1 #include "combat/shoot.h"
2 #include "artifact/fixed-art-types.h"
3 #include "avatar/avatar.h"
4 #include "combat/attack-criticality.h"
5 #include "core/player-redraw-types.h"
6 #include "core/player-update-types.h"
7 #include "core/stuff-handler.h"
8 #include "effect/attribute-types.h"
9 #include "effect/effect-characteristics.h"
10 #include "effect/effect-processor.h"
11 #include "effect/spells-effect-util.h"
12 #include "flavor/flavor-describer.h"
13 #include "flavor/object-flavor-types.h"
14 #include "floor/cave.h"
15 #include "floor/floor-object.h"
16 #include "floor/geometry.h"
17 #include "game-option/cheat-types.h"
18 #include "game-option/special-options.h"
19 #include "grid/feature-flag-types.h"
20 #include "grid/feature.h"
21 #include "grid/grid.h"
22 #include "inventory/inventory-object.h"
23 #include "inventory/inventory-slot-types.h"
24 #include "io/cursor.h"
25 #include "io/screen-util.h"
26 #include "main/sound-definitions-table.h"
27 #include "main/sound-of-music.h"
28 #include "mind/mind-sniper.h"
29 #include "mind/snipe-types.h"
30 #include "monster-floor/monster-death.h"
31 #include "monster-floor/monster-move.h"
32 #include "monster-race/monster-race.h"
33 #include "monster-race/race-flags-resistance.h"
34 #include "monster-race/race-flags1.h"
35 #include "monster-race/race-flags2.h"
36 #include "monster-race/race-flags3.h"
37 #include "monster-race/race-flags7.h"
38 #include "monster-race/race-indice-types.h"
39 #include "monster/monster-damage.h"
40 #include "monster/monster-describer.h"
41 #include "monster/monster-info.h"
42 #include "monster/monster-status-setter.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "object/object-broken.h"
46 #include "object/object-flags.h"
47 #include "object/object-info.h"
48 #include "object/object-kind.h"
49 #include "object/object-mark-types.h"
50 #include "player-base/player-class.h"
51 #include "player-info/class-info.h"
52 #include "player-info/sniper-data-type.h"
53 #include "player-status/player-energy.h"
54 #include "player/player-personality-types.h"
55 #include "player/player-skill.h"
56 #include "player/player-status-table.h"
57 #include "sv-definition/sv-bow-types.h"
58 #include "system/artifact-type-definition.h"
59 #include "system/floor-type-definition.h"
60 #include "system/grid-type-definition.h"
61 #include "system/monster-race-definition.h"
62 #include "system/monster-type-definition.h"
63 #include "system/player-type-definition.h"
64 #include "target/projection-path-calculator.h"
65 #include "target/target-checker.h"
66 #include "target/target-getter.h"
67 #include "util/bit-flags-calculator.h"
68 #include "view/display-messages.h"
69 #include "wizard/wizard-messages.h"
70 #include "world/world-object.h"
74 * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
75 * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
76 * @return スナイパーの射撃属性、弓矢の属性を考慮する。デフォルトはGF_PLAYER_SHOOT。
78 AttributeFlags shot_attribute(PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, SPELL_IDX snipe_type)
80 AttributeFlags attribute_flags{};
81 attribute_flags.set(AttributeType::PLAYER_SHOOT);
84 auto arrow_flags = object_flags(arrow_ptr);
85 auto bow_flags = object_flags(bow_ptr);
87 flags = bow_flags | arrow_flags;
89 static const struct snipe_convert_table_t {
91 AttributeType attribute;
92 } snipe_convert_table[] = {
93 { SP_LITE, AttributeType::LITE },
94 { SP_FIRE, AttributeType::FIRE },
95 { SP_COLD, AttributeType::COLD },
96 { SP_ELEC, AttributeType::ELEC },
97 { SP_KILL_WALL, AttributeType::KILL_WALL },
98 { SP_EVILNESS, AttributeType::HELL_FIRE },
99 { SP_HOLYNESS, AttributeType::HOLY_FIRE },
100 { SP_FINAL, AttributeType::MANA },
103 static const struct brand_convert_table_t {
105 AttributeType attribute;
106 } brand_convert_table[] = {
107 { TR_BRAND_ACID, AttributeType::ACID },
108 { TR_BRAND_FIRE, AttributeType::FIRE },
109 { TR_BRAND_ELEC, AttributeType::ELEC },
110 { TR_BRAND_COLD, AttributeType::COLD },
111 { TR_BRAND_POIS, AttributeType::POIS },
112 { TR_SLAY_GOOD, AttributeType::HELL_FIRE },
113 { TR_KILL_GOOD, AttributeType::HELL_FIRE },
114 { TR_SLAY_EVIL, AttributeType::HOLY_FIRE },
115 { TR_KILL_EVIL, AttributeType::HOLY_FIRE },
118 for (size_t i = 0; i < sizeof(snipe_convert_table) / sizeof(snipe_convert_table[0]); ++i) {
