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-race/race-resistance-mask.h"
40 #include "monster/monster-damage.h"
41 #include "monster/monster-describer.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status-setter.h"
44 #include "monster/monster-status.h"
45 #include "monster/monster-update.h"
46 #include "object/object-broken.h"
47 #include "object/object-flags.h"
48 #include "object/object-info.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/baseitem-info-definition.h"
60 #include "system/floor-type-definition.h"
61 #include "system/grid-type-definition.h"
62 #include "system/monster-race-definition.h"
63 #include "system/monster-type-definition.h"
64 #include "system/player-type-definition.h"
65 #include "target/projection-path-calculator.h"
66 #include "target/target-checker.h"
67 #include "target/target-getter.h"
68 #include "timed-effect/player-hallucination.h"
69 #include "timed-effect/timed-effects.h"
70 #include "util/bit-flags-calculator.h"
71 #include "view/display-messages.h"
72 #include "wizard/wizard-messages.h"
73 #include "world/world-object.h"
77 * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
78 * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
79 * @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。
81 AttributeFlags shot_attribute(PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, SPELL_IDX snipe_type)
83 AttributeFlags attribute_flags{};
84 attribute_flags.set(AttributeType::PLAYER_SHOOT);
87 auto arrow_flags = object_flags(arrow_ptr);
88 auto bow_flags = object_flags(bow_ptr);
90 flags = bow_flags | arrow_flags;
92 static const struct snipe_convert_table_t {
94 AttributeType attribute;
95 } snipe_convert_table[] = {
96 { SP_LITE, AttributeType::LITE },
97 { SP_FIRE, AttributeType::FIRE },
98 { SP_COLD, AttributeType::COLD },
99 { SP_ELEC, AttributeType::ELEC },
100 { SP_KILL_WALL, AttributeType::KILL_WALL },
101 { SP_EVILNESS, AttributeType::HELL_FIRE },
102 { SP_HOLYNESS, AttributeType::HOLY_FIRE },
103 { SP_FINAL, AttributeType::MANA },
106 static const struct brand_convert_table_t {
108 AttributeType attribute;
109 } brand_convert_table[] = {
110 { TR_BRAND_ACID, AttributeType::ACID },
111 { TR_BRAND_FIRE, AttributeType::FIRE },
112 { TR_BRAND_ELEC, AttributeType::ELEC },
113 { TR_BRAND_COLD, AttributeType::COLD },
114 { TR_BRAND_POIS, AttributeType::POIS },
115 { TR_SLAY_GOOD, AttributeType::HELL_FIRE },
116 { TR_KILL_GOOD, AttributeType::HELL_FIRE },
117 { TR_SLAY_EVIL, AttributeType::HOLY_FIRE },
118 { TR_KILL_EVIL, AttributeType::HOLY_FIRE },
121 for (size_t i = 0; i < sizeof(snipe_convert_table) / sizeof(snipe_convert_table[0]); ++i) {
122 const struct snipe_convert_table_t *p = &snipe_convert_table[i];
124 if (snipe_type == p->snipe_type) {
125 attribute_flags.set(p->attribute);
129 for (size_t i = 0; i < sizeof(brand_convert_table) / sizeof(brand_convert_table[0]); ++i) {
130 const struct brand_convert_table_t *p = &brand_convert_table[i];
132 if (flags.has(p->brand_type)) {
133 attribute_flags.set(p->attribute);
137 if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
138 attribute_flags.set(AttributeType::MANA);
141 return attribute_flags;
145 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
146 * Determines the odds of an object breaking when thrown at a monster
147 * @param bow_ptr 弓のオブジェクト構造体参照ポインタ
148 * @param arrow_ptr 矢弾のオブジェクト構造体参照ポインタ
149 * @param tdam 計算途中のダメージ量
150 * @param monster_ptr 目標モンスターの構造体参照ポインタ
151 * @return スレイ倍率をかけたダメージ量
153 static MULTIPLY calc_shot_damage_with_slay(
154 PlayerType *player_ptr, ObjectType *bow_ptr, ObjectType *arrow_ptr, int tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
158 monster_race *race_ptr = &monraces_info[monster_ptr->r_idx];
161 auto arrow_flags = object_flags(arrow_ptr);
162 auto bow_flags = object_flags(bow_ptr);
164 flags = bow_flags | arrow_flags;
