2 #include "projection.h"
3 #include "monster-status.h"
9 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
10 * Determines the odds of an object breaking when thrown at a monster
11 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
12 * @param tdam 計算途中のダメージ量
13 * @param m_ptr 目標モンスターの構造体参照ポインタ
14 * @return スレイ倍率をかけたダメージ量
16 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
20 monster_race *r_ptr = &r_info[m_ptr->r_idx];
22 BIT_FLAGS flgs[TR_FLAG_SIZE];
23 object_flags(o_ptr, flgs);
25 /* Some "weapons" and "ammo" do extra damage */
32 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
34 if (is_original_ap_and_seen(m_ptr))
36 r_ptr->r_flags3 |= RF3_ANIMAL;
38 if (mult < 17) mult = 17;
41 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
43 if (is_original_ap_and_seen(m_ptr))
45 r_ptr->r_flags3 |= RF3_ANIMAL;
47 if (mult < 27) mult = 27;
50 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
52 if (is_original_ap_and_seen(m_ptr))
54 r_ptr->r_flags3 |= RF3_EVIL;
56 if (mult < 15) mult = 15;
59 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
61 if (is_original_ap_and_seen(m_ptr))
63 r_ptr->r_flags3 |= RF3_EVIL;
65 if (mult < 25) mult = 25;
68 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
70 if (is_original_ap_and_seen(m_ptr))
72 r_ptr->r_flags2 |= RF2_HUMAN;
74 if (mult < 17) mult = 17;
77 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
79 if (is_original_ap_and_seen(m_ptr))
81 r_ptr->r_flags2 |= RF2_HUMAN;
83 if (mult < 27) mult = 27;
86 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
88 if (is_original_ap_and_seen(m_ptr))
90 r_ptr->r_flags3 |= RF3_UNDEAD;
92 if (mult < 20) mult = 20;
95 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
97 if (is_original_ap_and_seen(m_ptr))
99 r_ptr->r_flags3 |= RF3_UNDEAD;
101 if (mult < 30) mult = 30;
104 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
106 if (is_original_ap_and_seen(m_ptr))
108 r_ptr->r_flags3 |= RF3_DEMON;
110 if (mult < 20) mult = 20;
113 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
115 if (is_original_ap_and_seen(m_ptr))
117 r_ptr->r_flags3 |= RF3_DEMON;
119 if (mult < 30) mult = 30;
122 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
124 if (is_original_ap_and_seen(m_ptr))
126 r_ptr->r_flags3 |= RF3_ORC;
128 if (mult < 20) mult = 20;
131 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
133 if (is_original_ap_and_seen(m_ptr))
135 r_ptr->r_flags3 |= RF3_ORC;
137 if (mult < 30) mult = 30;
140 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
142 if (is_original_ap_and_seen(m_ptr))
144 r_ptr->r_flags3 |= RF3_TROLL;
147 if (mult < 20) mult = 20;
150 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
152 if (is_original_ap_and_seen(m_ptr))
154 r_ptr->r_flags3 |= RF3_TROLL;
156 if (mult < 30) mult = 30;
159 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
161 if (is_original_ap_and_seen(m_ptr))
163 r_ptr->r_flags3 |= RF3_GIANT;
165 if (mult < 20) mult = 20;
168 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
170 if (is_original_ap_and_seen(m_ptr))
172 r_ptr->r_flags3 |= RF3_GIANT;
174 if (mult < 30) mult = 30;
177 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
179 if (is_original_ap_and_seen(m_ptr))
181 r_ptr->r_flags3 |= RF3_DRAGON;
183 if (mult < 20) mult = 20;
186 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
188 if (is_original_ap_and_seen(m_ptr))
190 r_ptr->r_flags3 |= RF3_DRAGON;
192 if (mult < 30) mult = 30;
193 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
194 (inventory[INVEN_BOW].name1 == ART_BARD))
198 if (have_flag(flgs, TR_BRAND_ACID))
200 /* Notice immunity */
201 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
203 if (is_original_ap_and_seen(m_ptr))
205 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
210 if (mult < 17) mult = 17;
214 if (have_flag(flgs, TR_BRAND_ELEC))
216 /* Notice immunity */
217 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
219 if (is_original_ap_and_seen(m_ptr))
221 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
226 if (mult < 17) mult = 17;
230 if (have_flag(flgs, TR_BRAND_FIRE))
232 /* Notice immunity */
233 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
235 if (is_original_ap_and_seen(m_ptr))
237 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
240 /* Otherwise, take the damage */
243 if (r_ptr->flags3 & RF3_HURT_FIRE)
245 if (mult < 25) mult = 25;
246 if (is_original_ap_and_seen(m_ptr))
248 r_ptr->r_flags3 |= RF3_HURT_FIRE;
251 else if (mult < 17) mult = 17;
255 if (have_flag(flgs, TR_BRAND_COLD))
257 /* Notice immunity */
258 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
260 if (is_original_ap_and_seen(m_ptr))
262 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
265 /* Otherwise, take the damage */
268 if (r_ptr->flags3 & RF3_HURT_COLD)
270 if (mult < 25) mult = 25;
271 if (is_original_ap_and_seen(m_ptr))
273 r_ptr->r_flags3 |= RF3_HURT_COLD;
276 else if (mult < 17) mult = 17;
280 if (have_flag(flgs, TR_BRAND_POIS))
282 /* Notice immunity */
283 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
285 if (is_original_ap_and_seen(m_ptr))
287 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
290 /* Otherwise, take the damage */
293 if (mult < 17) mult = 17;
297 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
299 p_ptr->csp -= (1 + (p_ptr->msp / 30));
300 p_ptr->redraw |= (PR_MANA);
308 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
310 /* Return the total damage */
311 return (tdam * mult / 10);
317 * Fire an object from the pack or floor.
