5 #include "monster-status.h"
6 #include "monster-spell.h"
9 #include "player-status.h"
10 #include "player-skill.h"
11 #include "object-hook.h"
15 #include "object-flavor.h"
19 #include "view-mainwindow.h"
22 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
23 * Determines the odds of an object breaking when thrown at a monster
24 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
25 * @param tdam 計算途中のダメージ量
26 * @param m_ptr 目標モンスターの構造体参照ポインタ
27 * @return スレイ倍率をかけたダメージ量
29 static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
33 monster_race *r_ptr = &r_info[m_ptr->r_idx];
35 BIT_FLAGS flgs[TR_FLAG_SIZE];
36 object_flags(o_ptr, flgs);
38 /* Some "weapons" and "ammo" do extra damage */
45 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
47 if (is_original_ap_and_seen(m_ptr))
49 r_ptr->r_flags3 |= RF3_ANIMAL;
51 if (mult < 17) mult = 17;
54 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
56 if (is_original_ap_and_seen(m_ptr))
58 r_ptr->r_flags3 |= RF3_ANIMAL;
60 if (mult < 27) mult = 27;
63 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
65 if (is_original_ap_and_seen(m_ptr))
67 r_ptr->r_flags3 |= RF3_EVIL;
69 if (mult < 15) mult = 15;
72 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
74 if (is_original_ap_and_seen(m_ptr))
76 r_ptr->r_flags3 |= RF3_EVIL;
78 if (mult < 25) mult = 25;
81 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
83 if (is_original_ap_and_seen(m_ptr))
85 r_ptr->r_flags2 |= RF2_HUMAN;
87 if (mult < 17) mult = 17;
90 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
92 if (is_original_ap_and_seen(m_ptr))
94 r_ptr->r_flags2 |= RF2_HUMAN;
96 if (mult < 27) mult = 27;
99 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
101 if (is_original_ap_and_seen(m_ptr))
103 r_ptr->r_flags3 |= RF3_UNDEAD;
105 if (mult < 20) mult = 20;
108 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
110 if (is_original_ap_and_seen(m_ptr))
112 r_ptr->r_flags3 |= RF3_UNDEAD;
114 if (mult < 30) mult = 30;
117 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
119 if (is_original_ap_and_seen(m_ptr))
121 r_ptr->r_flags3 |= RF3_DEMON;
123 if (mult < 20) mult = 20;
126 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
128 if (is_original_ap_and_seen(m_ptr))
130 r_ptr->r_flags3 |= RF3_DEMON;
132 if (mult < 30) mult = 30;
135 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
137 if (is_original_ap_and_seen(m_ptr))
139 r_ptr->r_flags3 |= RF3_ORC;
141 if (mult < 20) mult = 20;
144 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
146 if (is_original_ap_and_seen(m_ptr))
148 r_ptr->r_flags3 |= RF3_ORC;
150 if (mult < 30) mult = 30;
153 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
155 if (is_original_ap_and_seen(m_ptr))
157 r_ptr->r_flags3 |= RF3_TROLL;
160 if (mult < 20) mult = 20;
163 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
165 if (is_original_ap_and_seen(m_ptr))
167 r_ptr->r_flags3 |= RF3_TROLL;
169 if (mult < 30) mult = 30;
172 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
174 if (is_original_ap_and_seen(m_ptr))
176 r_ptr->r_flags3 |= RF3_GIANT;
178 if (mult < 20) mult = 20;
181 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
183 if (is_original_ap_and_seen(m_ptr))
185 r_ptr->r_flags3 |= RF3_GIANT;
187 if (mult < 30) mult = 30;
190 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
