#include "combat/shoot.h"
-#include "combat/snipe.h"
+#include "artifact/fixed-art-types.h"
+#include "core/player-redraw-types.h"
+#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "effect/effect-characteristics.h"
+#include "effect/effect-processor.h"
#include "effect/spells-effect-util.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "floor/cave.h"
#include "floor/floor-object.h"
+#include "game-option/cheat-types.h"
+#include "game-option/special-options.h"
+#include "grid/feature-flag-types.h"
+#include "grid/feature.h"
#include "grid/grid.h"
#include "inventory/inventory-object.h"
-#include "io/targeting.h"
+#include "inventory/inventory-slot-types.h"
+#include "io/cursor.h"
+#include "io/screen-util.h"
#include "main/sound-definitions-table.h"
+#include "main/sound-of-music.h"
+#include "mind/mind-sniper.h"
+#include "mind/snipe-types.h"
+#include "monster-floor/monster-death.h"
+#include "monster-floor/monster-move.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags-resistance.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags2.h"
+#include "monster-race/race-flags3.h"
+#include "monster-race/race-flags7.h"
+#include "monster-race/race-indice-types.h"
+#include "monster/monster-describer.h"
+#include "monster/monster-info.h"
+#include "monster/monster-status-setter.h"
#include "monster/monster-status.h"
-#include "monster/monster.h"
-#include "mspell/monster-spell.h"
-#include "object-enchant/artifact.h"
+#include "monster/monster-update.h"
+#include "object-enchant/tr-types.h"
+#include "object-hook/hook-enchant.h"
#include "object/object-broken.h"
-#include "object/object-flavor.h"
+#include "object/object-flags.h"
#include "object/object-generator.h"
-#include "object/object-hook.h"
+#include "object/object-info.h"
#include "object/object-kind.h"
#include "object/object-mark-types.h"
-#include "sv-definition/sv-bow-types.h"
-#include "object-enchant/tr-types.h"
-#include "player/avatar.h"
+#include "player-info/avatar.h"
#include "player/player-class.h"
-#include "player/player-personalities-table.h"
+#include "player/player-personalities-types.h"
#include "player/player-skill.h"
+#include "player/player-status-table.h"
#include "player/player-status.h"
-#include "spell/process-effect.h"
-#include "term/gameterm.h"
-#include "util/util.h"
-#include "view/display-main-window.h"
+#include "spell/spell-types.h"
+#include "sv-definition/sv-bow-types.h"
+#include "system/artifact-type-definition.h"
+#include "system/floor-type-definition.h"
+#include "target/projection-path-calculator.h"
+#include "target/target-checker.h"
+#include "target/target-getter.h"
+#include "util/bit-flags-calculator.h"
+#include "view/display-messages.h"
+#include "wizard/wizard-messages.h"
#include "world/world-object.h"
/*!
*/
static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
{
- MULTIPLY mult = 10;
-
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
-
- /* Some "weapons" and "ammo" do extra damage */
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
- if (mult < 17) mult = 17;
- }
-
- if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
- if (mult < 27) mult = 27;
- }
-
- if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
- if (mult < 15) mult = 15;
- }
-
- if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
- if (mult < 25) mult = 25;
- }
-
- if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
- if (mult < 17) mult = 17;
- }
-
- if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
- if (mult < 27) mult = 27;
- }
-
- if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
-
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
- if (mult < 30) mult = 30;
- }
-
- if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
- if (mult < 20) mult = 20;
- }
-
- if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DRAGON;
- }
- if (mult < 30) mult = 30;
- if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
- (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
- mult *= 5;
- }
-
- if (have_flag(flgs, TR_BRAND_ACID))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
- }
- }
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_ELEC))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_FIRE))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_FIRE)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_FIRE;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_COLD))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (r_ptr->flags3 & RF3_HURT_COLD)
- {
- if (mult < 25) mult = 25;
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_COLD;
- }
- }
- else if (mult < 17) mult = 17;
- }
- }
-
- if (have_flag(flgs, TR_BRAND_POIS))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
- {
- if (is_original_ap_and_seen(sniper_ptr, m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
- }
- }
- /* Otherwise, take the damage */
- else
- {
- if (mult < 17) mult = 17;
- }
- }
-
- if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
- {
- sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
- sniper_ptr->redraw |= (PR_MANA);
- mult = mult * 5 / 2;
- }
- break;
- }
- }
-
- /* Sniper */
- if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
-
- /* Return the total damage */
- return (tdam * mult / 10);
+ MULTIPLY mult = 10;
+
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(sniper_ptr, o_ptr, flgs);
+
+ /* Some "weapons" and "ammo" do extra damage */
+ switch (o_ptr->tval) {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT: {
