1 #include "combat/shoot.h"
2 #include "artifact/fixed-art-types.h"
3 #include "combat/attack-criticality.h"
4 #include "core/player-redraw-types.h"
5 #include "core/player-update-types.h"
6 #include "core/stuff-handler.h"
7 #include "effect/effect-characteristics.h"
8 #include "effect/effect-processor.h"
9 #include "effect/spells-effect-util.h"
10 #include "flavor/flavor-describer.h"
11 #include "flavor/object-flavor-types.h"
12 #include "floor/cave.h"
13 #include "floor/floor-object.h"
14 #include "floor/geometry.h"
15 #include "game-option/cheat-types.h"
16 #include "game-option/special-options.h"
17 #include "grid/feature-flag-types.h"
18 #include "grid/feature.h"
19 #include "grid/grid.h"
20 #include "inventory/inventory-object.h"
21 #include "inventory/inventory-slot-types.h"
22 #include "io/cursor.h"
23 #include "io/screen-util.h"
24 #include "main/sound-definitions-table.h"
25 #include "main/sound-of-music.h"
26 #include "mind/mind-sniper.h"
27 #include "mind/snipe-types.h"
28 #include "monster-floor/monster-death.h"
29 #include "monster-floor/monster-move.h"
30 #include "monster-race/monster-race.h"
31 #include "monster-race/race-flags-resistance.h"
32 #include "monster-race/race-flags1.h"
33 #include "monster-race/race-flags2.h"
34 #include "monster-race/race-flags3.h"
35 #include "monster-race/race-flags7.h"
36 #include "monster-race/race-indice-types.h"
37 #include "monster/monster-describer.h"
38 #include "monster/monster-info.h"
39 #include "monster/monster-status-setter.h"
40 #include "monster/monster-status.h"
41 #include "monster/monster-update.h"
42 #include "object-enchant/tr-types.h"
43 #include "object-hook/hook-enchant.h"
44 #include "object/object-broken.h"
45 #include "object/object-flags.h"
46 #include "object/object-info.h"
47 #include "object/object-kind.h"
48 #include "object/object-mark-types.h"
49 #include "player-info/avatar.h"
50 #include "player-status/player-energy.h"
51 #include "player/player-class.h"
52 #include "player/player-personality-types.h"
53 #include "player/player-skill.h"
54 #include "player/player-status-table.h"
55 #include "spell/spell-types.h"
56 #include "sv-definition/sv-bow-types.h"
57 #include "system/artifact-type-definition.h"
58 #include "system/floor-type-definition.h"
59 #include "system/grid-type-definition.h"
60 #include "system/monster-race-definition.h"
61 #include "system/monster-type-definition.h"
62 #include "system/player-type-definition.h"
63 #include "target/projection-path-calculator.h"
64 #include "target/target-checker.h"
65 #include "target/target-getter.h"
66 #include "util/bit-flags-calculator.h"
67 #include "view/display-messages.h"
68 #include "wizard/wizard-messages.h"
69 #include "world/world-object.h"
72 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
73 * Determines the odds of an object breaking when thrown at a monster
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 * @param tdam 計算途中のダメージ量
77 * @param monster_ptr 目標モンスターの構造体参照ポインタ
78 * @return スレイ倍率をかけたダメージ量
80 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)
84 monster_race *race_ptr = &r_info[monster_ptr->r_idx];
86 BIT_FLAGS flags[TR_FLAG_SIZE], bow_flags[TR_FLAG_SIZE], arrow_flags[TR_FLAG_SIZE];
87 object_flags(sniper_ptr, arrow_ptr, arrow_flags);
88 object_flags(sniper_ptr, bow_ptr, bow_flags);
90 for (int i = 0; i < TR_FLAG_SIZE; i++)
91 flags[i] = bow_flags[i] | arrow_flags[i];
93 /* Some "weapons" and "ammo" do extra damage */
94 switch (arrow_ptr->tval) {
98 if ((has_flag(flags, TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
99 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
100 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
106 if ((has_flag(flags, TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
107 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
108 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
114 if ((has_flag(flags, TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
115 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
116 set_bits(race_ptr->r_flags3, RF3_EVIL);
122 if ((has_flag(flags, TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
123 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
124 set_bits(race_ptr->r_flags3, RF3_EVIL);
130 if ((has_flag(flags, TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
131 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
132 set_bits(race_ptr->r_flags3, RF3_GOOD);
138 if ((has_flag(flags, TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
139 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
140 set_bits(race_ptr->r_flags3, RF3_GOOD);
146 if ((has_flag(flags, TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
147 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
148 set_bits(race_ptr->r_flags2, RF2_HUMAN);
