3 #include "monster-status.h"
4 #include "monster-spell.h"
7 #include "player-status.h"
8 #include "object-hook.h"
14 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
15 * Determines the odds of an object breaking when thrown at a monster
16 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
17 * @param tdam 計算途中のダメージ量
18 * @param m_ptr 目標モンスターの構造体参照ポインタ
19 * @return スレイ倍率をかけたダメージ量
21 static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
25 monster_race *r_ptr = &r_info[m_ptr->r_idx];
27 BIT_FLAGS flgs[TR_FLAG_SIZE];
28 object_flags(o_ptr, flgs);
30 /* Some "weapons" and "ammo" do extra damage */
37 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
39 if (is_original_ap_and_seen(m_ptr))
41 r_ptr->r_flags3 |= RF3_ANIMAL;
43 if (mult < 17) mult = 17;
46 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
48 if (is_original_ap_and_seen(m_ptr))
50 r_ptr->r_flags3 |= RF3_ANIMAL;
52 if (mult < 27) mult = 27;
55 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
57 if (is_original_ap_and_seen(m_ptr))
59 r_ptr->r_flags3 |= RF3_EVIL;
61 if (mult < 15) mult = 15;
64 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
66 if (is_original_ap_and_seen(m_ptr))
68 r_ptr->r_flags3 |= RF3_EVIL;
70 if (mult < 25) mult = 25;
73 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
75 if (is_original_ap_and_seen(m_ptr))
77 r_ptr->r_flags2 |= RF2_HUMAN;
79 if (mult < 17) mult = 17;
82 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
84 if (is_original_ap_and_seen(m_ptr))
86 r_ptr->r_flags2 |= RF2_HUMAN;
88 if (mult < 27) mult = 27;
91 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
93 if (is_original_ap_and_seen(m_ptr))
95 r_ptr->r_flags3 |= RF3_UNDEAD;
97 if (mult < 20) mult = 20;
100 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
102 if (is_original_ap_and_seen(m_ptr))
104 r_ptr->r_flags3 |= RF3_UNDEAD;
106 if (mult < 30) mult = 30;
109 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
111 if (is_original_ap_and_seen(m_ptr))
113 r_ptr->r_flags3 |= RF3_DEMON;
115 if (mult < 20) mult = 20;
118 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
120 if (is_original_ap_and_seen(m_ptr))
122 r_ptr->r_flags3 |= RF3_DEMON;
124 if (mult < 30) mult = 30;
127 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
129 if (is_original_ap_and_seen(m_ptr))
131 r_ptr->r_flags3 |= RF3_ORC;
133 if (mult < 20) mult = 20;
136 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
138 if (is_original_ap_and_seen(m_ptr))
140 r_ptr->r_flags3 |= RF3_ORC;
142 if (mult < 30) mult = 30;
145 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
147 if (is_original_ap_and_seen(m_ptr))
149 r_ptr->r_flags3 |= RF3_TROLL;
152 if (mult < 20) mult = 20;
155 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
157 if (is_original_ap_and_seen(m_ptr))
159 r_ptr->r_flags3 |= RF3_TROLL;
161 if (mult < 30) mult = 30;
164 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
166 if (is_original_ap_and_seen(m_ptr))
168 r_ptr->r_flags3 |= RF3_GIANT;
170 if (mult < 20) mult = 20;
173 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
175 if (is_original_ap_and_seen(m_ptr))
177 r_ptr->r_flags3 |= RF3_GIANT;
179 if (mult < 30) mult = 30;
182 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
184 if (is_original_ap_and_seen(m_ptr))
186 r_ptr->r_flags3 |= RF3_DRAGON;
188 if (mult < 20) mult = 20;
191 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
193 if (is_original_ap_and_seen(m_ptr))
195 r_ptr->r_flags3 |= RF3_DRAGON;
197 if (mult < 30) mult = 30;
198 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
199 (inventory[INVEN_BOW].name1 == ART_BARD))
203 if (have_flag(flgs, TR_BRAND_ACID))
205 /* Notice immunity */
206 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
208 if (is_original_ap_and_seen(m_ptr))
210 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
215 if (mult < 17) mult = 17;
219 if (have_flag(flgs, TR_BRAND_ELEC))
221 /* Notice immunity */
222 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
224 if (is_original_ap_and_seen(m_ptr))
226 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
231 if (mult < 17) mult = 17;
235 if (have_flag(flgs, TR_BRAND_FIRE))
237 /* Notice immunity */
238 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
240 if (is_original_ap_and_seen(m_ptr))
242 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
245 /* Otherwise, take the damage */
248 if (r_ptr->flags3 & RF3_HURT_FIRE)
250 if (mult < 25) mult = 25;
251 if (is_original_ap_and_seen(m_ptr))
253 r_ptr->r_flags3 |= RF3_HURT_FIRE;
256 else if (mult < 17) mult = 17;
260 if (have_flag(flgs, TR_BRAND_COLD))
262 /* Notice immunity */
263 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
265 if (is_original_ap_and_seen(m_ptr))
267 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
270 /* Otherwise, take the damage */
273 if (r_ptr->flags3 & RF3_HURT_COLD)