+ if ((has_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_ANIMAL;
+ }
+ if (mult < 17)
+ mult = 17;
+ }
+
+ if ((has_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_ANIMAL;
+ }
+ if (mult < 27)
+ mult = 27;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_EVIL;
+ }
+ if (mult < 15)
+ mult = 15;
+ }
+
+ if ((has_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_EVIL;
+ }
+ if (mult < 25)
+ mult = 25;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags2 |= RF2_HUMAN;
+ }
+ if (mult < 17)
+ mult = 17;
+ }
+
+ if ((has_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags2 |= RF2_HUMAN;
+ }
+ if (mult < 27)
+ mult = 27;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+ if (mult < 30)
+ mult = 30;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_DEMON;
+ }
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_DEMON;
+ }
+ if (mult < 30)
+ mult = 30;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_ORC;
+ }
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_ORC;
+ }
+ if (mult < 30)
+ mult = 30;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_TROLL;
+ }
+
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_TROLL;
+ }
+ if (mult < 30)
+ mult = 30;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_GIANT;
+ }
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_GIANT;
+ }
+ if (mult < 30)
+ mult = 30;
+ }
+
+ if ((has_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_DRAGON;
+ }
+ if (mult < 20)
+ mult = 20;
+ }
+
+ if ((has_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_DRAGON;
+ }
+ if (mult < 30)
+ mult = 30;
+ if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
+ mult *= 5;
+ }
+
+ if (has_flag(flgs, TR_BRAND_ACID)) {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
+ }
+ } else {
+ if (mult < 17)
+ mult = 17;
+ }
+ }
+
+ if (has_flag(flgs, TR_BRAND_ELEC)) {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ }
+ } else {
+ if (mult < 17)
+ mult = 17;
+ }
+ }
+
+ if (has_flag(flgs, TR_BRAND_FIRE)) {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else {
+ if (r_ptr->flags3 & RF3_HURT_FIRE) {
+ if (mult < 25)
+ mult = 25;
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ } else if (mult < 17)
+ mult = 17;
+ }
+ }
+
+ if (has_flag(flgs, TR_BRAND_COLD)) {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else {
+ if (r_ptr->flags3 & RF3_HURT_COLD) {
+ if (mult < 25)
+ mult = 25;
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ } else if (mult < 17)
+ mult = 17;
+ }
+ }
+
+ if (has_flag(flgs, TR_BRAND_POIS)) {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) {
+ if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else {
+ if (mult < 17)
+ mult = 17;
+ }
+ }
+
+ if ((has_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
+ sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
+ sniper_ptr->redraw |= (PR_MANA);
+ mult = mult * 5 / 2;
+ }
+ break;
+ }
+ }
+
+ /* Sniper */
+ if (snipe_type)
+ mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
+
+ /* Return the total damage */
+ return (tdam * mult / 10);
}
-
/*!
* @brief 射撃処理実行 /
* Fire an object from the pack or floor.
*/
void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
{
- DIRECTION dir;
- int i;
- POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
- int tdam_base, tdis, thits, tmul;
- int bonus, chance;
- int cur_dis, visible;
- PERCENTAGE j;
+ DIRECTION dir;
+ int i;
+ POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
+ int tdam_base, tdis, thits, tmul;
+ int bonus, chance;
+ int cur_dis, visible;
+ PERCENTAGE j;
- object_type forge;
- object_type *q_ptr;
+ object_type forge;
+ object_type *q_ptr;
- object_type *o_ptr;
+ object_type *o_ptr;
- bool hit_body = FALSE;
+ bool hit_body = FALSE;
- GAME_TEXT o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
- u16b path_g[512]; /* For calcuration of path length */
+ u16b path_g[512]; /* For calcuration of path length */
- int msec = delay_factor * delay_factor * delay_factor;
+ int msec = delay_factor * delay_factor * delay_factor;
- /* STICK TO */
- bool stick_to = FALSE;
+ /* STICK TO */
+ bool stick_to = FALSE;
- /* Access the item (if in the pack) */
- if (item >= 0)
- {
- o_ptr = &shooter_ptr->inventory_list[item];
- }
- else
- {
- o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
- }
+ /* Access the item (if in the pack) */
+ if (item >= 0) {
+ o_ptr = &shooter_ptr->inventory_list[item];
+ } else {
+ o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
+ }
- /* Sniper - Cannot shot a single arrow twice */
- if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+ /* Sniper - Cannot shot a single arrow twice */
+ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
+ snipe_type = SP_NONE;
- object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
+ describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
- /* Use the proper number of shots */
- thits = shooter_ptr->num_fire;
+ /* Use the proper number of shots */
+ thits = shooter_ptr->num_fire;
- /* Use a base distance */
- tdis = 10;
+ /* Use a base distance */
+ tdis = 10;
- /* Base damage from thrown object plus launcher bonus */
- tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+ /* Base damage from thrown object plus launcher bonus */
+ tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
- /* Actually "fire" the object */
- bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
- else
- chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
+ /* Actually "fire" the object */
+ bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