166 /* Some "weapons" and "ammo" do extra damage */
167 switch (arrow_ptr->tval) {
168 case ItemKindType::SHOT:
169 case ItemKindType::ARROW:
170 case ItemKindType::BOLT: {
171 if ((flags.has(TR_SLAY_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
172 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
173 race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
180 if ((flags.has(TR_KILL_ANIMAL)) && race_ptr->kind_flags.has(MonsterKindType::ANIMAL)) {
181 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
182 race_ptr->r_kind_flags.set(MonsterKindType::ANIMAL);
189 if ((flags.has(TR_SLAY_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
190 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
191 race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
198 if ((flags.has(TR_KILL_EVIL)) && race_ptr->kind_flags.has(MonsterKindType::EVIL)) {
199 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
200 race_ptr->r_kind_flags.set(MonsterKindType::EVIL);
207 if ((flags.has(TR_SLAY_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
208 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
209 race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
216 if ((flags.has(TR_KILL_GOOD)) && race_ptr->kind_flags.has(MonsterKindType::GOOD)) {
217 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
218 race_ptr->r_kind_flags.set(MonsterKindType::GOOD);
225 if ((flags.has(TR_SLAY_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
226 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
227 race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
234 if ((flags.has(TR_KILL_HUMAN)) && race_ptr->kind_flags.has(MonsterKindType::HUMAN)) {
235 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
236 race_ptr->r_kind_flags.set(MonsterKindType::HUMAN);
243 if ((flags.has(TR_SLAY_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
244 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
245 race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
252 if ((flags.has(TR_KILL_UNDEAD)) && race_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
253 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
254 race_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
261 if ((flags.has(TR_SLAY_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
262 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
263 race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
270 if ((flags.has(TR_KILL_DEMON)) && race_ptr->kind_flags.has(MonsterKindType::DEMON)) {
271 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
272 race_ptr->r_kind_flags.set(MonsterKindType::DEMON);
279 if ((flags.has(TR_SLAY_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
280 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
281 race_ptr->r_kind_flags.set(MonsterKindType::ORC);
288 if ((flags.has(TR_KILL_ORC)) && race_ptr->kind_flags.has(MonsterKindType::ORC)) {
289 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
290 race_ptr->r_kind_flags.set(MonsterKindType::ORC);
297 if ((flags.has(TR_SLAY_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
298 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
299 race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
307 if ((flags.has(TR_KILL_TROLL)) && race_ptr->kind_flags.has(MonsterKindType::TROLL)) {
308 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
309 race_ptr->r_kind_flags.set(MonsterKindType::TROLL);
316 if ((flags.has(TR_SLAY_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
317 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
318 race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
325 if ((flags.has(TR_KILL_GIANT)) && race_ptr->kind_flags.has(MonsterKindType::GIANT)) {
326 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
327 race_ptr->r_kind_flags.set(MonsterKindType::GIANT);
334 if ((flags.has(TR_SLAY_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
