1 #include "combat/shoot.h"
2 #include "art-definition/art-bow-types.h"
3 #include "mind/mind-sniper.h"
4 #include "core/stuff-handler.h"
5 #include "effect/effect-characteristics.h"
6 #include "effect/spells-effect-util.h"
7 #include "floor/floor-object.h"
8 #include "game-option/cheat-types.h"
9 #include "game-option/special-options.h"
10 #include "grid/grid.h"
11 #include "inventory/inventory-object.h"
12 #include "io/targeting.h"
13 #include "main/sound-definitions-table.h"
14 #include "main/sound-of-music.h"
15 #include "mind/snipe-types.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags-resistance.h"
18 #include "monster-race/race-flags1.h"
19 #include "monster-race/race-flags2.h"
20 #include "monster-race/race-flags3.h"
21 #include "monster-race/race-flags7.h"
22 #include "monster-race/race-indice-types.h"
23 #include "monster/monster-describer.h"
24 #include "monster-floor/monster-death.h"
25 #include "monster/monster-status.h"
26 #include "monster/monster-info.h"
27 #include "monster-floor/monster-move.h"
28 #include "monster/monster-update.h"
29 #include "mspell/monster-spell.h"
30 #include "object-enchant/artifact.h"
31 #include "object-enchant/tr-types.h"
32 #include "object/object-broken.h"
33 #include "object/object-flags.h"
34 #include "object/object-flavor.h"
35 #include "object/object-generator.h"
36 #include "object/object-hook.h"
37 #include "object/object-kind.h"
38 #include "object/object-mark-types.h"
39 #include "object/object-info.h"
40 #include "player/avatar.h"
41 #include "player/player-class.h"
42 #include "player/player-personalities-types.h"
43 #include "player/player-skill.h"
44 #include "player/player-status.h"
45 #include "spell/process-effect.h"
46 #include "spell/spell-types.h"
47 #include "sv-definition/sv-bow-types.h"
48 #include "util/bit-flags-calculator.h"
49 #include "view/display-main-window.h"
50 #include "view/display-messages.h"
51 #include "world/world-object.h"
54 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
55 * Determines the odds of an object breaking when thrown at a monster
56 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
57 * @param tdam 計算途中のダメージ量
58 * @param m_ptr 目標モンスターの構造体参照ポインタ
59 * @return スレイ倍率をかけたダメージ量
61 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)
65 monster_race *r_ptr = &r_info[m_ptr->r_idx];
67 BIT_FLAGS flgs[TR_FLAG_SIZE];
68 object_flags(o_ptr, flgs);
70 /* Some "weapons" and "ammo" do extra damage */
77 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
79 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
81 r_ptr->r_flags3 |= RF3_ANIMAL;
83 if (mult < 17) mult = 17;
86 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
88 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
90 r_ptr->r_flags3 |= RF3_ANIMAL;
92 if (mult < 27) mult = 27;
95 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
97 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
99 r_ptr->r_flags3 |= RF3_EVIL;
101 if (mult < 15) mult = 15;
104 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
106 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
108 r_ptr->r_flags3 |= RF3_EVIL;
110 if (mult < 25) mult = 25;
113 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
115 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
117 r_ptr->r_flags2 |= RF2_HUMAN;
119 if (mult < 17) mult = 17;
122 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
124 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
126 r_ptr->r_flags2 |= RF2_HUMAN;
128 if (mult < 27) mult = 27;
131 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
133 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
135 r_ptr->r_flags3 |= RF3_UNDEAD;
137 if (mult < 20) mult = 20;
140 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
142 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
144 r_ptr->r_flags3 |= RF3_UNDEAD;
146 if (mult < 30) mult = 30;
149 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
151 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
153 r_ptr->r_flags3 |= RF3_DEMON;
155 if (mult < 20) mult = 20;
158 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
160 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
162 r_ptr->r_flags3 |= RF3_DEMON;
164 if (mult < 30) mult = 30;
167 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
169 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
171 r_ptr->r_flags3 |= RF3_ORC;
173 if (mult < 20) mult = 20;
176 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
