1 #include "combat/shoot.h"
2 #include "artifact/fixed-art-types.h"
3 #include "core/player-redraw-types.h"
4 #include "core/player-update-types.h"
5 #include "core/stuff-handler.h"
6 #include "effect/effect-characteristics.h"
7 #include "effect/effect-processor.h"
8 #include "effect/spells-effect-util.h"
9 #include "flavor/flavor-describer.h"
10 #include "flavor/object-flavor-types.h"
11 #include "floor/cave.h"
12 #include "floor/floor-object.h"
13 #include "floor/geometry.h"
14 #include "game-option/cheat-types.h"
15 #include "game-option/special-options.h"
16 #include "grid/feature-flag-types.h"
17 #include "grid/feature.h"
18 #include "grid/grid.h"
19 #include "inventory/inventory-object.h"
20 #include "inventory/inventory-slot-types.h"
21 #include "io/cursor.h"
22 #include "io/screen-util.h"
23 #include "main/sound-definitions-table.h"
24 #include "main/sound-of-music.h"
25 #include "mind/mind-sniper.h"
26 #include "mind/snipe-types.h"
27 #include "monster-floor/monster-death.h"
28 #include "monster-floor/monster-move.h"
29 #include "monster-race/monster-race.h"
30 #include "monster-race/race-flags-resistance.h"
31 #include "monster-race/race-flags1.h"
32 #include "monster-race/race-flags2.h"
33 #include "monster-race/race-flags3.h"
34 #include "monster-race/race-flags7.h"
35 #include "monster-race/race-indice-types.h"
36 #include "monster/monster-describer.h"
37 #include "monster/monster-info.h"
38 #include "monster/monster-status-setter.h"
39 #include "monster/monster-status.h"
40 #include "monster/monster-update.h"
41 #include "object-enchant/tr-types.h"
42 #include "object-hook/hook-enchant.h"
43 #include "object/object-broken.h"
44 #include "object/object-flags.h"
45 #include "object/object-info.h"
46 #include "object/object-kind.h"
47 #include "object/object-mark-types.h"
48 #include "player-info/avatar.h"
49 #include "player-status/player-energy.h"
50 #include "player/player-class.h"
51 #include "player/player-personality-types.h"
52 #include "player/player-skill.h"
53 #include "player/player-status-table.h"
54 #include "spell/spell-types.h"
55 #include "sv-definition/sv-bow-types.h"
56 #include "system/artifact-type-definition.h"
57 #include "system/floor-type-definition.h"
58 #include "system/monster-race-definition.h"
59 #include "system/monster-type-definition.h"
60 #include "system/player-type-definition.h"
61 #include "target/projection-path-calculator.h"
62 #include "target/target-checker.h"
63 #include "target/target-getter.h"
64 #include "util/bit-flags-calculator.h"
65 #include "view/display-messages.h"
66 #include "wizard/wizard-messages.h"
67 #include "world/world-object.h"
70 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
71 * Determines the odds of an object breaking when thrown at a monster
72 * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
73 * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
74 * @param tdam 計算途中のダメージ量
75 * @param monster_ptr 目標モンスターの構造体参照ポインタ
76 * @return スレイ倍率をかけたダメージ量
78 static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *bow_ptr, object_type *arrow_ptr, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
82 monster_race *race_ptr = &r_info[monster_ptr->r_idx];
84 BIT_FLAGS flags[TR_FLAG_SIZE], bow_flags[TR_FLAG_SIZE], arrow_flags[TR_FLAG_SIZE];
85 object_flags(sniper_ptr, arrow_ptr, arrow_flags);
86 object_flags(sniper_ptr, bow_ptr, bow_flags);
88 for (int i = 0; i < TR_FLAG_SIZE; i++)
89 flags[i] = bow_flags[i] | arrow_flags[i];
91 /* Some "weapons" and "ammo" do extra damage */
92 switch (arrow_ptr->tval) {
96 if ((has_flag(flags, TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
97 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
98 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
104 if ((has_flag(flags, TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
105 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
106 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
112 if ((has_flag(flags, TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
113 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
114 set_bits(race_ptr->r_flags3, RF3_EVIL);
120 if ((has_flag(flags, TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
121 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
122 set_bits(race_ptr->r_flags3, RF3_EVIL);
128 if ((has_flag(flags, TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
129 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
130 set_bits(race_ptr->r_flags3, RF3_GOOD);
136 if ((has_flag(flags, TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
137 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
138 set_bits(race_ptr->r_flags3, RF3_GOOD);
144 if ((has_flag(flags, TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
