1 #include "combat/shoot.h"
2 #include "art-definition/art-bow-types.h"
3 #include "core/stuff-handler.h"
4 #include "effect/effect-characteristics.h"
5 #include "effect/spells-effect-util.h"
6 #include "floor/floor-object.h"
7 #include "game-option/cheat-types.h"
8 #include "game-option/special-options.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "inventory/inventory-object.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "io/cursor.h"
14 #include "io/screen-util.h"
15 #include "io/targeting.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "mind/mind-sniper.h"
19 #include "mind/snipe-types.h"
20 #include "monster-floor/monster-death.h"
21 #include "monster-floor/monster-move.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags-resistance.h"
24 #include "monster-race/race-flags1.h"
25 #include "monster-race/race-flags2.h"
26 #include "monster-race/race-flags3.h"
27 #include "monster-race/race-flags7.h"
28 #include "monster-race/race-indice-types.h"
29 #include "monster/monster-describer.h"
30 #include "monster/monster-info.h"
31 #include "monster/monster-status.h"
32 #include "monster/monster-update.h"
33 #include "object-enchant/artifact.h"
34 #include "object-enchant/tr-types.h"
35 #include "object-hook/hook-enchant.h"
36 #include "object/object-broken.h"
37 #include "object/object-flags.h"
38 #include "object/object-flavor.h"
39 #include "object/object-generator.h"
40 #include "object/object-info.h"
41 #include "object/object-kind.h"
42 #include "object/object-mark-types.h"
43 #include "player/avatar.h"
44 #include "player/player-class.h"
45 #include "player/player-personalities-types.h"
46 #include "player/player-skill.h"
47 #include "player/player-status.h"
48 #include "spell/process-effect.h"
49 #include "spell/spell-types.h"
50 #include "sv-definition/sv-bow-types.h"
51 #include "util/bit-flags-calculator.h"
52 #include "view/display-messages.h"
53 #include "wizard/wizard-messages.h"
54 #include "world/world-object.h"
57 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
58 * Determines the odds of an object breaking when thrown at a monster
59 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
60 * @param tdam 計算途中のダメージ量
61 * @param m_ptr 目標モンスターの構造体参照ポインタ
62 * @return スレイ倍率をかけたダメージ量
64 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)
68 monster_race *r_ptr = &r_info[m_ptr->r_idx];
70 BIT_FLAGS flgs[TR_FLAG_SIZE];
71 object_flags(sniper_ptr, o_ptr, flgs);
73 /* Some "weapons" and "ammo" do extra damage */
80 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
82 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
84 r_ptr->r_flags3 |= RF3_ANIMAL;
86 if (mult < 17) mult = 17;
89 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
91 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
93 r_ptr->r_flags3 |= RF3_ANIMAL;
95 if (mult < 27) mult = 27;
98 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
100 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
102 r_ptr->r_flags3 |= RF3_EVIL;
104 if (mult < 15) mult = 15;
107 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
109 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
111 r_ptr->r_flags3 |= RF3_EVIL;
113 if (mult < 25) mult = 25;
116 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
118 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
120 r_ptr->r_flags2 |= RF2_HUMAN;
122 if (mult < 17) mult = 17;
125 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
127 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
129 r_ptr->r_flags2 |= RF2_HUMAN;
131 if (mult < 27) mult = 27;
134 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
136 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
138 r_ptr->r_flags3 |= RF3_UNDEAD;
140 if (mult < 20) mult = 20;
143 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
145 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
147 r_ptr->r_flags3 |= RF3_UNDEAD;
149 if (mult < 30) mult = 30;
152 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
154 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
156 r_ptr->r_flags3 |= RF3_DEMON;
158 if (mult < 20) mult = 20;
161 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
163 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
165 r_ptr->r_flags3 |= RF3_DEMON;
167 if (mult < 30) mult = 30;
170 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
172 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
174 r_ptr->r_flags3 |= RF3_ORC;
176 if (mult < 20) mult = 20;
