2 #include "projection.h"
3 #include "monster-status.h"
6 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
7 * Determines the odds of an object breaking when thrown at a monster
8 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
9 * @param tdam 計算途中のダメージ量
10 * @param m_ptr 目標モンスターの構造体参照ポインタ
11 * @return スレイ倍率をかけたダメージ量
13 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
17 monster_race *r_ptr = &r_info[m_ptr->r_idx];
19 BIT_FLAGS flgs[TR_FLAG_SIZE];
20 object_flags(o_ptr, flgs);
22 /* Some "weapons" and "ammo" do extra damage */
29 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
31 if (is_original_ap_and_seen(m_ptr))
33 r_ptr->r_flags3 |= RF3_ANIMAL;
35 if (mult < 17) mult = 17;
38 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
40 if (is_original_ap_and_seen(m_ptr))
42 r_ptr->r_flags3 |= RF3_ANIMAL;
44 if (mult < 27) mult = 27;
47 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
49 if (is_original_ap_and_seen(m_ptr))
51 r_ptr->r_flags3 |= RF3_EVIL;
53 if (mult < 15) mult = 15;
56 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
58 if (is_original_ap_and_seen(m_ptr))
60 r_ptr->r_flags3 |= RF3_EVIL;
62 if (mult < 25) mult = 25;
65 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
67 if (is_original_ap_and_seen(m_ptr))
69 r_ptr->r_flags2 |= RF2_HUMAN;
71 if (mult < 17) mult = 17;
74 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
76 if (is_original_ap_and_seen(m_ptr))
78 r_ptr->r_flags2 |= RF2_HUMAN;
80 if (mult < 27) mult = 27;
83 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
85 if (is_original_ap_and_seen(m_ptr))
87 r_ptr->r_flags3 |= RF3_UNDEAD;
89 if (mult < 20) mult = 20;
92 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
94 if (is_original_ap_and_seen(m_ptr))
96 r_ptr->r_flags3 |= RF3_UNDEAD;
98 if (mult < 30) mult = 30;
101 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
103 if (is_original_ap_and_seen(m_ptr))
105 r_ptr->r_flags3 |= RF3_DEMON;
107 if (mult < 20) mult = 20;
110 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
112 if (is_original_ap_and_seen(m_ptr))
114 r_ptr->r_flags3 |= RF3_DEMON;
116 if (mult < 30) mult = 30;
119 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
121 if (is_original_ap_and_seen(m_ptr))
123 r_ptr->r_flags3 |= RF3_ORC;
125 if (mult < 20) mult = 20;
128 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
130 if (is_original_ap_and_seen(m_ptr))
132 r_ptr->r_flags3 |= RF3_ORC;
134 if (mult < 30) mult = 30;
137 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
139 if (is_original_ap_and_seen(m_ptr))
141 r_ptr->r_flags3 |= RF3_TROLL;
144 if (mult < 20) mult = 20;
147 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
149 if (is_original_ap_and_seen(m_ptr))
151 r_ptr->r_flags3 |= RF3_TROLL;
153 if (mult < 30) mult = 30;
156 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
158 if (is_original_ap_and_seen(m_ptr))
160 r_ptr->r_flags3 |= RF3_GIANT;
162 if (mult < 20) mult = 20;
165 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
167 if (is_original_ap_and_seen(m_ptr))
169 r_ptr->r_flags3 |= RF3_GIANT;
171 if (mult < 30) mult = 30;
174 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
176 if (is_original_ap_and_seen(m_ptr))
178 r_ptr->r_flags3 |= RF3_DRAGON;
180 if (mult < 20) mult = 20;
183 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
185 if (is_original_ap_and_seen(m_ptr))
187 r_ptr->r_flags3 |= RF3_DRAGON;
189 if (mult < 30) mult = 30;
190 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
191 (inventory[INVEN_BOW].name1 == ART_BARD))
195 if (have_flag(flgs, TR_BRAND_ACID))
197 /* Notice immunity */
198 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
200 if (is_original_ap_and_seen(m_ptr))
202 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
207 if (mult < 17) mult = 17;
211 if (have_flag(flgs, TR_BRAND_ELEC))
213 /* Notice immunity */
214 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
216 if (is_original_ap_and_seen(m_ptr))
218 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
223 if (mult < 17) mult = 17;
227 if (have_flag(flgs, TR_BRAND_FIRE))
229 /* Notice immunity */
230 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
232 if (is_original_ap_and_seen(m_ptr))
234 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
237 /* Otherwise, take the damage */
240 if (r_ptr->flags3 & RF3_HURT_FIRE)
242 if (mult < 25) mult = 25;
243 if (is_original_ap_and_seen(m_ptr))
245 r_ptr->r_flags3 |= RF3_HURT_FIRE;
248 else if (mult < 17) mult = 17;
252 if (have_flag(flgs, TR_BRAND_COLD))
254 /* Notice immunity */
255 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