154 if ((has_flag(flags, TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
155 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
156 set_bits(race_ptr->r_flags2, RF2_HUMAN);
162 if ((has_flag(flags, TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
163 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
164 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
170 if ((has_flag(flags, TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
171 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
172 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
178 if ((has_flag(flags, TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
179 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
180 set_bits(race_ptr->r_flags3, RF3_DEMON);
186 if ((has_flag(flags, TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
187 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
188 set_bits(race_ptr->r_flags3, RF3_DEMON);
194 if ((has_flag(flags, TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
195 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
196 set_bits(race_ptr->r_flags3, RF3_ORC);
202 if ((has_flag(flags, TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
203 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
204 set_bits(race_ptr->r_flags3, RF3_ORC);
210 if ((has_flag(flags, TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
211 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
212 set_bits(race_ptr->r_flags3, RF3_TROLL);
219 if ((has_flag(flags, TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
220 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
221 set_bits(race_ptr->r_flags3, RF3_TROLL);
227 if ((has_flag(flags, TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
228 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
229 set_bits(race_ptr->r_flags3, RF3_GIANT);
235 if ((has_flag(flags, TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
236 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
237 set_bits(race_ptr->r_flags3, RF3_GIANT);
243 if ((has_flag(flags, TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
244 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
245 set_bits(race_ptr->r_flags3, RF3_DRAGON);
251 if ((has_flag(flags, TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
252 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
253 set_bits(race_ptr->r_flags3, RF3_DRAGON);
257 if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
261 if (has_flag(flags, TR_BRAND_ACID)) {
262 /* Notice immunity */
263 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ACID_MASK)) {
264 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
265 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ACID_MASK));
273 if (has_flag(flags, TR_BRAND_ELEC)) {
274 /* Notice immunity */
275 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ELEC_MASK)) {
276 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
277 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ELEC_MASK));
285 if (has_flag(flags, TR_BRAND_FIRE)) {
286 /* Notice immunity */
287 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_FIRE_MASK)) {
288 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
289 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_FIRE_MASK));
292 /* Otherwise, take the damage */
294 if (any_bits(race_ptr->flags3, RF3_HURT_FIRE)) {
297 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
298 set_bits(race_ptr->r_flags3, RF3_HURT_FIRE);
300 } else if (mult < 17)
305 if (has_flag(flags, TR_BRAND_COLD)) {
306 /* Notice immunity */
307 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_COLD_MASK)) {
308 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
309 set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_COLD_MASK));
312 /* Otherwise, take the damage */
314 if (any_bits(race_ptr->flags3, RF3_HURT_COLD)) {
317 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
318 set_bits(race_ptr->r_flags3, RF3_HURT_COLD);
320 } else if (mult < 17)
325 if (has_flag(flags, TR_BRAND_POIS)) {
326 /* Notice immunity */
327 if (any_bits(race_ptr->flagsr, RFR_EFF_IM_POIS_MASK)) {
328 if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
329 set_bits(race_ptr->r_flagsr, race_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
332 /* Otherwise, take the damage */
339 if ((has_flag(flags, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
340 sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
341 set_bits(sniper_ptr->redraw, PR_MANA);
353 mult = calc_snipe_damage_with_slay(sniper_ptr, mult, monster_ptr, snipe_type);
355 /* Return the total damage */
356 return (tdam * mult / 10);
361 * Fire an object from the pack or floor.
362 * @param item 射撃するオブジェクトの所持ID
363 * @param bow_ptr 射撃武器のオブジェクト参照ポインタ
366 * You may only fire items that "match" your missile launcher.
