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/race-flags-resistance.h"
17 #include "monster-race/race-flags1.h"
18 #include "monster-race/race-flags2.h"
19 #include "monster-race/race-flags3.h"
20 #include "monster-race/race-flags7.h"
21 #include "monster-race/race-indice-types.h"
22 #include "monster/monster-describer.h"
23 #include "monster-floor/monster-death.h"
24 #include "monster/monster-status.h"
25 #include "monster/monster-info.h"
26 #include "monster-floor/monster-move.h"
27 #include "monster/monster-update.h"
28 #include "mspell/monster-spell.h"
29 #include "object-enchant/artifact.h"
30 #include "object-enchant/tr-types.h"
31 #include "object/object-broken.h"
32 #include "object/object-flags.h"
33 #include "object/object-flavor.h"
34 #include "object/object-generator.h"
35 #include "object/object-hook.h"
36 #include "object/object-kind.h"
37 #include "object/object-mark-types.h"
38 #include "object/object-info.h"
39 #include "player/avatar.h"
40 #include "player/player-class.h"
41 #include "player/player-personalities-types.h"
42 #include "player/player-skill.h"
43 #include "player/player-status.h"
44 #include "spell/process-effect.h"
45 #include "spell/spell-types.h"
46 #include "sv-definition/sv-bow-types.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-main-window.h"
49 #include "view/display-messages.h"
50 #include "world/world-object.h"
53 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
54 * Determines the odds of an object breaking when thrown at a monster
55 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
56 * @param tdam 計算途中のダメージ量
57 * @param m_ptr 目標モンスターの構造体参照ポインタ
58 * @return スレイ倍率をかけたダメージ量
60 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)
64 monster_race *r_ptr = &r_info[m_ptr->r_idx];
66 BIT_FLAGS flgs[TR_FLAG_SIZE];
67 object_flags(o_ptr, flgs);
69 /* Some "weapons" and "ammo" do extra damage */
76 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
78 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
80 r_ptr->r_flags3 |= RF3_ANIMAL;
82 if (mult < 17) mult = 17;
85 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
87 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
89 r_ptr->r_flags3 |= RF3_ANIMAL;
91 if (mult < 27) mult = 27;
94 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
96 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
98 r_ptr->r_flags3 |= RF3_EVIL;
100 if (mult < 15) mult = 15;
103 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
105 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
107 r_ptr->r_flags3 |= RF3_EVIL;
109 if (mult < 25) mult = 25;
112 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
114 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
116 r_ptr->r_flags2 |= RF2_HUMAN;
118 if (mult < 17) mult = 17;
121 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
123 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
125 r_ptr->r_flags2 |= RF2_HUMAN;
127 if (mult < 27) mult = 27;
130 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
132 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
134 r_ptr->r_flags3 |= RF3_UNDEAD;
136 if (mult < 20) mult = 20;
139 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
141 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
143 r_ptr->r_flags3 |= RF3_UNDEAD;
145 if (mult < 30) mult = 30;
148 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
150 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
152 r_ptr->r_flags3 |= RF3_DEMON;
154 if (mult < 20) mult = 20;
157 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
159 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
161 r_ptr->r_flags3 |= RF3_DEMON;
163 if (mult < 30) mult = 30;
166 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
168 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
170 r_ptr->r_flags3 |= RF3_ORC;
172 if (mult < 20) mult = 20;
175 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
177 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
179 r_ptr->r_flags3 |= RF3_ORC;
181 if (mult < 30) mult = 30;
184 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
186 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
188 r_ptr->r_flags3 |= RF3_TROLL;