178 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
180 r_ptr->r_flags3 |= RF3_ORC;
182 if (mult < 30) mult = 30;
185 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
187 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
189 r_ptr->r_flags3 |= RF3_TROLL;
192 if (mult < 20) mult = 20;
195 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
197 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
199 r_ptr->r_flags3 |= RF3_TROLL;
201 if (mult < 30) mult = 30;
204 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
206 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
208 r_ptr->r_flags3 |= RF3_GIANT;
210 if (mult < 20) mult = 20;
213 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
215 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
217 r_ptr->r_flags3 |= RF3_GIANT;
219 if (mult < 30) mult = 30;
222 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
224 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
226 r_ptr->r_flags3 |= RF3_DRAGON;
228 if (mult < 20) mult = 20;
231 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
233 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
235 r_ptr->r_flags3 |= RF3_DRAGON;
237 if (mult < 30) mult = 30;
238 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
239 (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
243 if (have_flag(flgs, TR_BRAND_ACID))
245 /* Notice immunity */
246 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
248 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
250 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
255 if (mult < 17) mult = 17;
259 if (have_flag(flgs, TR_BRAND_ELEC))
261 /* Notice immunity */
262 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
264 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
266 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
271 if (mult < 17) mult = 17;
275 if (have_flag(flgs, TR_BRAND_FIRE))
277 /* Notice immunity */
278 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
280 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
282 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
285 /* Otherwise, take the damage */
288 if (r_ptr->flags3 & RF3_HURT_FIRE)
290 if (mult < 25) mult = 25;
291 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
293 r_ptr->r_flags3 |= RF3_HURT_FIRE;
296 else if (mult < 17) mult = 17;
300 if (have_flag(flgs, TR_BRAND_COLD))
302 /* Notice immunity */
303 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
305 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
307 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
310 /* Otherwise, take the damage */
313 if (r_ptr->flags3 & RF3_HURT_COLD)
315 if (mult < 25) mult = 25;
316 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
318 r_ptr->r_flags3 |= RF3_HURT_COLD;
321 else if (mult < 17) mult = 17;
325 if (have_flag(flgs, TR_BRAND_POIS))
327 /* Notice immunity */
328 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
330 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
332 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
335 /* Otherwise, take the damage */
338 if (mult < 17) mult = 17;
342 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
344 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
345 sniper_ptr->redraw |= (PR_MANA);
353 if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
355 /* Return the total damage */
356 return (tdam * mult / 10);
362 * Fire an object from the pack or floor.
363 * @param item 射撃するオブジェクトの所持ID
364 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
368 * You may only fire items that "match" your missile launcher.
369 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
370 * See "calc_bonuses()" for more calculations and such.
371 * Note that "firing" a missile is MUCH better than "throwing" it.
372 * Note: "unseen" monsters are very hard to hit.
373 * Objects are more likely to break if they "attempt" to hit a monster.
374 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
375 * The "extra shot" code works by decreasing the amount of energy
376 * required to make each shot, spreading the shots out over time.
377 * Note that when firing missiles, the launcher multiplier is applied
378 * after all the bonuses are added in, making multipliers very useful.
379 * Note that Bows of "Extra Might" get extra range and an extra bonus
380 * for the damage multiplier.
381 * Note that Bows of "Extra Shots" give an extra shot.