367 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
368 * See "calc_bonuses()" for more calculations and such.
369 * Note that "firing" a missile is MUCH better than "throwing" it.
370 * Note: "unseen" monsters are very hard to hit.
371 * Objects are more likely to break if they "attempt" to hit a monster.
372 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
373 * The "extra shot" code works by decreasing the amount of energy
374 * required to make each shot, spreading the shots out over time.
375 * Note that when firing missiles, the launcher multiplier is applied
376 * after all the bonuses are added in, making multipliers very useful.
377 * Note that Bows of "Extra Might" get extra range and an extra bonus
378 * for the damage multiplier.
379 * Note that Bows of "Extra Shots" give an extra shot.
382 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
386 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
387 int tdam_base, tdis, thits, tmul;
389 int cur_dis, visible;
397 bool hit_body = false;
399 GAME_TEXT o_name[MAX_NLEN];
401 u16b path_g[512]; /* For calcuration of path length */
403 int msec = delay_factor * delay_factor * delay_factor;
406 bool stick_to = false;
408 /* Access the item (if in the pack) */
410 o_ptr = &shooter_ptr->inventory_list[item];
412 o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
415 /* Sniper - Cannot shot a single arrow twice */
416 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
417 snipe_type = SP_NONE;
419 describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
421 /* Use the proper number of shots */
422 thits = shooter_ptr->num_fire;
424 /* Use a base distance */
427 /* Base damage from thrown object plus launcher bonus */
428 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
430 /* Actually "fire" the object */
431 bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
432 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
433 chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
435 chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
437 PlayerEnergy(shooter_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
438 tmul = bow_tmul(j_ptr->sval);
440 /* Get extra "power" from "extra might" */
441 if (shooter_ptr->xtra_might)
444 tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_index[A_STR]]) - 128);
446 /* Boost the damage */
451 tdis = 13 + tmul / 80;
452 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
453 if (shooter_ptr->concent)
454 tdis -= (5 - (shooter_ptr->concent + 1) / 2);
459 project_length = tdis + 1;
461 /* Get a direction (or cancel) */
462 if (!get_aim_dir(shooter_ptr, &dir)) {
463 PlayerEnergy(shooter_ptr).reset_player_turn();
465 if (snipe_type == SP_AWAY)
466 snipe_type = SP_NONE;
468 /* need not to reset project_length (already did)*/
473 if (snipe_type != SP_NONE)
476 /* Predict the "target" location */
477 tx = shooter_ptr->x + 99 * ddx[dir];
478 ty = shooter_ptr->y + 99 * ddy[dir];
480 /* Check for "target request" */
481 if ((dir == 5) && target_okay(shooter_ptr)) {
486 /* Get projection path length */
487 tdis = projection_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
489 project_length = 0; /* reset to default */
491 /* Don't shoot at my feet */
492 if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
493 PlayerEnergy(shooter_ptr).reset_player_turn();
495 /* project_length is already reset to 0 */
500 /* Take a (partial) turn */
501 PlayerEnergy(shooter_ptr).div_player_turn_energy((ENERGY)thits);
502 shooter_ptr->is_fired = true;
504 /* Sniper - Difficult to shot twice at 1 turn */
505 if (snipe_type == SP_DOUBLE)
506 shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
508 /* Sniper - Repeat shooting when double shots */
509 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
510 /* Start at the player */
514 q_ptr->copy_from(o_ptr);
519 vary_item(shooter_ptr, item, -1);
522 handle_stuff(shooter_ptr);
527 /* The shot does not hit yet */
530 /* Travel until stopped */
531 for (cur_dis = 0; cur_dis <= tdis;) {
534 /* Hack -- Stop at the target */
535 if ((y == ty) && (x == tx))
538 /* Calculate the new location (see "project()") */