335 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
336 race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
343 if ((flags.has(TR_KILL_DRAGON)) && race_ptr->kind_flags.has(MonsterKindType::DRAGON)) {
344 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
345 race_ptr->r_kind_flags.set(MonsterKindType::DRAGON);
351 auto can_eliminate_smaug = arrow_ptr->fixed_artifact_idx == FixedArtifactId::BARD_ARROW;
352 can_eliminate_smaug &= player_ptr->inventory_list[INVEN_BOW].fixed_artifact_idx == FixedArtifactId::BARD;
353 can_eliminate_smaug &= monster_ptr->r_idx == MonsterRaceId::SMAUG;
354 if (can_eliminate_smaug) {
359 if (flags.has(TR_BRAND_ACID)) {
360 /* Notice immunity */
361 if (race_ptr->resistance_flags.has_any_of(RFR_EFF_IM_ACID_MASK)) {
362 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
363 race_ptr->r_resistance_flags.set(race_ptr->resistance_flags & RFR_EFF_IM_ACID_MASK);
372 if (flags.has(TR_BRAND_ELEC)) {
373 /* Notice immunity */
374 if (race_ptr->resistance_flags.has_any_of(RFR_EFF_IM_ELEC_MASK)) {
375 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
376 race_ptr->r_resistance_flags.set(race_ptr->resistance_flags & RFR_EFF_IM_ELEC_MASK);
385 if (flags.has(TR_BRAND_FIRE)) {
386 /* Notice immunity */
387 if (race_ptr->resistance_flags.has_any_of(RFR_EFF_IM_FIRE_MASK)) {
388 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
389 race_ptr->r_resistance_flags.set(race_ptr->resistance_flags & RFR_EFF_IM_FIRE_MASK);
392 /* Otherwise, take the damage */
394 if (race_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
398 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
399 race_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
401 } else if (mult < 17) {
407 if (flags.has(TR_BRAND_COLD)) {
408 /* Notice immunity */
409 if (race_ptr->resistance_flags.has_any_of(RFR_EFF_IM_COLD_MASK)) {
410 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
411 race_ptr->r_resistance_flags.set(race_ptr->resistance_flags & RFR_EFF_IM_COLD_MASK);
414 /* Otherwise, take the damage */
416 if (race_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
420 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
421 race_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
423 } else if (mult < 17) {
429 if (flags.has(TR_BRAND_POIS)) {
430 /* Notice immunity */
431 if (race_ptr->resistance_flags.has_any_of(RFR_EFF_IM_POISON_MASK)) {
432 if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
433 race_ptr->r_resistance_flags.set(race_ptr->resistance_flags & RFR_EFF_IM_POISON_MASK);
436 /* Otherwise, take the damage */
444 if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
445 player_ptr->csp -= (1 + (player_ptr->msp / 30));
446 set_bits(player_ptr->redraw, PR_MANA);
458 mult = calc_snipe_damage_with_slay(player_ptr, mult, monster_ptr, snipe_type);
461 /* Return the total damage */
462 return tdam * mult / 10;
467 * Fire an object from the pack or floor.
468 * @param item 射撃するオブジェクトの所持ID
469 * @param bow_ptr 射撃武器のオブジェクト参照ポインタ
472 * You may only fire items that "match" your missile launcher.
473 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
474 * See "calc_bonuses()" for more calculations and such.
475 * Note that "firing" a missile is MUCH better than "throwing" it.
476 * Note: "unseen" monsters are very hard to hit.
477 * Objects are more likely to break if they "attempt" to hit a monster.
478 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
479 * The "extra shot" code works by decreasing the amount of energy
480 * required to make each shot, spreading the shots out over time.
481 * Note that when firing missiles, the launcher multiplier is applied
482 * after all the bonuses are added in, making multipliers very useful.
483 * Note that Bows of "Extra Might" get extra range and an extra bonus
484 * for the damage multiplier.
485 * Note that Bows of "Extra Shots" give an extra shot.