119 const struct snipe_convert_table_t *p = &snipe_convert_table[i];
121 if (snipe_type == p->snipe_type)
122 attribute_flags.set(p->attribute);
125 for (size_t i = 0; i < sizeof(brand_convert_table) / sizeof(brand_convert_table[0]); ++i) {
126 const struct brand_convert_table_t *p = &brand_convert_table[i];
128 if (flags.has(p->brand_type))
129 attribute_flags.set(p->attribute);
132 if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
133 attribute_flags.set(AttributeType::MANA);
136 return attribute_flags;
140 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
141 * Determines the odds of an object breaking when thrown at a monster
142 * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
143 * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
144 * @param tdam 計算途中のダメージ量
145 * @param monster_ptr 目標モンスターの構造体参照ポインタ
146 * @return スレイ倍率をかけたダメージ量
148 static MULTIPLY calc_shot_damage_with_slay(
149 PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, int tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
153 monster_race *race_ptr = &r_info[monster_ptr->r_idx];
156 auto arrow_flags = object_flags(arrow_ptr);
157 auto bow_flags = object_flags(bow_ptr);
159 flags = bow_flags | arrow_flags;
161 /* Some "weapons" and "ammo" do extra damage */
162 switch (arrow_ptr->tval) {
163 case ItemKindType::SHOT:
164 case ItemKindType::ARROW:
165 case ItemKindType::BOLT: {
166 if ((flags.has(TR_SLAY_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
167 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
168 race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
174 if ((flags.has(TR_KILL_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
175 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
176 race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
182 if ((flags.has(TR_SLAY_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
183 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
184 race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
190 if ((flags.has(TR_KILL_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
191 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
192 race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
198 if ((flags.has(TR_SLAY_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
199 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
200 race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
206 if ((flags.has(TR_KILL_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
207 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
208 race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
214 if ((flags.has(TR_SLAY_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
215 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
216 race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
222 if ((flags.has(TR_KILL_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
223 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
224 race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
230 if ((flags.has(TR_SLAY_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
231 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
232 race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
238 if ((flags.has(TR_KILL_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
239 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
240 race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
246 if ((flags.has(TR_SLAY_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
247 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
248 race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
254 if ((flags.has(TR_KILL_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
255 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
256 race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
262 if ((flags.has(TR_SLAY_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
263 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
264 race_ptr->r_kind_flags.set(MonsterKindType::ORC);
270 if ((flags.has(TR_KILL_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
271 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
272 race_ptr->r_kind_flags.set(MonsterKindType::ORC);
278 if ((flags.has(TR_SLAY_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
279 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