179 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
181 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
183 r_ptr->r_flags3 |= RF3_ORC;
185 if (mult < 30) mult = 30;
188 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
190 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
192 r_ptr->r_flags3 |= RF3_TROLL;
195 if (mult < 20) mult = 20;
198 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
200 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
202 r_ptr->r_flags3 |= RF3_TROLL;
204 if (mult < 30) mult = 30;
207 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
209 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
211 r_ptr->r_flags3 |= RF3_GIANT;
213 if (mult < 20) mult = 20;
216 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
218 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
220 r_ptr->r_flags3 |= RF3_GIANT;
222 if (mult < 30) mult = 30;
225 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
227 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
229 r_ptr->r_flags3 |= RF3_DRAGON;
231 if (mult < 20) mult = 20;
234 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
236 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
238 r_ptr->r_flags3 |= RF3_DRAGON;
240 if (mult < 30) mult = 30;
241 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
242 (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
246 if (have_flag(flgs, TR_BRAND_ACID))
248 /* Notice immunity */
249 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
251 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
253 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
258 if (mult < 17) mult = 17;
262 if (have_flag(flgs, TR_BRAND_ELEC))
264 /* Notice immunity */
265 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
267 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
269 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
274 if (mult < 17) mult = 17;
278 if (have_flag(flgs, TR_BRAND_FIRE))
280 /* Notice immunity */
281 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
283 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
285 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
288 /* Otherwise, take the damage */
291 if (r_ptr->flags3 & RF3_HURT_FIRE)
293 if (mult < 25) mult = 25;
294 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
296 r_ptr->r_flags3 |= RF3_HURT_FIRE;
299 else if (mult < 17) mult = 17;
303 if (have_flag(flgs, TR_BRAND_COLD))
305 /* Notice immunity */
306 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
308 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
310 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
313 /* Otherwise, take the damage */
316 if (r_ptr->flags3 & RF3_HURT_COLD)
318 if (mult < 25) mult = 25;
319 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
321 r_ptr->r_flags3 |= RF3_HURT_COLD;
324 else if (mult < 17) mult = 17;
328 if (have_flag(flgs, TR_BRAND_POIS))
330 /* Notice immunity */
331 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
333 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
335 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
338 /* Otherwise, take the damage */
341 if (mult < 17) mult = 17;
345 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
347 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
348 sniper_ptr->redraw |= (PR_MANA);
356 if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
358 /* Return the total damage */
359 return (tdam * mult / 10);
365 * Fire an object from the pack or floor.
366 * @param item 射撃するオブジェクトの所持ID
367 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
371 * You may only fire items that "match" your missile launcher.
372 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
373 * See "calc_bonuses()" for more calculations and such.
374 * Note that "firing" a missile is MUCH better than "throwing" it.
375 * Note: "unseen" monsters are very hard to hit.
376 * Objects are more likely to break if they "attempt" to hit a monster.
377 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
378 * The "extra shot" code works by decreasing the amount of energy
379 * required to make each shot, spreading the shots out over time.
380 * Note that when firing missiles, the launcher multiplier is applied
381 * after all the bonuses are added in, making multipliers very useful.
382 * Note that Bows of "Extra Might" get extra range and an extra bonus
383 * for the damage multiplier.
384 * Note that Bows of "Extra Shots" give an extra shot.
