#include "combat/shoot.h"
#include "artifact/fixed-art-types.h"
+#include "avatar/avatar.h"
+#include "combat/attack-criticality.h"
#include "core/player-redraw-types.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
+#include "monster/monster-damage.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-update.h"
-#include "object-enchant/tr-types.h"
-#include "object-hook/hook-enchant.h"
#include "object/object-broken.h"
#include "object/object-flags.h"
#include "object/object-info.h"
#include "object/object-kind.h"
#include "object/object-mark-types.h"
-#include "player-info/avatar.h"
+#include "player-base/player-class.h"
+#include "player-info/class-info.h"
+#include "player-info/sniper-data-type.h"
#include "player-status/player-energy.h"
-#include "player/player-class.h"
#include "player/player-personality-types.h"
#include "player/player-skill.h"
#include "player/player-status-table.h"
#include "sv-definition/sv-bow-types.h"
#include "system/artifact-type-definition.h"
#include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
#include "system/monster-race-definition.h"
#include "system/monster-type-definition.h"
#include "system/player-type-definition.h"
* @param monster_ptr 目標モンスターの構造体参照ポインタ
* @return スレイ倍率をかけたダメージ量
*/
-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)
+static MULTIPLY calc_shot_damage_with_slay(
+ player_type *player_ptr, object_type *bow_ptr, object_type *arrow_ptr, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
{
MULTIPLY mult = 10;
monster_race *race_ptr = &r_info[monster_ptr->r_idx];
- BIT_FLAGS flags[TR_FLAG_SIZE], bow_flags[TR_FLAG_SIZE], arrow_flags[TR_FLAG_SIZE];
- object_flags(sniper_ptr, arrow_ptr, arrow_flags);
- object_flags(sniper_ptr, bow_ptr, bow_flags);
+ TrFlags flags{};
+ auto arrow_flags = object_flags(arrow_ptr);
+ auto bow_flags = object_flags(bow_ptr);
- for (int i = 0; i < TR_FLAG_SIZE; i++)
- flags[i] = bow_flags[i] | arrow_flags[i];
+ flags = bow_flags | arrow_flags;
/* Some "weapons" and "ammo" do extra damage */
switch (arrow_ptr->tval) {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT: {
- if ((has_flag(flags, TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ case ItemKindType::SHOT:
+ case ItemKindType::ARROW:
+ case ItemKindType::BOLT: {
+ if ((flags.has(TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_ANIMAL);
}
if (mult < 17)
mult = 17;
}
- if ((has_flag(flags, TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_ANIMAL);
}
if (mult < 27)
mult = 27;
}
- if ((has_flag(flags, TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_EVIL);
}
if (mult < 15)
mult = 15;
}
- if ((has_flag(flags, TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_EVIL);
}
if (mult < 25)
mult = 25;
}
- if ((has_flag(flags, TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_GOOD);
}
if (mult < 15)
mult = 15;
}
- if ((has_flag(flags, TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_GOOD);
}
if (mult < 25)
mult = 25;
}
- if ((has_flag(flags, TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags2, RF2_HUMAN);
}
if (mult < 17)
mult = 17;
}
- if ((has_flag(flags, TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags2, RF2_HUMAN);
}
if (mult < 27)
mult = 27;
}
- if ((has_flag(flags, TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_UNDEAD);
}
if (mult < 20)
mult = 20;
}
- if ((has_flag(flags, TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_UNDEAD);
}
if (mult < 30)
mult = 30;
}
- if ((has_flag(flags, TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_DEMON);
}
if (mult < 20)
mult = 20;
}
- if ((has_flag(flags, TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_DEMON);
}
if (mult < 30)
mult = 30;
}
- if ((has_flag(flags, TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_ORC);
}
if (mult < 20)
mult = 20;
}
- if ((has_flag(flags, TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_ORC);
}
if (mult < 30)
mult = 30;
}
- if ((has_flag(flags, TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_TROLL);
}
mult = 20;
}
- if ((has_flag(flags, TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_TROLL);
}
if (mult < 30)
mult = 30;
}
- if ((has_flag(flags, TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_GIANT);
}
if (mult < 20)
mult = 20;
}
- if ((has_flag(flags, TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_GIANT);
}
if (mult < 30)
mult = 30;
}
- if ((has_flag(flags, TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_DRAGON);
}
if (mult < 20)
mult = 20;
}
- if ((has_flag(flags, TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if ((flags.has(TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_DRAGON);
}
if (mult < 30)
mult = 30;
- if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
+ if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (player_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
mult *= 5;
}
- if (has_flag(flags, TR_BRAND_ACID)) {
+ if (flags.has(TR_BRAND_ACID)) {
/* Notice immunity */
if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ACID_MASK)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ACID_MASK));