280 race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
287 if ((flags.has(TR_KILL_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
288 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
289 race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
295 if ((flags.has(TR_SLAY_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
296 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
297 race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
303 if ((flags.has(TR_KILL_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
304 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
305 race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
311 if ((flags.has(TR_SLAY_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
312 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
313 race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
319 if ((flags.has(TR_KILL_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
320 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
321 race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
325 if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (player_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
329 if (flags.has(TR_BRAND_ACID)) {
330 /* Notice immunity */
331 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ACID_MASK)) {
332 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
333 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ACID_MASK));
341 if (flags.has(TR_BRAND_ELEC)) {
342 /* Notice immunity */
343 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ELEC_MASK)) {
344 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
345 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ELEC_MASK));
353 if (flags.has(TR_BRAND_FIRE)) {
354 /* Notice immunity */
355 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_FIRE_MASK)) {
356 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
357 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_FIRE_MASK));
360 /* Otherwise, take the damage */
362 if (any_bits(race_ptr->flags3, RF3_HURT_FIRE)) {
365 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
366 set_bits(race_ptr->r_flags3, RF3_HURT_FIRE);
368 } else if (mult < 17)
373 if (flags.has(TR_BRAND_COLD)) {
374 /* Notice immunity */
375 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_COLD_MASK)) {
376 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
377 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_COLD_MASK));
380 /* Otherwise, take the damage */
382 if (any_bits(race_ptr->flags3, RF3_HURT_COLD)) {
385 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
386 set_bits(race_ptr->r_flags3, RF3_HURT_COLD);
388 } else if (mult < 17)
393 if (flags.has(TR_BRAND_POIS)) {
394 /* Notice immunity */
395 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_POIS_MASK)) {
396 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
397 set_bits(race_ptr->r_flagsr, race_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
400 /* Otherwise, take the damage */
407 if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
408 player_ptr->csp -= (1 + (player_ptr->msp / 30));
409 set_bits(player_ptr->redraw, PR_MANA);
421 mult = calc_snipe_damage_with_slay(player_ptr, mult, monster_ptr, snipe_type);
423 /* Return the total damage */
424 return tdam * mult / 10;
429 * Fire an object from the pack or floor.
430 * @param item 射撃するオブジェクトの所持ID
431 * @param bow_ptr 射撃武器のオブジェクト参照ポインタ
434 * You may only fire items that "match" your missile launcher.
435 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
436 * See "calc_bonuses()" for more calculations and such.
437 * Note that "firing" a missile is MUCH better than "throwing" it.
438 * Note: "unseen" monsters are very hard to hit.
439 * Objects are more likely to break if they "attempt" to hit a monster.
440 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
441 * The "extra shot" code works by decreasing the amount of energy
442 * required to make each shot, spreading the shots out over time.
443 * Note that when firing missiles, the launcher multiplier is applied
444 * after all the bonuses are added in, making multipliers very useful.
445 * Note that Bows of "Extra Might" get extra range and an extra bonus
446 * for the damage multiplier.
447 * Note that Bows of "Extra Shots" give an extra shot.