384 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
388 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
389 int tdam_base, tdis, thits, tmul;
391 int cur_dis, visible;
399 bool hit_body = FALSE;
401 GAME_TEXT o_name[MAX_NLEN];
403 u16b path_g[512]; /* For calcuration of path length */
405 int msec = delay_factor * delay_factor * delay_factor;
408 bool stick_to = FALSE;
410 /* Access the item (if in the pack) */
413 o_ptr = &shooter_ptr->inventory_list[item];
417 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
420 /* Sniper - Cannot shot a single arrow twice */
421 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
423 object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
425 /* Use the proper number of shots */
426 thits = shooter_ptr->num_fire;
428 /* Use a base distance */
431 /* Base damage from thrown object plus launcher bonus */
432 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
434 /* Actually "fire" the object */
435 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
436 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
437 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
439 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
441 shooter_ptr->energy_use = bow_energy(j_ptr->sval);
442 tmul = bow_tmul(j_ptr->sval);
444 /* Get extra "power" from "extra might" */
445 if (shooter_ptr->xtra_might) tmul++;
447 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
449 /* Boost the damage */
454 tdis = 13 + tmul / 80;
455 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
457 if (shooter_ptr->concent)
458 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
463 project_length = tdis + 1;
465 /* Get a direction (or cancel) */
466 if (!get_aim_dir(shooter_ptr, &dir))
468 free_turn(shooter_ptr);
470 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
472 /* need not to reset project_length (already did)*/
477 /* Predict the "target" location */
478 tx = shooter_ptr->x + 99 * ddx[dir];
479 ty = shooter_ptr->y + 99 * ddy[dir];
481 /* Check for "target request" */
482 if ((dir == 5) && target_okay(shooter_ptr))
488 /* Get projection path length */
489 tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
491 project_length = 0; /* reset to default */
493 /* Don't shoot at my feet */
494 if (tx == shooter_ptr->x && ty == shooter_ptr->y)
496 free_turn(shooter_ptr);
498 /* project_length is already reset to 0 */
504 /* Take a (partial) turn */
505 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
506 shooter_ptr->is_fired = TRUE;
508 /* Sniper - Difficult to shot twice at 1 turn */
509 if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
511 /* Sniper - Repeat shooting when double shots */
512 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
515 /* Start at the player */
519 object_copy(q_ptr, o_ptr);
524 vary_item(shooter_ptr, item, -1);
527 handle_stuff(shooter_ptr);
532 /* The shot does not hit yet */
535 /* Travel until stopped */
536 for (cur_dis = 0; cur_dis <= tdis; )
540 /* Hack -- Stop at the target */
541 if ((y == ty) && (x == tx)) break;
543 /* Calculate the new location (see "project()") */
546 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
549 if (snipe_type == SP_KILL_WALL)
551 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
553 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
555 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
556 /* Forget the wall */
557 g_ptr->info &= ~(CAVE_MARK);
558 shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
560 /* Destroy the wall */
561 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
568 /* Stopped by walls/doors */
569 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) break;
571 /* Advance the distance */
575 if (snipe_type == SP_LITE)
577 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
578 note_spot(shooter_ptr, ny, nx);
579 lite_spot(shooter_ptr, ny, nx);
582 /* The player can see the (on screen) missile */
583 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
585 char c = object_char(q_ptr);
586 byte a = object_attr(q_ptr);
588 /* Draw, Hilite, Fresh, Pause, Erase */
589 print_rel(shooter_ptr, c, a, ny, nx);
590 move_cursor_relative(ny, nx);
592 Term_xtra(TERM_XTRA_DELAY, msec);
593 lite_spot(shooter_ptr, ny, nx);
597 /* The player cannot see the missile */
600 /* Pause anyway, for consistancy */
601 Term_xtra(TERM_XTRA_DELAY, msec);
605 if (snipe_type == SP_KILL_TRAP)
607 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
608 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
612 if (snipe_type == SP_EVILNESS)
614 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
615 note_spot(shooter_ptr, ny, nx);
616 lite_spot(shooter_ptr, ny, nx);
622 /* Save the new location */
626 /* Monster here, Try to hit it */
627 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
629 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
631 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
632 monster_race *r_ptr = &r_info[m_ptr->r_idx];
634 /* Check the visibility */
637 /* Note the collision */
640 if (monster_csleep_remaining(m_ptr))
642 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
643 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
646 if ((r_ptr->level + 10) > shooter_ptr->lev)
648 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
649 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
652 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
653 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