191 if (mult < 20) mult = 20;
194 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
196 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
198 r_ptr->r_flags3 |= RF3_TROLL;
200 if (mult < 30) mult = 30;
203 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
205 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
207 r_ptr->r_flags3 |= RF3_GIANT;
209 if (mult < 20) mult = 20;
212 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
214 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
216 r_ptr->r_flags3 |= RF3_GIANT;
218 if (mult < 30) mult = 30;
221 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
223 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
225 r_ptr->r_flags3 |= RF3_DRAGON;
227 if (mult < 20) mult = 20;
230 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
232 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
234 r_ptr->r_flags3 |= RF3_DRAGON;
236 if (mult < 30) mult = 30;
237 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
238 (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
242 if (have_flag(flgs, TR_BRAND_ACID))
244 /* Notice immunity */
245 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
247 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
249 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
254 if (mult < 17) mult = 17;
258 if (have_flag(flgs, TR_BRAND_ELEC))
260 /* Notice immunity */
261 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
263 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
265 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
270 if (mult < 17) mult = 17;
274 if (have_flag(flgs, TR_BRAND_FIRE))
276 /* Notice immunity */
277 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
279 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
281 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
284 /* Otherwise, take the damage */
287 if (r_ptr->flags3 & RF3_HURT_FIRE)
289 if (mult < 25) mult = 25;
290 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
292 r_ptr->r_flags3 |= RF3_HURT_FIRE;
295 else if (mult < 17) mult = 17;
299 if (have_flag(flgs, TR_BRAND_COLD))
301 /* Notice immunity */
302 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
304 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
306 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
309 /* Otherwise, take the damage */
312 if (r_ptr->flags3 & RF3_HURT_COLD)
314 if (mult < 25) mult = 25;
315 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
317 r_ptr->r_flags3 |= RF3_HURT_COLD;
320 else if (mult < 17) mult = 17;
324 if (have_flag(flgs, TR_BRAND_POIS))
326 /* Notice immunity */
327 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
329 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
331 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
334 /* Otherwise, take the damage */
337 if (mult < 17) mult = 17;
341 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
343 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
344 sniper_ptr->redraw |= (PR_MANA);
352 if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
354 /* Return the total damage */
355 return (tdam * mult / 10);
361 * Fire an object from the pack or floor.
362 * @param item 射撃するオブジェクトの所持ID
363 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
367 * You may only fire items that "match" your missile launcher.
368 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
369 * See "calc_bonuses()" for more calculations and such.
370 * Note that "firing" a missile is MUCH better than "throwing" it.
371 * Note: "unseen" monsters are very hard to hit.
372 * Objects are more likely to break if they "attempt" to hit a monster.
373 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
374 * The "extra shot" code works by decreasing the amount of energy
375 * required to make each shot, spreading the shots out over time.
376 * Note that when firing missiles, the launcher multiplier is applied
377 * after all the bonuses are added in, making multipliers very useful.
378 * Note that Bows of "Extra Might" get extra range and an extra bonus
379 * for the damage multiplier.
380 * Note that Bows of "Extra Shots" give an extra shot.