488 void exe_fire(PlayerType *player_ptr, INVENTORY_IDX item, ObjectType *j_ptr, SPELL_IDX snipe_type)
492 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
493 int tdam_base, tdis, thits, tmul;
495 int cur_dis, visible;
502 AttributeFlags attribute_flags{};
503 attribute_flags.set(AttributeType::PLAYER_SHOOT);
505 bool hit_body = false;
507 GAME_TEXT o_name[MAX_NLEN];
510 bool stick_to = false;
512 /* Access the item (if in the pack) */
514 o_ptr = &player_ptr->inventory_list[item];
516 o_ptr = &player_ptr->current_floor_ptr->o_list[0 - item];
519 /* Sniper - Cannot shot a single arrow twice */
520 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) {
521 snipe_type = SP_NONE;
524 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
526 /* Use the proper number of shots */
527 thits = player_ptr->num_fire;
529 /* Use a base distance */
532 /* Base damage from thrown object plus launcher bonus */
533 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
535 /* Actually "fire" the object */
536 bonus = (player_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
537 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
538 chance = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
540 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);
543 PlayerEnergy(player_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
544 tmul = bow_tmul(j_ptr->sval);
546 /* Get extra "power" from "extra might" */
547 if (player_ptr->xtra_might) {
551 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
553 /* Boost the damage */
557 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
558 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
561 tdis = 13 + tmul / 80;
562 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
563 tdis -= (5 - (sniper_concent + 1) / 2);
566 project_length = tdis + 1;
568 /* Get a direction (or cancel) */
569 if (!get_aim_dir(player_ptr, &dir)) {
570 PlayerEnergy(player_ptr).reset_player_turn();
572 if (snipe_type == SP_AWAY) {
573 snipe_type = SP_NONE;
576 /* need not to reset project_length (already did)*/
581 if (snipe_type != SP_NONE) {
585 /* Predict the "target" location */
586 tx = player_ptr->x + 99 * ddx[dir];
587 ty = player_ptr->y + 99 * ddy[dir];
589 /* Check for "target request" */
590 if ((dir == 5) && target_okay(player_ptr)) {
595 /* Get projection path length */
596 projection_path path_g(player_ptr, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU);
597 tdis = path_g.path_num() - 1;
599 project_length = 0; /* reset to default */
601 /* Don't shoot at my feet */
602 if (tx == player_ptr->x && ty == player_ptr->y) {
603 PlayerEnergy(player_ptr).reset_player_turn();
605 /* project_length is already reset to 0 */
610 /* Take a (partial) turn */
611 PlayerEnergy(player_ptr).div_player_turn_energy((ENERGY)thits);
612 player_ptr->is_fired = true;
614 /* Sniper - Difficult to shot twice at 1 turn */
615 if (snipe_type == SP_DOUBLE) {
616 sniper_concent = (sniper_concent + 1) / 2;
619 /* Sniper - Repeat shooting when double shots */
620 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
621 /* Start at the player */
625 q_ptr->copy_from(o_ptr);
630 vary_item(player_ptr, item, -1);
633 handle_stuff(player_ptr);
638 /* The shot does not hit yet */
641 /* Travel until stopped */
642 for (cur_dis = 0; cur_dis <= tdis;) {
645 /* Hack -- Stop at the target */
646 if ((y == ty) && (x == tx)) {
650 /* Calculate the new location (see "project()") */
653 mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
656 if (snipe_type == SP_KILL_WALL) {
657 g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
659 if (g_ptr->cave_has_flag(TerrainCharacteristics::HURT_ROCK) && !g_ptr->m_idx) {
660 if (any_bits(g_ptr->info, (CAVE_MARK))) {
661 msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
663 /* Forget the wall */
664 reset_bits(g_ptr->info, (CAVE_MARK));
665 set_bits(player_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
667 /* Destroy the wall */
668 cave_alter_feat(player_ptr, ny, nx, TerrainCharacteristics::HURT_ROCK);
675 /* Stopped by walls/doors */
676 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, TerrainCharacteristics::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx) {
680 /* Advance the distance */
684 if (snipe_type == SP_LITE) {
685 set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