541 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
544 if (snipe_type == SP_KILL_WALL) {
545 g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
547 if (g_ptr->cave_has_flag(FF_HURT_ROCK) && !g_ptr->m_idx) {
548 if (any_bits(g_ptr->info, (CAVE_MARK)))
549 msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
550 /* Forget the wall */
551 reset_bits(g_ptr->info, (CAVE_MARK));
552 set_bits(shooter_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
554 /* Destroy the wall */
555 cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
562 /* Stopped by walls/doors */
563 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)
566 /* Advance the distance */
570 if (snipe_type == SP_LITE) {
571 set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
572 note_spot(shooter_ptr, ny, nx);
573 lite_spot(shooter_ptr, ny, nx);
576 /* The player can see the (on screen) missile */
577 if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
578 SYMBOL_CODE c = object_char(q_ptr);
579 byte a = object_attr(q_ptr);
581 /* Draw, Hilite, Fresh, Pause, Erase */
583 print_rel(shooter_ptr, c, a, ny, nx);
584 move_cursor_relative(ny, nx);
586 term_xtra(TERM_XTRA_DELAY, msec);
587 lite_spot(shooter_ptr, ny, nx);
592 /* The player cannot see the missile */
594 /* Pause anyway, for consistancy **/
596 term_xtra(TERM_XTRA_DELAY, msec);
601 if (snipe_type == SP_KILL_TRAP) {
602 project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
606 if (snipe_type == SP_EVILNESS) {
607 reset_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
608 note_spot(shooter_ptr, ny, nx);
609 lite_spot(shooter_ptr, ny, nx);
615 /* Save the new location */
619 /* Monster here, Try to hit it */
620 if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
621 sound(SOUND_SHOOT_HIT);
622 grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
624 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
625 monster_race *r_ptr = &r_info[m_ptr->r_idx];
627 /* Check the visibility */
630 /* Note the collision */
633 if (monster_csleep_remaining(m_ptr)) {
634 if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
635 chg_virtue(shooter_ptr, V_COMPASSION, -1);
636 if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
637 chg_virtue(shooter_ptr, V_HONOUR, -1);
640 if ((r_ptr->level + 10) > shooter_ptr->lev) {
641 int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
642 if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval]) {
644 if (now_exp < WEAPON_EXP_BEGINNER)
646 else if (now_exp < WEAPON_EXP_SKILLED)
648 else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19))
650 else if (shooter_ptr->lev > 34)
652 shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
653 set_bits(shooter_ptr->update, PU_BONUS);
657 if (shooter_ptr->riding) {
658 if ((shooter_ptr->skill_exp[SKILL_RIDING] < s_info[shooter_ptr->pclass].s_max[SKILL_RIDING])
659 && ((shooter_ptr->skill_exp[SKILL_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
660 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
662 shooter_ptr->skill_exp[SKILL_RIDING] += 1;
663 set_bits(shooter_ptr->update, PU_BONUS);
667 /* Did we hit it (penalize range) */
668 if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
670 auto tdam = tdam_base; //!< @note 実際に与えるダメージ
671 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)
673 /* Get extra damage from concentration */
674 if (shooter_ptr->concent)
675 tdam = boost_concentration_damage(shooter_ptr, tdam);
677 /* Handle unseen monster */
679 /* Invisible monster */
680 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
683 /* Handle visible monster */
685 GAME_TEXT m_name[MAX_NLEN];
687 /* Get "the monster" or "it" */
688 monster_desc(shooter_ptr, m_name, m_ptr, 0);
690 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
693 if (!shooter_ptr->image)
694 monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
695 health_track(shooter_ptr, c_mon_ptr->m_idx);
699 if (snipe_type == SP_NEEDLE) {
700 if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
701 && none_bits(r_ptr->flags1, RF1_UNIQUE) && none_bits(r_ptr->flags7, RF7_UNIQUE2)) {
702 GAME_TEXT m_name[MAX_NLEN];
704 /* Get "the monster" or "it" */