275 if (mult < 25) mult = 25;
276 if (is_original_ap_and_seen(m_ptr))
278 r_ptr->r_flags3 |= RF3_HURT_COLD;
281 else if (mult < 17) mult = 17;
285 if (have_flag(flgs, TR_BRAND_POIS))
287 /* Notice immunity */
288 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
290 if (is_original_ap_and_seen(m_ptr))
292 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
295 /* Otherwise, take the damage */
298 if (mult < 17) mult = 17;
302 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
304 p_ptr->csp -= (1 + (p_ptr->msp / 30));
305 p_ptr->redraw |= (PR_MANA);
313 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
315 /* Return the total damage */
316 return (tdam * mult / 10);
322 * Fire an object from the pack or floor.
323 * @param item 射撃するオブジェクトの所持ID
324 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
328 * You may only fire items that "match" your missile launcher.
329 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
330 * See "calc_bonuses()" for more calculations and such.
331 * Note that "firing" a missile is MUCH better than "throwing" it.
332 * Note: "unseen" monsters are very hard to hit.
333 * Objects are more likely to break if they "attempt" to hit a monster.
334 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
335 * The "extra shot" code works by decreasing the amount of energy
336 * required to make each shot, spreading the shots out over time.
337 * Note that when firing missiles, the launcher multiplier is applied
338 * after all the bonuses are added in, making multipliers very useful.
339 * Note that Bows of "Extra Might" get extra range and an extra bonus
340 * for the damage multiplier.
341 * Note that Bows of "Extra Shots" give an extra shot.
344 void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
348 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
349 int tdam_base, tdis, thits, tmul;
351 int cur_dis, visible;
359 bool hit_body = FALSE;
361 GAME_TEXT o_name[MAX_NLEN];
363 u16b path_g[512]; /* For calcuration of path length */
365 int msec = delay_factor * delay_factor * delay_factor;
368 bool stick_to = FALSE;
370 /* Access the item (if in the pack) */
373 o_ptr = &inventory[item];
377 o_ptr = ¤t_floor_ptr->o_list[0 - item];
380 /* Sniper - Cannot shot a single arrow twice */
381 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
383 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
385 /* Use the proper number of shots */
386 thits = p_ptr->num_fire;
388 /* Use a base distance */
391 /* Base damage from thrown object plus launcher bonus */
392 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
394 /* Actually "fire" the object */
395 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
396 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
397 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
399 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
401 p_ptr->energy_use = bow_energy(j_ptr->sval);
402 tmul = bow_tmul(j_ptr->sval);
404 /* Get extra "power" from "extra might" */
405 if (p_ptr->xtra_might) tmul++;
407 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
409 /* Boost the damage */
414 tdis = 13 + tmul / 80;
415 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
418 tdis -= (5 - (p_ptr->concent + 1) / 2);
423 project_length = tdis + 1;
425 /* Get a direction (or cancel) */
426 if (!get_aim_dir(&dir))
430 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
432 /* need not to reset project_length (already did)*/
437 /* Predict the "target" location */
438 tx = p_ptr->x + 99 * ddx[dir];
439 ty = p_ptr->y + 99 * ddy[dir];
441 /* Check for "target request" */
442 if ((dir == 5) && target_okay())
448 /* Get projection path length */
449 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
451 project_length = 0; /* reset to default */
453 /* Don't shoot at my feet */
454 if (tx == p_ptr->x && ty == p_ptr->y)
458 /* project_length is already reset to 0 */
464 /* Take a (partial) current_world_ptr->game_turn */
465 p_ptr->energy_use = (p_ptr->energy_use / thits);
468 /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
469 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
471 /* Sniper - Repeat shooting when double shots */
472 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
475 /* Start at the player */
480 /* Obtain a local object */
481 object_copy(q_ptr, o_ptr);
486 /* Reduce and describe inventory */
489 inven_item_increase(item, -1);
490 inven_item_describe(item);
491 inven_item_optimize(item);
494 /* Reduce and describe floor item */
497 floor_item_increase(0 - item, -1);
498 floor_item_optimize(0 - item);
507 /* The shot does not hit yet */
510 /* Travel until stopped */
511 for (cur_dis = 0; cur_dis <= tdis; )
515 /* Hack -- Stop at the target */
516 if ((y == ty) && (x == tx)) break;
518 /* Calculate the new location (see "project()") */
521 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
