2 #include "projection.h"
3 #include "monster-status.h"
6 #include "player-status.h"
10 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
11 * Determines the odds of an object breaking when thrown at a monster
12 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
13 * @param tdam 計算途中のダメージ量
14 * @param m_ptr 目標モンスターの構造体参照ポインタ
15 * @return スレイ倍率をかけたダメージ量
17 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
21 monster_race *r_ptr = &r_info[m_ptr->r_idx];
23 BIT_FLAGS flgs[TR_FLAG_SIZE];
24 object_flags(o_ptr, flgs);
26 /* Some "weapons" and "ammo" do extra damage */
33 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
35 if (is_original_ap_and_seen(m_ptr))
37 r_ptr->r_flags3 |= RF3_ANIMAL;
39 if (mult < 17) mult = 17;
42 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
44 if (is_original_ap_and_seen(m_ptr))
46 r_ptr->r_flags3 |= RF3_ANIMAL;
48 if (mult < 27) mult = 27;
51 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
53 if (is_original_ap_and_seen(m_ptr))
55 r_ptr->r_flags3 |= RF3_EVIL;
57 if (mult < 15) mult = 15;
60 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
62 if (is_original_ap_and_seen(m_ptr))
64 r_ptr->r_flags3 |= RF3_EVIL;
66 if (mult < 25) mult = 25;
69 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
71 if (is_original_ap_and_seen(m_ptr))
73 r_ptr->r_flags2 |= RF2_HUMAN;
75 if (mult < 17) mult = 17;
78 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
80 if (is_original_ap_and_seen(m_ptr))
82 r_ptr->r_flags2 |= RF2_HUMAN;
84 if (mult < 27) mult = 27;
87 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
89 if (is_original_ap_and_seen(m_ptr))
91 r_ptr->r_flags3 |= RF3_UNDEAD;
93 if (mult < 20) mult = 20;
96 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
98 if (is_original_ap_and_seen(m_ptr))
100 r_ptr->r_flags3 |= RF3_UNDEAD;
102 if (mult < 30) mult = 30;
105 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
107 if (is_original_ap_and_seen(m_ptr))
109 r_ptr->r_flags3 |= RF3_DEMON;
111 if (mult < 20) mult = 20;
114 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
116 if (is_original_ap_and_seen(m_ptr))
118 r_ptr->r_flags3 |= RF3_DEMON;
120 if (mult < 30) mult = 30;
123 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
125 if (is_original_ap_and_seen(m_ptr))
127 r_ptr->r_flags3 |= RF3_ORC;
129 if (mult < 20) mult = 20;
132 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
134 if (is_original_ap_and_seen(m_ptr))
136 r_ptr->r_flags3 |= RF3_ORC;
138 if (mult < 30) mult = 30;
141 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
143 if (is_original_ap_and_seen(m_ptr))
145 r_ptr->r_flags3 |= RF3_TROLL;
148 if (mult < 20) mult = 20;
151 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
153 if (is_original_ap_and_seen(m_ptr))
155 r_ptr->r_flags3 |= RF3_TROLL;
157 if (mult < 30) mult = 30;
160 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
162 if (is_original_ap_and_seen(m_ptr))
164 r_ptr->r_flags3 |= RF3_GIANT;
166 if (mult < 20) mult = 20;
169 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
171 if (is_original_ap_and_seen(m_ptr))
173 r_ptr->r_flags3 |= RF3_GIANT;
175 if (mult < 30) mult = 30;
178 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
180 if (is_original_ap_and_seen(m_ptr))
182 r_ptr->r_flags3 |= RF3_DRAGON;
184 if (mult < 20) mult = 20;
187 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
189 if (is_original_ap_and_seen(m_ptr))
191 r_ptr->r_flags3 |= RF3_DRAGON;
193 if (mult < 30) mult = 30;
194 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
195 (inventory[INVEN_BOW].name1 == ART_BARD))
199 if (have_flag(flgs, TR_BRAND_ACID))
201 /* Notice immunity */
202 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
204 if (is_original_ap_and_seen(m_ptr))
206 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
211 if (mult < 17) mult = 17;
215 if (have_flag(flgs, TR_BRAND_ELEC))
217 /* Notice immunity */
218 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
220 if (is_original_ap_and_seen(m_ptr))
222 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
227 if (mult < 17) mult = 17;
231 if (have_flag(flgs, TR_BRAND_FIRE))
233 /* Notice immunity */
234 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
236 if (is_original_ap_and_seen(m_ptr))
238 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
241 /* Otherwise, take the damage */
244 if (r_ptr->flags3 & RF3_HURT_FIRE)
246 if (mult < 25) mult = 25;
247 if (is_original_ap_and_seen(m_ptr))
249 r_ptr->r_flags3 |= RF3_HURT_FIRE;
252 else if (mult < 17) mult = 17;
256 if (have_flag(flgs, TR_BRAND_COLD))
258 /* Notice immunity */
259 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
261 if (is_original_ap_and_seen(m_ptr))
263 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
266 /* Otherwise, take the damage */
269 if (r_ptr->flags3 & RF3_HURT_COLD)
271 if (mult < 25) mult = 25;
272 if (is_original_ap_and_seen(m_ptr))
274 r_ptr->r_flags3 |= RF3_HURT_COLD;
277 else if (mult < 17) mult = 17;
281 if (have_flag(flgs, TR_BRAND_POIS))
283 /* Notice immunity */
284 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
286 if (is_original_ap_and_seen(m_ptr))
288 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
291 /* Otherwise, take the damage */
294 if (mult < 17) mult = 17;
298 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
300 p_ptr->csp -= (1 + (p_ptr->msp / 30));
301 p_ptr->redraw |= (PR_MANA);
309 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
311 /* Return the total damage */
312 return (tdam * mult / 10);
318 * Fire an object from the pack or floor.