383 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
387 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
388 int tdam_base, tdis, thits, tmul;
390 int cur_dis, visible;
398 bool hit_body = FALSE;
400 GAME_TEXT o_name[MAX_NLEN];
402 u16b path_g[512]; /* For calcuration of path length */
404 int msec = delay_factor * delay_factor * delay_factor;
407 bool stick_to = FALSE;
409 /* Access the item (if in the pack) */
412 o_ptr = &shooter_ptr->inventory_list[item];
416 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
419 /* Sniper - Cannot shot a single arrow twice */
420 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
422 object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
424 /* Use the proper number of shots */
425 thits = shooter_ptr->num_fire;
427 /* Use a base distance */
430 /* Base damage from thrown object plus launcher bonus */
431 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
433 /* Actually "fire" the object */
434 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
435 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
436 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
438 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
440 shooter_ptr->energy_use = bow_energy(j_ptr->sval);
441 tmul = bow_tmul(j_ptr->sval);
443 /* Get extra "power" from "extra might" */
444 if (shooter_ptr->xtra_might) tmul++;
446 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
448 /* Boost the damage */
453 tdis = 13 + tmul / 80;
454 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
456 if (shooter_ptr->concent)
457 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
462 project_length = tdis + 1;
464 /* Get a direction (or cancel) */
465 if (!get_aim_dir(shooter_ptr, &dir))
467 free_turn(shooter_ptr);
469 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
471 /* need not to reset project_length (already did)*/
476 /* Predict the "target" location */
477 tx = shooter_ptr->x + 99 * ddx[dir];
478 ty = shooter_ptr->y + 99 * ddy[dir];
480 /* Check for "target request" */
481 if ((dir == 5) && target_okay(shooter_ptr))
487 /* Get projection path length */
488 tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
490 project_length = 0; /* reset to default */
492 /* Don't shoot at my feet */
493 if (tx == shooter_ptr->x && ty == shooter_ptr->y)
495 free_turn(shooter_ptr);
497 /* project_length is already reset to 0 */
503 /* Take a (partial) turn */
504 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
505 shooter_ptr->is_fired = TRUE;
507 /* Sniper - Difficult to shot twice at 1 turn */
508 if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
510 /* Sniper - Repeat shooting when double shots */
511 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
514 /* Start at the player */
518 object_copy(q_ptr, o_ptr);
523 vary_item(shooter_ptr, item, -1);
526 handle_stuff(shooter_ptr);
531 /* The shot does not hit yet */
534 /* Travel until stopped */
535 for (cur_dis = 0; cur_dis <= tdis; )
539 /* Hack -- Stop at the target */
540 if ((y == ty) && (x == tx)) break;
542 /* Calculate the new location (see "project()") */
545 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
548 if (snipe_type == SP_KILL_WALL)
550 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
552 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
554 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
555 /* Forget the wall */
556 g_ptr->info &= ~(CAVE_MARK);
557 shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
559 /* Destroy the wall */
560 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
567 /* Stopped by walls/doors */
568 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;
570 /* Advance the distance */
574 if (snipe_type == SP_LITE)
576 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
577 note_spot(shooter_ptr, ny, nx);
578 lite_spot(shooter_ptr, ny, nx);
581 /* The player can see the (on screen) missile */
582 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
584 char c = object_char(q_ptr);
585 byte a = object_attr(q_ptr);
587 /* Draw, Hilite, Fresh, Pause, Erase */
588 print_rel(shooter_ptr, c, a, ny, nx);
589 move_cursor_relative(ny, nx);
591 Term_xtra(TERM_XTRA_DELAY, msec);
592 lite_spot(shooter_ptr, ny, nx);
596 /* The player cannot see the missile */
599 /* Pause anyway, for consistancy */
600 Term_xtra(TERM_XTRA_DELAY, msec);
604 if (snipe_type == SP_KILL_TRAP)
606 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
607 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
611 if (snipe_type == SP_EVILNESS)
613 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
614 note_spot(shooter_ptr, ny, nx);
615 lite_spot(shooter_ptr, ny, nx);
621 /* Save the new location */
625 /* Monster here, Try to hit it */
626 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
628 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
630 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
631 monster_race *r_ptr = &r_info[m_ptr->r_idx];
633 /* Check the visibility */
636 /* Note the collision */
639 if (monster_csleep_remaining(m_ptr))
641 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
642 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
645 if ((r_ptr->level + 10) > shooter_ptr->lev)
647 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
648 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
651 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
652 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