192 if (is_original_ap_and_seen(m_ptr))
194 r_ptr->r_flags3 |= RF3_DRAGON;
196 if (mult < 20) mult = 20;
199 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
201 if (is_original_ap_and_seen(m_ptr))
203 r_ptr->r_flags3 |= RF3_DRAGON;
205 if (mult < 30) mult = 30;
206 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
207 (p_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
211 if (have_flag(flgs, TR_BRAND_ACID))
213 /* Notice immunity */
214 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
216 if (is_original_ap_and_seen(m_ptr))
218 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
223 if (mult < 17) mult = 17;
227 if (have_flag(flgs, TR_BRAND_ELEC))
229 /* Notice immunity */
230 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
232 if (is_original_ap_and_seen(m_ptr))
234 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
239 if (mult < 17) mult = 17;
243 if (have_flag(flgs, TR_BRAND_FIRE))
245 /* Notice immunity */
246 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
248 if (is_original_ap_and_seen(m_ptr))
250 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
253 /* Otherwise, take the damage */
256 if (r_ptr->flags3 & RF3_HURT_FIRE)
258 if (mult < 25) mult = 25;
259 if (is_original_ap_and_seen(m_ptr))
261 r_ptr->r_flags3 |= RF3_HURT_FIRE;
264 else if (mult < 17) mult = 17;
268 if (have_flag(flgs, TR_BRAND_COLD))
270 /* Notice immunity */
271 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
273 if (is_original_ap_and_seen(m_ptr))
275 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
278 /* Otherwise, take the damage */
281 if (r_ptr->flags3 & RF3_HURT_COLD)
283 if (mult < 25) mult = 25;
284 if (is_original_ap_and_seen(m_ptr))
286 r_ptr->r_flags3 |= RF3_HURT_COLD;
289 else if (mult < 17) mult = 17;
293 if (have_flag(flgs, TR_BRAND_POIS))
295 /* Notice immunity */
296 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
298 if (is_original_ap_and_seen(m_ptr))
300 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
303 /* Otherwise, take the damage */
306 if (mult < 17) mult = 17;
310 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
312 p_ptr->csp -= (1 + (p_ptr->msp / 30));
313 p_ptr->redraw |= (PR_MANA);
321 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
323 /* Return the total damage */
324 return (tdam * mult / 10);
330 * Fire an object from the pack or floor.
331 * @param item 射撃するオブジェクトの所持ID
332 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
336 * You may only fire items that "match" your missile launcher.
337 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
338 * See "calc_bonuses()" for more calculations and such.
339 * Note that "firing" a missile is MUCH better than "throwing" it.
340 * Note: "unseen" monsters are very hard to hit.
341 * Objects are more likely to break if they "attempt" to hit a monster.
342 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
343 * The "extra shot" code works by decreasing the amount of energy
344 * required to make each shot, spreading the shots out over time.
345 * Note that when firing missiles, the launcher multiplier is applied
346 * after all the bonuses are added in, making multipliers very useful.
347 * Note that Bows of "Extra Might" get extra range and an extra bonus
348 * for the damage multiplier.
349 * Note that Bows of "Extra Shots" give an extra shot.