145 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
146 set_bits(race_ptr->r_flags2, RF2_HUMAN);
152 if ((has_flag(flags, TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
153 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
154 set_bits(race_ptr->r_flags2, RF2_HUMAN);
160 if ((has_flag(flags, TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
161 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
162 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
168 if ((has_flag(flags, TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
169 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
170 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
176 if ((has_flag(flags, TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
177 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
178 set_bits(race_ptr->r_flags3, RF3_DEMON);
184 if ((has_flag(flags, TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
185 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
186 set_bits(race_ptr->r_flags3, RF3_DEMON);
192 if ((has_flag(flags, TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
193 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
194 set_bits(race_ptr->r_flags3, RF3_ORC);
200 if ((has_flag(flags, TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
201 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
202 set_bits(race_ptr->r_flags3, RF3_ORC);
208 if ((has_flag(flags, TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
209 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
210 set_bits(race_ptr->r_flags3, RF3_TROLL);
217 if ((has_flag(flags, TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
218 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
219 set_bits(race_ptr->r_flags3, RF3_TROLL);
225 if ((has_flag(flags, TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
226 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
227 set_bits(race_ptr->r_flags3, RF3_GIANT);
233 if ((has_flag(flags, TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
234 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
235 set_bits(race_ptr->r_flags3, RF3_GIANT);
241 if ((has_flag(flags, TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
242 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
243 set_bits(race_ptr->r_flags3, RF3_DRAGON);
249 if ((has_flag(flags, TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
250 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
251 set_bits(race_ptr->r_flags3, RF3_DRAGON);
255 if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
259 if (has_flag(flags, TR_BRAND_ACID)) {
260 /* Notice immunity */
261 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ACID_MASK)) {
262 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
263 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ACID_MASK));
271 if (has_flag(flags, TR_BRAND_ELEC)) {
272 /* Notice immunity */
273 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ELEC_MASK)) {
274 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
275 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ELEC_MASK));
283 if (has_flag(flags, TR_BRAND_FIRE)) {
284 /* Notice immunity */
285 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_FIRE_MASK)) {
286 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
287 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_FIRE_MASK));
290 /* Otherwise, take the damage */
292 if (any_bits(race_ptr->flags3, RF3_HURT_FIRE)) {
295 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
296 set_bits(race_ptr->r_flags3, RF3_HURT_FIRE);
298 } else if (mult < 17)
303 if (has_flag(flags, TR_BRAND_COLD)) {
304 /* Notice immunity */
305 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_COLD_MASK)) {
306 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
307 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_COLD_MASK));
310 /* Otherwise, take the damage */
312 if (any_bits(race_ptr->flags3, RF3_HURT_COLD)) {
315 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
316 set_bits(race_ptr->r_flags3, RF3_HURT_COLD);
318 } else if (mult < 17)
323 if (has_flag(flags, TR_BRAND_POIS)) {
324 /* Notice immunity */
325 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_POIS_MASK)) {
326 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
327 set_bits(race_ptr->r_flagsr, race_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
330 /* Otherwise, take the damage */
337 if ((has_flag(flags, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
338 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
339 set_bits(sniper_ptr->redraw, PR_MANA);
351 mult = calc_snipe_damage_with_slay(sniper_ptr, mult, monster_ptr, snipe_type);
353 /* Return the total damage */
354 return (tdam * mult / 10);
359 * Fire an object from the pack or floor.