}
} else {
}
}
- if (has_flag(flags, TR_BRAND_ELEC)) {
+ if (flags.has(TR_BRAND_ELEC)) {
/* Notice immunity */
if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ELEC_MASK)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ELEC_MASK));
}
} else {
}
}
- if (has_flag(flags, TR_BRAND_FIRE)) {
+ if (flags.has(TR_BRAND_FIRE)) {
/* Notice immunity */
if (any_bits(race_ptr->flagsr, RFR_EFF_IM_FIRE_MASK)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_FIRE_MASK));
}
}
if (any_bits(race_ptr->flags3, RF3_HURT_FIRE)) {
if (mult < 25)
mult = 25;
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_HURT_FIRE);
}
} else if (mult < 17)
}
}
- if (has_flag(flags, TR_BRAND_COLD)) {
+ if (flags.has(TR_BRAND_COLD)) {
/* Notice immunity */
if (any_bits(race_ptr->flagsr, RFR_EFF_IM_COLD_MASK)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_COLD_MASK));
}
}
if (any_bits(race_ptr->flags3, RF3_HURT_COLD)) {
if (mult < 25)
mult = 25;
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flags3, RF3_HURT_COLD);
}
} else if (mult < 17)
}
}
- if (has_flag(flags, TR_BRAND_POIS)) {
+ if (flags.has(TR_BRAND_POIS)) {
/* Notice immunity */
if (any_bits(race_ptr->flagsr, RFR_EFF_IM_POIS_MASK)) {
- if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+ if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
set_bits(race_ptr->r_flagsr, race_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
}
}
}
}
- if ((has_flag(flags, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
- sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
- set_bits(sniper_ptr->redraw, PR_MANA);
+ if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
+ player_ptr->csp -= (1 + (player_ptr->msp / 30));
+ set_bits(player_ptr->redraw, PR_MANA);
mult = mult * 5 / 2;
}
break;
/* Sniper */
if (snipe_type)
- mult = calc_snipe_damage_with_slay(sniper_ptr, mult, monster_ptr, snipe_type);
+ mult = calc_snipe_damage_with_slay(player_ptr, mult, monster_ptr, snipe_type);
/* Return the total damage */
return (tdam * mult / 10);
* Note that Bows of "Extra Shots" give an extra shot.
* </pre>
*/
-void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
+void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
{
DIRECTION dir;
int i;
object_type *o_ptr;
- bool hit_body = FALSE;
+ bool hit_body = false;
GAME_TEXT o_name[MAX_NLEN];
- u16b path_g[512]; /* For calcuration of path length */
-
- int msec = delay_factor * delay_factor * delay_factor;
+ uint16_t path_g[512]; /* For calcuration of path length */
/* STICK TO */
- bool stick_to = FALSE;
+ bool stick_to = false;
/* Access the item (if in the pack) */
if (item >= 0) {
- o_ptr = &shooter_ptr->inventory_list[item];
+ o_ptr = &player_ptr->inventory_list[item];
} else {
- o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
+ o_ptr = &player_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;
- describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
+ describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
/* Use the proper number of shots */
- thits = shooter_ptr->num_fire;
+ thits = player_ptr->num_fire;
/* Use a base distance */
tdis = 10;
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);
+ bonus = (player_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);
+ chance = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+ chance = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
- PlayerEnergy(shooter_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
+ PlayerEnergy(player_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
tmul = bow_tmul(j_ptr->sval);
/* Get extra "power" from "extra might" */
- if (shooter_ptr->xtra_might)
+ if (player_ptr->xtra_might)
tmul++;
- tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_index[A_STR]]) - 128);
+ tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
/* Boost the damage */
tdam_base *= tmul;
tdam_base /= 100;
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_concent = sniper_data ? sniper_data->concent : 0;
+
/* 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;
+ tdis -= (5 - (sniper_concent + 1) / 2);
}
project_length = tdis + 1;
/* Get a direction (or cancel) */
- if (!get_aim_dir(shooter_ptr, &dir)) {
- PlayerEnergy(shooter_ptr).reset_player_turn();
+ if (!get_aim_dir(player_ptr, &dir)) {
+ PlayerEnergy(player_ptr).reset_player_turn();
if (snipe_type == SP_AWAY)
snipe_type = SP_NONE;
return;
}
+ if (snipe_type != SP_NONE)
+ sound(SOUND_ZAP);
+
/* Predict the "target" location */
- tx = shooter_ptr->x + 99 * ddx[dir];
- ty = shooter_ptr->y + 99 * ddy[dir];
+ tx = player_ptr->x + 99 * ddx[dir];
+ ty = player_ptr->y + 99 * ddy[dir];
/* Check for "target request" */
- if ((dir == 5) && target_okay(shooter_ptr)) {
+ if ((dir == 5) && target_okay(player_ptr)) {
tx = target_col;
ty = target_row;
}
/* 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;
+ tdis = projection_path(player_ptr, path_g, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
project_length = 0; /* reset to default */
/* Don't shoot at my feet */
- if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