654 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
655 else if (shooter_ptr->lev > 34) amount = 2;
656 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
657 shooter_ptr->update |= (PU_BONUS);
661 if (shooter_ptr->riding)
663 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
664 && ((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)
667 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
668 shooter_ptr->update |= (PU_BONUS);
672 /* Did we hit it (penalize range) */
673 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
676 int tdam = tdam_base;
678 /* Get extra damage from concentration */
679 if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
681 /* Handle unseen monster */
684 /* Invisible monster */
685 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
688 /* Handle visible monster */
691 GAME_TEXT m_name[MAX_NLEN];
693 /* Get "the monster" or "it" */
694 monster_desc(shooter_ptr, m_name, m_ptr, 0);
696 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
700 if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
701 health_track(shooter_ptr, c_mon_ptr->m_idx);
705 if (snipe_type == SP_NEEDLE)
707 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
708 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
710 GAME_TEXT m_name[MAX_NLEN];
712 /* Get "the monster" or "it" */
713 monster_desc(shooter_ptr, m_name, m_ptr, 0);
715 tdam = m_ptr->hp + 1;
716 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
722 /* Apply special damage */
723 tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
724 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
726 /* No negative damage */
727 if (tdam < 0) tdam = 0;
729 /* Modify the damage */
730 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
733 msg_format_wizard(CHEAT_MONSTER,
734 _("%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))"),
735 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
738 if (snipe_type == SP_EXPLODE)
740 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
742 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
743 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
748 if (snipe_type == SP_HOLYNESS)
750 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
751 note_spot(shooter_ptr, ny, nx);
752 lite_spot(shooter_ptr, ny, nx);
755 /* Hit the monster, check for death */
756 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
765 if (object_is_fixed_artifact(q_ptr) &&
766 (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
768 GAME_TEXT m_name[MAX_NLEN];
770 monster_desc(shooter_ptr, m_name, m_ptr, 0);
773 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
776 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
778 /* Anger the monster */
779 if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
781 if (fear && m_ptr->ml)
783 GAME_TEXT m_name[MAX_NLEN];
785 monster_desc(shooter_ptr, m_name, m_ptr, 0);
786 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
789 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
792 if (snipe_type == SP_RUSH)
794 int n = randint1(5) + 3;
795 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
797 for (; cur_dis <= tdis; )
804 /* Calculate the new location (see "project()") */
805 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
807 /* Stopped by wilderness boundary */
808 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
810 /* Stopped by walls/doors */
811 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
813 /* Stopped by monsters */
814 if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
816 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
817 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
822 update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
824 lite_spot(shooter_ptr, ny, nx);
825 lite_spot(shooter_ptr, oy, ox);
828 Term_xtra(TERM_XTRA_DELAY, msec);
840 if (snipe_type == SP_PIERCE)
842 if (shooter_ptr->concent < 1) break;
843 shooter_ptr->concent--;
852 /* Chance of breakage (during attacks) */
853 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
857 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
858 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
859 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
863 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
864 if (object_is_fixed_artifact(q_ptr))
866 a_info[j_ptr->name1].cur_num = 0;
871 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
872 object_copy(o_ptr, q_ptr);
875 o_ptr->marked &= OM_TOUCHED;
877 /* Forget location */
878 o_ptr->iy = o_ptr->ix = 0;
880 /* Memorize monster */
881 o_ptr->held_m_idx = m_idx;
884 o_ptr->next_o_idx = m_ptr->hold_o_idx;
887 m_ptr->hold_o_idx = o_idx;
889 else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
891 /* Drop (or break) near that location */
892 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
896 /* Drop (or break) near that location */
897 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
900 /* Sniper - Repeat shooting when double shots */
903 /* Sniper - Loose his/her concentration after any shot */
904 if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
909 * @brief プレイヤーからモンスターへの射撃命中判定 /
910 * Determine if the player "hits" a monster (normal combat).
911 * @param chance 基本命中値
912 * @param m_ptr モンスターの構造体参照ポインタ
913 * @param vis 目標を視界に捕らえているならばTRUEを指定
914 * @param o_name メッセージ表示時のモンスター名
915 * @return 命中と判定された場合TRUEを返す
916 * @note Always miss 5%, always hit 5%, otherwise random.