360 * @param item 射撃するオブジェクトの所持ID
361 * @param bow_ptr 射撃武器のオブジェクト参照ポインタ
364 * You may only fire items that "match" your missile launcher.
365 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
366 * See "calc_bonuses()" for more calculations and such.
367 * Note that "firing" a missile is MUCH better than "throwing" it.
368 * Note: "unseen" monsters are very hard to hit.
369 * Objects are more likely to break if they "attempt" to hit a monster.
370 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
371 * The "extra shot" code works by decreasing the amount of energy
372 * required to make each shot, spreading the shots out over time.
373 * Note that when firing missiles, the launcher multiplier is applied
374 * after all the bonuses are added in, making multipliers very useful.
375 * Note that Bows of "Extra Might" get extra range and an extra bonus
376 * for the damage multiplier.
377 * Note that Bows of "Extra Shots" give an extra shot.
380 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
384 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
385 int tdam_base, tdis, thits, tmul;
387 int cur_dis, visible;
395 bool hit_body = FALSE;
397 GAME_TEXT o_name[MAX_NLEN];
399 u16b path_g[512]; /* For calcuration of path length */
401 int msec = delay_factor * delay_factor * delay_factor;
404 bool stick_to = FALSE;
406 /* Access the item (if in the pack) */
408 o_ptr = &shooter_ptr->inventory_list[item];
410 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
413 /* Sniper - Cannot shot a single arrow twice */
414 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
415 snipe_type = SP_NONE;
417 describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
419 /* Use the proper number of shots */
420 thits = shooter_ptr->num_fire;
422 /* Use a base distance */
425 /* Base damage from thrown object plus launcher bonus */
426 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
428 /* Actually "fire" the object */
429 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
430 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
431 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
433 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
435 PlayerEnergy(shooter_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
436 tmul = bow_tmul(j_ptr->sval);
438 /* Get extra "power" from "extra might" */
439 if (shooter_ptr->xtra_might)
442 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_index[A_STR]]) - 128);
444 /* Boost the damage */
449 tdis = 13 + tmul / 80;
450 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
451 if (shooter_ptr->concent)
452 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
457 project_length = tdis + 1;
459 /* Get a direction (or cancel) */
460 if (!get_aim_dir(shooter_ptr, &dir)) {
461 PlayerEnergy(shooter_ptr).reset_player_turn();
463 if (snipe_type == SP_AWAY)
464 snipe_type = SP_NONE;
466 /* need not to reset project_length (already did)*/
471 /* Predict the "target" location */
472 tx = shooter_ptr->x + 99 * ddx[dir];
473 ty = shooter_ptr->y + 99 * ddy[dir];
475 /* Check for "target request" */
476 if ((dir == 5) && target_okay(shooter_ptr)) {
481 /* Get projection path length */
482 tdis = projection_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
484 project_length = 0; /* reset to default */
486 /* Don't shoot at my feet */
487 if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
488 PlayerEnergy(shooter_ptr).reset_player_turn();
490 /* project_length is already reset to 0 */
495 /* Take a (partial) turn */
496 PlayerEnergy(shooter_ptr).div_player_turn_energy((ENERGY)thits);
497 shooter_ptr->is_fired = TRUE;
499 /* Sniper - Difficult to shot twice at 1 turn */
500 if (snipe_type == SP_DOUBLE)
501 shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
503 /* Sniper - Repeat shooting when double shots */
504 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
505 /* Start at the player */
509 q_ptr->copy_from(o_ptr);
514 vary_item(shooter_ptr, item, -1);
517 handle_stuff(shooter_ptr);
522 /* The shot does not hit yet */
525 /* Travel until stopped */
526 for (cur_dis = 0; cur_dis <= tdis;) {
