#include "angband.h"
+#include "projection.h"
+#include "monster-status.h"
+#include "artifact.h"
+#include "avatar.h"
+
+/*!
+ * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
+ * Determines the odds of an object breaking when thrown at a monster
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @param tdam 計算途中のダメージ量
+ * @param m_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 s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+{
+ int 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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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(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) &&
+ (inventory[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(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(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(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(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(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(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(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)) && (p_ptr->csp > (p_ptr->msp / 30)))
+ {
+ p_ptr->csp -= (1 + (p_ptr->msp / 30));
+ p_ptr->redraw |= (PR_MANA);
+ mult = mult * 5 / 2;
+ }
+ break;
+ }
+ }
+
+ /* Sniper */
+ if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
+ /* Return the total damage */
+ return (tdam * mult / 10);
+}
+
+
+/*!
+ * @brief 射撃処理実行 /
+ * Fire an object from the pack or floor.
+ * @param item 射撃するオブジェクトの所持ID
+ * @param j_ptr 射撃武器のオブジェクト参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
+ * You may only fire items that "match" your missile launcher.
+ * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
+ * See "calc_bonuses()" for more calculations and such.
+ * Note that "firing" a missile is MUCH better than "throwing" it.
+ * Note: "unseen" monsters are very hard to hit.
+ * Objects are more likely to break if they "attempt" to hit a monster.
+ * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
+ * The "extra shot" code works by decreasing the amount of energy
+ * required to make each shot, spreading the shots out over time.
+ * Note that when firing missiles, the launcher multiplier is applied
+ * after all the bonuses are added in, making multipliers very useful.
+ * Note that Bows of "Extra Might" get extra range and an extra bonus
+ * for the damage multiplier.
+ * Note that Bows of "Extra Shots" give an extra shot.
+ * </pre>
+ */
+void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
+{
+ 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 *o_ptr;
+
+ 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;
+
+ /* STICK TO */
+ bool stick_to = FALSE;
+
+ /* Access the item (if in the pack) */
+ if (item >= 0)
+ {
+ o_ptr = &inventory[item];
+ }
+ else
+ {
+ o_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;
+
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+
+ /* Use the proper number of shots */
+ thits = p_ptr->num_fire;
+
+ /* 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;
+
+ /* Actually "fire" the object */
+ bonus = (p_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 = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
+ else
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
+
+ p_ptr->energy_use = bow_energy(j_ptr->sval);
+ tmul = bow_tmul(j_ptr->sval);
+
+ /* Get extra "power" from "extra might" */
+ if (p_ptr->xtra_might) tmul++;
+
+ tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
+
+ /* 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 (p_ptr->concent)
+ tdis -= (5 - (p_ptr->concent + 1) / 2);
+ else
+ tdis -= 5;
+ }
+
+ project_length = tdis + 1;
+
+ /* Get a direction (or cancel) */
+ if (!get_aim_dir(&dir))
+ {
+ p_ptr->energy_use = 0;
+
+ if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+
+ /* need not to reset project_length (already did)*/
+
+ return;
+ }
+
+ /* Predict the "target" location */
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
+
+ /* Check for "target request" */
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ /* Get projection path length */
+ tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
+
+ project_length = 0; /* reset to default */
+
+ /* Don't shoot at my feet */
+ if (tx == p_ptr->x && ty == p_ptr->y)
+ {
+ p_ptr->energy_use = 0;
+
+ /* project_length is already reset to 0 */
+
+ return;
+ }
+
+
+ /* Take a (partial) turn */
+ p_ptr->energy_use = (p_ptr->energy_use / thits);
+ is_fired = TRUE;
+
+ /* Sniper - Difficult to shot twice at 1 turn */
+ if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_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 = p_ptr->y;
+ x = p_ptr->x;
+ q_ptr = &forge;
+
+ /* Obtain a local object */
+ object_copy(q_ptr, o_ptr);
+
+ /* Single object */
+ q_ptr->number = 1;
+
+ /* Reduce and describe inventory */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Reduce and describe floor item */
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_optimize(0 - item);
+ }
+
+ sound(SOUND_SHOOT);
+ handle_stuff();
+
+ /* Save the old location */
+ 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; )
+ {
+ cave_type *c_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, p_ptr->y, p_ptr->x, ty, tx);
+
+ /* Shatter Arrow */
+ if (snipe_type == SP_KILL_WALL)
+ {
+ c_ptr = &cave[ny][nx];
+
+ if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+ {
+ if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+ /* Forget the wall */
