and an extra bonus
355  * for the damage multiplier.
356  * Note that Bows of "Extra Shots" give an extra shot.
357  * </pre>
358  */
359 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
360 {
361         DIRECTION dir;
362         int i;
363         POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
364         int tdam_base, tdis, thits, tmul;
365         int bonus, chance;
366         int cur_dis, visible;
367         PERCENTAGE j;
368
369         object_type forge;
370         object_type *q_ptr;
371
372         object_type *o_ptr;
373
374         bool hit_body = FALSE;
375
376         GAME_TEXT o_name[MAX_NLEN];
377
378         u16b path_g[512];       /* For calcuration of path length */
379
380         int msec = delay_factor * delay_factor * delay_factor;
381
382         /* STICK TO */
383         bool stick_to = FALSE;
384
385         /* Access the item (if in the pack) */
386         if (item >= 0)
387         {
388                 o_ptr = &shooter_ptr->inventory_list[item];
389         }
390         else
391         {
392                 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
393         }
394
395         /* Sniper - Cannot shot a single arrow twice */
396         if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
397
398         object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
399
400         /* Use the proper number of shots */
401         thits = shooter_ptr->num_fire;
402
403         /* Use a base distance */
404         tdis = 10;
405
406         /* Base damage from thrown object plus launcher bonus */
407         tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
408
409         /* Actually "fire" the object */
410         bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
411         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
412                 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
413         else
414                 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
415
416         shooter_ptr->energy_use = bow_energy(j_ptr->sval);
417         tmul = bow_tmul(j_ptr->sval);
418
419         /* Get extra "power" from "extra might" */
420         if (shooter_ptr->xtra_might) tmul++;
421
422         tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
423
424         /* Boost the damage */
425         tdam_base *= tmul;
426         tdam_base /= 100;
427
428         /* Base range */
429         tdis = 13 + tmul / 80;
430         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
431         {
432                 if (shooter_ptr->concent)
433                         tdis -= (5 - (shooter_ptr->concent + 1) / 2);
434                 else
435                         tdis -= 5;
436         }
437
438         project_length = tdis + 1;
439
440         /* Get a direction (or cancel) */
441         if (!get_aim_dir(&dir))
442         {
443                 free_turn(shooter_ptr);
444
445                 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
446
447                 /* need not to reset project_length (already did)*/
448
449                 return;
450         }
451
452         /* Predict the "target" location */
453         tx = shooter_ptr->x + 99 * ddx[dir];
454         ty = shooter_ptr->y + 99 * ddy[dir];
455
456         /* Check for "target request" */
457         if ((dir == 5) && target_okay())
458         {
459                 tx = target_col;
460                 ty = target_row;
461         }
462
463         /* Get projection path length */
464         tdis = project_path(path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
465
466         project_length = 0; /* reset to default */
467
468         /* Don't shoot at my feet */
469         if (tx == shooter_ptr->x && ty == shooter_ptr->y)
470         {
471                 free_turn(shooter_ptr);
472
473                 /* project_length is already reset to 0 */
474
475                 return;
476         }
477
478
479         /* Take a (partial) turn */
480         shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
481         shooter_ptr->is_fired = TRUE;
482
483         /* Sniper - Difficult to shot twice at 1 turn */
484         if (snipe_type == SP_DOUBLE)  shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
485
486         /* Sniper - Repeat shooting when double shots */
487         for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
488         {
489
490                 /* Start at the player */
491                 y = shooter_ptr->y;
492                 x = shooter_ptr->x;
493                 q_ptr = &forge;
494                 object_copy(q_ptr, o_ptr);
495
496                 /* Single object */
497                 q_ptr->number = 1;
498
499                 /* Reduce and describe shooter_ptr->inventory_list */
500                 if (item >= 0)
501                 {
502                         inven_item_increase(item, -1);
503                         inven_item_describe(item);
504                         inven_item_optimize(item);
505                 }
506
507                 /* Reduce and describe floor item */
508                 else
509                 {
510                         floor_item_increase(0 - item, -1);
511                         floor_item_optimize(0 - item);
512                 }
513
514                 sound(SOUND_SHOOT);
515                 handle_stuff();
516
517                 prev_y = y;
518                 prev_x = x;
519
520                 /* The shot does not hit yet */
521                 hit_body = FALSE;
522
523                 /* Travel until stopped */
524                 for (cur_dis = 0; cur_dis <= tdis; )
525                 {
526                         grid_type *g_ptr;
527
528                         /* Hack -- Stop at the target */
529                         if ((y == ty) && (x == tx)) break;
530
531                         /* Calculate the new location (see "project()") */
532                         ny = y;
533                         nx = x;
534                         mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
535
536                         /* Shatter Arrow */
537                         if (snipe_type == SP_KILL_WALL)
538                         {
539                                 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
540
541                                 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
542                                 {
543                                         if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