+ if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
+ chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
+ else
+ chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
- shooter_ptr->energy_use = bow_energy(j_ptr->sval);
- tmul = bow_tmul(j_ptr->sval);
+ shooter_ptr->energy_use = bow_energy(j_ptr->sval);
+ tmul = bow_tmul(j_ptr->sval);
- /* Get extra "power" from "extra might" */
- if (shooter_ptr->xtra_might) tmul++;
+ /* Get extra "power" from "extra might" */
+ if (shooter_ptr->xtra_might)
+ tmul++;
- tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
+ tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
- /* Boost the damage */
- tdam_base *= tmul;
- tdam_base /= 100;
+ /* Boost the damage */
+ tdam_base *= tmul;
+ tdam_base /= 100;
- /* Base range */
- tdis = 13 + tmul / 80;
- if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- {
- if (shooter_ptr->concent)
- tdis -= (5 - (shooter_ptr->concent + 1) / 2);
- else
- tdis -= 5;
- }
+ /* Base range */
+ tdis = 13 + tmul / 80;
+ if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
+ if (shooter_ptr->concent)
+ tdis -= (5 - (shooter_ptr->concent + 1) / 2);
+ else
+ tdis -= 5;
+ }
- project_length = tdis + 1;
+ project_length = tdis + 1;
- /* Get a direction (or cancel) */
- if (!get_aim_dir(shooter_ptr, &dir))
- {
- free_turn(shooter_ptr);
+ /* Get a direction (or cancel) */
+ if (!get_aim_dir(shooter_ptr, &dir)) {
+ free_turn(shooter_ptr);
- if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+ if (snipe_type == SP_AWAY)
+ snipe_type = SP_NONE;
- /* need not to reset project_length (already did)*/
+ /* need not to reset project_length (already did)*/
- return;
- }
+ return;
+ }
- /* Predict the "target" location */
- tx = shooter_ptr->x + 99 * ddx[dir];
- ty = shooter_ptr->y + 99 * ddy[dir];
+ /* Predict the "target" location */
+ tx = shooter_ptr->x + 99 * ddx[dir];
+ ty = shooter_ptr->y + 99 * ddy[dir];
- /* Check for "target request" */
- if ((dir == 5) && target_okay(shooter_ptr))
- {
- tx = target_col;
- ty = target_row;
- }
+ /* Check for "target request" */
+ if ((dir == 5) && target_okay(shooter_ptr)) {
+ tx = target_col;
+ ty = target_row;
+ }
- /* Get projection path length */
- tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
+ /* Get projection path length */
+ tdis = projection_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
- project_length = 0; /* reset to default */
+ project_length = 0; /* reset to default */
- /* Don't shoot at my feet */
- if (tx == shooter_ptr->x && ty == shooter_ptr->y)
- {
- free_turn(shooter_ptr);
+ /* Don't shoot at my feet */
+ if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
+ free_turn(shooter_ptr);
- /* project_length is already reset to 0 */
+ /* project_length is already reset to 0 */
- return;
- }
+ return;
+ }
+ /* Take a (partial) turn */
+ shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
+ shooter_ptr->is_fired = TRUE;
- /* Take a (partial) turn */
- shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
- shooter_ptr->is_fired = TRUE;
-
- /* Sniper - Difficult to shot twice at 1 turn */
- if (snipe_type == SP_DOUBLE) shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
-
- /* Sniper - Repeat shooting when double shots */
- for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
- {
-
- /* Start at the player */
- y = shooter_ptr->y;
- x = shooter_ptr->x;
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
-
- /* Single object */
- q_ptr->number = 1;
-
- vary_item(shooter_ptr, item, -1);
-
- sound(SOUND_SHOOT);
- handle_stuff(shooter_ptr);
-
- prev_y = y;
- prev_x = x;
-
- /* The shot does not hit yet */
- hit_body = FALSE;
-
- /* Travel until stopped */
- for (cur_dis = 0; cur_dis <= tdis; )
- {
- grid_type *g_ptr;
-
- /* Hack -- Stop at the target */
- if ((y == ty) && (x == tx)) break;
-
- /* Calculate the new location (see "project()") */
- ny = y;
- nx = x;
- mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
-
- /* Shatter Arrow */
- if (snipe_type == SP_KILL_WALL)
- {
- g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
-
- if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
- {
- if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
- /* Forget the wall */
- g_ptr->info &= ~(CAVE_MARK);
- shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Destroy the wall */
- cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
-
- hit_body = TRUE;
- break;
- }
- }
-
- /* Stopped by walls/doors */
- if (!cave_have_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx) break;
-
- /* Advance the distance */
- cur_dis++;
-
- /* Sniper */
- if (snipe_type == SP_LITE)
- {
- shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
- note_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, ny, nx);
- }
-
- /* The player can see the (on screen) missile */
- if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
- {
- char c = object_char(q_ptr);
- byte a = object_attr(q_ptr);
-
- /* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(shooter_ptr, c, a, ny, nx);
- move_cursor_relative(ny, nx);
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(shooter_ptr, ny, nx);
- Term_fresh();
- }
-
- /* The player cannot see the missile */
- else
- {
- /* Pause anyway, for consistancy */
- Term_xtra(TERM_XTRA_DELAY, msec);
- }
-
- /* Sniper */
- if (snipe_type == SP_KILL_TRAP)
- {
- project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
- (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
- }
-
- /* Sniper */