352 void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
356 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
357 int tdam_base, tdis, thits, tmul;
359 int cur_dis, visible;
367 bool hit_body = FALSE;
369 GAME_TEXT o_name[MAX_NLEN];
371 u16b path_g[512]; /* For calcuration of path length */
373 int msec = delay_factor * delay_factor * delay_factor;
376 bool stick_to = FALSE;
378 /* Access the item (if in the pack) */
381 o_ptr = &p_ptr->inventory_list[item];
385 o_ptr = ¤t_floor_ptr->o_list[0 - item];
388 /* Sniper - Cannot shot a single arrow twice */
389 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
391 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
393 /* Use the proper number of shots */
394 thits = p_ptr->num_fire;
396 /* Use a base distance */
399 /* Base damage from thrown object plus launcher bonus */
400 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
402 /* Actually "fire" the object */
403 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
404 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
405 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
407 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
409 p_ptr->energy_use = bow_energy(j_ptr->sval);
410 tmul = bow_tmul(j_ptr->sval);
412 /* Get extra "power" from "extra might" */
413 if (p_ptr->xtra_might) tmul++;
415 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
417 /* Boost the damage */
422 tdis = 13 + tmul / 80;
423 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
426 tdis -= (5 - (p_ptr->concent + 1) / 2);
431 project_length = tdis + 1;
433 /* Get a direction (or cancel) */
434 if (!get_aim_dir(&dir))
438 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
440 /* need not to reset project_length (already did)*/
445 /* Predict the "target" location */
446 tx = p_ptr->x + 99 * ddx[dir];
447 ty = p_ptr->y + 99 * ddy[dir];
449 /* Check for "target request" */
450 if ((dir == 5) && target_okay())
456 /* Get projection path length */
457 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
459 project_length = 0; /* reset to default */
461 /* Don't shoot at my feet */
462 if (tx == p_ptr->x && ty == p_ptr->y)
466 /* project_length is already reset to 0 */
472 /* Take a (partial) current_world_ptr->game_turn */
473 p_ptr->energy_use = (p_ptr->energy_use / thits);
476 /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
477 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
479 /* Sniper - Repeat shooting when double shots */
480 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
483 /* Start at the player */
488 /* Obtain a local object */
489 object_copy(q_ptr, o_ptr);
494 /* Reduce and describe p_ptr->inventory_list */
497 inven_item_increase(item, -1);
498 inven_item_describe(item);
499 inven_item_optimize(item);
502 /* Reduce and describe floor item */
505 floor_item_increase(0 - item, -1);
506 floor_item_optimize(0 - item);
515 /* The shot does not hit yet */
518 /* Travel until stopped */
519 for (cur_dis = 0; cur_dis <= tdis; )
523 /* Hack -- Stop at the target */
524 if ((y == ty) && (x == tx)) break;
526 /* Calculate the new location (see "project()") */
529 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
532 if (snipe_type == SP_KILL_WALL)
534 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
536 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
538 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
539 /* Forget the wall */
540 g_ptr->info &= ~(CAVE_MARK);
541 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
543 /* Destroy the wall */
544 cave_alter_feat(ny, nx, FF_HURT_ROCK);
551 /* Stopped by walls/doors */
552 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
554 /* Advance the distance */
558 if (snipe_type == SP_LITE)
560 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
565 /* The player can see the (on screen) missile */
566 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
568 char c = object_char(q_ptr);
569 byte a = object_attr(q_ptr);
571 /* Draw, Hilite, Fresh, Pause, Erase */
572 print_rel(c, a, ny, nx);
573 move_cursor_relative(ny, nx);
575 Term_xtra(TERM_XTRA_DELAY, msec);
580 /* The player cannot see the missile */
583 /* Pause anyway, for consistancy */
584 Term_xtra(TERM_XTRA_DELAY, msec);
588 if (snipe_type == SP_KILL_TRAP)
590 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
591 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
595 if (snipe_type == SP_EVILNESS)
597 current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
605 /* Save the new location */
609 /* Monster here, Try to hit it */
610 if (current_floor_ptr->grid_array[y][x].m_idx)
612 grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
614 monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
615 monster_race *r_ptr = &r_info[m_ptr->r_idx];
617 /* Check the visibility */
620 /* Note the collision */
623 if (MON_CSLEEP(m_ptr))
625 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
626 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
629 if ((r_ptr->level + 10) > p_ptr->lev)
631 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