544                                         /* Forget the wall */
545                                         g_ptr->info &= ~(CAVE_MARK);
546                                         shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
547
548                                         /* Destroy the wall */
549                                         cave_alter_feat(ny, nx, FF_HURT_ROCK);
550
551                                         hit_body = TRUE;
552                                         break;
553                                 }
554                         }
555
556                         /* Stopped by walls/doors */
557                         if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx) break;
558
559                         /* Advance the distance */
560                         cur_dis++;
561
562                         /* Sniper */
563                         if (snipe_type == SP_LITE)
564                         {
565                                 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
566                                 note_spot(ny, nx);
567                                 lite_spot(ny, nx);
568                         }
569
570                         /* The player can see the (on screen) missile */
571                         if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
572                         {
573                                 char c = object_char(q_ptr);
574                                 byte a = object_attr(q_ptr);
575
576                                 /* Draw, Hilite, Fresh, Pause, Erase */
577                                 print_rel(c, a, ny, nx);
578                                 move_cursor_relative(ny, nx);
579                                 Term_fresh();
580                                 Term_xtra(TERM_XTRA_DELAY, msec);
581                                 lite_spot(ny, nx);
582                                 Term_fresh();
583                         }
584
585                         /* The player cannot see the missile */
586                         else
587                         {
588                                 /* Pause anyway, for consistancy */
589                                 Term_xtra(TERM_XTRA_DELAY, msec);
590                         }
591
592                         /* Sniper */
593                         if (snipe_type == SP_KILL_TRAP)
594                         {
595                                 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
596                                         (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
597                         }
598
599                         /* Sniper */
600                         if (snipe_type == SP_EVILNESS)
601                         {
602                                 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
603                                 note_spot(ny, nx);
604                                 lite_spot(ny, nx);
605                         }
606
607                         prev_y = y;
608                         prev_x = x;
609
610                         /* Save the new location */
611                         x = nx;
612                         y = ny;
613
614                         /* Monster here, Try to hit it */
615                         if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
616                         {
617                                 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
618
619                                 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
620                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
621
622                                 /* Check the visibility */
623                                 visible = m_ptr->ml;
624
625                                 /* Note the collision */
626                                 hit_body = TRUE;
627
628                                 if (MON_CSLEEP(m_ptr))
629                                 {
630                                         if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
631                                         if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
632                                 }
633
634                                 if ((r_ptr->level + 10) > shooter_ptr->lev)
635                                 {
636                                         int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
637                                         if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
638                                         {
639                                                 SUB_EXP amount = 0;
640                                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
641                                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
642                                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
643                                                 else if (shooter_ptr->lev > 34) amount = 2;
644                                                 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
645                                                 shooter_ptr->update |= (PU_BONUS);
646                                         }
647                                 }
648
649                                 if (shooter_ptr->riding)
650                                 {
651                                         if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
652                                                 && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
653                                                 && one_in_(2))
654                                         {
655                                                 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
656                                                 shooter_ptr->update |= (PU_BONUS);
657                                         }
658                                 }
659
660                                 /* Did we hit it (penalize range) */
661                                 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
662                                 {
663                                         bool fear = FALSE;
664                                         int tdam = tdam_base;
665
666                                         /* Get extra damage from concentration */
667                                         if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
668
669                                         /* Handle unseen monster */