319 * @param item 射撃するオブジェクトの所持ID
320 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
324 * You may only fire items that "match" your missile launcher.
325 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
326 * See "calc_bonuses()" for more calculations and such.
327 * Note that "firing" a missile is MUCH better than "throwing" it.
328 * Note: "unseen" monsters are very hard to hit.
329 * Objects are more likely to break if they "attempt" to hit a monster.
330 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
331 * The "extra shot" code works by decreasing the amount of energy
332 * required to make each shot, spreading the shots out over time.
333 * Note that when firing missiles, the launcher multiplier is applied
334 * after all the bonuses are added in, making multipliers very useful.
335 * Note that Bows of "Extra Might" get extra range and an extra bonus
336 * for the damage multiplier.
337 * Note that Bows of "Extra Shots" give an extra shot.
340 void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
344 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
345 int tdam_base, tdis, thits, tmul;
347 int cur_dis, visible;
355 bool hit_body = FALSE;
357 GAME_TEXT o_name[MAX_NLEN];
359 u16b path_g[512]; /* For calcuration of path length */
361 int msec = delay_factor * delay_factor * delay_factor;
364 bool stick_to = FALSE;
366 /* Access the item (if in the pack) */
369 o_ptr = &inventory[item];
373 o_ptr = &o_list[0 - item];
376 /* Sniper - Cannot shot a single arrow twice */
377 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
379 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
381 /* Use the proper number of shots */
382 thits = p_ptr->num_fire;
384 /* Use a base distance */
387 /* Base damage from thrown object plus launcher bonus */
388 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
390 /* Actually "fire" the object */
391 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
392 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
393 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
395 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
397 p_ptr->energy_use = bow_energy(j_ptr->sval);
398 tmul = bow_tmul(j_ptr->sval);
400 /* Get extra "power" from "extra might" */
401 if (p_ptr->xtra_might) tmul++;
403 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
405 /* Boost the damage */
410 tdis = 13 + tmul / 80;
411 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
414 tdis -= (5 - (p_ptr->concent + 1) / 2);
419 project_length = tdis + 1;
421 /* Get a direction (or cancel) */
422 if (!get_aim_dir(&dir))
426 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
428 /* need not to reset project_length (already did)*/
433 /* Predict the "target" location */
434 tx = p_ptr->x + 99 * ddx[dir];
435 ty = p_ptr->y + 99 * ddy[dir];
437 /* Check for "target request" */
438 if ((dir == 5) && target_okay())
444 /* Get projection path length */
445 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
447 project_length = 0; /* reset to default */
449 /* Don't shoot at my feet */
450 if (tx == p_ptr->x && ty == p_ptr->y)
454 /* project_length is already reset to 0 */
460 /* Take a (partial) turn */
461 p_ptr->energy_use = (p_ptr->energy_use / thits);
464 /* Sniper - Difficult to shot twice at 1 turn */
465 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
467 /* Sniper - Repeat shooting when double shots */
468 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
471 /* Start at the player */
476 /* Obtain a local object */
477 object_copy(q_ptr, o_ptr);
482 /* Reduce and describe inventory */
485 inven_item_increase(item, -1);
486 inven_item_describe(item);
487 inven_item_optimize(item);
490 /* Reduce and describe floor item */
493 floor_item_increase(0 - item, -1);
494 floor_item_optimize(0 - item);
503 /* The shot does not hit yet */
506 /* Travel until stopped */
507 for (cur_dis = 0; cur_dis <= tdis; )
511 /* Hack -- Stop at the target */
512 if ((y == ty) && (x == tx)) break;
514 /* Calculate the new location (see "project()") */
517 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
520 if (snipe_type == SP_KILL_WALL)
522 c_ptr = &cave[ny][nx];
524 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
526 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
527 /* Forget the wall */
528 c_ptr->info &= ~(CAVE_MARK);
529 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
531 /* Destroy the wall */
532 cave_alter_feat(ny, nx, FF_HURT_ROCK);
539 /* Stopped by walls/doors */