632 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
635 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
636 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
637 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
638 else if (p_ptr->lev > 34) amount = 2;
639 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
640 p_ptr->update |= (PU_BONUS);
646 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
647 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
650 p_ptr->skill_exp[GINOU_RIDING] += 1;
651 p_ptr->update |= (PU_BONUS);
655 /* Did we hit it (penalize range) */
656 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
659 int tdam = tdam_base;
661 /* Get extra damage from concentration */
662 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
664 /* Handle unseen monster */
667 /* Invisible monster */
668 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
671 /* Handle visible monster */
674 GAME_TEXT m_name[MAX_NLEN];
676 /* Get "the monster" or "it" */
677 monster_desc(m_name, m_ptr, 0);
679 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
683 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
684 health_track(c_mon_ptr->m_idx);
688 if (snipe_type == SP_NEEDLE)
690 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
691 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
693 GAME_TEXT m_name[MAX_NLEN];
695 /* Get "the monster" or "it" */
696 monster_desc(m_name, m_ptr, 0);
698 tdam = m_ptr->hp + 1;
699 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
705 /* Apply special damage */
706 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
707 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
709 /* No negative damage */
710 if (tdam < 0) tdam = 0;
712 /* Modify the damage */
713 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
716 msg_format_wizard(CHEAT_MONSTER,
717 _("%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))"),
718 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
721 if (snipe_type == SP_EXPLODE)
723 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
725 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
726 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
731 if (snipe_type == SP_HOLYNESS)
733 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
738 /* Hit the monster, check for death */
739 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
748 if (object_is_fixed_artifact(q_ptr) &&
749 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
751 GAME_TEXT m_name[MAX_NLEN];
753 monster_desc(m_name, m_ptr, 0);
756 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
759 message_pain(c_mon_ptr->m_idx, tdam);
761 /* Anger the monster */
762 if (tdam > 0) anger_monster(m_ptr);
764 if (fear && m_ptr->ml)
766 GAME_TEXT m_name[MAX_NLEN];
768 monster_desc(m_name, m_ptr, 0);
769 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
772 set_target(m_ptr, p_ptr->y, p_ptr->x);
775 if (snipe_type == SP_RUSH)
777 int n = randint1(5) + 3;
778 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
780 for (; cur_dis <= tdis; )
787 /* Calculate the new location (see "project()") */
788 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
790 /* Stopped by wilderness boundary */
791 if (!in_bounds2(ny, nx)) break;
793 /* Stopped by walls/doors */
794 if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
796 /* Stopped by monsters */
797 if (!cave_empty_bold(ny, nx)) break;
799 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
800 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
805 update_monster(c_mon_ptr->m_idx, TRUE);
811 Term_xtra(TERM_XTRA_DELAY, msec);
823 if (snipe_type == SP_PIERCE)
825 if (p_ptr->concent < 1) break;
835 /* Chance of breakage (during attacks) */
836 j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
840 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
841 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
842 OBJECT_IDX o_idx = o_pop();
846 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
847 if (object_is_fixed_artifact(q_ptr))
849 a_info[j_ptr->name1].cur_num = 0;
854 o_ptr = ¤t_floor_ptr->o_list[o_idx];
855 object_copy(o_ptr, q_ptr);
858 o_ptr->marked &= OM_TOUCHED;
860 /* Forget location */
861 o_ptr->iy = o_ptr->ix = 0;
863 /* Memorize monster */
864 o_ptr->held_m_idx = m_idx;
867 o_ptr->next_o_idx = m_ptr->hold_o_idx;
870 m_ptr->hold_o_idx = o_idx;
872 else if (cave_have_flag_bold(y, x, FF_PROJECT))
874 /* Drop (or break) near that location */
875 (void)drop_near(q_ptr, j, y, x);
879 /* Drop (or break) near that location */
880 (void)drop_near(q_ptr, j, prev_y, prev_x);
883 /* Sniper - Repeat shooting when double shots */
886 /* Sniper - Loose his/her concentration after any shot */
887 if (p_ptr->concent) reset_concentration(FALSE);
892 * @brief プレイヤーからモンスターへの射撃命中判定 /
893 * Determine if the player "hits" a monster (normal combat).
894 * @param chance 基本命中値
895 * @param m_ptr モンスターの構造体参照ポインタ
896 * @param vis 目標を視界に捕らえているならばTRUEを指定
897 * @param o_name メッセージ表示時のモンスター名
898 * @return 命中と判定された場合TRUEを返す
899 * @note Always miss 5%, always hit 5%, otherwise random.