450 void exe_fire(PlayerType *player_ptr, INVENTORY_IDX item, ObjectType *j_ptr, SPELL_IDX snipe_type)
454 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
455 int tdam_base, tdis, thits, tmul;
457 int cur_dis, visible;
464 AttributeFlags attribute_flags{};
465 attribute_flags.set(AttributeType::PLAYER_SHOOT);
467 bool hit_body = false;
469 GAME_TEXT o_name[MAX_NLEN];
471 uint16_t path_g[512]; /* For calcuration of path length */
474 bool stick_to = false;
476 /* Access the item (if in the pack) */
478 o_ptr = &player_ptr->inventory_list[item];
480 o_ptr = &player_ptr->current_floor_ptr->o_list[0 - item];
483 /* Sniper - Cannot shot a single arrow twice */
484 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
485 snipe_type = SP_NONE;
487 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
489 /* Use the proper number of shots */
490 thits = player_ptr->num_fire;
492 /* Use a base distance */
495 /* Base damage from thrown object plus launcher bonus */
496 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
498 /* Actually "fire" the object */
499 bonus = (player_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
500 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
501 chance = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
503 chance = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
505 PlayerEnergy(player_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
506 tmul = bow_tmul(j_ptr->sval);
508 /* Get extra "power" from "extra might" */
509 if (player_ptr->xtra_might)
512 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
514 /* Boost the damage */
518 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
519 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
522 tdis = 13 + tmul / 80;
523 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
524 tdis -= (5 - (sniper_concent + 1) / 2);
527 project_length = tdis + 1;
529 /* Get a direction (or cancel) */
530 if (!get_aim_dir(player_ptr, &dir)) {
531 PlayerEnergy(player_ptr).reset_player_turn();
533 if (snipe_type == SP_AWAY)
534 snipe_type = SP_NONE;
536 /* need not to reset project_length (already did)*/
541 if (snipe_type != SP_NONE)
544 /* Predict the "target" location */
545 tx = player_ptr->x + 99 * ddx[dir];
546 ty = player_ptr->y + 99 * ddy[dir];
548 /* Check for "target request" */
549 if ((dir == 5) && target_okay(player_ptr)) {
554 /* Get projection path length */
555 tdis = projection_path(player_ptr, path_g, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
557 project_length = 0; /* reset to default */
559 /* Don't shoot at my feet */
560 if (tx == player_ptr->x && ty == player_ptr->y) {
561 PlayerEnergy(player_ptr).reset_player_turn();
563 /* project_length is already reset to 0 */
568 /* Take a (partial) turn */
569 PlayerEnergy(player_ptr).div_player_turn_energy((ENERGY)thits);
570 player_ptr->is_fired = true;
572 /* Sniper - Difficult to shot twice at 1 turn */
573 if (snipe_type == SP_DOUBLE)
574 sniper_concent = (sniper_concent + 1) / 2;
576 /* Sniper - Repeat shooting when double shots */
577 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
578 /* Start at the player */
582 q_ptr->copy_from(o_ptr);
587 vary_item(player_ptr, item, -1);
590 handle_stuff(player_ptr);
595 /* The shot does not hit yet */
598 /* Travel until stopped */
599 for (cur_dis = 0; cur_dis <= tdis;) {
602 /* Hack -- Stop at the target */
603 if ((y == ty) && (x == tx))
606 /* Calculate the new location (see "project()") */
609 mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
612 if (snipe_type == SP_KILL_WALL) {
613 g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
615 if (g_ptr->cave_has_flag(FloorFeatureType::HURT_ROCK) && !g_ptr->m_idx) {
616 if (any_bits(g_ptr->info, (CAVE_MARK)))
617 msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
618 /* Forget the wall */
619 reset_bits(g_ptr->info, (CAVE_MARK));
620 set_bits(player_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
622 /* Destroy the wall */
623 cave_alter_feat(player_ptr, ny, nx, FloorFeatureType::HURT_ROCK);
630 /* Stopped by walls/doors */
631 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, FloorFeatureType::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
634 /* Advance the distance */
638 if (snipe_type == SP_LITE) {
639 set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