705 monster_desc(shooter_ptr, m_name, m_ptr, 0);
707 tdam = m_ptr->hp + 1;
709 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
715 /* Apply special damage */
716 tdam = calc_shot_damage_with_slay(shooter_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
717 tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
719 /* No negative damage */
723 /* Modify the damage */
725 tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, false);
728 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,
729 m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
732 if (snipe_type == SP_EXPLODE) {
733 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
735 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
736 project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, base_dam, GF_MISSILE, flg);
741 if (snipe_type == SP_HOLYNESS) {
742 set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
743 note_spot(shooter_ptr, ny, nx);
744 lite_spot(shooter_ptr, ny, nx);
747 /* Hit the monster, check for death */
748 if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
755 if (object_is_fixed_artifact(q_ptr) && (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0)) {
756 GAME_TEXT m_name[MAX_NLEN];
758 monster_desc(shooter_ptr, m_name, m_ptr, 0);
761 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
764 message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
766 /* Anger the monster */
768 anger_monster(shooter_ptr, m_ptr);
770 if (fear && m_ptr->ml) {
771 GAME_TEXT m_name[MAX_NLEN];
773 monster_desc(shooter_ptr, m_name, m_ptr, 0);
774 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
777 set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
780 if (snipe_type == SP_RUSH) {
781 int n = randint1(5) + 3;
782 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
784 for (; cur_dis <= tdis;) {
791 /* Calculate the new location (see "project()") */
792 mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
794 /* Stopped by wilderness boundary */
795 if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
798 /* Stopped by walls/doors */
799 if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
802 /* Stopped by monsters */
803 if (!is_cave_empty_bold(shooter_ptr, ny, nx))
806 shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
807 shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
812 update_monster(shooter_ptr, m_idx, true);
815 lite_spot(shooter_ptr, ny, nx);
816 lite_spot(shooter_ptr, oy, ox);
818 term_xtra(TERM_XTRA_DELAY, msec);
831 if (snipe_type == SP_PIERCE) {
832 if (shooter_ptr->concent < 1)
834 shooter_ptr->concent--;
843 /* Chance of breakage (during attacks) */
844 j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
847 MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
848 monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
849 OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
852 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
853 if (object_is_fixed_artifact(q_ptr)) {
854 a_info[j_ptr->name1].cur_num = 0;
859 o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
860 o_ptr->copy_from(q_ptr);
863 reset_bits(o_ptr->marked, OM_TOUCHED);
865 /* Forget location */
866 o_ptr->iy = o_ptr->ix = 0;
868 /* Memorize monster */
869 o_ptr->held_m_idx = m_idx;
872 m_ptr->hold_o_idx_list.add(shooter_ptr->current_floor_ptr, o_idx);
873 } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
874 /* Drop (or break) near that location */
875 (void)drop_near(shooter_ptr, q_ptr, j, y, x);
877 /* Drop (or break) near that location */
878 (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
881 /* Sniper - Repeat shooting when double shots */
884 /* Sniper - Loose his/her concentration after any shot */
885 if (shooter_ptr->concent)
886 reset_concentration(shooter_ptr, false);
890 * @brief プレイヤーからモンスターへの射撃命中判定 /
891 * Determine if the player "hits" a monster (normal combat).
892 * @param chance 基本命中値
893 * @param monster_ptr モンスターの構造体参照ポインタ
894 * @param vis 目標を視界に捕らえているならばTRUEを指定
895 * @param o_name メッセージ表示時のモンスター名
896 * @return 命中と判定された場合TRUEを返す
897 * @note Always miss 5%, always hit 5%, otherwise random.