257 if (is_original_ap_and_seen(m_ptr))
259 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
262 /* Otherwise, take the damage */
265 if (r_ptr->flags3 & RF3_HURT_COLD)
267 if (mult < 25) mult = 25;
268 if (is_original_ap_and_seen(m_ptr))
270 r_ptr->r_flags3 |= RF3_HURT_COLD;
273 else if (mult < 17) mult = 17;
277 if (have_flag(flgs, TR_BRAND_POIS))
279 /* Notice immunity */
280 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
282 if (is_original_ap_and_seen(m_ptr))
284 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
287 /* Otherwise, take the damage */
290 if (mult < 17) mult = 17;
294 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
296 p_ptr->csp -= (1 + (p_ptr->msp / 30));
297 p_ptr->redraw |= (PR_MANA);
305 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
307 /* Return the total damage */
308 return (tdam * mult / 10);
314 * Fire an object from the pack or floor.
315 * @param item 射撃するオブジェクトの所持ID
316 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
320 * You may only fire items that "match" your missile launcher.
321 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
322 * See "calc_bonuses()" for more calculations and such.
323 * Note that "firing" a missile is MUCH better than "throwing" it.
324 * Note: "unseen" monsters are very hard to hit.
325 * Objects are more likely to break if they "attempt" to hit a monster.
326 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
327 * The "extra shot" code works by decreasing the amount of energy
328 * required to make each shot, spreading the shots out over time.
329 * Note that when firing missiles, the launcher multiplier is applied
330 * after all the bonuses are added in, making multipliers very useful.
331 * Note that Bows of "Extra Might" get extra range and an extra bonus
332 * for the damage multiplier.
333 * Note that Bows of "Extra Shots" give an extra shot.
336 void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
340 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
341 int tdam_base, tdis, thits, tmul;
343 int cur_dis, visible;
351 bool hit_body = FALSE;
353 GAME_TEXT o_name[MAX_NLEN];
355 u16b path_g[512]; /* For calcuration of path length */
357 int msec = delay_factor * delay_factor * delay_factor;
360 bool stick_to = FALSE;
362 /* Access the item (if in the pack) */
365 o_ptr = &inventory[item];
369 o_ptr = &o_list[0 - item];
372 /* Sniper - Cannot shot a single arrow twice */
373 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
375 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
377 /* Use the proper number of shots */
378 thits = p_ptr->num_fire;
380 /* Use a base distance */
383 /* Base damage from thrown object plus launcher bonus */
384 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
386 /* Actually "fire" the object */
387 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
388 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
389 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
391 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
393 p_ptr->energy_use = bow_energy(j_ptr->sval);
394 tmul = bow_tmul(j_ptr->sval);
396 /* Get extra "power" from "extra might" */
397 if (p_ptr->xtra_might) tmul++;
399 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
401 /* Boost the damage */
406 tdis = 13 + tmul / 80;
407 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
410 tdis -= (5 - (p_ptr->concent + 1) / 2);
415 project_length = tdis + 1;
417 /* Get a direction (or cancel) */
418 if (!get_aim_dir(&dir))
420 p_ptr->energy_use = 0;
422 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
424 /* need not to reset project_length (already did)*/
429 /* Predict the "target" location */
430 tx = p_ptr->x + 99 * ddx[dir];
431 ty = p_ptr->y + 99 * ddy[dir];
433 /* Check for "target request" */
434 if ((dir == 5) && target_okay())
440 /* Get projection path length */
441 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
443 project_length = 0; /* reset to default */
445 /* Don't shoot at my feet */
446 if (tx == p_ptr->x && ty == p_ptr->y)
448 p_ptr->energy_use = 0;
450 /* project_length is already reset to 0 */
456 /* Take a (partial) turn */
457 p_ptr->energy_use = (p_ptr->energy_use / thits);
460 /* Sniper - Difficult to shot twice at 1 turn */
461 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
463 /* Sniper - Repeat shooting when double shots */
464 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
467 /* Start at the player */
472 /* Obtain a local object */
473 object_copy(q_ptr, o_ptr);
478 /* Reduce and describe inventory */
481 inven_item_increase(item, -1);
482 inven_item_describe(item);