529 /* Hack -- Stop at the target */
530 if ((y == ty) && (x == tx))
533 /* Calculate the new location (see "project()") */
536 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
539 if (snipe_type == SP_KILL_WALL) {
540 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
542 if (cave_has_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
543 if (any_bits(g_ptr->info, (CAVE_MARK)))
544 msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
545 /* Forget the wall */
546 reset_bits(g_ptr->info, (CAVE_MARK));
547 set_bits(shooter_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
549 /* Destroy the wall */
550 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
557 /* Stopped by walls/doors */
558 if (!cave_has_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
561 /* Advance the distance */
565 if (snipe_type == SP_LITE) {
566 set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
567 note_spot(shooter_ptr, ny, nx);
568 lite_spot(shooter_ptr, ny, nx);
571 /* The player can see the (on screen) missile */
572 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
573 SYMBOL_CODE c = object_char(q_ptr);
574 byte a = object_attr(q_ptr);
576 /* Draw, Hilite, Fresh, Pause, Erase */
578 print_rel(shooter_ptr, c, a, ny, nx);
579 move_cursor_relative(ny, nx);
581 term_xtra(TERM_XTRA_DELAY, msec);
582 lite_spot(shooter_ptr, ny, nx);
587 /* The player cannot see the missile */
589 /* Pause anyway, for consistancy **/
591 term_xtra(TERM_XTRA_DELAY, msec);
596 if (snipe_type == SP_KILL_TRAP) {
597 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
601 if (snipe_type == SP_EVILNESS) {
602 reset_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
603 note_spot(shooter_ptr, ny, nx);
604 lite_spot(shooter_ptr, ny, nx);
610 /* Save the new location */
614 /* Monster here, Try to hit it */
615 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
616 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
618 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
619 monster_race *r_ptr = &r_info[m_ptr->r_idx];
621 /* Check the visibility */
624 /* Note the collision */
627 if (monster_csleep_remaining(m_ptr)) {
628 if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
629 chg_virtue(shooter_ptr, V_COMPASSION, -1);
630 if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
631 chg_virtue(shooter_ptr, V_HONOUR, -1);
634 if ((r_ptr->level + 10) > shooter_ptr->lev) {
635 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
636 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval]) {
638 if (now_exp < WEAPON_EXP_BEGINNER)
640 else if (now_exp < WEAPON_EXP_SKILLED)
642 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19))
644 else if (shooter_ptr->lev > 34)
646 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
647 set_bits(shooter_ptr->update, PU_BONUS);
651 if (shooter_ptr->riding) {
652 if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
653 && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
654 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
656 shooter_ptr->skill_exp[GINOU_RIDING] += 1;
657 set_bits(shooter_ptr->update, PU_BONUS);
661 /* Did we hit it (penalize range) */
662 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
664 auto tdam = tdam_base; //!< @note 実際に与えるダメージ
665 auto base_dam = tdam; //!< @note 補正前の与えるダメージ(無傷、全ての耐性など)
667 /* Get extra damage from concentration */
668 if (shooter_ptr->concent)
669 tdam = boost_concentration_damage(shooter_ptr, tdam);
671 /* Handle unseen monster */
673 /* Invisible monster */
674 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
677 /* Handle visible monster */
679 GAME_TEXT m_name[MAX_NLEN];
681 /* Get "the monster" or "it" */
682 monster_desc(shooter_ptr, m_name, m_ptr, 0);
684 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
687 if (!shooter_ptr->image)
688 monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
689 health_track(shooter_ptr, c_mon_ptr->m_idx);
693 if (snipe_type == SP_NEEDLE) {
694 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
695 && none_bits(r_ptr->flags1, RF1_UNIQUE) && none_bits(r_ptr->flags7, RF7_UNIQUE2)) {
696 GAME_TEXT m_name[MAX_NLEN];