540 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
542 /* Advance the distance */
546 if (snipe_type == SP_LITE)
548 cave[ny][nx].info |= (CAVE_GLOW);
553 /* The player can see the (on screen) missile */
554 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
556 char c = object_char(q_ptr);
557 byte a = object_attr(q_ptr);
559 /* Draw, Hilite, Fresh, Pause, Erase */
560 print_rel(c, a, ny, nx);
561 move_cursor_relative(ny, nx);
563 Term_xtra(TERM_XTRA_DELAY, msec);
568 /* The player cannot see the missile */
571 /* Pause anyway, for consistancy */
572 Term_xtra(TERM_XTRA_DELAY, msec);
576 if (snipe_type == SP_KILL_TRAP)
578 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
579 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
583 if (snipe_type == SP_EVILNESS)
585 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
593 /* Save the new location */
597 /* Monster here, Try to hit it */
598 if (cave[y][x].m_idx)
600 cave_type *c_mon_ptr = &cave[y][x];
602 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
603 monster_race *r_ptr = &r_info[m_ptr->r_idx];
605 /* Check the visibility */
608 /* Note the collision */
611 if (MON_CSLEEP(m_ptr))
613 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
614 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
617 if ((r_ptr->level + 10) > p_ptr->lev)
619 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
620 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
623 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
624 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
625 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
626 else if (p_ptr->lev > 34) amount = 2;
627 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
628 p_ptr->update |= (PU_BONUS);
634 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
635 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
638 p_ptr->skill_exp[GINOU_RIDING] += 1;
639 p_ptr->update |= (PU_BONUS);
643 /* Did we hit it (penalize range) */
644 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
647 int tdam = tdam_base;
649 /* Get extra damage from concentration */
650 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
652 /* Handle unseen monster */
655 /* Invisible monster */
656 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
659 /* Handle visible monster */
662 GAME_TEXT m_name[MAX_NLEN];
664 /* Get "the monster" or "it" */
665 monster_desc(m_name, m_ptr, 0);
667 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
671 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
672 health_track(c_mon_ptr->m_idx);
676 if (snipe_type == SP_NEEDLE)
678 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
679 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
681 GAME_TEXT m_name[MAX_NLEN];
683 /* Get "the monster" or "it" */
684 monster_desc(m_name, m_ptr, 0);
686 tdam = m_ptr->hp + 1;
687 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
693 /* Apply special damage */
694 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
695 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
697 /* No negative damage */
698 if (tdam < 0) tdam = 0;
700 /* Modify the damage */
701 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
704 msg_format_wizard(CHEAT_MONSTER,
705 _("%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))"),
706 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
709 if (snipe_type == SP_EXPLODE)
711 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
713 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
714 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
719 if (snipe_type == SP_HOLYNESS)
721 cave[ny][nx].info |= (CAVE_GLOW);
726 /* Hit the monster, check for death */
727 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
736 if (object_is_fixed_artifact(q_ptr) &&
737 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
739 GAME_TEXT m_name[MAX_NLEN];
741 monster_desc(m_name, m_ptr, 0);
744 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
747 message_pain(c_mon_ptr->m_idx, tdam);
749 /* Anger the monster */
750 if (tdam > 0) anger_monster(m_ptr);
752 if (fear && m_ptr->ml)
754 GAME_TEXT m_name[MAX_NLEN];
756 monster_desc(m_name, m_ptr, 0);
757 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
760 set_target(m_ptr, p_ptr->y, p_ptr->x);
763 if (snipe_type == SP_RUSH)
765 int n = randint1(5) + 3;
766 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
768 for (; cur_dis <= tdis; )
775 /* Calculate the new location (see "project()") */
776 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