- if (snipe_type == SP_EVILNESS)
- {
- shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
- note_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, ny, nx);
- }
-
- prev_y = y;
- prev_x = x;
-
- /* Save the new location */
- x = nx;
- y = ny;
-
- /* Monster here, Try to hit it */
- if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- {
- grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
-
- monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Check the visibility */
- visible = m_ptr->ml;
-
- /* Note the collision */
- hit_body = TRUE;
-
- if (MON_CSLEEP(m_ptr))
- {
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
- if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
- }
-
- if ((r_ptr->level + 10) > shooter_ptr->lev)
- {
- int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
- if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
- {
- SUB_EXP amount = 0;
- if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
- else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
- else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
- else if (shooter_ptr->lev > 34) amount = 2;
- shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
- shooter_ptr->update |= (PU_BONUS);
- }
- }
-
- if (shooter_ptr->riding)
- {
- if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
- && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
- && one_in_(2))
- {
- shooter_ptr->skill_exp[GINOU_RIDING] += 1;
- shooter_ptr->update |= (PU_BONUS);
- }
- }
-
- /* Did we hit it (penalize range) */
- if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
- {
- bool fear = FALSE;
- int tdam = tdam_base;
-
- /* Get extra damage from concentration */
- if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
-
- /* Handle unseen monster */
- if (!visible)
- {
- /* Invisible monster */
- msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
- }
-
- /* Handle visible monster */
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Get "the monster" or "it" */
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
- msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
- if (m_ptr->ml)
- {
- if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
- health_track(shooter_ptr, c_mon_ptr->m_idx);
- }
- }
-
- if (snipe_type == SP_NEEDLE)
- {
- if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
- && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Get "the monster" or "it" */
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
- tdam = m_ptr->hp + 1;
- msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
- }
- else tdam = 1;
- }
- else
- {
- /* Apply special damage */
- tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
- tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
-
- /* No negative damage */
- if (tdam < 0) tdam = 0;
-
- /* Modify the damage */
- tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
- }
-
- msg_format_wizard(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, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
- /* Sniper */
- if (snipe_type == SP_EXPLODE)
- {
- u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
- sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
- project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
- break;
- }
-
- /* Sniper */
- if (snipe_type == SP_HOLYNESS)
- {
- shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
- note_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, ny, nx);
- }
-
- /* Hit the monster, check for death */
- if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
- {
- /* Dead monster */
- }
-
- /* No death */
- else
- {
- /* STICK TO */
- if (object_is_fixed_artifact(q_ptr) &&
- (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
- stick_to = TRUE;
- msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
- }
-
- message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
-
- /* Anger the monster */
- if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
-
- if (fear && m_ptr->ml)
- {
- GAME_TEXT m_name[MAX_NLEN];
- sound(SOUND_FLEE);
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
- }
-
- set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
-
- /* Sniper */
- if (snipe_type == SP_RUSH)
- {
- int n = randint1(5) + 3;
- MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
- for (; cur_dis <= tdis; )
- {
- POSITION ox = nx;
- POSITION oy = ny;
-
- if (!n) break;
-
- /* Calculate the new location (see "project()") */
- mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
-
- /* Stopped by wilderness boundary */
- if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
-
- /* Stopped by walls/doors */
- if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
-
- /* Stopped by monsters */
- if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
-
- shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
- shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
- m_ptr->fx = nx;
- m_ptr->fy = ny;
-
- update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
-
- lite_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, oy, ox);
-
- Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- x = nx;
- y = ny;
- cur_dis++;
- n--;
- }
- }
- }
- }
-
- /* Sniper */
- if (snipe_type == SP_PIERCE)
- {
- if (shooter_ptr->concent < 1) break;
- shooter_ptr->concent--;
- continue;
- }
-
- /* Stop looking */
- break;
- }
- }
-
- /* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
-
- if (stick_to)
- {
- MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
- monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
- OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
-
- if (!o_idx)
- {
- msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
- if (object_is_fixed_artifact(q_ptr))
- {
- a_info[j_ptr->name1].cur_num = 0;
- }
- return;
- }
-
- o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
- object_copy(o_ptr, q_ptr);
-
- /* Forget mark */
- o_ptr->marked &= OM_TOUCHED;
-
- /* Forget location */
- o_ptr->iy = o_ptr->ix = 0;
-
- /* Memorize monster */
- o_ptr->held_m_idx = m_idx;
-
- /* Build a stack */
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
- /* Carry object */
- m_ptr->hold_o_idx = o_idx;
- }
- else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
- {
- /* Drop (or break) near that location */
- (void)drop_near(shooter_ptr, q_ptr, j, y, x);
- }
- else
- {
- /* Drop (or break) near that location */
- (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
- }
-
- /* Sniper - Repeat shooting when double shots */
- }
-
- /* Sniper - Loose his/her concentration after any shot */
- if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
-}
+ /* Sniper - Difficult to shot twice at 1 turn */
+ if (snipe_type == SP_DOUBLE)
+ shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
+
+ /* Sniper - Repeat shooting when double shots */
+ for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
+
+ /* Start at the player */
+ y = shooter_ptr->y;
+ x = shooter_ptr->x;
+ q_ptr = &forge;
+ object_copy(q_ptr, o_ptr);
+
+ /* Single object */
+ q_ptr->number = 1;
+ vary_item(shooter_ptr, item, -1);
+
+ sound(SOUND_SHOOT);
+ handle_stuff(shooter_ptr);
+
+ prev_y = y;
+ prev_x = x;
+
+ /* The shot does not hit yet */
+ hit_body = FALSE;
+
+ /* Travel until stopped */
+ for (cur_dis = 0; cur_dis <= tdis;) {
+ grid_type *g_ptr;
+
+ /* Hack -- Stop at the target */
+ if ((y == ty) && (x == tx))
+ break;
+
+ /* Calculate the new location (see "project()") */
+ ny = y;
+ nx = x;
+ mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+
+ /* Shatter Arrow */
+ if (snipe_type == SP_KILL_WALL) {
+ g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
+
+ if (cave_has_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
+ if (g_ptr->info & (CAVE_MARK))
+ msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+ /* Forget the wall */
+ g_ptr->info &= ~(CAVE_MARK);
+ shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Destroy the wall */
+ cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
+
+ hit_body = TRUE;
+ break;
+ }
+ }
+
+ /* Stopped by walls/doors */
+ 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)
+ break;
+
+ /* Advance the distance */
+ cur_dis++;
+
+ /* Sniper */
+ if (snipe_type == SP_LITE) {
+ shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+ note_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
+ }
+
+ /* The player can see the (on screen) missile */
+ if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
+ SYMBOL_CODE c = object_char(q_ptr);
+ byte a = object_attr(q_ptr);
+
+ /* Draw, Hilite, Fresh, Pause, Erase */
+ print_rel(shooter_ptr, c, a, ny, nx);
+ move_cursor_relative(ny, nx);
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, msec);
+ lite_spot(shooter_ptr, ny, nx);
+ term_fresh();
+ }
+
+ /* The player cannot see the missile */
+ else {
+ /* Pause anyway, for consistancy */
+ term_xtra(TERM_XTRA_DELAY, msec);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_KILL_TRAP) {
+ project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_EVILNESS) {
+ shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+ note_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
+ }
+
+ prev_y = y;
+ prev_x = x;
+
+ /* Save the new location */
+ x = nx;
+ y = ny;
+
+ /* Monster here, Try to hit it */
+ if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
+
+ monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Check the visibility */
+ visible = m_ptr->ml;
+
+ /* Note the collision */
+ hit_body = TRUE;
+
+ if (monster_csleep_remaining(m_ptr)) {
+ if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+ chg_virtue(shooter_ptr, V_COMPASSION, -1);
+ if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+ chg_virtue(shooter_ptr, V_HONOUR, -1);
+ }
+
+ if ((r_ptr->level + 10) > shooter_ptr->lev) {
+ int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
+ if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval]) {
+ SUB_EXP amount = 0;
+ if (now_exp < WEAPON_EXP_BEGINNER)
+ amount = 80;
+ else if (now_exp < WEAPON_EXP_SKILLED)
+ amount = 25;
+ else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19))
+ amount = 10;
+ else if (shooter_ptr->lev > 34)
+ amount = 2;
+ shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
+ shooter_ptr->update |= (PU_BONUS);
+ }
+ }
+
+ if (shooter_ptr->riding) {
+ if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
+ && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
+ < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
+ && one_in_(2)) {
+ shooter_ptr->skill_exp[GINOU_RIDING] += 1;
+ shooter_ptr->update |= (PU_BONUS);
+ }
+ }
+
+ /* Did we hit it (penalize range) */
+ if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
+ bool fear = FALSE;
+ int tdam = tdam_base;
+
+ /* Get extra damage from concentration */
+ if (shooter_ptr->concent)
+ tdam = boost_concentration_damage(shooter_ptr, tdam);
+
+ /* Handle unseen monster */
+ if (!visible) {
+ /* Invisible monster */
+ msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
+ }
+
+ /* Handle visible monster */