899 bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
903 monster_race *r_ptr = &r_info[m_ptr->r_idx];
905 /* Percentile dice */
908 /* Snipers with high-concentration reduce instant miss percentage.*/
909 k += shooter_ptr->concent;
911 /* Hack -- Instant miss or hit */
917 if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
926 if (shooter_ptr->concent) {
927 ac *= (8 - shooter_ptr->concent);
931 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
934 /* Invisible monsters are harder to hit */
936 chance = (chance + 1) / 2;
938 /* Power competes against armor */
939 if (randint0(chance) < (ac * 3 / 4)) {
940 if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
941 GAME_TEXT m_name[MAX_NLEN];
942 monster_desc(shooter_ptr, m_name, m_ptr, 0);
943 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
953 * @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 /
954 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
955 * @param weight 矢弾の重量
956 * @param plus_ammo 矢弾の命中修正
957 * @param plus_bow 弓の命中修正
958 * @param dam 現在算出中のダメージ値
959 * @return クリティカル修正が入ったダメージ値
961 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
964 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
966 /* Extract "shot" power */
967 i = shooter_ptr->to_h_b + plus_ammo;
969 if (shooter_ptr->tval_ammo == TV_BOLT)
970 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
972 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
974 /* Snipers can shot more critically with crossbows */
975 if (shooter_ptr->concent)
976 i += ((i * shooter_ptr->concent) / 5);
977 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
980 /* Good bow makes more critical */
981 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
984 if (randint1(10000) <= i) {
985 k = weight * randint1(500);
988 msg_print(_("手ごたえがあった!", "It was a good hit!"));
990 } else if (k < 1350) {
991 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
994 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1003 * @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
1004 * @param sval 射撃武器のアイテム副分類ID
1005 * @return 消費する基本エネルギー
1007 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1009 ENERGY energy = 10000;
1011 /* Analyze the launcher */
1013 /* Sling and ammo */
1019 /* Short Bow and Arrow */
1020 case SV_SHORT_BOW: {
1025 /* Long Bow and Arrow */
1031 /* Bow of irresponsiblity and Arrow */
1032 case SV_NAMAKE_BOW: {
1037 /* Light Crossbow and Bolt */
1038 case SV_LIGHT_XBOW: {
1043 /* Heavy Crossbow and Bolt */
1044 case SV_HEAVY_XBOW: {
1056 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1060 /* Analyze the launcher */
1062 /* Sling and ammo */
1068 /* Short Bow and Arrow */
1069 case SV_SHORT_BOW: {
1074 /* Long Bow and Arrow */
1080 /* Bow of irresponsiblity and Arrow */
1081 case SV_NAMAKE_BOW: {
1086 /* Light Crossbow and Bolt */
1087 case SV_LIGHT_XBOW: {
1092 /* Heavy Crossbow and Bolt */
1093 case SV_HEAVY_XBOW: {
1103 * @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
1104 * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
1105 * @param plus_ammo 矢弾のダメージ修正
1106 * @param plus_bow 弓のダメージ修正
1108 * @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。
1110 HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
1113 object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
1115 /* Extract "shot" power */
1116 i = shooter_ptr->to_h_b + plus_ammo;
1118 if (shooter_ptr->tval_ammo == TV_BOLT)
1119 i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1121 i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1123 /* Snipers can shot more critically with crossbows */
1124 if (shooter_ptr->concent)
1125 i += ((i * shooter_ptr->concent) / 5);
1126 if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
1129 /* Good bow makes more critical */
1130 i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
1139 * @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
1140 * @param weight 武器の重量
1141 * @param plus_ammo 矢弾のダメージ修正
1142 * @param plus_bow 弓のダメージ修正
1143 * @param dam 基本ダメージ量
1146 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1150 i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
1155 crit = MIN(500, 900 / weight);
1156 num += dam * 3 / 2 * crit;
1159 crit = MIN(500, 1350 / weight);
1161 num += dam * 2 * crit;
1166 num += dam * 3 * crit;
1172 num += (10000 - i) * dam;
1179 * @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
1180 * @param shooter_ptr プレーヤーへの参照ポインタ
1181 * @param weight 武器の重量
1182 * @param plus 武器のダメージ修正
1184 * @param meichuu 命中値
1185 * @param dokubari 毒針処理か否か
1186 * @param impact 強撃かどうか
1189 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari, bool impact)
1194 int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
1198 // 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
1199 auto calc_weight_expect_dam = [](HIT_POINT dam, WEIGHT weight) {
1201 for (int d = 1; d <= 650; ++d) {
1203 sum += std::get<0>(apply_critical_norm_damage(k, dam));
1211 for (int d = 1; d <= 650; ++d) {
1212 num += calc_weight_expect_dam(dam, weight + d);
1216 num += calc_weight_expect_dam(dam, weight);
1219 int pow = (shooter_ptr->pclass == CLASS_NINJA) ? 4444 : 5000;
1224 num += (pow - i) * dam;