640 note_spot(player_ptr, ny, nx);
641 lite_spot(player_ptr, ny, nx);
644 /* The player can see the (on screen) missile */
645 if (panel_contains(ny, nx) && player_can_see_bold(player_ptr, ny, nx)) {
646 SYMBOL_CODE c = object_char(q_ptr);
647 byte a = object_attr(q_ptr);
649 /* Draw, Hilite, Fresh, Pause, Erase */
650 if (delay_factor > 0) {
651 print_rel(player_ptr, c, a, ny, nx);
652 move_cursor_relative(ny, nx);
654 term_xtra(TERM_XTRA_DELAY, delay_factor);
655 lite_spot(player_ptr, ny, nx);
660 /* The player cannot see the missile */
662 /* Pause anyway, for consistancy **/
663 if (delay_factor > 0) {
664 term_xtra(TERM_XTRA_DELAY, delay_factor);
669 if (snipe_type == SP_KILL_TRAP) {
670 project(player_ptr, 0, 0, ny, nx, 0, AttributeType::KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
674 if (snipe_type == SP_EVILNESS) {
675 reset_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
676 note_spot(player_ptr, ny, nx);
677 lite_spot(player_ptr, ny, nx);
683 /* Save the new location */
687 /* Monster here, Try to hit it */
688 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
689 sound(SOUND_SHOOT_HIT);
690 grid_type *c_mon_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
692 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
693 auto *r_ptr = &r_info[m_ptr->r_idx];
695 /* Check the visibility */
698 /* Note the collision */
701 if (monster_csleep_remaining(m_ptr)) {
702 if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5))
703 chg_virtue(player_ptr, V_COMPASSION, -1);
704 if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5))
705 chg_virtue(player_ptr, V_HONOUR, -1);
708 if ((r_ptr->level + 10) > player_ptr->lev) {
709 PlayerSkill(player_ptr).gain_range_weapon_exp(j_ptr);
712 if (player_ptr->riding) {
713 PlayerSkill(player_ptr).gain_riding_skill_exp_on_range_attack();
716 /* Did we hit it (penalize range) */
717 if (test_hit_fire(player_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
719 auto tdam = tdam_base; //!< @note 実際に与えるダメージ
720 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)
722 /* Get extra damage from concentration */
723 tdam = boost_concentration_damage(player_ptr, tdam);
725 /* Handle unseen monster */
727 /* Invisible monster */
728 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
731 /* Handle visible monster */
733 GAME_TEXT m_name[MAX_NLEN];
735 /* Get "the monster" or "it" */
736 monster_desc(player_ptr, m_name, m_ptr, 0);
738 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
741 if (!player_ptr->hallucinated)
742 monster_race_track(player_ptr, m_ptr->ap_r_idx);
743 health_track(player_ptr, c_mon_ptr->m_idx);
747 if (snipe_type == SP_NEEDLE) {
748 if ((randint1(randint1(r_ptr->level / (3 + sniper_concent)) + (8 - sniper_concent)) == 1) && r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) && none_bits(r_ptr->flags7, RF7_UNIQUE2)) {
749 GAME_TEXT m_name[MAX_NLEN];
751 /* Get "the monster" or "it" */
752 monster_desc(player_ptr, m_name, m_ptr, 0);
754 tdam = m_ptr->hp + 1;
756 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
763 attribute_flags = shot_attribute(player_ptr, j_ptr, q_ptr, snipe_type);
764 /* Apply special damage */
765 tdam = calc_shot_damage_with_slay(player_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
766 tdam = critical_shot(player_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
768 /* No negative damage */
772 /* Modify the damage */
774 tdam = mon_damage_mod(player_ptr, m_ptr, tdam, false);
777 msg_format_wizard(player_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,
778 m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
781 if (snipe_type == SP_EXPLODE) {
782 uint16_t flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
784 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
785 project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, AttributeType::MISSILE, flg);
790 if (snipe_type == SP_HOLYNESS) {
791 set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
792 note_spot(player_ptr, ny, nx);
793 lite_spot(player_ptr, ny, nx);
796 /* Hit the monster, check for death */
797 MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear, attribute_flags);
798 if (mdp.mon_take_hit(extract_note_dies(real_r_idx(m_ptr)))) {
805 if (q_ptr->is_fixed_artifact() && (sniper_concent == 0)) {