524 if (snipe_type == SP_KILL_WALL)
526 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
528 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
530 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
531 /* Forget the wall */
532 g_ptr->info &= ~(CAVE_MARK);
533 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
535 /* Destroy the wall */
536 cave_alter_feat(ny, nx, FF_HURT_ROCK);
543 /* Stopped by walls/doors */
544 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
546 /* Advance the distance */
550 if (snipe_type == SP_LITE)
552 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
557 /* The player can see the (on screen) missile */
558 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
560 char c = object_char(q_ptr);
561 byte a = object_attr(q_ptr);
563 /* Draw, Hilite, Fresh, Pause, Erase */
564 print_rel(c, a, ny, nx);
565 move_cursor_relative(ny, nx);
567 Term_xtra(TERM_XTRA_DELAY, msec);
572 /* The player cannot see the missile */
575 /* Pause anyway, for consistancy */
576 Term_xtra(TERM_XTRA_DELAY, msec);
580 if (snipe_type == SP_KILL_TRAP)
582 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
583 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
587 if (snipe_type == SP_EVILNESS)
589 current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
597 /* Save the new location */
601 /* Monster here, Try to hit it */
602 if (current_floor_ptr->grid_array[y][x].m_idx)
604 grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
606 monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
607 monster_race *r_ptr = &r_info[m_ptr->r_idx];
609 /* Check the visibility */
612 /* Note the collision */
615 if (MON_CSLEEP(m_ptr))
617 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
618 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
621 if ((r_ptr->level + 10) > p_ptr->lev)
623 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
624 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
627 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
628 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
629 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
630 else if (p_ptr->lev > 34) amount = 2;
631 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
632 p_ptr->update |= (PU_BONUS);
638 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
639 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
642 p_ptr->skill_exp[GINOU_RIDING] += 1;
643 p_ptr->update |= (PU_BONUS);
647 /* Did we hit it (penalize range) */
648 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
651 int tdam = tdam_base;
653 /* Get extra damage from concentration */
654 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
656 /* Handle unseen monster */
659 /* Invisible monster */
660 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
663 /* Handle visible monster */
666 GAME_TEXT m_name[MAX_NLEN];
668 /* Get "the monster" or "it" */
669 monster_desc(m_name, m_ptr, 0);
671 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
675 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
676 health_track(c_mon_ptr->m_idx);
680 if (snipe_type == SP_NEEDLE)
682 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
683 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
685 GAME_TEXT m_name[MAX_NLEN];
687 /* Get "the monster" or "it" */
688 monster_desc(m_name, m_ptr, 0);
690 tdam = m_ptr->hp + 1;
691 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
697 /* Apply special damage */
698 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
699 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
701 /* No negative damage */
702 if (tdam < 0) tdam = 0;
704 /* Modify the damage */
705 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
708 msg_format_wizard(CHEAT_MONSTER,
709 _("%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))"),
710 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
713 if (snipe_type == SP_EXPLODE)
715 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
717 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
718 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
723 if (snipe_type == SP_HOLYNESS)
725 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
730 /* Hit the monster, check for death */
731 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
740 if (object_is_fixed_artifact(q_ptr) &&
741 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
743 GAME_TEXT m_name[MAX_NLEN];
745 monster_desc(m_name, m_ptr, 0);
748 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
751 message_pain(c_mon_ptr->m_idx, tdam);
753 /* Anger the monster */
754 if (tdam > 0) anger_monster(m_ptr);
756 if (fear && m_ptr->ml)
758 GAME_TEXT m_name[MAX_NLEN];
760 monster_desc(m_name, m_ptr, 0);
761 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
764 set_target(m_ptr, p_ptr->y, p_ptr->x);
767 if (snipe_type == SP_RUSH)
769 int n = randint1(5) + 3;