- PlayerEnergy(shooter_ptr).reset_player_turn();
+ if (tx == player_ptr->x && ty == player_ptr->y) {
+ PlayerEnergy(player_ptr).reset_player_turn();
/* project_length is already reset to 0 */
}
/* Take a (partial) turn */
- PlayerEnergy(shooter_ptr).div_player_turn_energy((ENERGY)thits);
- shooter_ptr->is_fired = TRUE;
+ PlayerEnergy(player_ptr).div_player_turn_energy((ENERGY)thits);
+ player_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_concent = (sniper_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;
+ y = player_ptr->y;
+ x = player_ptr->x;
q_ptr = &forge;
q_ptr->copy_from(o_ptr);
/* Single object */
q_ptr->number = 1;
- vary_item(shooter_ptr, item, -1);
+ vary_item(player_ptr, item, -1);
sound(SOUND_SHOOT);
- handle_stuff(shooter_ptr);
+ handle_stuff(player_ptr);
prev_y = y;
prev_x = x;
/* The shot does not hit yet */
- hit_body = FALSE;
+ hit_body = false;
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis;) {
/* Calculate the new location (see "project()") */
ny = y;
nx = x;
- mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+ mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
/* Shatter Arrow */
if (snipe_type == SP_KILL_WALL) {
- g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
+ g_ptr = &player_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->cave_has_flag(FF::HURT_ROCK) && !g_ptr->m_idx) {
if (any_bits(g_ptr->info, (CAVE_MARK)))
msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
/* Forget the wall */
reset_bits(g_ptr->info, (CAVE_MARK));
- set_bits(shooter_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+ set_bits(player_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Destroy the wall */
- cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
+ cave_alter_feat(player_ptr, ny, nx, FF::HURT_ROCK);
- hit_body = TRUE;
+ 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)
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, FF::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
break;
/* Advance the distance */
/* Sniper */
if (snipe_type == SP_LITE) {
- set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
- note_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, ny, nx);
+ set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
+ note_spot(player_ptr, ny, nx);
+ lite_spot(player_ptr, ny, nx);
}
/* The player can see the (on screen) missile */
- if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
+ if (panel_contains(ny, nx) && player_can_see_bold(player_ptr, ny, nx)) {
SYMBOL_CODE c = object_char(q_ptr);
byte a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
- if (msec > 0) {
- print_rel(shooter_ptr, c, a, ny, nx);
+ if (delay_factor > 0) {
+ print_rel(player_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_xtra(TERM_XTRA_DELAY, delay_factor);
+ lite_spot(player_ptr, ny, nx);
term_fresh();
}
}
/* The player cannot see the missile */
else {
/* Pause anyway, for consistancy **/
- if (msec > 0) {
- term_xtra(TERM_XTRA_DELAY, msec);
+ if (delay_factor > 0) {
+ term_xtra(TERM_XTRA_DELAY, delay_factor);
}
}
/* 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));
+ project(player_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
}
/* Sniper */
if (snipe_type == SP_EVILNESS) {
- reset_bits(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);
+ reset_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
+ note_spot(player_ptr, ny, nx);
+ lite_spot(player_ptr, ny, nx);
}
prev_y = y;
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];
+ if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ sound(SOUND_SHOOT_HIT);
+ grid_type *c_mon_ptr = &player_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_type *m_ptr = &player_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;
+ hit_body = true;
if (monster_csleep_remaining(m_ptr)) {
if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
- chg_virtue(shooter_ptr, V_COMPASSION, -1);
+ chg_virtue(player_ptr, V_COMPASSION, -1);
if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
- chg_virtue(shooter_ptr, V_HONOUR, -1);
+ chg_virtue(player_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;
- set_bits(shooter_ptr->update, PU_BONUS);
- }
+ if ((r_ptr->level + 10) > player_ptr->lev) {
+ PlayerSkill(player_ptr).gain_range_weapon_exp(j_ptr);
}
- 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;
- set_bits(shooter_ptr->update, PU_BONUS);
- }
+ if (player_ptr->riding) {
+ PlayerSkill(player_ptr).gain_riding_skill_exp_on_range_attack();
}
/* 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;
+ if (test_hit_fire(player_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
+ bool fear = false;
auto tdam = tdam_base; //!< @note 実際に与えるダメージ
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)
/* Get extra damage from concentration */
- if (shooter_ptr->concent)
- tdam = boost_concentration_damage(shooter_ptr, tdam);
+ tdam = boost_concentration_damage(player_ptr, tdam);
/* Handle unseen monster */
if (!visible) {
GAME_TEXT m_name[MAX_NLEN];
/* Get "the monster" or "it" */