653 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
654 else if (shooter_ptr->lev > 34) amount = 2;
655 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
656 shooter_ptr->update |= (PU_BONUS);
660 if (shooter_ptr->riding)
662 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
663 && ((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)
666 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
667 shooter_ptr->update |= (PU_BONUS);
671 /* Did we hit it (penalize range) */
672 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
675 int tdam = tdam_base;
677 /* Get extra damage from concentration */
678 if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
680 /* Handle unseen monster */
683 /* Invisible monster */
684 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
687 /* Handle visible monster */
690 GAME_TEXT m_name[MAX_NLEN];
692 /* Get "the monster" or "it" */
693 monster_desc(shooter_ptr, m_name, m_ptr, 0);
695 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
699 if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
700 health_track(shooter_ptr, c_mon_ptr->m_idx);
704 if (snipe_type == SP_NEEDLE)
706 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
707 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
709 GAME_TEXT m_name[MAX_NLEN];
711 /* Get "the monster" or "it" */
712 monster_desc(shooter_ptr, m_name, m_ptr, 0);
714 tdam = m_ptr->hp + 1;
715 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
721 /* Apply special damage */
722 tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
723 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
725 /* No negative damage */
726 if (tdam < 0) tdam = 0;
728 /* Modify the damage */
729 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
732 msg_format_wizard(CHEAT_MONSTER,
733 _("%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))"),
734 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
737 if (snipe_type == SP_EXPLODE)
739 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
741 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
742 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
747 if (snipe_type == SP_HOLYNESS)
749 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
750 note_spot(shooter_ptr, ny, nx);
751 lite_spot(shooter_ptr, ny, nx);
754 /* Hit the monster, check for death */
755 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
764 if (object_is_fixed_artifact(q_ptr) &&
765 (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
767 GAME_TEXT m_name[MAX_NLEN];
769 monster_desc(shooter_ptr, m_name, m_ptr, 0);
772 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
775 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
777 /* Anger the monster */
778 if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
780 if (fear && m_ptr->ml)
782 GAME_TEXT m_name[MAX_NLEN];
784 monster_desc(shooter_ptr, m_name, m_ptr, 0);
785 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
788 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
791 if (snipe_type == SP_RUSH)
793 int n = randint1(5) + 3;
794 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
796 for (; cur_dis <= tdis; )
803 /* Calculate the new location (see "project()") */
804 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
806 /* Stopped by wilderness boundary */
807 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
809 /* Stopped by walls/doors */
810 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
812 /* Stopped by monsters */
813 if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
815 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
816 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
821 update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
823 lite_spot(shooter_ptr, ny, nx);
824 lite_spot(shooter_ptr, oy, ox);
827 Term_xtra(TERM_XTRA_DELAY, msec);
839 if (snipe_type == SP_PIERCE)
841 if (shooter_ptr->concent < 1) break;
842 shooter_ptr->concent--;
851 /* Chance of breakage (during attacks) */
852 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
856 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
857 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
858 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
862 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
863 if (object_is_fixed_artifact(q_ptr))
865 a_info[j_ptr->name1].cur_num = 0;
870 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
871 object_copy(o_ptr, q_ptr);
874 o_ptr->marked &= OM_TOUCHED;
876 /* Forget location */
877 o_ptr->iy = o_ptr->ix = 0;
879 /* Memorize monster */
880 o_ptr->held_m_idx = m_idx;
883 o_ptr->next_o_idx = m_ptr->hold_o_idx;
886 m_ptr->hold_o_idx = o_idx;
888 else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
890 /* Drop (or break) near that location */
891 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
895 /* Drop (or break) near that location */
896 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
899 /* Sniper - Repeat shooting when double shots */
902 /* Sniper - Loose his/her concentration after any shot */
903 if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
908 * @brief プレイヤーからモンスターへの射撃命中判定 /
909 * Determine if the player "hits" a monster (normal combat).
910 * @param chance 基本命中値
911 * @param m_ptr モンスターの構造体参照ポインタ
912 * @param vis 目標を視界に捕らえているならばTRUEを指定
913 * @param o_name メッセージ表示時のモンスター名
914 * @return 命中と判定された場合TRUEを返す
915 * @note Always miss 5%, always hit 5%, otherwise random.