387 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
391 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
392 int tdam_base, tdis, thits, tmul;
394 int cur_dis, visible;
402 bool hit_body = FALSE;
404 GAME_TEXT o_name[MAX_NLEN];
406 u16b path_g[512]; /* For calcuration of path length */
408 int msec = delay_factor * delay_factor * delay_factor;
411 bool stick_to = FALSE;
413 /* Access the item (if in the pack) */
416 o_ptr = &shooter_ptr->inventory_list[item];
420 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
423 /* Sniper - Cannot shot a single arrow twice */
424 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
426 object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
428 /* Use the proper number of shots */
429 thits = shooter_ptr->num_fire;
431 /* Use a base distance */
434 /* Base damage from thrown object plus launcher bonus */
435 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
437 /* Actually "fire" the object */
438 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
439 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
440 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
442 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
444 shooter_ptr->energy_use = bow_energy(j_ptr->sval);
445 tmul = bow_tmul(j_ptr->sval);
447 /* Get extra "power" from "extra might" */
448 if (shooter_ptr->xtra_might) tmul++;
450 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
452 /* Boost the damage */
457 tdis = 13 + tmul / 80;
458 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
460 if (shooter_ptr->concent)
461 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
466 project_length = tdis + 1;
468 /* Get a direction (or cancel) */
469 if (!get_aim_dir(shooter_ptr, &dir))
471 free_turn(shooter_ptr);
473 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
475 /* need not to reset project_length (already did)*/
480 /* Predict the "target" location */
481 tx = shooter_ptr->x + 99 * ddx[dir];
482 ty = shooter_ptr->y + 99 * ddy[dir];
484 /* Check for "target request" */
485 if ((dir == 5) && target_okay(shooter_ptr))
491 /* Get projection path length */
492 tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
494 project_length = 0; /* reset to default */
496 /* Don't shoot at my feet */
497 if (tx == shooter_ptr->x && ty == shooter_ptr->y)
499 free_turn(shooter_ptr);
501 /* project_length is already reset to 0 */
507 /* Take a (partial) turn */
508 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
509 shooter_ptr->is_fired = TRUE;
511 /* Sniper - Difficult to shot twice at 1 turn */
512 if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
514 /* Sniper - Repeat shooting when double shots */
515 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
518 /* Start at the player */
522 object_copy(q_ptr, o_ptr);
527 vary_item(shooter_ptr, item, -1);
530 handle_stuff(shooter_ptr);
535 /* The shot does not hit yet */
538 /* Travel until stopped */
539 for (cur_dis = 0; cur_dis <= tdis; )
543 /* Hack -- Stop at the target */
544 if ((y == ty) && (x == tx)) break;
546 /* Calculate the new location (see "project()") */
549 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
552 if (snipe_type == SP_KILL_WALL)
554 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
556 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
558 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
559 /* Forget the wall */
560 g_ptr->info &= ~(CAVE_MARK);
561 shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
563 /* Destroy the wall */
564 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
571 /* Stopped by walls/doors */
572 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;
574 /* Advance the distance */
578 if (snipe_type == SP_LITE)
580 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
581 note_spot(shooter_ptr, ny, nx);
582 lite_spot(shooter_ptr, ny, nx);
585 /* The player can see the (on screen) missile */
586 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
588 SYMBOL_CODE c = object_char(q_ptr);
589 byte a = object_attr(q_ptr);
591 /* Draw, Hilite, Fresh, Pause, Erase */
592 print_rel(shooter_ptr, c, a, ny, nx);
593 move_cursor_relative(ny, nx);
595 Term_xtra(TERM_XTRA_DELAY, msec);
596 lite_spot(shooter_ptr, ny, nx);
600 /* The player cannot see the missile */
603 /* Pause anyway, for consistancy */
604 Term_xtra(TERM_XTRA_DELAY, msec);
608 if (snipe_type == SP_KILL_TRAP)
610 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
611 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
615 if (snipe_type == SP_EVILNESS)
617 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
618 note_spot(shooter_ptr, ny, nx);
619 lite_spot(shooter_ptr, ny, nx);
625 /* Save the new location */
629 /* Monster here, Try to hit it */
630 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
632 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
634 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
635 monster_race *r_ptr = &r_info[m_ptr->r_idx];
637 /* Check the visibility */
640 /* Note the collision */
643 if (monster_csleep_remaining(m_ptr))
645 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
646 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
649 if ((r_ptr->level + 10) > shooter_ptr->lev)
651 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
652 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
655 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
656 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