806 GAME_TEXT m_name[MAX_NLEN];
808 monster_desc(player_ptr, m_name, m_ptr, 0);
811 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
814 message_pain(player_ptr, c_mon_ptr->m_idx, tdam);
816 /* Anger the monster */
818 anger_monster(player_ptr, m_ptr);
820 if (fear && m_ptr->ml) {
821 GAME_TEXT m_name[MAX_NLEN];
823 monster_desc(player_ptr, m_name, m_ptr, 0);
824 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
827 set_target(m_ptr, player_ptr->y, player_ptr->x);
830 if (snipe_type == SP_RUSH) {
831 int n = randint1(5) + 3;
832 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
834 for (; cur_dis <= tdis;) {
841 /* Calculate the new location (see "project()") */
842 mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
844 /* Stopped by wilderness boundary */
845 if (!in_bounds2(player_ptr->current_floor_ptr, ny, nx))
848 /* Stopped by walls/doors */
849 if (!player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
852 /* Stopped by monsters */
853 if (!is_cave_empty_bold(player_ptr, ny, nx))
856 player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
857 player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
862 update_monster(player_ptr, m_idx, true);
864 if (delay_factor > 0) {
865 lite_spot(player_ptr, ny, nx);
866 lite_spot(player_ptr, oy, ox);
868 term_xtra(TERM_XTRA_DELAY, delay_factor);
881 if (snipe_type == SP_PIERCE && sniper_concent > 0) {
891 /* Chance of breakage (during attacks) */
892 j = (hit_body ? breakage_chance(player_ptr, q_ptr, PlayerClass(player_ptr).equals(PlayerClassType::ARCHER), snipe_type) : 0);
895 MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
896 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
897 OBJECT_IDX o_idx = o_pop(player_ptr->current_floor_ptr);
900 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
901 if (q_ptr->is_fixed_artifact()) {
902 a_info[j_ptr->name1].cur_num = 0;
907 o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
908 o_ptr->copy_from(q_ptr);
911 reset_bits(o_ptr->marked, OM_TOUCHED);
913 /* Forget location */
914 o_ptr->iy = o_ptr->ix = 0;
916 /* Memorize monster */
917 o_ptr->held_m_idx = m_idx;
920 m_ptr->hold_o_idx_list.add(player_ptr->current_floor_ptr, o_idx);
921 } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FloorFeatureType::PROJECT)) {
922 /* Drop (or break) near that location */
923 (void)drop_near(player_ptr, q_ptr, j, y, x);
925 /* Drop (or break) near that location */
926 (void)drop_near(player_ptr, q_ptr, j, prev_y, prev_x);
929 /* Sniper - Repeat shooting when double shots */
932 /* Sniper - Loose his/her concentration after any shot */
933 reset_concentration(player_ptr, false);
937 * @brief プレイヤーからモンスターへの射撃命中判定 /
938 * Determine if the player "hits" a monster (normal combat).
939 * @param chance 基本命中値
940 * @param monster_ptr モンスターの構造体参照ポインタ
941 * @param vis 目標を視界に捕らえているならばTRUEを指定
942 * @param o_name メッセージ表示時のモンスター名
943 * @return 命中と判定された場合TRUEを返す
944 * @note Always miss 5%, always hit 5%, otherwise random.
946 bool test_hit_fire(PlayerType *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
950 auto *r_ptr = &r_info[m_ptr->r_idx];
952 /* Percentile dice */
955 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
956 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
958 /* Snipers with high-concentration reduce instant miss percentage.*/
961 /* Hack -- Instant miss or hit */
967 if (player_ptr->ppersonality == PERSONALITY_LAZY)
976 ac = ac * (8 - sniper_concent) / 8;
978 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
981 /* Invisible monsters are harder to hit */
983 chance = (chance + 1) / 2;
985 /* Power competes against armor */
986 if (randint0(chance) < (ac * 3 / 4)) {
987 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
988 GAME_TEXT m_name[MAX_NLEN];
989 monster_desc(player_ptr, m_name, m_ptr, 0);
990 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
1000 * @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 /
1001 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
1002 * @param weight 矢弾の重量
1003 * @param plus_ammo 矢弾の命中修正
1004 * @param plus_bow 弓の命中修正
1005 * @param dam 現在算出中のダメージ値
1006 * @return クリティカル修正が入ったダメージ値
1008 int critical_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
1011 auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
1013 /* Extract "shot" power */