698 /* Get "the monster" or "it" */
699 monster_desc(shooter_ptr, m_name, m_ptr, 0);
701 tdam = m_ptr->hp + 1;
703 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
709 /* Apply special damage */
710 tdam = calc_shot_damage_with_slay(shooter_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
711 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
713 /* No negative damage */
717 /* Modify the damage */
719 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
722 msg_format_wizard(shooter_ptr, CHEAT_MONSTER, _("%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))"), tdam,
723 m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
726 if (snipe_type == SP_EXPLODE) {
727 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
729 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
730 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, base_dam, GF_MISSILE, flg);
735 if (snipe_type == SP_HOLYNESS) {
736 set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
737 note_spot(shooter_ptr, ny, nx);
738 lite_spot(shooter_ptr, ny, nx);
741 /* Hit the monster, check for death */
742 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
749 if (object_is_fixed_artifact(q_ptr) && (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0)) {
750 GAME_TEXT m_name[MAX_NLEN];
752 monster_desc(shooter_ptr, m_name, m_ptr, 0);
755 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
758 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
760 /* Anger the monster */
762 anger_monster(shooter_ptr, m_ptr);
764 if (fear && m_ptr->ml) {
765 GAME_TEXT m_name[MAX_NLEN];
767 monster_desc(shooter_ptr, m_name, m_ptr, 0);
768 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
771 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
774 if (snipe_type == SP_RUSH) {
775 int n = randint1(5) + 3;
776 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
778 for (; cur_dis <= tdis;) {
785 /* Calculate the new location (see "project()") */
786 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
788 /* Stopped by wilderness boundary */
789 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
792 /* Stopped by walls/doors */
793 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
796 /* Stopped by monsters */
797 if (!is_cave_empty_bold(shooter_ptr, ny, nx))
800 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
801 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
806 update_monster(shooter_ptr, m_idx, TRUE);
809 lite_spot(shooter_ptr, ny, nx);
810 lite_spot(shooter_ptr, oy, ox);
812 term_xtra(TERM_XTRA_DELAY, msec);
825 if (snipe_type == SP_PIERCE) {
826 if (shooter_ptr->concent < 1)
828 shooter_ptr->concent--;
837 /* Chance of breakage (during attacks) */
838 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
841 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
842 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
843 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
846 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
847 if (object_is_fixed_artifact(q_ptr)) {
848 a_info[j_ptr->name1].cur_num = 0;
853 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
854 o_ptr->copy_from(q_ptr);
857 reset_bits(o_ptr->marked, OM_TOUCHED);
859 /* Forget location */
860 o_ptr->iy = o_ptr->ix = 0;
862 /* Memorize monster */
863 o_ptr->held_m_idx = m_idx;
866 m_ptr->hold_o_idx_list.push_front(o_idx);
867 } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
868 /* Drop (or break) near that location */
869 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
871 /* Drop (or break) near that location */
872 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
875 /* Sniper - Repeat shooting when double shots */
878 /* Sniper - Loose his/her concentration after any shot */
879 if (shooter_ptr->concent)
880 reset_concentration(shooter_ptr, FALSE);
884 * @brief プレイヤーからモンスターへの射撃命中判定 /
885 * Determine if the player "hits" a monster (normal combat).
886 * @param chance 基本命中値
887 * @param monster_ptr モンスターの構造体参照ポインタ
888 * @param vis 目標を視界に捕らえているならばTRUEを指定
889 * @param o_name メッセージ表示時のモンスター名
890 * @return 命中と判定された場合TRUEを返す
891 * @note Always miss 5%, always hit 5%, otherwise random.