+ else {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Get "the monster" or "it" */
+ monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+ msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
+
+ if (m_ptr->ml) {
+ if (!shooter_ptr->image)
+ monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
+ health_track(shooter_ptr, c_mon_ptr->m_idx);
+ }
+ }
+
+ if (snipe_type == SP_NEEDLE) {
+ if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1) && !(r_ptr->flags1 & RF1_UNIQUE)
+ && !(r_ptr->flags7 & RF7_UNIQUE2)) {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Get "the monster" or "it" */
+ monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+ tdam = m_ptr->hp + 1;
+ msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
+ } else
+ tdam = 1;
+ } else {
+ /* Apply special damage */
+ tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
+ tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
+
+ /* No negative damage */
+ if (tdam < 0)
+ tdam = 0;
+
+ /* Modify the damage */
+ tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
+ }
+
+ 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,
+ m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
+
+ /* Sniper */
+ if (snipe_type == SP_EXPLODE) {
+ u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+ sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+ project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+ break;
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_HOLYNESS) {
+ shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+ note_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, ny, nx);
+ }
+
+ /* Hit the monster, check for death */
+ if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
+ /* Dead monster */
+ }
+
+ /* No death */
+ else {
+ /* STICK TO */
+ if (object_is_fixed_artifact(q_ptr) && (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0)) {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+ stick_to = TRUE;
+ msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
+ }
+
+ message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
+
+ /* Anger the monster */
+ if (tdam > 0)
+ anger_monster(shooter_ptr, m_ptr);
+
+ if (fear && m_ptr->ml) {
+ GAME_TEXT m_name[MAX_NLEN];
+ sound(SOUND_FLEE);
+ monster_desc(shooter_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
+ }
+
+ set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
+
+ /* Sniper */
+ if (snipe_type == SP_RUSH) {
+ int n = randint1(5) + 3;
+ MONSTER_IDX m_idx = c_mon_ptr->m_idx;
+
+ for (; cur_dis <= tdis;) {
+ POSITION ox = nx;
+ POSITION oy = ny;
+
+ if (!n)
+ break;
+
+ /* Calculate the new location (see "project()") */
+ mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+
+ /* Stopped by wilderness boundary */
+ if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
+ break;
+
+ /* Stopped by walls/doors */
+ if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
+ break;
+
+ /* Stopped by monsters */
+ if (!is_cave_empty_bold(shooter_ptr, ny, nx))
+ break;
+
+ shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+ shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+
+ m_ptr->fx = nx;
+ m_ptr->fy = ny;
+
+ update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
+
+ lite_spot(shooter_ptr, ny, nx);
+ lite_spot(shooter_ptr, oy, ox);
+
+ term_fresh();
+ term_xtra(TERM_XTRA_DELAY, msec);
+
+ x = nx;
+ y = ny;
+ cur_dis++;
+ n--;
+ }
+ }
+ }
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_PIERCE) {
+ if (shooter_ptr->concent < 1)
+ break;
+ shooter_ptr->concent--;
+ continue;
+ }
+
+ /* Stop looking */
+ break;
+ }
+ }
+
+ /* Chance of breakage (during attacks) */
+ j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
+
+ if (stick_to) {
+ MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
+ OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
+
+ if (!o_idx) {
+ msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
+ if (object_is_fixed_artifact(q_ptr)) {
+ a_info[j_ptr->name1].cur_num = 0;
+ }
+ return;
+ }
+
+ o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
+ object_copy(o_ptr, q_ptr);
+
+ /* Forget mark */
+ o_ptr->marked &= OM_TOUCHED;
+
+ /* Forget location */
+ o_ptr->iy = o_ptr->ix = 0;
+
+ /* Memorize monster */
+ o_ptr->held_m_idx = m_idx;
+
+ /* Build a stack */
+ o_ptr->next_o_idx = m_ptr->hold_o_idx;
+
+ /* Carry object */
+ m_ptr->hold_o_idx = o_idx;
+ } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+ /* Drop (or break) near that location */
+ (void)drop_near(shooter_ptr, q_ptr, j, y, x);
+ } else {
+ /* Drop (or break) near that location */
+ (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
+ }
+
+ /* Sniper - Repeat shooting when double shots */
+ }
+
+ /* Sniper - Loose his/her concentration after any shot */
+ if (shooter_ptr->concent)
+ reset_concentration(shooter_ptr, FALSE);
+}
/*!
-* @brief プレイヤーからモンスターへの射撃命中判定 /
-* Determine if the player "hits" a monster (normal combat).
-* @param chance 基本命中値
-* @param m_ptr モンスターの構造体参照ポインタ
-* @param vis 目標を視界に捕らえているならばTRUEを指定
-* @param o_name メッセージ表示時のモンスター名
-* @return 命中と判定された場合TRUEを返す
-* @note Always miss 5%, always hit 5%, otherwise random.
-*/
-bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char* o_name)
+ * @brief プレイヤーからモンスターへの射撃命中判定 /
+ * Determine if the player "hits" a monster (normal combat).
+ * @param chance 基本命中値
+ * @param m_ptr モンスターの構造体参照ポインタ
+ * @param vis 目標を視界に捕らえているならばTRUEを指定
+ * @param o_name メッセージ表示時のモンスター名
+ * @return 命中と判定された場合TRUEを返す
+ * @note Always miss 5%, always hit 5%, otherwise random.