1014 i = player_ptr->to_h_b + plus_ammo;
1016 if (player_ptr->tval_ammo == ItemKindType::BOLT)
1017 i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1019 i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
1021 PlayerClass pc(player_ptr);
1022 auto sniper_data = pc.get_specific_data<sniper_data_type>();
1023 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
1025 /* Snipers can shot more critically with crossbows */
1026 i += ((i * sniper_concent) / 5);
1027 if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
1030 /* Good bow makes more critical */
1031 i += plus_bow * 8 * (sniper_concent + 5);
1034 if (randint1(10000) <= i) {
1035 k = weight * randint1(500);
1038 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1040 } else if (k < 1350) {
1041 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1044 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1053 * @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
1054 * @param sval 射撃武器のアイテム副分類ID
1055 * @return 消費する基本エネルギー
1057 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1059 ENERGY energy = 10000;
1061 /* Analyze the launcher */
1063 /* Sling and ammo */
1069 /* Short Bow and Arrow */
1070 case SV_SHORT_BOW: {
1075 /* Long Bow and Arrow */
1081 /* Bow of irresponsiblity and Arrow */
1082 case SV_NAMAKE_BOW: {
1087 /* Light Crossbow and Bolt */
1088 case SV_LIGHT_XBOW: {
1093 /* Heavy Crossbow and Bolt */
1094 case SV_HEAVY_XBOW: {
1106 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1110 /* Analyze the launcher */
1112 /* Sling and ammo */
1118 /* Short Bow and Arrow */
1119 case SV_SHORT_BOW: {
1124 /* Long Bow and Arrow */
1130 /* Bow of irresponsiblity and Arrow */
1131 case SV_NAMAKE_BOW: {
1136 /* Light Crossbow and Bolt */
1137 case SV_LIGHT_XBOW: {
1142 /* Heavy Crossbow and Bolt */
1143 case SV_HEAVY_XBOW: {
1153 * @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
1154 * @param player_ptr プレイヤーへの参照ポインタ
1155 * @param plus_ammo 矢弾のダメージ修正
1156 * @param plus_bow 弓のダメージ修正
1158 * @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。
1160 int calc_crit_ratio_shot(PlayerType *player_ptr, int plus_ammo, int plus_bow)
1163 auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
1165 /* Extract "shot" power */
1166 i = player_ptr->to_h_b + plus_ammo;
1168 if (player_ptr->tval_ammo == ItemKindType::BOLT)
1169 i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1171 i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
1173 PlayerClass pc(player_ptr);
1174 auto sniper_data = pc.get_specific_data<sniper_data_type>();
1175 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
1177 /* Snipers can shot more critically with crossbows */
1178 i += ((i * sniper_concent) / 5);
1179 if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
1182 /* Good bow makes more critical */
1183 i += plus_bow * 8 * (sniper_concent + 5);
1192 * @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
1193 * @param weight 武器の重量
1194 * @param plus_ammo 矢弾のダメージ修正
1195 * @param plus_bow 弓のダメージ修正
1196 * @param dam 基本ダメージ量
1199 int calc_expect_crit_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
1203 i = calc_crit_ratio_shot(player_ptr, plus_ammo, plus_bow);
1208 crit = std::min(500, 900 / weight);
1209 num += dam * 3 / 2 * crit;
1212 crit = std::min(500, 1350 / weight);
1214 num += dam * 2 * crit;
1219 num += dam * 3 * crit;
1225 num += (10000 - i) * dam;
1232 * @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
1233 * @param player_ptr プレイヤーへの参照ポインタ
1234 * @param weight 武器の重量
1235 * @param plus 武器のダメージ修正
1237 * @param meichuu 命中値
1238 * @param dokubari 毒針処理か否か
1239 * @param impact 強撃かどうか
1242 int calc_expect_crit(PlayerType *player_ptr, WEIGHT weight, int plus, int dam, int16_t meichuu, bool dokubari, bool impact)
1247 int i = (weight + (meichuu * 3 + plus * 5) + player_ptr->skill_thn);
1251 // 通常ダメージdam、武器重量weightでクリティカルが発生した時のクリティカルダメージ期待値
1252 auto calc_weight_expect_dam = [](int dam, WEIGHT weight) {
1254 for (int d = 1; d <= 650; ++d) {
1256 sum += std::get<0>(apply_critical_norm_damage(k, dam));
1264 for (int d = 1; d <= 650; ++d) {
1265 num += calc_weight_expect_dam(dam, weight + d);
1269 num += calc_weight_expect_dam(dam, weight);
1272 int pow = PlayerClass(player_ptr).equals(PlayerClassType::NINJA) ? 4444 : 5000;
1277 num += (pow - i) * dam;