901 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
905 monster_race *r_ptr = &r_info[m_ptr->r_idx];
907 /* Percentile dice */
910 /* Snipers with high-concentration reduce instant miss percentage.*/
913 /* Hack -- Instant miss or hit */
914 if (k <= 5) return (FALSE);
915 if (k > 95) return (TRUE);
917 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
918 if (one_in_(20)) return (FALSE);
921 if (chance <= 0) return (FALSE);
926 ac *= (8 - p_ptr->concent);
930 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
932 /* Invisible monsters are harder to hit */
933 if (!vis) chance = (chance + 1) / 2;
935 /* Power competes against armor */
936 if (randint0(chance) < (ac * 3 / 4))
938 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
940 GAME_TEXT m_name[MAX_NLEN];
942 /* Extract monster name */
943 monster_desc(m_name, m_ptr, 0);
944 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
957 * @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 /
958 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
959 * @param weight 矢弾の重量
960 * @param plus_ammo 矢弾の命中修正
961 * @param plus_bow 弓の命中修正
962 * @param dam 現在算出中のダメージ値
963 * @return クリティカル修正が入ったダメージ値
965 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
968 object_type *j_ptr = &p_ptr->inventory_list[INVEN_BOW];
970 /* Extract "shot" power */
971 i = p_ptr->to_h_b + plus_ammo;
973 if (p_ptr->tval_ammo == TV_BOLT)
974 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
976 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
979 /* Snipers can shot more critically with crossbows */
980 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
981 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
983 /* Good bow makes more critical */
984 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
987 if (randint1(10000) <= i)
989 k = weight * randint1(500);
993 msg_print(_("手ごたえがあった!", "It was a good hit!"));
998 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
1003 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1015 * @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
1016 * @param sval 射撃武器のアイテム副分類ID
1017 * @return 消費する基本エネルギー
1019 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1021 ENERGY energy = 10000;
1023 /* Analyze the launcher */
1026 /* Sling and ammo */
1033 /* Short Bow and Arrow */
1040 /* Long Bow and Arrow */
1047 /* Bow of irresponsiblity and Arrow */
1054 /* Light Crossbow and Bolt */
1061 /* Heavy Crossbow and Bolt */
1076 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1080 /* Analyze the launcher */
1083 /* Sling and ammo */
1090 /* Short Bow and Arrow */
1097 /* Long Bow and Arrow */
1104 /* Bow of irresponsiblity and Arrow */
1111 /* Light Crossbow and Bolt */
1118 /* Heavy Crossbow and Bolt */
1131 * @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
1132 * @param plus_ammo 矢弾のダメージ修正
1133 * @param plus_bow 弓のダメージ修正
1135 * @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。
1137 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
1140 object_type *j_ptr = &p_ptr->inventory_list[INVEN_BOW];
1142 /* Extract "shot" power */
1143 i = p_ptr->to_h_b + plus_ammo;
1145 if (p_ptr->tval_ammo == TV_BOLT)
1146 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
1148 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
1150 /* Snipers can shot more critically with crossbows */
1151 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
1152 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
1154 /* Good bow makes more critical */
1155 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
1163 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
1164 * @param weight 武器の重量
1165 * @param plus_ammo 矢弾のダメージ修正
1166 * @param plus_bow 弓のダメージ修正
1167 * @param dam 基本ダメージ量
1170 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
1174 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
1179 crit = MIN(500, 900 / weight);
1180 num += dam * 3 / 2 * crit;
1183 crit = MIN(500, 1350 / weight);
1185 num += dam * 2 * crit;
1191 num += dam * 3 * crit;
1197 num += (10000 - i) * dam;
1204 * @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
1205 * @param weight 武器の重量
1206 * @param plus 武器のダメージ修正
1208 * @param meichuu 命中値
1209 * @param dokubari 毒針処理か否か
1212 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
1217 if (dokubari) return dam;
1219 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
1225 if (k < 400) num += (2 * dam + 5) * (400 - k);
1226 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
1227 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
1228 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
1229 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
1232 if (p_ptr->pclass == CLASS_NINJA)
1235 num += (4444 - i) * dam;
1241 num += (5000 - i) * dam;