686 note_spot(player_ptr, ny, nx);
687 lite_spot(player_ptr, ny, nx);
690 /* The player can see the (on screen) missile */
691 if (panel_contains(ny, nx) && player_can_see_bold(player_ptr, ny, nx)) {
692 const auto a = q_ptr->get_color();
693 const auto c = q_ptr->get_symbol();
695 /* Draw, Hilite, Fresh, Pause, Erase */
696 if (delay_factor > 0) {
697 print_rel(player_ptr, c, a, ny, nx);
698 move_cursor_relative(ny, nx);
700 term_xtra(TERM_XTRA_DELAY, delay_factor);
701 lite_spot(player_ptr, ny, nx);
706 /* The player cannot see the missile */
708 /* Pause anyway, for consistancy **/
709 if (delay_factor > 0) {
710 term_xtra(TERM_XTRA_DELAY, delay_factor);
715 if (snipe_type == SP_KILL_TRAP) {
716 project(player_ptr, 0, 0, ny, nx, 0, AttributeType::KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
720 if (snipe_type == SP_EVILNESS) {
721 reset_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
722 note_spot(player_ptr, ny, nx);
723 lite_spot(player_ptr, ny, nx);
729 /* Save the new location */
733 /* Monster here, Try to hit it */
734 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
735 sound(SOUND_SHOOT_HIT);
736 grid_type *c_mon_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
738 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
739 auto *r_ptr = &monraces_info[m_ptr->r_idx];
741 /* Check the visibility */
744 /* Note the collision */
747 if (m_ptr->is_asleep()) {
748 if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5)) {
749 chg_virtue(player_ptr, V_COMPASSION, -1);
751 if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5)) {
752 chg_virtue(player_ptr, V_HONOUR, -1);
756 if ((r_ptr->level + 10) > player_ptr->lev) {
757 PlayerSkill(player_ptr).gain_range_weapon_exp(j_ptr);
760 if (player_ptr->riding) {
761 PlayerSkill(player_ptr).gain_riding_skill_exp_on_range_attack();
764 /* Did we hit it (penalize range) */
765 if (test_hit_fire(player_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
767 auto tdam = tdam_base; //!< @note 実際に与えるダメージ
768 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)
770 /* Get extra damage from concentration */
771 tdam = boost_concentration_damage(player_ptr, tdam);
773 /* Handle unseen monster */
775 /* Invisible monster */
776 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
779 /* Handle visible monster */
781 GAME_TEXT m_name[MAX_NLEN];
783 /* Get "the monster" or "it" */
784 monster_desc(player_ptr, m_name, m_ptr, 0);
786 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
789 if (!player_ptr->effects()->hallucination()->is_hallucinated()) {
790 monster_race_track(player_ptr, m_ptr->ap_r_idx);
793 health_track(player_ptr, c_mon_ptr->m_idx);
797 if (snipe_type == SP_NEEDLE) {
798 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)) {
799 GAME_TEXT m_name[MAX_NLEN];
801 /* Get "the monster" or "it" */
802 monster_desc(player_ptr, m_name, m_ptr, 0);
804 tdam = m_ptr->hp + 1;
806 msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
813 attribute_flags = shot_attribute(player_ptr, j_ptr, q_ptr, snipe_type);
814 /* Apply special damage */
815 tdam = calc_shot_damage_with_slay(player_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
816 tdam = critical_shot(player_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
818 /* No negative damage */
823 /* Modify the damage */
825 tdam = mon_damage_mod(player_ptr, m_ptr, tdam, false);
828 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,
829 m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
832 if (snipe_type == SP_EXPLODE) {
833 uint16_t flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
835 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
836 project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, AttributeType::MISSILE, flg);
841 if (snipe_type == SP_HOLYNESS) {
842 set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
843 note_spot(player_ptr, ny, nx);
844 lite_spot(player_ptr, ny, nx);
847 /* Hit the monster, check for death */
848 MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear, attribute_flags);
849 if (mdp.mon_take_hit(extract_note_dies(m_ptr->get_real_r_idx()))) {
856 if (q_ptr->is_fixed_artifact() && (sniper_concent == 0)) {
857 GAME_TEXT m_name[MAX_NLEN];
859 monster_desc(player_ptr, m_name, m_ptr, 0);
862 msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