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
+ monster_desc(player_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 (!player_ptr->hallucinated)
+ monster_race_track(player_ptr, m_ptr->ap_r_idx);
+ health_track(player_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)
+ if ((randint1(randint1(r_ptr->level / (3 + sniper_concent)) + (8 - sniper_concent)) == 1)
&& none_bits(r_ptr->flags1, RF1_UNIQUE) && none_bits(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);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
tdam = m_ptr->hp + 1;
base_dam = tdam;
}
} else {
/* Apply special damage */
- tdam = calc_shot_damage_with_slay(shooter_ptr, j_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);
+ tdam = calc_shot_damage_with_slay(player_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
+ tdam = critical_shot(player_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
/* No negative damage */
if (tdam < 0)
/* Modify the damage */
base_dam = tdam;
- tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
+ tdam = mon_damage_mod(player_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,
+ 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,
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);
+ uint16_t 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, base_dam, GF_MISSILE, flg);
+ project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, GF_MISSILE, flg);
break;
}
/* Sniper */
if (snipe_type == SP_HOLYNESS) {
- set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
- note_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, ny, nx);
+ set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
+ note_spot(player_ptr, ny, nx);
+ lite_spot(player_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)))) {
+ MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear);
+ if (mdp.mon_take_hit(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)) {
+ if (q_ptr->is_fixed_artifact() && (sniper_concent == 0)) {
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(shooter_ptr, m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
- stick_to = TRUE;
+ 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);
+ message_pain(player_ptr, c_mon_ptr->m_idx, tdam);
/* Anger the monster */
if (tdam > 0)
- anger_monster(shooter_ptr, m_ptr);
+ anger_monster(player_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);
+ monster_desc(player_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);
+ set_target(m_ptr, player_ptr->y, player_ptr->x);
/* Sniper */
if (snipe_type == SP_RUSH) {
break;
/* Calculate the new location (see "project()") */
- mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+ mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
/* Stopped by wilderness boundary */
- if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
+ if (!in_bounds2(player_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))
+ if (!player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
break;
/* Stopped by monsters */
- if (!is_cave_empty_bold(shooter_ptr, ny, nx))
+ if (!is_cave_empty_bold(player_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;
+ player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+ player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
m_ptr->fx = nx;
m_ptr->fy = ny;
- update_monster(shooter_ptr, m_idx, TRUE);
+ update_monster(player_ptr, m_idx, true);
- if (msec > 0) {
- lite_spot(shooter_ptr, ny, nx);
- lite_spot(shooter_ptr, oy, ox);
+ if (delay_factor > 0) {
+ lite_spot(player_ptr, ny, nx);
+ lite_spot(player_ptr, oy, ox);
term_fresh();
- term_xtra(TERM_XTRA_DELAY, msec);
+ term_xtra(TERM_XTRA_DELAY, delay_factor);
}
x = nx;
}
/* Sniper */
- if (snipe_type == SP_PIERCE) {
- if (shooter_ptr->concent < 1)
- break;
- shooter_ptr->concent--;
+ if (snipe_type == SP_PIERCE && sniper_concent > 0) {
+ sniper_concent--;
continue;
}
}
/* Chance of breakage (during attacks) */
- j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
+ j = (hit_body ? breakage_chance(player_ptr, q_ptr, player_ptr->pclass == PlayerClassType::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);
+ MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ OBJECT_IDX o_idx = o_pop(player_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)) {
+ if (q_ptr->is_fixed_artifact()) {
a_info[j_ptr->name1].cur_num = 0;
}
return;
}
- o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
+ o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
o_ptr->copy_from(q_ptr);
/* Forget mark */
o_ptr->held_m_idx = m_idx;
/* Carry object */
- m_ptr->hold_o_idx_list.push_front(o_idx);
- } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+ m_ptr->hold_o_idx_list.add(player_ptr->current_floor_ptr, o_idx);
+ } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT)) {
/* Drop (or break) near that location */
- (void)drop_near(shooter_ptr, q_ptr, j, y, x);
+ (void)drop_near(player_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);
+ (void)drop_near(player_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);
+ reset_concentration(player_ptr, false);
}
/*!