917 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
921 monster_race *r_ptr = &r_info[m_ptr->r_idx];
923 /* Percentile dice */
926 /* Snipers with high-concentration reduce instant miss percentage.*/
927 k += shooter_ptr->concent;
929 /* Hack -- Instant miss or hit */
930 if (k <= 5) return FALSE;
931 if (k > 95) return TRUE;
933 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
934 if (one_in_(20)) return FALSE;
937 if (chance <= 0) return FALSE;
940 if (shooter_ptr->concent)
942 ac *= (8 - shooter_ptr->concent);
946 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) ac *= 3;
948 /* Invisible monsters are harder to hit */
949 if (!vis) chance = (chance + 1) / 2;
951 /* Power competes against armor */
952 if (randint0(chance) < (ac * 3 / 4))
954 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
956 GAME_TEXT m_name[MAX_NLEN];
957 monster_desc(shooter_ptr, m_name, m_ptr, 0);
958 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
971 * @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 /
972 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
973 * @param weight 矢弾の重量
974 * @param plus_ammo 矢弾の命中修正
975 * @param plus_bow 弓の命中修正
976 * @param dam 現在算出中のダメージ値
977 * @return クリティカル修正が入ったダメージ値
979 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
982 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
984 /* Extract "shot" power */
985 i = shooter_ptr->to_h_b + plus_ammo;
987 if (shooter_ptr->tval_ammo == TV_BOLT)
988 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
990 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
993 /* Snipers can shot more critically with crossbows */
994 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
995 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
997 /* Good bow makes more critical */
998 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1001 if (randint1(10000) <= i)
1003 k = weight * randint1(500);
1007 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1012 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1017 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1029 * @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
1030 * @param sval 射撃武器のアイテム副分類ID
1031 * @return 消費する基本エネルギー
1033 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1035 ENERGY energy = 10000;
1037 /* Analyze the launcher */
1040 /* Sling and ammo */
1047 /* Short Bow and Arrow */
1054 /* Long Bow and Arrow */
1061 /* Bow of irresponsiblity and Arrow */
1068 /* Light Crossbow and Bolt */
1075 /* Heavy Crossbow and Bolt */
1090 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1094 /* Analyze the launcher */
1097 /* Sling and ammo */
1104 /* Short Bow and Arrow */
1111 /* Long Bow and Arrow */
1118 /* Bow of irresponsiblity and Arrow */
1125 /* Light Crossbow and Bolt */
1132 /* Heavy Crossbow and Bolt */
1145 * @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
1146 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1147 * @param plus_ammo 矢弾のダメージ修正
1148 * @param plus_bow 弓のダメージ修正
1150 * @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。
1152 HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1155 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1157 /* Extract "shot" power */
1158 i = shooter_ptr->to_h_b + plus_ammo;
1160 if (shooter_ptr->tval_ammo == TV_BOLT)
1161 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1163 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1165 /* Snipers can shot more critically with crossbows */
1166 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
1167 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1169 /* Good bow makes more critical */
1170 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1178 * @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
1179 * @param weight 武器の重量
1180 * @param plus_ammo 矢弾のダメージ修正
1181 * @param plus_bow 弓のダメージ修正
1182 * @param dam 基本ダメージ量
1185 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1189 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1194 crit = MIN(500, 900 / weight);
1195 num += dam * 3 / 2 * crit;
1198 crit = MIN(500, 1350 / weight);
1200 num += dam * 2 * crit;
1206 num += dam * 3 * crit;
1212 num += (10000 - i) * dam;
1219 * @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
1220 * @param shooter_ptr プレーヤーへの参照ポインタ
1221 * @param weight 武器の重量
1222 * @param plus 武器のダメージ修正
1224 * @param meichuu 命中値
1225 * @param dokubari 毒針処理か否か
1228 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1231 if (dokubari) return dam;
1233 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1239 if (k < 400) num += (2 * dam + 5) * (400 - k);
1240 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1241 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1242 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1243 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1246 if (shooter_ptr->pclass == CLASS_NINJA)
1249 num += (4444 - i) * dam;
1255 num += (5000 - i) * dam;