893 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
897 monster_race *r_ptr = &r_info[m_ptr->r_idx];
899 /* Percentile dice */
902 /* Snipers with high-concentration reduce instant miss percentage.*/
903 k += shooter_ptr->concent;
905 /* Hack -- Instant miss or hit */
911 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
920 if (shooter_ptr->concent) {
921 ac *= (8 - shooter_ptr->concent);
925 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
928 /* Invisible monsters are harder to hit */
930 chance = (chance + 1) / 2;
932 /* Power competes against armor */
933 if (randint0(chance) < (ac * 3 / 4)) {
934 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
935 GAME_TEXT m_name[MAX_NLEN];
936 monster_desc(shooter_ptr, m_name, m_ptr, 0);
937 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
947 * @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 /
948 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
949 * @param weight 矢弾の重量
950 * @param plus_ammo 矢弾の命中修正
951 * @param plus_bow 弓の命中修正
952 * @param dam 現在算出中のダメージ値
953 * @return クリティカル修正が入ったダメージ値
955 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
958 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
960 /* Extract "shot" power */
961 i = shooter_ptr->to_h_b + plus_ammo;
963 if (shooter_ptr->tval_ammo == TV_BOLT)
964 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
966 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
968 /* Snipers can shot more critically with crossbows */
969 if (shooter_ptr->concent)
970 i += ((i * shooter_ptr->concent) / 5);
971 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
974 /* Good bow makes more critical */
975 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
978 if (randint1(10000) <= i) {
979 k = weight * randint1(500);
982 msg_print(_("手ごたえがあった!", "It was a good hit!"));
984 } else if (k < 1350) {
985 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
988 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
997 * @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
998 * @param sval 射撃武器のアイテム副分類ID
999 * @return 消費する基本エネルギー
1001 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1003 ENERGY energy = 10000;
1005 /* Analyze the launcher */
1007 /* Sling and ammo */
1013 /* Short Bow and Arrow */
1014 case SV_SHORT_BOW: {
1019 /* Long Bow and Arrow */
1025 /* Bow of irresponsiblity and Arrow */
1026 case SV_NAMAKE_BOW: {
1031 /* Light Crossbow and Bolt */
1032 case SV_LIGHT_XBOW: {
1037 /* Heavy Crossbow and Bolt */
1038 case SV_HEAVY_XBOW: {
1050 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1054 /* Analyze the launcher */
1056 /* Sling and ammo */
1062 /* Short Bow and Arrow */
1063 case SV_SHORT_BOW: {
1068 /* Long Bow and Arrow */
1074 /* Bow of irresponsiblity and Arrow */
1075 case SV_NAMAKE_BOW: {
1080 /* Light Crossbow and Bolt */
1081 case SV_LIGHT_XBOW: {
1086 /* Heavy Crossbow and Bolt */
1087 case SV_HEAVY_XBOW: {
1097 * @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
1098 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1099 * @param plus_ammo 矢弾のダメージ修正
1100 * @param plus_bow 弓のダメージ修正
1102 * @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。
1104 HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1107 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1109 /* Extract "shot" power */
1110 i = shooter_ptr->to_h_b + plus_ammo;
1112 if (shooter_ptr->tval_ammo == TV_BOLT)
1113 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1115 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1117 /* Snipers can shot more critically with crossbows */
1118 if (shooter_ptr->concent)
1119 i += ((i * shooter_ptr->concent) / 5);
1120 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
1123 /* Good bow makes more critical */
1124 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1133 * @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
1134 * @param weight 武器の重量
1135 * @param plus_ammo 矢弾のダメージ修正
1136 * @param plus_bow 弓のダメージ修正
1137 * @param dam 基本ダメージ量
1140 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1144 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1149 crit = MIN(500, 900 / weight);
1150 num += dam * 3 / 2 * crit;
1153 crit = MIN(500, 1350 / weight);
1155 num += dam * 2 * crit;
1160 num += dam * 3 * crit;
1166 num += (10000 - i) * dam;
1173 * @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
1174 * @param shooter_ptr プレーヤーへの参照ポインタ
1175 * @param weight 武器の重量
1176 * @param plus 武器のダメージ修正
1178 * @param meichuu 命中値
1179 * @param dokubari 毒針処理か否か
1182 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1188 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1196 num += (2 * dam + 5) * (400 - k);
1198 num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1199 if (k > (700 - 650) && k < 900)
1200 num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1201 if (k > (900 - 650) && k < 1300)
1202 num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1203 if (k > (1300 - 650))
1204 num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1207 if (shooter_ptr->pclass == CLASS_NINJA) {
1209 num += (4444 - i) * dam;
1213 num += (5000 - i) * dam;