318 * @param item 射撃するオブジェクトの所持ID
319 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
323 * You may only fire items that "match" your missile launcher.
324 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
325 * See "calc_bonuses()" for more calculations and such.
326 * Note that "firing" a missile is MUCH better than "throwing" it.
327 * Note: "unseen" monsters are very hard to hit.
328 * Objects are more likely to break if they "attempt" to hit a monster.
329 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
330 * The "extra shot" code works by decreasing the amount of energy
331 * required to make each shot, spreading the shots out over time.
332 * Note that when firing missiles, the launcher multiplier is applied
333 * after all the bonuses are added in, making multipliers very useful.
334 * Note that Bows of "Extra Might" get extra range and an extra bonus
335 * for the damage multiplier.
336 * Note that Bows of "Extra Shots" give an extra shot.
339 void exe_fire(INVENTORY_IDX item, object_type *j_ptr)
343 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
344 int tdam_base, tdis, thits, tmul;
346 int cur_dis, visible;
354 bool hit_body = FALSE;
356 GAME_TEXT o_name[MAX_NLEN];
358 u16b path_g[512]; /* For calcuration of path length */
360 int msec = delay_factor * delay_factor * delay_factor;
363 bool stick_to = FALSE;
365 /* Access the item (if in the pack) */
368 o_ptr = &inventory[item];
372 o_ptr = &o_list[0 - item];
375 /* Sniper - Cannot shot a single arrow twice */
376 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
378 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
380 /* Use the proper number of shots */
381 thits = p_ptr->num_fire;
383 /* Use a base distance */
386 /* Base damage from thrown object plus launcher bonus */
387 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
389 /* Actually "fire" the object */
390 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
391 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
392 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
394 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
396 p_ptr->energy_use = bow_energy(j_ptr->sval);
397 tmul = bow_tmul(j_ptr->sval);
399 /* Get extra "power" from "extra might" */
400 if (p_ptr->xtra_might) tmul++;
402 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
404 /* Boost the damage */
409 tdis = 13 + tmul / 80;
410 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
413 tdis -= (5 - (p_ptr->concent + 1) / 2);
418 project_length = tdis + 1;
420 /* Get a direction (or cancel) */
421 if (!get_aim_dir(&dir))
423 p_ptr->energy_use = 0;
425 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
427 /* need not to reset project_length (already did)*/
432 /* Predict the "target" location */
433 tx = p_ptr->x + 99 * ddx[dir];
434 ty = p_ptr->y + 99 * ddy[dir];
436 /* Check for "target request" */
437 if ((dir == 5) && target_okay())
443 /* Get projection path length */
444 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
446 project_length = 0; /* reset to default */
448 /* Don't shoot at my feet */
449 if (tx == p_ptr->x && ty == p_ptr->y)
451 p_ptr->energy_use = 0;
453 /* project_length is already reset to 0 */
459 /* Take a (partial) turn */
460 p_ptr->energy_use = (p_ptr->energy_use / thits);
463 /* Sniper - Difficult to shot twice at 1 turn */
464 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
466 /* Sniper - Repeat shooting when double shots */
467 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
470 /* Start at the player */
475 /* Obtain a local object */
476 object_copy(q_ptr, o_ptr);
481 /* Reduce and describe inventory */
484 inven_item_increase(item, -1);
485 inven_item_describe(item);
486 inven_item_optimize(item);
489 /* Reduce and describe floor item */
492 floor_item_increase(0 - item, -1);
493 floor_item_optimize(0 - item);
502 /* The shot does not hit yet */
505 /* Travel until stopped */
506 for (cur_dis = 0; cur_dis <= tdis; )
510 /* Hack -- Stop at the target */
511 if ((y == ty) && (x == tx)) break;
513 /* Calculate the new location (see "project()") */
516 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
519 if (snipe_type == SP_KILL_WALL)
521 c_ptr = &cave[ny][nx];
523 if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
525 if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
526 /* Forget the wall */
527 c_ptr->info &= ~(CAVE_MARK);
528 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
530 /* Destroy the wall */
531 cave_alter_feat(ny, nx, FF_HURT_ROCK);
538 /* Stopped by walls/doors */