865 message_pain(player_ptr, c_mon_ptr->m_idx, tdam);
867 /* Anger the monster */
869 anger_monster(player_ptr, m_ptr);
872 if (fear && m_ptr->ml) {
873 GAME_TEXT m_name[MAX_NLEN];
875 monster_desc(player_ptr, m_name, m_ptr, 0);
876 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
879 set_target(m_ptr, player_ptr->y, player_ptr->x);
882 if (snipe_type == SP_RUSH) {
883 int n = randint1(5) + 3;
884 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
886 for (; cur_dis <= tdis;) {
894 /* Calculate the new location (see "project()") */
895 mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
897 /* Stopped by wilderness boundary */
898 if (!in_bounds2(player_ptr->current_floor_ptr, ny, nx)) {
902 /* Stopped by walls/doors */
903 if (!player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) {
907 /* Stopped by monsters */
908 if (!is_cave_empty_bold(player_ptr, ny, nx)) {
912 player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
913 player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
918 update_monster(player_ptr, m_idx, true);
920 if (delay_factor > 0) {
921 lite_spot(player_ptr, ny, nx);
922 lite_spot(player_ptr, oy, ox);
924 term_xtra(TERM_XTRA_DELAY, delay_factor);
937 if (snipe_type == SP_PIERCE && sniper_concent > 0) {
947 /* Chance of breakage (during attacks) */
948 j = (hit_body ? breakage_chance(player_ptr, q_ptr, PlayerClass(player_ptr).equals(PlayerClassType::ARCHER), snipe_type) : 0);
951 MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
952 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
953 OBJECT_IDX o_idx = o_pop(player_ptr->current_floor_ptr);
956 msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
957 if (q_ptr->is_fixed_artifact()) {
958 artifacts_info.at(j_ptr->fixed_artifact_idx).is_generated = false;
963 o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
964 o_ptr->copy_from(q_ptr);
967 reset_bits(o_ptr->marked, OM_TOUCHED);
969 /* Forget location */
970 o_ptr->iy = o_ptr->ix = 0;
972 /* Memorize monster */
973 o_ptr->held_m_idx = m_idx;
976 m_ptr->hold_o_idx_list.add(player_ptr->current_floor_ptr, o_idx);
977 } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, TerrainCharacteristics::PROJECT)) {
978 /* Drop (or break) near that location */
979 (void)drop_near(player_ptr, q_ptr, j, y, x);
981 /* Drop (or break) near that location */
982 (void)drop_near(player_ptr, q_ptr, j, prev_y, prev_x);
985 /* Sniper - Repeat shooting when double shots */
988 /* Sniper - Loose his/her concentration after any shot */
989 reset_concentration(player_ptr, false);
993 * @brief プレイヤーからモンスターへの射撃命中判定 /
994 * Determine if the player "hits" a monster (normal combat).
995 * @param chance 基本命中値
996 * @param monster_ptr モンスターの構造体参照ポインタ
997 * @param vis 目標を視界に捕らえているならばTRUEを指定
998 * @param o_name メッセージ表示時のモンスター名
999 * @return 命中と判定された場合TRUEを返す
1000 * @note Always miss 5%, always hit 5%, otherwise random.
1002 bool test_hit_fire(PlayerType *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
1006 auto *r_ptr = &monraces_info[m_ptr->r_idx];
1008 /* Percentile dice */
1011 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
1012 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
1014 /* Snipers with high-concentration reduce instant miss percentage.*/
1015 k += sniper_concent;
1017 /* Hack -- Instant miss or hit */
1025 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
1037 ac = ac * (8 - sniper_concent) / 8;
1039 if (m_ptr->r_idx == MonsterRaceId::GOEMON && !m_ptr->is_asleep()) {
1043 /* Invisible monsters are harder to hit */
1045 chance = (chance + 1) / 2;
1048 /* Power competes against armor */
1049 if (randint0(chance) < (ac * 3 / 4)) {
1050 if (m_ptr->r_idx == MonsterRaceId::GOEMON && !m_ptr->is_asleep()) {
1051 GAME_TEXT m_name[MAX_NLEN];
1052 monster_desc(player_ptr, m_name, m_ptr, 0);
1053 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
1063 * @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 /
1064 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
1065 * @param weight 矢弾の重量
1066 * @param plus_ammo 矢弾の命中修正
1067 * @param plus_bow 弓の命中修正
1068 * @param dam 現在算出中のダメージ値
1069 * @return クリティカル修正が入ったダメージ値
1071 int critical_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
1074 auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
1076 /* Extract "shot" power */
1077 i = player_ptr->to_h_b + plus_ammo;