670                                         if (!visible)
671                                         {
672                                                 /* Invisible monster */
673                                                 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
674                                         }
675
676                                         /* Handle visible monster */
677                                         else
678                                         {
679                                                 GAME_TEXT m_name[MAX_NLEN];
680
681                                                 /* Get "the monster" or "it" */
682                                                 monster_desc(m_name, m_ptr, 0);
683
684                                                 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
685
686                                                 if (m_ptr->ml)
687                                                 {
688                                                         if (!shooter_ptr->image) monster_race_track(m_ptr->ap_r_idx);
689                                                         health_track(c_mon_ptr->m_idx);
690                                                 }
691                                         }
692
693                                         if (snipe_type == SP_NEEDLE)
694                                         {
695                                                 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
696                                                         && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
697                                                 {
698                                                         GAME_TEXT m_name[MAX_NLEN];
699
700                                                         /* Get "the monster" or "it" */
701                                                         monster_desc(m_name, m_ptr, 0);
702
703                                                         tdam = m_ptr->hp + 1;
704                                                         msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
705                                                 }
706                                                 else tdam = 1;
707                                         }
708                                         else
709                                         {
710                                                 /* Apply special damage */
711                                                 tdam = tot_dam_aux_shot(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
712                                                 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
713
714                                                 /* No negative damage */
715                                                 if (tdam < 0) tdam = 0;
716
717                                                 /* Modify the damage */
718                                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
719                                         }
720
721                                         msg_format_wizard(CHEAT_MONSTER,
722                                                 _("%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))"),
723                                                 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
724
725                                         /* Sniper */
726                                         if (snipe_type == SP_EXPLODE)
727                                         {
728                                                 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
729
730                                                 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
731                                                 project(0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
732                                                 break;
733                                         }
734
735                                         /* Sniper */
736                                         if (snipe_type == SP_HOLYNESS)
737                                         {
738                                                 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
739                                                 note_spot(ny, nx);
740                                                 lite_spot(ny, nx);
741                                         }
742
743                                         /* Hit the monster, check for death */
744                                         if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
745                                         {
746                                                 /* Dead monster */
747                                         }
748
749                                         /* No death */
750                                         else
751                                         {
752                                                 /* STICK TO */
753                                                 if (object_is_fixed_artifact(q_ptr) &&
754                                                         (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
755                                                 {
756                                                         GAME_TEXT m_name[MAX_NLEN];
757
758                                                         monster_desc(m_name, m_ptr, 0);
759
760                                                         stick_to = TRUE;
761                                                         msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
762                                                 }
763
764                                                 message_pain(c_mon_ptr->m_idx, tdam);
765
766                                                 /* Anger the monster */
767                                                 if (tdam > 0) anger_monster(m_ptr);
768
769                                                 if (fear && m_ptr->ml)
770                                                 {
771                                                         GAME_TEXT m_name[MAX_NLEN];
772                                                         sound(SOUND_FLEE);
773                                                         monster_desc(m_name, m_ptr, 0);
774                                                         msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
