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/feature.h"
11 #include "grid/grid.h"
12 #include "inventory/inventory-object.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/snipe-types.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-flags-resistance.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster-race/race-flags2.h"
23 #include "monster-race/race-flags3.h"
24 #include "monster-race/race-flags7.h"
25 #include "monster-race/race-indice-types.h"
26 #include "monster/monster-describer.h"
27 #include "monster-floor/monster-death.h"
28 #include "monster/monster-status.h"
29 #include "monster/monster-info.h"
30 #include "monster-floor/monster-move.h"
31 #include "monster/monster-update.h"
32 #include "object-enchant/artifact.h"
33 #include "object-enchant/tr-types.h"
34 #include "object/object-broken.h"
35 #include "object/object-flags.h"
36 #include "object/object-flavor.h"
37 #include "object/object-generator.h"
38 #include "object/object-hook.h"
39 #include "object/object-kind.h"
40 #include "object/object-mark-types.h"
41 #include "object/object-info.h"
42 #include "player/avatar.h"
43 #include "player/player-class.h"
44 #include "player/player-personalities-types.h"
45 #include "player/player-skill.h"
46 #include "player/player-status.h"
47 #include "spell/process-effect.h"
48 #include "spell/spell-types.h"
49 #include "sv-definition/sv-bow-types.h"
50 #include "util/bit-flags-calculator.h"
51 #include "view/display-messages.h"
52 #include "world/world-object.h"
55 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
56 * Determines the odds of an object breaking when thrown at a monster
57 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
58 * @param tdam 計算途中のダメージ量
59 * @param m_ptr 目標モンスターの構造体参照ポインタ
60 * @return スレイ倍率をかけたダメージ量
62 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)
66 monster_race *r_ptr = &r_info[m_ptr->r_idx];
68 BIT_FLAGS flgs[TR_FLAG_SIZE];
69 object_flags(o_ptr, flgs);
71 /* Some "weapons" and "ammo" do extra damage */
78 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
80 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
82 r_ptr->r_flags3 |= RF3_ANIMAL;
84 if (mult < 17) mult = 17;
87 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
89 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
91 r_ptr->r_flags3 |= RF3_ANIMAL;
93 if (mult < 27) mult = 27;
96 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
98 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
100 r_ptr->r_flags3 |= RF3_EVIL;
102 if (mult < 15) mult = 15;
105 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
107 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
109 r_ptr->r_flags3 |= RF3_EVIL;
111 if (mult < 25) mult = 25;
114 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
116 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
118 r_ptr->r_flags2 |= RF2_HUMAN;
120 if (mult < 17) mult = 17;
123 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
125 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
127 r_ptr->r_flags2 |= RF2_HUMAN;
129 if (mult < 27) mult = 27;
132 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
134 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
136 r_ptr->r_flags3 |= RF3_UNDEAD;
138 if (mult < 20) mult = 20;
141 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
143 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
145 r_ptr->r_flags3 |= RF3_UNDEAD;
147 if (mult < 30) mult = 30;
150 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
152 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
154 r_ptr->r_flags3 |= RF3_DEMON;
156 if (mult < 20) mult = 20;
159 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
161 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
163 r_ptr->r_flags3 |= RF3_DEMON;
165 if (mult < 30) mult = 30;
168 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
170 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
172 r_ptr->r_flags3 |= RF3_ORC;
174 if (mult < 20) mult = 20;
177 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
179 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
181 r_ptr->r_flags3 |= RF3_ORC;
183 if (mult < 30) mult = 30;
186 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