539 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
541 /* Advance the distance */
545 if (snipe_type == SP_LITE)
547 cave[ny][nx].info |= (CAVE_GLOW);
552 /* The player can see the (on screen) missile */
553 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
555 char c = object_char(q_ptr);
556 byte a = object_attr(q_ptr);
558 /* Draw, Hilite, Fresh, Pause, Erase */
559 print_rel(c, a, ny, nx);
560 move_cursor_relative(ny, nx);
562 Term_xtra(TERM_XTRA_DELAY, msec);
567 /* The player cannot see the missile */
570 /* Pause anyway, for consistancy */
571 Term_xtra(TERM_XTRA_DELAY, msec);
575 if (snipe_type == SP_KILL_TRAP)
577 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
578 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
582 if (snipe_type == SP_EVILNESS)
584 cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
592 /* Save the new location */
596 /* Monster here, Try to hit it */
597 if (cave[y][x].m_idx)
599 cave_type *c_mon_ptr = &cave[y][x];
601 monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
602 monster_race *r_ptr = &r_info[m_ptr->r_idx];
604 /* Check the visibility */
607 /* Note the collision */
610 if (MON_CSLEEP(m_ptr))
612 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
613 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
616 if ((r_ptr->level + 10) > p_ptr->lev)
618 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
619 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
622 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
623 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
624 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
625 else if (p_ptr->lev > 34) amount = 2;
626 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
627 p_ptr->update |= (PU_BONUS);
633 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
634 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
637 p_ptr->skill_exp[GINOU_RIDING] += 1;
638 p_ptr->update |= (PU_BONUS);
642 /* Did we hit it (penalize range) */
643 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
646 int tdam = tdam_base;
648 /* Get extra damage from concentration */
649 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
651 /* Handle unseen monster */
654 /* Invisible monster */
655 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
658 /* Handle visible monster */
661 GAME_TEXT m_name[MAX_NLEN];
663 /* Get "the monster" or "it" */
664 monster_desc(m_name, m_ptr, 0);
666 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
670 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
671 health_track(c_mon_ptr->m_idx);
675 if (snipe_type == SP_NEEDLE)
677 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
678 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
680 GAME_TEXT m_name[MAX_NLEN];
682 /* Get "the monster" or "it" */
683 monster_desc(m_name, m_ptr, 0);
685 tdam = m_ptr->hp + 1;
686 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
692 /* Apply special damage */
693 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
694 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
696 /* No negative damage */
697 if (tdam < 0) tdam = 0;
699 /* Modify the damage */
700 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
703 msg_format_wizard(CHEAT_MONSTER,
704 _("%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))"),
705 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
708 if (snipe_type == SP_EXPLODE)
710 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
712 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
713 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
718 if (snipe_type == SP_HOLYNESS)
720 cave[ny][nx].info |= (CAVE_GLOW);
725 /* Hit the monster, check for death */
726 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
735 if (object_is_fixed_artifact(q_ptr) &&
736 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
738 GAME_TEXT m_name[MAX_NLEN];
740 monster_desc(m_name, m_ptr, 0);
743 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
746 message_pain(c_mon_ptr->m_idx, tdam);
748 /* Anger the monster */
749 if (tdam > 0) anger_monster(m_ptr);
751 if (fear && m_ptr->ml)
753 GAME_TEXT m_name[MAX_NLEN];
755 monster_desc(m_name, m_ptr, 0);
756 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
759 set_target(m_ptr, p_ptr->y, p_ptr->x);
762 if (snipe_type == SP_RUSH)
764 int n = randint1(5) + 3;
765 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
767 for (; cur_dis <= tdis; )
774 /* Calculate the new location (see "project()") */
775 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