657 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
658 else if (shooter_ptr->lev > 34) amount = 2;
659 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
660 shooter_ptr->update |= (PU_BONUS);
664 if (shooter_ptr->riding)
666 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
667 && ((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)
670 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
671 shooter_ptr->update |= (PU_BONUS);
675 /* Did we hit it (penalize range) */
676 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
679 int tdam = tdam_base;
681 /* Get extra damage from concentration */
682 if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
684 /* Handle unseen monster */
687 /* Invisible monster */
688 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
691 /* Handle visible monster */
694 GAME_TEXT m_name[MAX_NLEN];
696 /* Get "the monster" or "it" */
697 monster_desc(shooter_ptr, m_name, m_ptr, 0);
699 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
703 if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
704 health_track(shooter_ptr, c_mon_ptr->m_idx);
708 if (snipe_type == SP_NEEDLE)
710 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
711 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
713 GAME_TEXT m_name[MAX_NLEN];
715 /* Get "the monster" or "it" */
716 monster_desc(shooter_ptr, m_name, m_ptr, 0);
718 tdam = m_ptr->hp + 1;
719 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
725 /* Apply special damage */
726 tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
727 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
729 /* No negative damage */
730 if (tdam < 0) tdam = 0;
732 /* Modify the damage */
733 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
736 msg_format_wizard(shooter_ptr, CHEAT_MONSTER,
737 _("%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))"),
738 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
741 if (snipe_type == SP_EXPLODE)
743 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
745 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
746 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
751 if (snipe_type == SP_HOLYNESS)
753 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
754 note_spot(shooter_ptr, ny, nx);
755 lite_spot(shooter_ptr, ny, nx);
758 /* Hit the monster, check for death */
759 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
768 if (object_is_fixed_artifact(q_ptr) &&
769 (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
771 GAME_TEXT m_name[MAX_NLEN];
773 monster_desc(shooter_ptr, m_name, m_ptr, 0);
776 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
779 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
781 /* Anger the monster */
782 if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
784 if (fear && m_ptr->ml)
786 GAME_TEXT m_name[MAX_NLEN];
788 monster_desc(shooter_ptr, m_name, m_ptr, 0);
789 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
792 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
795 if (snipe_type == SP_RUSH)
797 int n = randint1(5) + 3;
798 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
800 for (; cur_dis <= tdis; )
807 /* Calculate the new location (see "project()") */
808 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
810 /* Stopped by wilderness boundary */
811 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
813 /* Stopped by walls/doors */
814 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
816 /* Stopped by monsters */
817 if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
819 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
820 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
825 update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
827 lite_spot(shooter_ptr, ny, nx);
828 lite_spot(shooter_ptr, oy, ox);
831 Term_xtra(TERM_XTRA_DELAY, msec);
843 if (snipe_type == SP_PIERCE)
845 if (shooter_ptr->concent < 1) break;
846 shooter_ptr->concent--;
855 /* Chance of breakage (during attacks) */
856 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
860 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
861 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
862 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
866 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
867 if (object_is_fixed_artifact(q_ptr))
869 a_info[j_ptr->name1].cur_num = 0;
874 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
875 object_copy(o_ptr, q_ptr);
878 o_ptr->marked &= OM_TOUCHED;
880 /* Forget location */
881 o_ptr->iy = o_ptr->ix = 0;
883 /* Memorize monster */
884 o_ptr->held_m_idx = m_idx;
887 o_ptr->next_o_idx = m_ptr->hold_o_idx;
890 m_ptr->hold_o_idx = o_idx;
892 else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
894 /* Drop (or break) near that location */
895 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
899 /* Drop (or break) near that location */
900 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
903 /* Sniper - Repeat shooting when double shots */
906 /* Sniper - Loose his/her concentration after any shot */
907 if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
912 * @brief プレイヤーからモンスターへの射撃命中判定 /
913 * Determine if the player "hits" a monster (normal combat).
914 * @param chance 基本命中値
915 * @param m_ptr モンスターの構造体参照ポインタ
916 * @param vis 目標を視界に捕らえているならばTRUEを指定
917 * @param o_name メッセージ表示時のモンスター名
918 * @return 命中と判定された場合TRUEを返す
919 * @note Always miss 5%, always hit 5%, otherwise random.