188 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
190 r_ptr->r_flags3 |= RF3_TROLL;
193 if (mult < 20) mult = 20;
196 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
198 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
200 r_ptr->r_flags3 |= RF3_TROLL;
202 if (mult < 30) mult = 30;
205 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
207 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
209 r_ptr->r_flags3 |= RF3_GIANT;
211 if (mult < 20) mult = 20;
214 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
216 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
218 r_ptr->r_flags3 |= RF3_GIANT;
220 if (mult < 30) mult = 30;
223 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
225 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
227 r_ptr->r_flags3 |= RF3_DRAGON;
229 if (mult < 20) mult = 20;
232 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
234 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
236 r_ptr->r_flags3 |= RF3_DRAGON;
238 if (mult < 30) mult = 30;
239 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
240 (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
244 if (have_flag(flgs, TR_BRAND_ACID))
246 /* Notice immunity */
247 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
249 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
251 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
256 if (mult < 17) mult = 17;
260 if (have_flag(flgs, TR_BRAND_ELEC))
262 /* Notice immunity */
263 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
265 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
267 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
272 if (mult < 17) mult = 17;
276 if (have_flag(flgs, TR_BRAND_FIRE))
278 /* Notice immunity */
279 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
281 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
283 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
286 /* Otherwise, take the damage */
289 if (r_ptr->flags3 & RF3_HURT_FIRE)
291 if (mult < 25) mult = 25;
292 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
294 r_ptr->r_flags3 |= RF3_HURT_FIRE;
297 else if (mult < 17) mult = 17;
301 if (have_flag(flgs, TR_BRAND_COLD))
303 /* Notice immunity */
304 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
306 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
308 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
311 /* Otherwise, take the damage */
314 if (r_ptr->flags3 & RF3_HURT_COLD)
316 if (mult < 25) mult = 25;
317 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
319 r_ptr->r_flags3 |= RF3_HURT_COLD;
322 else if (mult < 17) mult = 17;
326 if (have_flag(flgs, TR_BRAND_POIS))
328 /* Notice immunity */
329 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
331 if (is_original_ap_and_seen(sniper_ptr, m_ptr))
333 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
336 /* Otherwise, take the damage */
339 if (mult < 17) mult = 17;
343 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
345 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
346 sniper_ptr->redraw |= (PR_MANA);
354 if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
356 /* Return the total damage */
357 return (tdam * mult / 10);
363 * Fire an object from the pack or floor.
364 * @param item 射撃するオブジェクトの所持ID
365 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
369 * You may only fire items that "match" your missile launcher.
370 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
371 * See "calc_bonuses()" for more calculations and such.
372 * Note that "firing" a missile is MUCH better than "throwing" it.
373 * Note: "unseen" monsters are very hard to hit.
374 * Objects are more likely to break if they "attempt" to hit a monster.
375 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
376 * The "extra shot" code works by decreasing the amount of energy
377 * required to make each shot, spreading the shots out over time.
378 * Note that when firing missiles, the launcher multiplier is applied
379 * after all the bonuses are added in, making multipliers very useful.
380 * Note that Bows of "Extra Might" get extra range and an extra bonus
381 * for the damage multiplier.
382 * Note that Bows of "Extra Shots" give an extra shot.