+ c_ptr->info &= ~(CAVE_MARK);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Destroy the wall */
+ cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+ hit_body = TRUE;
+ break;
+ }
+ }
+
+ /* Stopped by walls/doors */
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
+
+ /* Advance the distance */
+ cur_dis++;
+
+ /* Sniper */
+ if (snipe_type == SP_LITE)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+ note_spot(ny, nx);
+ lite_spot(ny, nx);
+ }
+
+ /* The player can see the (on screen) missile */
+ if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
+ {
+ char c = object_char(q_ptr);
+ byte a = object_attr(q_ptr);
+
+ /* Draw, Hilite, Fresh, Pause, Erase */
+ print_rel(c, a, ny, nx);
+ move_cursor_relative(ny, nx);
+ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
+ lite_spot(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(0, 0, ny, nx, 0, GF_KILL_TRAP,
+ (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_EVILNESS)
+ {
+ cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+ note_spot(ny, nx);
+ lite_spot(ny, nx);
+ }
+
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
+ /* Save the new location */
+ x = nx;
+ y = ny;
+
+ /* Monster here, Try to hit it */
+ if (cave[y][x].m_idx)
+ {
+ cave_type *c_mon_ptr = &cave[y][x];
+
+ monster_type *m_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(V_COMPASSION, -1);
+ if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+ }
+
+ if ((r_ptr->level + 10) > p_ptr->lev)
+ {
+ int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
+ if (now_exp < s_info[p_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) && (p_ptr->lev > 19)) amount = 10;
+ else if (p_ptr->lev > 34) amount = 2;
+ p_ptr->weapon_exp[0][j_ptr->sval] += amount;
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+
+ if (p_ptr->riding)
+ {
+ if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
+ && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
+ && one_in_(2))
+ {
+ p_ptr->skill_exp[GINOU_RIDING] += 1;
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+
+ /* Did we hit it (penalize range) */
+ if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
+ {
+ bool fear = FALSE;
+ int tdam = tdam_base;
+
+ /* Get extra damage from concentration */
+ if (p_ptr->concent) tdam = boost_concentration_damage(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(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 (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+ health_track(c_mon_ptr->m_idx);
+ }
+ }
+
+ if (snipe_type == SP_NEEDLE)
+ {
+ if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_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(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 sticked on a fatal spot of %s!"), m_name);
+ }
+ else tdam = 1;
+ }
+ else
+ {
+ /* Apply special damage */
+ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+ tdam = critical_shot(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(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(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+ break;
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_HOLYNESS)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+ note_spot(ny, nx);
+ lite_spot(ny, nx);
+ }
+
+ /* Hit the monster, check for death */
+ if (mon_take_hit(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) &&
+ (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, 0);
+
+ stick_to = TRUE;
+ msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
+ }
+
+ message_pain(c_mon_ptr->m_idx, tdam);
+
+ /* Anger the monster */
+ if (tdam > 0) anger_monster(m_ptr);
+
+ if (fear && m_ptr->ml)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ sound(SOUND_FLEE);
+ monster_desc(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, p_ptr->y, p_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, p_ptr->y, p_ptr->x, ty, tx);
+
+ /* Stopped by wilderness boundary */
+ if (!in_bounds2(ny, nx)) break;
+
+ /* Stopped by walls/doors */
+ if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+ /* Stopped by monsters */
+ if (!cave_empty_bold(ny, nx)) break;
+
+ cave[ny][nx].m_idx = m_idx;
+ cave[oy][ox].m_idx = 0;
+
+ m_ptr->fx = nx;
+ m_ptr->fy = ny;
+
+ update_monster(c_mon_ptr->m_idx, TRUE);
+
+ lite_spot(ny, nx);
+ lite_spot(oy, ox);
+
+ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
+
+ x = nx;
+ y = ny;
+ cur_dis++;
+ n--;
+ }
+ }
+ }
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_PIERCE)
+ {
+ if (p_ptr->concent < 1) break;
+ p_ptr->concent--;
+ continue;
+ }
+
+ /* Stop looking */
+ break;
+ }
+ }
+
+ /* Chance of breakage (during attacks) */
+ j = (hit_body ? breakage_chance(q_ptr) : 0);
+
+ if (stick_to)
+ {
+ MONSTER_IDX m_idx = cave[y][x].m_idx;
+ monster_type *m_ptr = &m_list[m_idx];
+ OBJECT_IDX o_idx = o_pop();
+
+ if (!o_idx)
+ {
+ msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
+ if (object_is_fixed_artifact(q_ptr))
+ {
+ a_info[j_ptr->name1].cur_num = 0;
+ }
+ return;
+ }
+
+ o_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(y, x, FF_PROJECT))
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, y, x);
+ }
+ else
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, prev_y, prev_x);
+ }
+
+ /* Sniper - Repeat shooting when double shots */
+ }
+
+ /* Sniper - Loose his/her concentration after any shot */
+ if (p_ptr->concent) reset_concentration(FALSE);
+}
+
/*!
* @brief プレイヤーからモンスターへの射撃命中判定 /