918 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
922 monster_race *r_ptr = &r_info[m_ptr->r_idx];
924 /* Percentile dice */
927 /* Snipers with high-concentration reduce instant miss percentage.*/
928 k += shooter_ptr->concent;
930 /* Hack -- Instant miss or hit */
931 if (k <= 5) return FALSE;
932 if (k > 95) return TRUE;
934 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
935 if (one_in_(20)) return FALSE;
938 if (chance <= 0) return FALSE;
941 if (shooter_ptr->concent)
943 ac *= (8 - shooter_ptr->concent);
947 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) ac *= 3;
949 /* Invisible monsters are harder to hit */
950 if (!vis) chance = (chance + 1) / 2;
952 /* Power competes against armor */
953 if (randint0(chance) < (ac * 3 / 4))
955 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
957 GAME_TEXT m_name[MAX_NLEN];
958 monster_desc(shooter_ptr, m_name, m_ptr, 0);
959 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
972 * @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 /
973 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
974 * @param weight 矢弾の重量
975 * @param plus_ammo 矢弾の命中修正
976 * @param plus_bow 弓の命中修正
977 * @param dam 現在算出中のダメージ値
978 * @return クリティカル修正が入ったダメージ値
980 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
983 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
985 /* Extract "shot" power */
986 i = shooter_ptr->to_h_b + plus_ammo;
988 if (shooter_ptr->tval_ammo == TV_BOLT)
989 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
991 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
994 /* Snipers can shot more critically with crossbows */
995 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
996 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
998 /* Good bow makes more critical */
999 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1002 if (randint1(10000) <= i)
1004 k = weight * randint1(500);
1008 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1013 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1018 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1030 * @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
1031 * @param sval 射撃武器のアイテム副分類ID
1032 * @return 消費する基本エネルギー
1034 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1036 ENERGY energy = 10000;
1038 /* Analyze the launcher */
1041 /* Sling and ammo */
1048 /* Short Bow and Arrow */
1055 /* Long Bow and Arrow */
1062 /* Bow of irresponsiblity and Arrow */
1069 /* Light Crossbow and Bolt */
1076 /* Heavy Crossbow and Bolt */
1091 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1095 /* Analyze the launcher */
1098 /* Sling and ammo */
1105 /* Short Bow and Arrow */
1112 /* Long Bow and Arrow */
1119 /* Bow of irresponsiblity and Arrow */
1126 /* Light Crossbow and Bolt */
1133 /* Heavy Crossbow and Bolt */
1146 * @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
1147 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1148 * @param plus_ammo 矢弾のダメージ修正
1149 * @param plus_bow 弓のダメージ修正
1151 * @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。
1153 HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1156 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1158 /* Extract "shot" power */
1159 i = shooter_ptr->to_h_b + plus_ammo;
1161 if (shooter_ptr->tval_ammo == TV_BOLT)
1162 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1164 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1166 /* Snipers can shot more critically with crossbows */
1167 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
1168 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1170 /* Good bow makes more critical */
1171 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1179 * @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
1180 * @param weight 武器の重量
1181 * @param plus_ammo 矢弾のダメージ修正
1182 * @param plus_bow 弓のダメージ修正
1183 * @param dam 基本ダメージ量
1186 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1190 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1195 crit = MIN(500, 900 / weight);
1196 num += dam * 3 / 2 * crit;
1199 crit = MIN(500, 1350 / weight);
1201 num += dam * 2 * crit;
1207 num += dam * 3 * crit;
1213 num += (10000 - i) * dam;
1220 * @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
1221 * @param shooter_ptr プレーヤーへの参照ポインタ
1222 * @param weight 武器の重量
1223 * @param plus 武器のダメージ修正
1225 * @param meichuu 命中値
1226 * @param dokubari 毒針処理か否か
1229 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1232 if (dokubari) return dam;
1234 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1240 if (k < 400) num += (2 * dam + 5) * (400 - k);
1241 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1242 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1243 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1244 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1247 if (shooter_ptr->pclass == CLASS_NINJA)
1250 num += (4444 - i) * dam;
1256 num += (5000 - i) * dam;