777 /* Stopped by wilderness boundary */
778 if (!in_bounds2(ny, nx)) break;
780 /* Stopped by walls/doors */
781 if (!player_can_enter(cave[ny][nx].feat, 0)) break;
783 /* Stopped by monsters */
784 if (!cave_empty_bold(ny, nx)) break;
786 cave[ny][nx].m_idx = m_idx;
787 cave[oy][ox].m_idx = 0;
792 update_monster(c_mon_ptr->m_idx, TRUE);
798 Term_xtra(TERM_XTRA_DELAY, msec);
810 if (snipe_type == SP_PIERCE)
812 if (p_ptr->concent < 1) break;
822 /* Chance of breakage (during attacks) */
823 j = (hit_body ? breakage_chance(q_ptr) : 0);
827 MONSTER_IDX m_idx = cave[y][x].m_idx;
828 monster_type *m_ptr = &m_list[m_idx];
829 OBJECT_IDX o_idx = o_pop();
833 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
834 if (object_is_fixed_artifact(q_ptr))
836 a_info[j_ptr->name1].cur_num = 0;
841 o_ptr = &o_list[o_idx];
842 object_copy(o_ptr, q_ptr);
845 o_ptr->marked &= OM_TOUCHED;
847 /* Forget location */
848 o_ptr->iy = o_ptr->ix = 0;
850 /* Memorize monster */
851 o_ptr->held_m_idx = m_idx;
854 o_ptr->next_o_idx = m_ptr->hold_o_idx;
857 m_ptr->hold_o_idx = o_idx;
859 else if (cave_have_flag_bold(y, x, FF_PROJECT))
861 /* Drop (or break) near that location */
862 (void)drop_near(q_ptr, j, y, x);
866 /* Drop (or break) near that location */
867 (void)drop_near(q_ptr, j, prev_y, prev_x);
870 /* Sniper - Repeat shooting when double shots */
873 /* Sniper - Loose his/her concentration after any shot */
874 if (p_ptr->concent) reset_concentration(FALSE);
879 * @brief プレイヤーからモンスターへの射撃命中判定 /
880 * Determine if the player "hits" a monster (normal combat).
881 * @param chance 基本命中値
882 * @param m_ptr モンスターの構造体参照ポインタ
883 * @param vis 目標を視界に捕らえているならばTRUEを指定
884 * @param o_name メッセージ表示時のモンスター名
885 * @return 命中と判定された場合TRUEを返す
886 * @note Always miss 5%, always hit 5%, otherwise random.
888 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
892 monster_race *r_ptr = &r_info[m_ptr->r_idx];
894 /* Percentile dice */
897 /* Snipers with high-concentration reduce instant miss percentage.*/
900 /* Hack -- Instant miss or hit */
901 if (k <= 5) return (FALSE);
902 if (k > 95) return (TRUE);
904 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
905 if (one_in_(20)) return (FALSE);
908 if (chance <= 0) return (FALSE);
913 ac *= (8 - p_ptr->concent);
917 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
919 /* Invisible monsters are harder to hit */
920 if (!vis) chance = (chance + 1) / 2;
922 /* Power competes against armor */
923 if (randint0(chance) < (ac * 3 / 4))
925 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
927 GAME_TEXT m_name[MAX_NLEN];
929 /* Extract monster name */
930 monster_desc(m_name, m_ptr, 0);
931 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
944 * @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 /
945 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
946 * @param weight 矢弾の重量
947 * @param plus_ammo 矢弾の命中修正
948 * @param plus_bow 弓の命中修正
949 * @param dam 現在算出中のダメージ値
950 * @return クリティカル修正が入ったダメージ値
952 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
955 object_type *j_ptr = &inventory[INVEN_BOW];
957 /* Extract "shot" power */
958 i = p_ptr->to_h_b + plus_ammo;
960 if (p_ptr->tval_ammo == TV_BOLT)
961 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
963 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
966 /* Snipers can shot more critically with crossbows */
967 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
968 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
970 /* Good bow makes more critical */
971 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
974 if (randint1(10000) <= i)
976 k = weight * randint1(500);
980 msg_print(_("手ごたえがあった!", "It was a good hit!"));
985 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
990 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1002 * @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
1003 * @param sval 射撃武器のアイテム副分類ID
1004 * @return 消費する基本エネルギー
1006 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1008 ENERGY energy = 10000;
1010 /* Analyze the launcher */
1013 /* Sling and ammo */
1020 /* Short Bow and Arrow */
1027 /* Long Bow and Arrow */
1034 /* Bow of irresponsiblity and Arrow */
1041 /* Light Crossbow and Bolt */
1048 /* Heavy Crossbow and Bolt */
1063 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1067 /* Analyze the launcher */
1070 /* Sling and ammo */
1077 /* Short Bow and Arrow */
1084 /* Long Bow and Arrow */
1091 /* Bow of irresponsiblity and Arrow */
1098 /* Light Crossbow and Bolt */
1105 /* Heavy Crossbow and Bolt */