778 /* Stopped by wilderness boundary */
779 if (!in_bounds2(ny, nx)) break;
781 /* Stopped by walls/doors */
782 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
784 /* Stopped by monsters */
785 if (!cave_empty_bold(ny, nx)) break;
787 cave[ny][nx].m_idx = m_idx;
788 cave[oy][ox].m_idx = 0;
793 update_monster(c_mon_ptr->m_idx, TRUE);
799 Term_xtra(TERM_XTRA_DELAY, msec);
811 if (snipe_type == SP_PIERCE)
813 if (p_ptr->concent < 1) break;
823 /* Chance of breakage (during attacks) */
824 j = (hit_body ? breakage_chance(q_ptr) : 0);
828 MONSTER_IDX m_idx = cave[y][x].m_idx;
829 monster_type *m_ptr = &m_list[m_idx];
830 OBJECT_IDX o_idx = o_pop();
834 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
835 if (object_is_fixed_artifact(q_ptr))
837 a_info[j_ptr->name1].cur_num = 0;
842 o_ptr = &o_list[o_idx];
843 object_copy(o_ptr, q_ptr);
846 o_ptr->marked &= OM_TOUCHED;
848 /* Forget location */
849 o_ptr->iy = o_ptr->ix = 0;
851 /* Memorize monster */
852 o_ptr->held_m_idx = m_idx;
855 o_ptr->next_o_idx = m_ptr->hold_o_idx;
858 m_ptr->hold_o_idx = o_idx;
860 else if (cave_have_flag_bold(y, x, FF_PROJECT))
862 /* Drop (or break) near that location */
863 (void)drop_near(q_ptr, j, y, x);
867 /* Drop (or break) near that location */
868 (void)drop_near(q_ptr, j, prev_y, prev_x);
871 /* Sniper - Repeat shooting when double shots */
874 /* Sniper - Loose his/her concentration after any shot */
875 if (p_ptr->concent) reset_concentration(FALSE);
880 * @brief プレイヤーからモンスターへの射撃命中判定 /
881 * Determine if the player "hits" a monster (normal combat).
882 * @param chance 基本命中値
883 * @param m_ptr モンスターの構造体参照ポインタ
884 * @param vis 目標を視界に捕らえているならばTRUEを指定
885 * @param o_name メッセージ表示時のモンスター名
886 * @return 命中と判定された場合TRUEを返す
887 * @note Always miss 5%, always hit 5%, otherwise random.
889 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
893 monster_race *r_ptr = &r_info[m_ptr->r_idx];
895 /* Percentile dice */
898 /* Snipers with high-concentration reduce instant miss percentage.*/
901 /* Hack -- Instant miss or hit */
902 if (k <= 5) return (FALSE);
903 if (k > 95) return (TRUE);
905 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
906 if (one_in_(20)) return (FALSE);
909 if (chance <= 0) return (FALSE);
914 ac *= (8 - p_ptr->concent);
918 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
920 /* Invisible monsters are harder to hit */
921 if (!vis) chance = (chance + 1) / 2;
923 /* Power competes against armor */
924 if (randint0(chance) < (ac * 3 / 4))
926 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
928 GAME_TEXT m_name[MAX_NLEN];
930 /* Extract monster name */
931 monster_desc(m_name, m_ptr, 0);
932 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
945 * @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 /
946 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
947 * @param weight 矢弾の重量
948 * @param plus_ammo 矢弾の命中修正
949 * @param plus_bow 弓の命中修正
950 * @param dam 現在算出中のダメージ値
951 * @return クリティカル修正が入ったダメージ値
953 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
956 object_type *j_ptr = &inventory[INVEN_BOW];
958 /* Extract "shot" power */
959 i = p_ptr->to_h_b + plus_ammo;
961 if (p_ptr->tval_ammo == TV_BOLT)
962 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
964 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
967 /* Snipers can shot more critically with crossbows */
968 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
969 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
971 /* Good bow makes more critical */
972 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
975 if (randint1(10000) <= i)
977 k = weight * randint1(500);
981 msg_print(_("手ごたえがあった!", "It was a good hit!"));
986 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
991 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1003 * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
1004 * @param sval 射撃武器のアイテム副分類ID
1005 * @return 消費する基本エネルギー
1007 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1009 ENERGY energy = 10000;
1011 /* Analyze the launcher */
1014 /* Sling and ammo */
1021 /* Short Bow and Arrow */
1028 /* Long Bow and Arrow */
1035 /* Bow of irresponsiblity and Arrow */
1042 /* Light Crossbow and Bolt */
1049 /* Heavy Crossbow and Bolt */
1064 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1068 /* Analyze the launcher */
1071 /* Sling and ammo */
1078 /* Short Bow and Arrow */
1085 /* Long Bow and Arrow */
1092 /* Bow of irresponsiblity and Arrow */
1099 /* Light Crossbow and Bolt */
1106 /* Heavy Crossbow and Bolt */