775                                                 }
776
777                                                 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
778
779                                                 /* Sniper */
780                                                 if (snipe_type == SP_RUSH)
781                                                 {
782                                                         int n = randint1(5) + 3;
783                                                         MONSTER_IDX m_idx = c_mon_ptr->m_idx;
784
785                                                         for (; cur_dis <= tdis; )
786                                                         {
787                                                                 POSITION ox = nx;
788                                                                 POSITION oy = ny;
789
790                                                                 if (!n) break;
791
792                                                                 /* Calculate the new location (see "project()") */
793                                                                 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
794
795                                                                 /* Stopped by wilderness boundary */
796                                                                 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
797
798                                                                 /* Stopped by walls/doors */
799                                                                 if (!player_can_enter(shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
800
801                                                                 /* Stopped by monsters */
802                                                                 if (!cave_empty_bold(p_ptr->current_floor_ptr, ny, nx)) break;
803
804                                                                 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
805                                                                 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
806
807                                                                 m_ptr->fx = nx;
808                                                                 m_ptr->fy = ny;
809
810                                                                 update_monster(c_mon_ptr->m_idx, TRUE);
811
812                                                                 lite_spot(ny, nx);
813                                                                 lite_spot(oy, ox);
814
815                                                                 Term_fresh();
816                                                                 Term_xtra(TERM_XTRA_DELAY, msec);
817
818                                                                 x = nx;
819                                                                 y = ny;
820                                                                 cur_dis++;
821                                                                 n--;
822                                                         }
823                                                 }
824                                         }
825                                 }
826
827                                 /* Sniper */
828                                 if (snipe_type == SP_PIERCE)
829                                 {
830                                         if (shooter_ptr->concent < 1) break;
831                                         shooter_ptr->concent--;
832                                         continue;
833                                 }
834
835                                 /* Stop looking */
836                                 break;
837                         }
838                 }
839
840                 /* Chance of breakage (during attacks) */
841                 j = (hit_body ? breakage_chance(q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
842
843                 if (stick_to)
844                 {
845                         MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
846                         monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
847                         OBJECT_IDX o_idx = o_pop();
848
849                         if (!o_idx)
850                         {
851                                 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
852                                 if (object_is_fixed_artifact(q_ptr))
853                                 {
854                                         a_info[j_ptr->name1].cur_num = 0;
855                                 }
856                                 return;
857                         }
858
859                         o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
860                         object_copy(o_ptr, q_ptr);
861
862                         /* Forget mark */
863                         o_ptr->marked &= OM_TOUCHED;
864
865                         /* Forget location */
866                         o_ptr->iy = o_ptr->ix = 0;
867
868                         /* Memorize monster */
869                         o_ptr->held_m_idx = m_idx;
870
871                         /* Build a stack */
872                         o_ptr->next_o_idx = m_ptr->hold_o_idx;
873
874                         /* Carry object */
875                         m_ptr->hold_o_idx = o_idx;
876                 }
877                 else if (cave_have_flag_bold(y, x, FF_PROJECT))
878                 {
879                         /* Drop (or break) near that location */
880                         (void)drop_near(q_ptr, j, y, x);
881                 }
882                 else
883                 {
884                         /* Drop (or break) near that location */
885                         (void)drop_near(q_ptr, j, prev_y, prev_x);
886                 }
887
888                 /* Sniper - Repeat shooting when double shots */
889         }
890
891         /* Sniper - Loose his/her concentration after any shot */
892         if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
893 }
894
895
896 /*!
897 * @brief プレイヤーからモンスターへの射撃命中判定 /
898 * Determine if the player "hits" a monster (normal combat).
899 * @param chance 基本命中値
900 * @param m_ptr モンスターの構造体参照ポインタ
901 * @param vis 目標を視界に捕らえているならばTRUEを指定
902 * @param o_name メッセージ表示時のモンスター名
903 * @return 命中と判定された場合TRUEを返す
904 * @note Always miss 5%, always hit 5%, otherwise random.