1079 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
1080 i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1082 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);
1085 PlayerClass pc(player_ptr);
1086 auto sniper_data = pc.get_specific_data<sniper_data_type>();
1087 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
1089 /* Snipers can shot more critically with crossbows */
1090 i += ((i * sniper_concent) / 5);
1091 if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
1095 /* Good bow makes more critical */
1096 i += plus_bow * 8 * (sniper_concent + 5);
1099 if (randint1(10000) <= i) {
1100 k = weight * randint1(500);
1103 msg_print(_("手ごたえがあった!", "It was a good hit!"));
1105 } else if (k < 1350) {
1106 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1109 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1118 * @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
1119 * @param sval 射撃武器のアイテム副分類ID
1120 * @return 消費する基本エネルギー
1122 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1124 ENERGY energy = 10000;
1126 /* Analyze the launcher */
1128 /* Sling and ammo */
1134 /* Short Bow and Arrow */
1135 case SV_SHORT_BOW: {
1140 /* Long Bow and Arrow */
1146 /* Bow of irresponsiblity and Arrow */
1147 case SV_NAMAKE_BOW: {
1152 /* Light Crossbow and Bolt */
1153 case SV_LIGHT_XBOW: {
1158 /* Heavy Crossbow and Bolt */
1159 case SV_HEAVY_XBOW: {
1171 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1175 /* Analyze the launcher */
1177 /* Sling and ammo */
1183 /* Short Bow and Arrow */
1184 case SV_SHORT_BOW: {
1189 /* Long Bow and Arrow */
1195 /* Bow of irresponsiblity and Arrow */
1196 case SV_NAMAKE_BOW: {
1201 /* Light Crossbow and Bolt */
1202 case SV_LIGHT_XBOW: {
1207 /* Heavy Crossbow and Bolt */
1208 case SV_HEAVY_XBOW: {
1218 * @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
1219 * @param player_ptr プレイヤーへの参照ポインタ
1220 * @param plus_ammo 矢弾のダメージ修正
1221 * @param plus_bow 弓のダメージ修正
1223 * @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。
1225 int calc_crit_ratio_shot(PlayerType *player_ptr, int plus_ammo, int plus_bow)
1228 auto *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
1230 /* Extract "shot" power */
1231 i = player_ptr->to_h_b + plus_ammo;
1233 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
1234 i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1236 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);
1239 PlayerClass pc(player_ptr);
1240 auto sniper_data = pc.get_specific_data<sniper_data_type>();
1241 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
1243 /* Snipers can shot more critically with crossbows */
1244 i += ((i * sniper_concent) / 5);
1245 if (pc.equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
1249 /* Good bow makes more critical */
1250 i += plus_bow * 8 * (sniper_concent + 5);
1260 * @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
1261 * @param weight 武器の重量
1262 * @param plus_ammo 矢弾のダメージ修正
1263 * @param plus_bow 弓のダメージ修正
1264 * @param dam 基本ダメージ量
1267 int calc_expect_crit_shot(PlayerType *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, int dam)
1271 i = calc_crit_ratio_shot(player_ptr, plus_ammo, plus_bow);
1276 crit = std::min(500, 900 / weight);
1277 num += dam * 3 / 2 * crit;
1280 crit = std::min(500, 1350 / weight);
1282 num += dam * 2 * crit;
1287 num += dam * 3 * crit;
1293 num += (10000 - i) * dam;
1300 * @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
1301 * @param player_ptr プレイヤーへの参照ポインタ
1302 * @param weight 武器の重量
1303 * @param plus 武器のダメージ修正
1305 * @param meichuu 命中値
1306 * @param dokubari 毒針処理か否か
1307 * @param impact 強撃かどうか
1310 int calc_expect_crit(PlayerType *player_ptr, WEIGHT weight, int plus, int dam, int16_t meichuu, bool dokubari, bool impact)
1316 int i = (weight + (meichuu * 3 + plus * 5) + player_ptr->skill_thn);
1321 // 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
1322 auto calc_weight_expect_dam = [](int dam, WEIGHT weight) {
1324 for (int d = 1; d <= 650; ++d) {
1326 sum += std::get<0>(apply_critical_norm_damage(k, dam));
1334 for (int d = 1; d <= 650; ++d) {
1335 num += calc_weight_expect_dam(dam, weight + d);
1339 num += calc_weight_expect_dam(dam, weight);
1342 int pow = PlayerClass(player_ptr).equals(PlayerClassType::NINJA) ? 4444 : 5000;
1348 num += (pow - i) * dam;