921 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
925 monster_race *r_ptr = &r_info[m_ptr->r_idx];
927 /* Percentile dice */
930 /* Snipers with high-concentration reduce instant miss percentage.*/
931 k += shooter_ptr->concent;
933 /* Hack -- Instant miss or hit */
934 if (k <= 5) return FALSE;
935 if (k > 95) return TRUE;
937 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
938 if (one_in_(20)) return FALSE;
941 if (chance <= 0) return FALSE;
944 if (shooter_ptr->concent)
946 ac *= (8 - shooter_ptr->concent);
950 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) ac *= 3;
952 /* Invisible monsters are harder to hit */
953 if (!vis) chance = (chance + 1) / 2;
955 /* Power competes against armor */
956 if (randint0(chance) < (ac * 3 / 4))
958 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
960 GAME_TEXT m_name[MAX_NLEN];
961 monster_desc(shooter_ptr, m_name, m_ptr, 0);
962 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
975 * @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 /
976 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
977 * @param weight 矢弾の重量
978 * @param plus_ammo 矢弾の命中修正
979 * @param plus_bow 弓の命中修正
980 * @param dam 現在算出中のダメージ値
981 * @return クリティカル修正が入ったダメージ値
983 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
986 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
988 /* Extract "shot" power */
989 i = shooter_ptr->to_h_b + plus_ammo;
991 if (shooter_ptr->tval_ammo == TV_BOLT)
992 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
994 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
997 /* Snipers can shot more critically with crossbows */
998 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
999 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1001 /* Good bow makes more critical */
1002 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1005 if (randint1(10000) <= i)
1007 k = weight * randint1(500);
1011 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1016 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1021 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1033 * @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
1034 * @param sval 射撃武器のアイテム副分類ID
1035 * @return 消費する基本エネルギー
1037 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1039 ENERGY energy = 10000;
1041 /* Analyze the launcher */
1044 /* Sling and ammo */
1051 /* Short Bow and Arrow */
1058 /* Long Bow and Arrow */
1065 /* Bow of irresponsiblity and Arrow */
1072 /* Light Crossbow and Bolt */
1079 /* Heavy Crossbow and Bolt */
1094 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1098 /* Analyze the launcher */
1101 /* Sling and ammo */
1108 /* Short Bow and Arrow */
1115 /* Long Bow and Arrow */
1122 /* Bow of irresponsiblity and Arrow */
1129 /* Light Crossbow and Bolt */
1136 /* Heavy Crossbow and Bolt */
1149 * @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
1150 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1151 * @param plus_ammo 矢弾のダメージ修正
1152 * @param plus_bow 弓のダメージ修正
1154 * @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。
1156 HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1159 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1161 /* Extract "shot" power */
1162 i = shooter_ptr->to_h_b + plus_ammo;
1164 if (shooter_ptr->tval_ammo == TV_BOLT)
1165 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1167 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1169 /* Snipers can shot more critically with crossbows */
1170 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
1171 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1173 /* Good bow makes more critical */
1174 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1182 * @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
1183 * @param weight 武器の重量
1184 * @param plus_ammo 矢弾のダメージ修正
1185 * @param plus_bow 弓のダメージ修正
1186 * @param dam 基本ダメージ量
1189 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1193 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1198 crit = MIN(500, 900 / weight);
1199 num += dam * 3 / 2 * crit;
1202 crit = MIN(500, 1350 / weight);
1204 num += dam * 2 * crit;
1210 num += dam * 3 * crit;
1216 num += (10000 - i) * dam;
1223 * @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
1224 * @param shooter_ptr プレーヤーへの参照ポインタ
1225 * @param weight 武器の重量
1226 * @param plus 武器のダメージ修正
1228 * @param meichuu 命中値
1229 * @param dokubari 毒針処理か否か
1232 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1235 if (dokubari) return dam;
1237 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1243 if (k < 400) num += (2 * dam + 5) * (400 - k);
1244 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1245 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1246 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1247 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1250 if (shooter_ptr->pclass == CLASS_NINJA)
1253 num += (4444 - i) * dam;
1259 num += (5000 - i) * dam;