905 */
906 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
907 {
908         int k;
909         ARMOUR_CLASS ac;
910         monster_race *r_ptr = &r_info[m_ptr->r_idx];
911
912         /* Percentile dice */
913         k = randint1(100);
914
915         /* Snipers with high-concentration reduce instant miss percentage.*/
916         k += shooter_ptr->concent;
917
918         /* Hack -- Instant miss or hit */
919         if (k <= 5) return (FALSE);
920         if (k > 95) return (TRUE);
921
922         if (shooter_ptr->pseikaku == SEIKAKU_NAMAKE)
923                 if (one_in_(20)) return (FALSE);
924
925         /* Never hit */
926         if (chance <= 0) return (FALSE);
927
928         ac = r_ptr->ac;
929         if (shooter_ptr->concent)
930         {
931                 ac *= (8 - shooter_ptr->concent);
932                 ac /= 8;
933         }
934
935         if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
936
937         /* Invisible monsters are harder to hit */
938         if (!vis) chance = (chance + 1) / 2;
939
940         /* Power competes against armor */
941         if (randint0(chance) < (ac * 3 / 4))
942         {
943                 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
944                 {
945                         GAME_TEXT m_name[MAX_NLEN];
946                         monster_desc(m_name, m_ptr, 0);
947                         msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
948                 }
949                 return (FALSE);
950         }
951
952         /* Assume hit */
953         return (TRUE);
954 }
955
956
957
958
959 /*!
960 * @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 /
961 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
962 * @param weight 矢弾の重量
963 * @param plus_ammo 矢弾の命中修正
964 * @param plus_bow 弓の命中修正
965 * @param dam 現在算出中のダメージ値
966 * @return クリティカル修正が入ったダメージ値
967 */
968 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
969 {
970         int i, k;
971         object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
972
973         /* Extract "shot" power */
974         i = shooter_ptr->to_h_b + plus_ammo;
975
976         if (shooter_ptr->tval_ammo == TV_BOLT)
977                 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
978         else
979                 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
980
981
982         /* Snipers can shot more critically with crossbows */
983         if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
984         if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
985
986         /* Good bow makes more critical */
987         i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
988
989         /* Critical hit */
990         if (randint1(10000) <= i)
991         {
992                 k = weight * randint1(500);
993
994                 if (k < 900)
995                 {
996                         msg_print(_("手ごたえがあった!", "It was a good hit!"));
997                         dam += (dam / 2);
998                 }
999                 else if (k < 1350)
1000                 {
1001                         msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1002                         dam *= 2;
1003                 }
1004                 else
1005                 {
1006                         msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1007                         dam *= 3;
1008                 }
1009         }
1010
1011         return (dam);
1012 }
1013
1014
1015
1016
1017 /*!
1018  * @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
1019  * @param sval 射撃武器のアイテム副分類ID
1020  * @return 消費する基本エネルギー
1021  */
1022 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1023 {
1024         ENERGY energy = 10000;
1025
1026         /* Analyze the launcher */
1027         switch (sval)
1028         {
1029                 /* Sling and ammo */
1030         case SV_SLING:
1031         {
1032                 energy = 8000;
1033                 break;
1034         }
1035
1036         /* Short Bow and Arrow */
1037         case SV_SHORT_BOW:
1038         {
1039                 energy = 10000;
1040                 break;
1041         }
1042
1043         /* Long Bow and Arrow */
1044         case SV_LONG_BOW:
1045         {
1046                 energy = 10000;
1047                 break;
1048         }
1049
1050         /* Bow of irresponsiblity and Arrow */
1051         case SV_NAMAKE_BOW:
1052         {
1053                 energy = 7777;
1054                 break;
1055         }
1056
1057         /* Light Crossbow and Bolt */
1058         case SV_LIGHT_XBOW:
1059         {
1060                 energy = 12000;
1061                 break;
1062         }
1063
1064         /* Heavy Crossbow and Bolt */
1065         case SV_HEAVY_XBOW:
1066         {
1067                 energy = 13333;
1068                 break;
1069         }
1070         }
1071
1072         return (energy);
1073 }
1074
1075
1076 /*
1077  * Return bow tmul
1078  */
1079 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1080 {
1081         int tmul = 0;
1082
1083         /* Analyze the launcher */
1084         switch (sval)
1085         {
1086                 /* Sling and ammo */
1087         case SV_SLING:
1088         {
1089                 tmul = 2;
1090                 break;
1091         }
1092
1093         /* Short Bow and Arrow */
1094         case SV_SHORT_BOW:
1095         {
1096                 tmul = 2;
1097                 break;
1098         }
1099
1100         /* Long Bow and Arrow */
1101         case SV_LONG_BOW:
1102         {
1103                 tmul = 3;
1104                 break;
1105         }
1106
1107         /* Bow of irresponsiblity and Arrow */
1108         case SV_NAMAKE_BOW:
1109         {
1110                 tmul = 3;
1111                 break;
1112         }
1113
1114         /* Light Crossbow and Bolt */
1115         case SV_LIGHT_XBOW:
1116         {
1117                 tmul = 3;
1118                 break;
1119         }
1120
1121         /* Heavy Crossbow and Bolt */
1122         case SV_HEAVY_XBOW:
1123         {
1124                 tmul = 4;
1125                 break;
1126         }
1127         }
1128
1129         return (tmul);
1130 }
1131
1132
1133 /*!