483 inven_item_optimize(item);
486 /* Reduce and describe floor item */
489 floor_item_increase(0 - item, -1);
490 floor_item_optimize(0 - item);
496 /* Save the old location */
500 /* The shot does not hit yet */
503 /* Travel until stopped */
504 for (cur_dis = 0; cur_dis <= tdis; )
508 /* Hack -- Stop at the target */
509 if ((y == ty) && (x == tx)) break;
511 /* Calculate the new location (see "project()") */
514 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
517 if (snipe_type == SP_KILL_WALL)
519 c_ptr = &cave[ny][nx];
521 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
523 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
524 /* Forget the wall */
525 c_ptr->info &= ~(CAVE_MARK);
526 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
528 /* Destroy the wall */
529 cave_alter_feat(ny, nx, FF_HURT_ROCK);
536 /* Stopped by walls/doors */
537 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
539 /* Advance the distance */
543 if (snipe_type == SP_LITE)
545 cave[ny][nx].info |= (CAVE_GLOW);
550 /* The player can see the (on screen) missile */
551 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
553 char c = object_char(q_ptr);
554 byte a = object_attr(q_ptr);
556 /* Draw, Hilite, Fresh, Pause, Erase */
557 print_rel(c, a, ny, nx);
558 move_cursor_relative(ny, nx);
560 Term_xtra(TERM_XTRA_DELAY, msec);
565 /* The player cannot see the missile */
568 /* Pause anyway, for consistancy */
569 Term_xtra(TERM_XTRA_DELAY, msec);
573 if (snipe_type == SP_KILL_TRAP)
575 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
576 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
580 if (snipe_type == SP_EVILNESS)
582 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
587 /* Save the old location */
591 /* Save the new location */
595 /* Monster here, Try to hit it */
596 if (cave[y][x].m_idx)
598 cave_type *c_mon_ptr = &cave[y][x];
600 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
601 monster_race *r_ptr = &r_info[m_ptr->r_idx];
603 /* Check the visibility */
606 /* Note the collision */
609 if (MON_CSLEEP(m_ptr))
611 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
612 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
615 if ((r_ptr->level + 10) > p_ptr->lev)
617 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
618 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
621 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
622 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
623 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
624 else if (p_ptr->lev > 34) amount = 2;
625 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
626 p_ptr->update |= (PU_BONUS);
632 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
633 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
636 p_ptr->skill_exp[GINOU_RIDING] += 1;
637 p_ptr->update |= (PU_BONUS);
641 /* Did we hit it (penalize range) */
642 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
645 int tdam = tdam_base;
647 /* Get extra damage from concentration */
648 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
650 /* Handle unseen monster */
653 /* Invisible monster */
654 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
657 /* Handle visible monster */
660 GAME_TEXT m_name[MAX_NLEN];
662 /* Get "the monster" or "it" */
663 monster_desc(m_name, m_ptr, 0);
665 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
669 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
670 health_track(c_mon_ptr->m_idx);
674 if (snipe_type == SP_NEEDLE)
676 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
677 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
679 GAME_TEXT m_name[MAX_NLEN];
681 /* Get "the monster" or "it" */
682 monster_desc(m_name, m_ptr, 0);
684 tdam = m_ptr->hp + 1;
685 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
691 /* Apply special damage */
692 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
693 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
695 /* No negative damage */
696 if (tdam < 0) tdam = 0;
698 /* Modify the damage */
699 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
702 msg_format_wizard(CHEAT_MONSTER,
703 _("%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))"),
704 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
707 if (snipe_type == SP_EXPLODE)
709 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
711 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
712 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
717 if (snipe_type == SP_HOLYNESS)
719 cave[ny][nx].info |= (CAVE_GLOW);
724 /* Hit the monster, check for death */
725 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