385 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
389 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
390 int tdam_base, tdis, thits, tmul;
392 int cur_dis, visible;
400 bool hit_body = FALSE;
402 GAME_TEXT o_name[MAX_NLEN];
404 u16b path_g[512]; /* For calcuration of path length */
406 int msec = delay_factor * delay_factor * delay_factor;
409 bool stick_to = FALSE;
411 /* Access the item (if in the pack) */
414 o_ptr = &shooter_ptr->inventory_list[item];
418 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
421 /* Sniper - Cannot shot a single arrow twice */
422 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
424 object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
426 /* Use the proper number of shots */
427 thits = shooter_ptr->num_fire;
429 /* Use a base distance */
432 /* Base damage from thrown object plus launcher bonus */
433 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
435 /* Actually "fire" the object */
436 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
437 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
438 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
440 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
442 shooter_ptr->energy_use = bow_energy(j_ptr->sval);
443 tmul = bow_tmul(j_ptr->sval);
445 /* Get extra "power" from "extra might" */
446 if (shooter_ptr->xtra_might) tmul++;
448 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
450 /* Boost the damage */
455 tdis = 13 + tmul / 80;
456 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
458 if (shooter_ptr->concent)
459 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
464 project_length = tdis + 1;
466 /* Get a direction (or cancel) */
467 if (!get_aim_dir(shooter_ptr, &dir))
469 free_turn(shooter_ptr);
471 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
473 /* need not to reset project_length (already did)*/
478 /* Predict the "target" location */
479 tx = shooter_ptr->x + 99 * ddx[dir];
480 ty = shooter_ptr->y + 99 * ddy[dir];
482 /* Check for "target request" */
483 if ((dir == 5) && target_okay(shooter_ptr))
489 /* Get projection path length */
490 tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
492 project_length = 0; /* reset to default */
494 /* Don't shoot at my feet */
495 if (tx == shooter_ptr->x && ty == shooter_ptr->y)
497 free_turn(shooter_ptr);
499 /* project_length is already reset to 0 */
505 /* Take a (partial) turn */
506 shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
507 shooter_ptr->is_fired = TRUE;
509 /* Sniper - Difficult to shot twice at 1 turn */
510 if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
512 /* Sniper - Repeat shooting when double shots */
513 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
516 /* Start at the player */
520 object_copy(q_ptr, o_ptr);
525 vary_item(shooter_ptr, item, -1);
528 handle_stuff(shooter_ptr);
533 /* The shot does not hit yet */
536 /* Travel until stopped */
537 for (cur_dis = 0; cur_dis <= tdis; )
541 /* Hack -- Stop at the target */
542 if ((y == ty) && (x == tx)) break;
544 /* Calculate the new location (see "project()") */
547 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
550 if (snipe_type == SP_KILL_WALL)
552 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
554 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
556 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
557 /* Forget the wall */
558 g_ptr->info &= ~(CAVE_MARK);
559 shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
561 /* Destroy the wall */
562 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
569 /* Stopped by walls/doors */
570 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;
572 /* Advance the distance */
576 if (snipe_type == SP_LITE)
578 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
579 note_spot(shooter_ptr, ny, nx);
580 lite_spot(shooter_ptr, ny, nx);
583 /* The player can see the (on screen) missile */
584 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
586 SYMBOL_CODE c = object_char(q_ptr);
587 byte a = object_attr(q_ptr);
589 /* Draw, Hilite, Fresh, Pause, Erase */
590 print_rel(shooter_ptr, c, a, ny, nx);
591 move_cursor_relative(ny, nx);
593 Term_xtra(TERM_XTRA_DELAY, msec);
594 lite_spot(shooter_ptr, ny, nx);
598 /* The player cannot see the missile */
601 /* Pause anyway, for consistancy */
602 Term_xtra(TERM_XTRA_DELAY, msec);
606 if (snipe_type == SP_KILL_TRAP)
608 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
609 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
613 if (snipe_type == SP_EVILNESS)
615 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
616 note_spot(shooter_ptr, ny, nx);
617 lite_spot(shooter_ptr, ny, nx);
623 /* Save the new location */
627 /* Monster here, Try to hit it */
628 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
630 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
632 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
633 monster_race *r_ptr = &r_info[m_ptr->r_idx];
635 /* Check the visibility */
638 /* Note the collision */
641 if (monster_csleep_remaining(m_ptr))
643 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
644 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
647 if ((r_ptr->level + 10) > shooter_ptr->lev)
649 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
650 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
653 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
654 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