770 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
772 for (; cur_dis <= tdis; )
779 /* Calculate the new location (see "project()") */
780 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
782 /* Stopped by wilderness boundary */
783 if (!in_bounds2(ny, nx)) break;
785 /* Stopped by walls/doors */
786 if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
788 /* Stopped by monsters */
789 if (!cave_empty_bold(ny, nx)) break;
791 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
792 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
797 update_monster(c_mon_ptr->m_idx, TRUE);
803 Term_xtra(TERM_XTRA_DELAY, msec);
815 if (snipe_type == SP_PIERCE)
817 if (p_ptr->concent < 1) break;
827 /* Chance of breakage (during attacks) */
828 j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
832 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
833 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
834 OBJECT_IDX o_idx = o_pop();
838 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
839 if (object_is_fixed_artifact(q_ptr))
841 a_info[j_ptr->name1].cur_num = 0;
846 o_ptr = ¤t_floor_ptr->o_list[o_idx];
847 object_copy(o_ptr, q_ptr);
850 o_ptr->marked &= OM_TOUCHED;
852 /* Forget location */
853 o_ptr->iy = o_ptr->ix = 0;
855 /* Memorize monster */
856 o_ptr->held_m_idx = m_idx;
859 o_ptr->next_o_idx = m_ptr->hold_o_idx;
862 m_ptr->hold_o_idx = o_idx;
864 else if (cave_have_flag_bold(y, x, FF_PROJECT))
866 /* Drop (or break) near that location */
867 (void)drop_near(q_ptr, j, y, x);
871 /* Drop (or break) near that location */
872 (void)drop_near(q_ptr, j, prev_y, prev_x);
875 /* Sniper - Repeat shooting when double shots */
878 /* Sniper - Loose his/her concentration after any shot */
879 if (p_ptr->concent) reset_concentration(FALSE);
884 * @brief プレイヤーからモンスターへの射撃命中判定 /
885 * Determine if the player "hits" a monster (normal combat).
886 * @param chance 基本命中値
887 * @param m_ptr モンスターの構造体参照ポインタ
888 * @param vis 目標を視界に捕らえているならばTRUEを指定
889 * @param o_name メッセージ表示時のモンスター名
890 * @return 命中と判定された場合TRUEを返す
891 * @note Always miss 5%, always hit 5%, otherwise random.
893 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
897 monster_race *r_ptr = &r_info[m_ptr->r_idx];
899 /* Percentile dice */
902 /* Snipers with high-concentration reduce instant miss percentage.*/
905 /* Hack -- Instant miss or hit */
906 if (k <= 5) return (FALSE);
907 if (k > 95) return (TRUE);
909 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
910 if (one_in_(20)) return (FALSE);
913 if (chance <= 0) return (FALSE);
918 ac *= (8 - p_ptr->concent);
922 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
924 /* Invisible monsters are harder to hit */
925 if (!vis) chance = (chance + 1) / 2;
927 /* Power competes against armor */
928 if (randint0(chance) < (ac * 3 / 4))
930 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
932 GAME_TEXT m_name[MAX_NLEN];
934 /* Extract monster name */
935 monster_desc(m_name, m_ptr, 0);
936 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
949 * @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 /
950 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
951 * @param weight 矢弾の重量
952 * @param plus_ammo 矢弾の命中修正
953 * @param plus_bow 弓の命中修正
954 * @param dam 現在算出中のダメージ値
955 * @return クリティカル修正が入ったダメージ値
957 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
960 object_type *j_ptr = &inventory[INVEN_BOW];
962 /* Extract "shot" power */
963 i = p_ptr->to_h_b + plus_ammo;
965 if (p_ptr->tval_ammo == TV_BOLT)
966 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
968 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
971 /* Snipers can shot more critically with crossbows */
972 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
973 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
975 /* Good bow makes more critical */
976 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
979 if (randint1(10000) <= i)
981 k = weight * randint1(500);
985 msg_print(_("手ごたえがあった!", "It was a good hit!"));
990 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
995 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1007 * @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
1008 * @param sval 射撃武器のアイテム副分類ID
1009 * @return 消費する基本エネルギー
1011 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1013 ENERGY energy = 10000;
1015 /* Analyze the launcher */
1018 /* Sling and ammo */
1025 /* Short Bow and Arrow */
1032 /* Long Bow and Arrow */
1039 /* Bow of irresponsiblity and Arrow */
1046 /* Light Crossbow and Bolt */
1053 /* Heavy Crossbow and Bolt */
1068 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1072 /* Analyze the launcher */
1075 /* Sling and ammo */
1082 /* Short Bow and Arrow */
1089 /* Long Bow and Arrow */
1096 /* Bow of irresponsiblity and Arrow */
1103 /* Light Crossbow and Bolt */
1110 /* Heavy Crossbow and Bolt */