734 if (object_is_fixed_artifact(q_ptr) &&
735 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
737 GAME_TEXT m_name[MAX_NLEN];
739 monster_desc(m_name, m_ptr, 0);
742 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
745 message_pain(c_mon_ptr->m_idx, tdam);
747 /* Anger the monster */
748 if (tdam > 0) anger_monster(m_ptr);
750 if (fear && m_ptr->ml)
752 GAME_TEXT m_name[MAX_NLEN];
754 monster_desc(m_name, m_ptr, 0);
755 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
758 set_target(m_ptr, p_ptr->y, p_ptr->x);
761 if (snipe_type == SP_RUSH)
763 int n = randint1(5) + 3;
764 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
766 for (; cur_dis <= tdis; )
773 /* Calculate the new location (see "project()") */
774 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
776 /* Stopped by wilderness boundary */
777 if (!in_bounds2(ny, nx)) break;
779 /* Stopped by walls/doors */
780 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
782 /* Stopped by monsters */
783 if (!cave_empty_bold(ny, nx)) break;
785 cave[ny][nx].m_idx = m_idx;
786 cave[oy][ox].m_idx = 0;
791 update_monster(c_mon_ptr->m_idx, TRUE);
797 Term_xtra(TERM_XTRA_DELAY, msec);
809 if (snipe_type == SP_PIERCE)
811 if (p_ptr->concent < 1) break;
821 /* Chance of breakage (during attacks) */
822 j = (hit_body ? breakage_chance(q_ptr) : 0);
826 MONSTER_IDX m_idx = cave[y][x].m_idx;
827 monster_type *m_ptr = &m_list[m_idx];
828 OBJECT_IDX o_idx = o_pop();
832 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
833 if (object_is_fixed_artifact(q_ptr))
835 a_info[j_ptr->name1].cur_num = 0;
840 o_ptr = &o_list[o_idx];
841 object_copy(o_ptr, q_ptr);
844 o_ptr->marked &= OM_TOUCHED;
846 /* Forget location */
847 o_ptr->iy = o_ptr->ix = 0;
849 /* Memorize monster */
850 o_ptr->held_m_idx = m_idx;
853 o_ptr->next_o_idx = m_ptr->hold_o_idx;
856 m_ptr->hold_o_idx = o_idx;
858 else if (cave_have_flag_bold(y, x, FF_PROJECT))
860 /* Drop (or break) near that location */
861 (void)drop_near(q_ptr, j, y, x);
865 /* Drop (or break) near that location */
866 (void)drop_near(q_ptr, j, prev_y, prev_x);
869 /* Sniper - Repeat shooting when double shots */
872 /* Sniper - Loose his/her concentration after any shot */
873 if (p_ptr->concent) reset_concentration(FALSE);
878 * @brief プレイヤーからモンスターへの射撃命中判定 /
879 * Determine if the player "hits" a monster (normal combat).
880 * @param chance 基本命中値
881 * @param m_ptr モンスターの構造体参照ポインタ
882 * @param vis 目標を視界に捕らえているならばTRUEを指定
883 * @param o_name メッセージ表示時のモンスター名
884 * @return 命中と判定された場合TRUEを返す
885 * @note Always miss 5%, always hit 5%, otherwise random.
887 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
891 monster_race *r_ptr = &r_info[m_ptr->r_idx];
893 /* Percentile dice */
896 /* Snipers with high-concentration reduce instant miss percentage.*/
899 /* Hack -- Instant miss or hit */
900 if (k <= 5) return (FALSE);
901 if (k > 95) return (TRUE);
903 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
904 if (one_in_(20)) return (FALSE);
907 if (chance <= 0) return (FALSE);
912 ac *= (8 - p_ptr->concent);
916 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
918 /* Invisible monsters are harder to hit */
919 if (!vis) chance = (chance + 1) / 2;
921 /* Power competes against armor */
922 if (randint0(chance) < (ac * 3 / 4))
924 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
926 GAME_TEXT m_name[MAX_NLEN];
928 /* Extract monster name */
929 monster_desc(m_name, m_ptr, 0);
930 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
943 * @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 /
944 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
945 * @param weight 矢弾の重量
946 * @param plus_ammo 矢弾の命中修正
947 * @param plus_bow 弓の命中修正
948 * @param dam 現在算出中のダメージ値
949 * @return クリティカル修正が入ったダメージ値
951 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
954 object_type *j_ptr = &inventory[INVEN_BOW];
956 /* Extract "shot" power */
957 i = p_ptr->to_h_b + plus_ammo;
959 if (p_ptr->tval_ammo == TV_BOLT)
960 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
962 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
965 /* Snipers can shot more critically with crossbows */
966 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
967 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
969 /* Good bow makes more critical */
970 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
973 if (randint1(10000) <= i)
975 k = weight * randint1(500);
979 msg_print(_("手ごたえがあった!", "It was a good hit!"));
984 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
989 msg_print(_("会心の一撃だ!", "It was a superb hit!"));