+ */
+bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
{
- int k;
- ARMOUR_CLASS ac;
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Percentile dice */
- k = randint1(100);
-
- /* Snipers with high-concentration reduce instant miss percentage.*/
- k += shooter_ptr->concent;
-
- /* Hack -- Instant miss or hit */
- if (k <= 5) return FALSE;
- if (k > 95) return TRUE;
-
- if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
- if (one_in_(20)) return FALSE;
-
- /* Never hit */
- if (chance <= 0) return FALSE;
-
- ac = r_ptr->ac;
- if (shooter_ptr->concent)
- {
- ac *= (8 - shooter_ptr->concent);
- ac /= 8;
- }
-
- if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
- /* Invisible monsters are harder to hit */
- if (!vis) chance = (chance + 1) / 2;
-
- /* Power competes against armor */
- if (randint0(chance) < (ac * 3 / 4))
- {
- if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
- msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
- }
- return FALSE;
- }
-
- /* Assume hit */
- return TRUE;
+ int k;
+ ARMOUR_CLASS ac;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Percentile dice */
+ k = randint1(100);
+
+ /* Snipers with high-concentration reduce instant miss percentage.*/
+ k += shooter_ptr->concent;
+
+ /* Hack -- Instant miss or hit */
+ if (k <= 5)
+ return FALSE;
+ if (k > 95)
+ return TRUE;
+
+ if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
+ if (one_in_(20))
+ return FALSE;
+
+ /* Never hit */
+ if (chance <= 0)
+ return FALSE;
+
+ ac = r_ptr->ac;
+ if (shooter_ptr->concent) {
+ ac *= (8 - shooter_ptr->concent);
+ ac /= 8;
+ }
+
+ if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
+ ac *= 3;
+
+ /* Invisible monsters are harder to hit */
+ if (!vis)
+ chance = (chance + 1) / 2;
+
+ /* Power competes against armor */
+ if (randint0(chance) < (ac * 3 / 4)) {
+ if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(shooter_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
+ }
+ return FALSE;
+ }
+
+ /* Assume hit */
+ return TRUE;
}
-
-
-
/*!
-* @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 /
-* Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
-* @param weight 矢弾の重量
-* @param plus_ammo 矢弾の命中修正
-* @param plus_bow 弓の命中修正
-* @param dam 現在算出中のダメージ値
-* @return クリティカル修正が入ったダメージ値
-*/
+ * @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 /
+ * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
+ * @param weight 矢弾の重量
+ * @param plus_ammo 矢弾の命中修正
+ * @param plus_bow 弓の命中修正
+ * @param dam 現在算出中のダメージ値
+ * @return クリティカル修正が入ったダメージ値
+ */
HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
- int i, k;
- object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
-
- /* Extract "shot" power */
- i = shooter_ptr->to_h_b + plus_ammo;
-
- if (shooter_ptr->tval_ammo == TV_BOLT)
- i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
- else
- i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-
- /* Snipers can shot more critically with crossbows */
- if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
- if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
- /* Good bow makes more critical */
- i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
-
- /* Critical hit */
- if (randint1(10000) <= i)
- {
- k = weight * randint1(500);
-
- if (k < 900)
- {
- msg_print(_("手ごたえがあった!", "It was a good hit!"));
- dam += (dam / 2);
- }
- else if (k < 1350)
- {
- msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
- dam *= 2;
- }
- else
- {
- msg_print(_("会心の一撃だ!", "It was a superb hit!"));
- dam *= 3;
- }
- }
-
- return (dam);
+ int i, k;
+ object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+
+ /* Extract "shot" power */
+ i = shooter_ptr->to_h_b + plus_ammo;
+
+ if (shooter_ptr->tval_ammo == TV_BOLT)
+ i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+ else
+ i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+ /* Snipers can shot more critically with crossbows */
+ if (shooter_ptr->concent)
+ i += ((i * shooter_ptr->concent) / 5);
+ if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
+ i *= 2;
+
+ /* Good bow makes more critical */
+ i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+
+ /* Critical hit */
+ if (randint1(10000) <= i) {
+ k = weight * randint1(500);
+
+ if (k < 900) {
+ msg_print(_("手ごたえがあった!", "It was a good hit!"));
+ dam += (dam / 2);
+ } else if (k < 1350) {
+ msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
+ dam *= 2;
+ } else {
+ msg_print(_("会心の一撃だ!", "It was a superb hit!"));
+ dam *= 3;
+ }
+ }
+
+ return (dam);
}
-
-
-
/*!