1134  * @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
1135  * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1136  * @param plus_ammo 矢弾のダメージ修正
1137  * @param plus_bow 弓のダメージ修正
1138  * @return ダメージ期待値
1139  * @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。
1140  */
1141 HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1142 {
1143         HIT_POINT i;
1144         object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1145
1146         /* Extract "shot" power */
1147         i = shooter_ptr->to_h_b + plus_ammo;
1148
1149         if (shooter_ptr->tval_ammo == TV_BOLT)
1150                 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1151         else
1152                 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1153
1154         /* Snipers can shot more critically with crossbows */
1155         if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
1156         if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1157
1158         /* Good bow makes more critical */
1159         i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1160
1161         if (i < 0) i = 0;
1162
1163         return i;
1164 }
1165
1166 /*!
1167  * @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
1168  * @param weight 武器の重量
1169  * @param plus_ammo 矢弾のダメージ修正
1170  * @param plus_bow 弓のダメージ修正
1171  * @param dam 基本ダメージ量
1172  * @return ダメージ期待値
1173  */
1174 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1175 {
1176         u32b num;
1177         int i, k, crit;
1178         i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1179
1180         k = 0;
1181         num = 0;
1182
1183         crit = MIN(500, 900 / weight);
1184         num += dam * 3 / 2 * crit;
1185         k = crit;
1186
1187         crit = MIN(500, 1350 / weight);
1188         crit -= k;
1189         num += dam * 2 * crit;
1190         k += crit;
1191
1192         if (k < 500)
1193         {
1194                 crit = 500 - k;
1195                 num += dam * 3 * crit;
1196         }
1197
1198         num /= 500;
1199
1200         num *= i;
1201         num += (10000 - i) * dam;
1202         num /= 10000;
1203
1204         return num;
1205 }
1206
1207 /*!
1208  * @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
1209  * @param weight 武器の重量
1210  * @param plus 武器のダメージ修正
1211  * @param dam 基本ダメージ
1212  * @param meichuu 命中値
1213  * @param dokubari 毒針処理か否か
1214  * @return ダメージ期待値
1215  */
1216 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1217 {
1218         u32b k, num;
1219         int i;
1220
1221         if (dokubari) return dam;
1222
1223         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
1224         if (i < 0) i = 0;
1225
1226         k = weight;
1227         num = 0;
1228
1229         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
1230         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1231         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1232         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1233         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1234
1235         num /= 650;
1236         if (p_ptr->pclass == CLASS_NINJA)
1237         {
1238                 num *= i;
1239                 num += (4444 - i) * dam;
1240                 num /= 4444;
1241         }
1242         else
1243         {
1244                 num *= i;
1245                 num += (5000 - i) * dam;
1246                 num /= 5000;
1247         }
1248
1249         return num;
1250 }
1251