655 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
656 else if (shooter_ptr->lev > 34) amount = 2;
657 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
658 shooter_ptr->update |= (PU_BONUS);
662 if (shooter_ptr->riding)
664 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
665 && ((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)
668 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
669 shooter_ptr->update |= (PU_BONUS);
673 /* Did we hit it (penalize range) */
674 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
677 int tdam = tdam_base;
679 /* Get extra damage from concentration */
680 if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
682 /* Handle unseen monster */
685 /* Invisible monster */
686 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
689 /* Handle visible monster */
692 GAME_TEXT m_name[MAX_NLEN];
694 /* Get "the monster" or "it" */
695 monster_desc(shooter_ptr, m_name, m_ptr, 0);
697 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
701 if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
702 health_track(shooter_ptr, c_mon_ptr->m_idx);
706 if (snipe_type == SP_NEEDLE)
708 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
709 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
711 GAME_TEXT m_name[MAX_NLEN];
713 /* Get "the monster" or "it" */
714 monster_desc(shooter_ptr, m_name, m_ptr, 0);
716 tdam = m_ptr->hp + 1;
717 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
723 /* Apply special damage */
724 tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
725 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
727 /* No negative damage */
728 if (tdam < 0) tdam = 0;
730 /* Modify the damage */
731 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
734 msg_format_wizard(CHEAT_MONSTER,
735 _("%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))"),
736 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
739 if (snipe_type == SP_EXPLODE)
741 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
743 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
744 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
749 if (snipe_type == SP_HOLYNESS)
751 shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
752 note_spot(shooter_ptr, ny, nx);
753 lite_spot(shooter_ptr, ny, nx);
756 /* Hit the monster, check for death */
757 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
766 if (object_is_fixed_artifact(q_ptr) &&
767 (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
769 GAME_TEXT m_name[MAX_NLEN];
771 monster_desc(shooter_ptr, m_name, m_ptr, 0);
774 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
777 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
779 /* Anger the monster */
780 if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
782 if (fear && m_ptr->ml)
784 GAME_TEXT m_name[MAX_NLEN];
786 monster_desc(shooter_ptr, m_name, m_ptr, 0);
787 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
790 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
793 if (snipe_type == SP_RUSH)
795 int n = randint1(5) + 3;
796 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
798 for (; cur_dis <= tdis; )
805 /* Calculate the new location (see "project()") */
806 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
808 /* Stopped by wilderness boundary */
809 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
811 /* Stopped by walls/doors */
812 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
814 /* Stopped by monsters */
815 if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
817 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
818 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
823 update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
825 lite_spot(shooter_ptr, ny, nx);
826 lite_spot(shooter_ptr, oy, ox);
829 Term_xtra(TERM_XTRA_DELAY, msec);
841 if (snipe_type == SP_PIERCE)
843 if (shooter_ptr->concent < 1) break;
844 shooter_ptr->concent--;
853 /* Chance of breakage (during attacks) */
854 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
858 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
859 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
860 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
864 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
865 if (object_is_fixed_artifact(q_ptr))
867 a_info[j_ptr->name1].cur_num = 0;
872 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
873 object_copy(o_ptr, q_ptr);
876 o_ptr->marked &= OM_TOUCHED;
878 /* Forget location */
879 o_ptr->iy = o_ptr->ix = 0;
881 /* Memorize monster */
882 o_ptr->held_m_idx = m_idx;
885 o_ptr->next_o_idx = m_ptr->hold_o_idx;
888 m_ptr->hold_o_idx = o_idx;
890 else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
892 /* Drop (or break) near that location */
893 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
897 /* Drop (or break) near that location */
898 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
901 /* Sniper - Repeat shooting when double shots */
904 /* Sniper - Loose his/her concentration after any shot */
905 if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
910 * @brief プレイヤーからモンスターへの射撃命中判定 /
911 * Determine if the player "hits" a monster (normal combat).
912 * @param chance 基本命中値
913 * @param m_ptr モンスターの構造体参照ポインタ
914 * @param vis 目標を視界に捕らえているならばTRUEを指定
915 * @param o_name メッセージ表示時のモンスター名
916 * @return 命中と判定された場合TRUEを返す
917 * @note Always miss 5%, always hit 5%, otherwise random.