* @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
* @param sval 射撃武器のアイテム副分類ID
*/
ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
{
- ENERGY energy = 10000;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- energy = 8000;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- energy = 7777;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- energy = 12000;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- energy = 13333;
- break;
- }
- }
-
- return (energy);
+ ENERGY energy = 10000;
+
+ /* Analyze the launcher */
+ switch (sval) {
+ /* Sling and ammo */
+ case SV_SLING: {
+ energy = 8000;
+ break;
+ }
+
+ /* Short Bow and Arrow */
+ case SV_SHORT_BOW: {
+ energy = 10000;
+ break;
+ }
+
+ /* Long Bow and Arrow */
+ case SV_LONG_BOW: {
+ energy = 10000;
+ break;
+ }
+
+ /* Bow of irresponsiblity and Arrow */
+ case SV_NAMAKE_BOW: {
+ energy = 7777;
+ break;
+ }
+
+ /* Light Crossbow and Bolt */
+ case SV_LIGHT_XBOW: {
+ energy = 12000;
+ break;
+ }
+
+ /* Heavy Crossbow and Bolt */
+ case SV_HEAVY_XBOW: {
+ energy = 13333;
+ break;
+ }
+ }
+
+ return (energy);
}
-
/*
* Return bow tmul
*/
int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
{
- int tmul = 0;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- tmul = 2;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- tmul = 2;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- tmul = 3;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- tmul = 4;
- break;
- }
- }
-
- return (tmul);
+ int tmul = 0;
+
+ /* Analyze the launcher */
+ switch (sval) {
+ /* Sling and ammo */
+ case SV_SLING: {
+ tmul = 2;
+ break;
+ }
+
+ /* Short Bow and Arrow */
+ case SV_SHORT_BOW: {
+ tmul = 2;
+ break;
+ }
+
+ /* Long Bow and Arrow */
+ case SV_LONG_BOW: {
+ tmul = 3;
+ break;
+ }
+
+ /* Bow of irresponsiblity and Arrow */
+ case SV_NAMAKE_BOW: {
+ tmul = 3;
+ break;
+ }
+
+ /* Light Crossbow and Bolt */
+ case SV_LIGHT_XBOW: {
+ tmul = 3;
+ break;
+ }
+
+ /* Heavy Crossbow and Bolt */
+ case SV_HEAVY_XBOW: {
+ tmul = 4;
+ break;
+ }
+ }
+
+ return (tmul);
}
-
/*!
* @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
* @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
* @return ダメージ期待値
* @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。
*/
-HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
+HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
- HIT_POINT i;
- object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+ HIT_POINT i;
+ object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
- /* Extract "shot" power */
- i = shooter_ptr->to_h_b + plus_ammo;
+ /* Extract "shot" power */
+ i = shooter_ptr->to_h_b + plus_ammo;
- if (shooter_ptr->tval_ammo == TV_BOLT)
- i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
- else
- i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+ if (shooter_ptr->tval_ammo == TV_BOLT)
+ i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+ else
+ i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
- /* Snipers can shot more critically with crossbows */
- if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
- if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
+ /* Snipers can shot more critically with crossbows */
+ if (shooter_ptr->concent)
+ i += ((i * shooter_ptr->concent) / 5);
+ if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
+ i *= 2;
- /* Good bow makes more critical */
- i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+ /* Good bow makes more critical */
+ i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
- if (i < 0) i = 0;
+ if (i < 0)
+ i = 0;
- return i;
+ return i;
}
/*!
*/
HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
- u32b num;
- int i, k, crit;
- i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
+ u32b num;
+ int i, k, crit;
+ i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
- k = 0;
- num = 0;
+ k = 0;
+ num = 0;
- crit = MIN(500, 900 / weight);
- num += dam * 3 / 2 * crit;
- k = crit;
+ crit = MIN(500, 900 / weight);
+ num += dam * 3 / 2 * crit;
+ k = crit;
- crit = MIN(500, 1350 / weight);
- crit -= k;
- num += dam * 2 * crit;
- k += crit;
+ crit = MIN(500, 1350 / weight);
+ crit -= k;
+ num += dam * 2 * crit;
+ k += crit;
- if (k < 500)
- {
- crit = 500 - k;
- num += dam * 3 * crit;
- }
+ if (k < 500) {
+ crit = 500 - k;
+ num += dam * 3 * crit;
+ }
- num /= 500;
+ num /= 500;
- num *= i;
- num += (10000 - i) * dam;
- num /= 10000;
+ num *= i;
+ num += (10000 - i) * dam;
+ num /= 10000;
- return num;
+ return num;
}
/*!
*/
HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
- u32b k, num;
- if (dokubari) return dam;
-
- int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
- if (i < 0) i = 0;
-
- k = weight;
- num = 0;
-
- if (k < 400) num += (2 * dam + 5) * (400 - k);
- if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
- if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
- if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
- if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
-
- num /= 650;
- if (shooter_ptr->pclass == CLASS_NINJA)
- {
- num *= i;
- num += (4444 - i) * dam;
- num /= 4444;
- }
- else
- {
- num *= i;
- num += (5000 - i) * dam;
- num /= 5000;
- }
-
- return num;
+ u32b k, num;
+ if (dokubari)
+ return dam;
+
+ int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
+ if (i < 0)
+ i = 0;
+
+ k = weight;
+ num = 0;
+
+ if (k < 400)
+ num += (2 * dam + 5) * (400 - k);
+ if (k < 700)
+ num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
+ if (k > (700 - 650) && k < 900)
+ num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
+ if (k > (900 - 650) && k < 1300)
+ num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
+ if (k > (1300 - 650))
+ num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
+
+ num /= 650;
+ if (shooter_ptr->pclass == CLASS_NINJA) {
+ num *= i;
+ num += (4444 - i) * dam;
+ num /= 4444;
+ } else {
+ num *= i;
+ num += (5000 - i) * dam;
+ num /= 5000;
+ }
+
+ return num;
}
-