* @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)
+bool test_hit_fire(player_type *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
{
int k;
ARMOUR_CLASS ac;
/* Percentile dice */
k = randint1(100);
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_concent = sniper_data ? sniper_data->concent : 0;
+
/* Snipers with high-concentration reduce instant miss percentage.*/
- k += shooter_ptr->concent;
+ k += sniper_concent;
/* Hack -- Instant miss or hit */
if (k <= 5)
- return FALSE;
+ return false;
if (k > 95)
- return TRUE;
+ return true;
- if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
+ if (player_ptr->ppersonality == PERSONALITY_LAZY)
if (one_in_(20))
- return FALSE;
+ return false;
/* Never hit */
if (chance <= 0)
- return FALSE;
+ return false;
ac = r_ptr->ac;
- if (shooter_ptr->concent) {
- ac *= (8 - shooter_ptr->concent);
- ac /= 8;
- }
+ ac = ac * (8 - sniper_concent) / 8;
if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
ac *= 3;
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);
+ monster_desc(player_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;
+ return false;
}
/* Assume hit */
- return TRUE;
+ return true;
}
/*!
* @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)
+HIT_POINT critical_shot(player_type *player_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];
+ object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
/* Extract "shot" power */
- i = shooter_ptr->to_h_b + plus_ammo;
+ i = player_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);
+ if (player_ptr->tval_ammo == ItemKindType::BOLT)
+ i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+ i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_concent = sniper_data ? sniper_data->concent : 0;
/* 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 += ((i * sniper_concent) / 5);
+ if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
i *= 2;
/* Good bow makes more critical */
- i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+ i += plus_bow * 8 * (sniper_concent + 5);
/* Critical hit */
if (randint1(10000) <= i) {
/*!
* @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
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param plus_ammo 矢弾のダメージ修正
* @param plus_bow 弓のダメージ修正
* @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 *player_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
HIT_POINT i;
- object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+ object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
/* Extract "shot" power */
- i = shooter_ptr->to_h_b + plus_ammo;
+ i = player_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);
+ if (player_ptr->tval_ammo == ItemKindType::BOLT)
+ i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+ i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+ auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+ auto sniper_concent = sniper_data ? sniper_data->concent : 0;
/* 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 += ((i * sniper_concent) / 5);
+ if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
i *= 2;
/* Good bow makes more critical */
- i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+ i += plus_bow * 8 * (sniper_concent + 5);
if (i < 0)
i = 0;
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
+HIT_POINT calc_expect_crit_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
- u32b num;
+ uint32_t num;
int i, k, crit;
- i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
+ i = calc_crit_ratio_shot(player_ptr, plus_ammo, plus_bow);
k = 0;
num = 0;
- crit = MIN(500, 900 / weight);
+ crit = std::min(500, 900 / weight);
num += dam * 3 / 2 * crit;
k = crit;
- crit = MIN(500, 1350 / weight);
+ crit = std::min(500, 1350 / weight);
crit -= k;
num += dam * 2 * crit;
k += crit;
/*!
* @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
- * @param shooter_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param weight 武器の重量
* @param plus 武器のダメージ修正
* @param dam 基本ダメージ
* @param meichuu 命中値
* @param dokubari 毒針処理か否か
+ * @param impact 強撃かどうか
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(player_type *player_ptr, WEIGHT weight, int plus, HIT_POINT dam, int16_t meichuu, bool dokubari, bool impact)
{
- u32b k, num;
if (dokubari)
return dam;
- int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
+ int i = (weight + (meichuu * 3 + plus * 5) + player_ptr->skill_thn);
if (i < 0)
i = 0;
- k = weight;
- num = 0;
+ // 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
+ auto calc_weight_expect_dam = [](HIT_POINT dam, WEIGHT weight) {
+ HIT_POINT sum = 0;
+ for (int d = 1; d <= 650; ++d) {
+ int k = weight + d;
+ sum += std::get<0>(apply_critical_norm_damage(k, dam));
+ }
+ return sum / 650;
+ };
+
+ uint32_t 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;
+ if (impact) {
+ for (int d = 1; d <= 650; ++d) {
+ num += calc_weight_expect_dam(dam, weight + d);
+ }
+ num /= 650;
} else {
- num *= i;
- num += (5000 - i) * dam;
- num /= 5000;
+ num += calc_weight_expect_dam(dam, weight);
}
+ int pow = (player_ptr->pclass == PlayerClassType::NINJA) ? 4444 : 5000;
+ if (impact)
+ pow /= 2;
+
+ num *= i;
+ num += (pow - i) * dam;
+ num /= pow;
+
return num;
}