919 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
923 monster_race *r_ptr = &r_info[m_ptr->r_idx];
925 /* Percentile dice */
928 /* Snipers with high-concentration reduce instant miss percentage.*/
929 k += shooter_ptr->concent;
931 /* Hack -- Instant miss or hit */
932 if (k <= 5) return FALSE;
933 if (k > 95) return TRUE;
935 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
936 if (one_in_(20)) return FALSE;
939 if (chance <= 0) return FALSE;
942 if (shooter_ptr->concent)
944 ac *= (8 - shooter_ptr->concent);
948 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) ac *= 3;
950 /* Invisible monsters are harder to hit */
951 if (!vis) chance = (chance + 1) / 2;
953 /* Power competes against armor */
954 if (randint0(chance) < (ac * 3 / 4))
956 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
958 GAME_TEXT m_name[MAX_NLEN];
959 monster_desc(shooter_ptr, m_name, m_ptr, 0);
960 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
973 * @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 /
974 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
975 * @param weight 矢弾の重量
976 * @param plus_ammo 矢弾の命中修正
977 * @param plus_bow 弓の命中修正
978 * @param dam 現在算出中のダメージ値
979 * @return クリティカル修正が入ったダメージ値
981 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
984 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
986 /* Extract "shot" power */
987 i = shooter_ptr->to_h_b + plus_ammo;
989 if (shooter_ptr->tval_ammo == TV_BOLT)
990 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
992 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
995 /* Snipers can shot more critically with crossbows */
996 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
997 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
999 /* Good bow makes more critical */
1000 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1003 if (randint1(10000) <= i)
1005 k = weight * randint1(500);
1009 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1014 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1019 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1031 * @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
1032 * @param sval 射撃武器のアイテム副分類ID
1033 * @return 消費する基本エネルギー
1035 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1037 ENERGY energy = 10000;
1039 /* Analyze the launcher */
1042 /* Sling and ammo */
1049 /* Short Bow and Arrow */
1056 /* Long Bow and Arrow */
1063 /* Bow of irresponsiblity and Arrow */
1070 /* Light Crossbow and Bolt */
1077 /* Heavy Crossbow and Bolt */
1092 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1096 /* Analyze the launcher */
1099 /* Sling and ammo */
1106 /* Short Bow and Arrow */
1113 /* Long Bow and Arrow */
1120 /* Bow of irresponsiblity and Arrow */
1127 /* Light Crossbow and Bolt */
1134 /* Heavy Crossbow and Bolt */
1147 * @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
1148 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1149 * @param plus_ammo 矢弾のダメージ修正
1150 * @param plus_bow 弓のダメージ修正
1152 * @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。
1154 HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1157 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1159 /* Extract "shot" power */
1160 i = shooter_ptr->to_h_b + plus_ammo;
1162 if (shooter_ptr->tval_ammo == TV_BOLT)
1163 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1165 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1167 /* Snipers can shot more critically with crossbows */
1168 if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
1169 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
1171 /* Good bow makes more critical */
1172 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1180 * @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
1181 * @param weight 武器の重量
1182 * @param plus_ammo 矢弾のダメージ修正
1183 * @param plus_bow 弓のダメージ修正
1184 * @param dam 基本ダメージ量
1187 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1191 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1196 crit = MIN(500, 900 / weight);
1197 num += dam * 3 / 2 * crit;
1200 crit = MIN(500, 1350 / weight);
1202 num += dam * 2 * crit;
1208 num += dam * 3 * crit;
1214 num += (10000 - i) * dam;
1221 * @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
1222 * @param shooter_ptr プレーヤーへの参照ポインタ
1223 * @param weight 武器の重量
1224 * @param plus 武器のダメージ修正
1226 * @param meichuu 命中値
1227 * @param dokubari 毒針処理か否か
1230 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1233 if (dokubari) return dam;
1235 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1241 if (k < 400) num += (2 * dam + 5) * (400 - k);
1242 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1243 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1244 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1245 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1248 if (shooter_ptr->pclass == CLASS_NINJA)
1251 num += (4444 - i) * dam;
1257 num += (5000 - i) * dam;