2 #include "projection.h"
4 #include "monster-status.h"
5 #include "monster-spell.h"
8 #include "player-status.h"
13 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
14 * Determines the odds of an object breaking when thrown at a monster
15 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
16 * @param tdam 計算途中のダメージ量
17 * @param m_ptr 目標モンスターの構造体参照ポインタ
18 * @return スレイ倍率をかけたダメージ量
20 static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
24 monster_race *r_ptr = &r_info[m_ptr->r_idx];
26 BIT_FLAGS flgs[TR_FLAG_SIZE];
27 object_flags(o_ptr, flgs);
29 /* Some "weapons" and "ammo" do extra damage */
36 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
38 if (is_original_ap_and_seen(m_ptr))
40 r_ptr->r_flags3 |= RF3_ANIMAL;
42 if (mult < 17) mult = 17;
45 if ((have_flag(flgs, TR_KILL_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 < 27) mult = 27;
54 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
56 if (is_original_ap_and_seen(m_ptr))
58 r_ptr->r_flags3 |= RF3_EVIL;
60 if (mult < 15) mult = 15;
63 if ((have_flag(flgs, TR_KILL_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 < 25) mult = 25;
72 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
74 if (is_original_ap_and_seen(m_ptr))
76 r_ptr->r_flags2 |= RF2_HUMAN;
78 if (mult < 17) mult = 17;
81 if ((have_flag(flgs, TR_KILL_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 < 27) mult = 27;
90 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
92 if (is_original_ap_and_seen(m_ptr))
94 r_ptr->r_flags3 |= RF3_UNDEAD;
96 if (mult < 20) mult = 20;
99 if ((have_flag(flgs, TR_KILL_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 < 30) mult = 30;
108 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
110 if (is_original_ap_and_seen(m_ptr))
112 r_ptr->r_flags3 |= RF3_DEMON;
114 if (mult < 20) mult = 20;
117 if ((have_flag(flgs, TR_KILL_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 < 30) mult = 30;
126 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
128 if (is_original_ap_and_seen(m_ptr))
130 r_ptr->r_flags3 |= RF3_ORC;
132 if (mult < 20) mult = 20;
135 if ((have_flag(flgs, TR_KILL_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 < 30) mult = 30;
144 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
146 if (is_original_ap_and_seen(m_ptr))
148 r_ptr->r_flags3 |= RF3_TROLL;
151 if (mult < 20) mult = 20;
154 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
156 if (is_original_ap_and_seen(m_ptr))
158 r_ptr->r_flags3 |= RF3_TROLL;
160 if (mult < 30) mult = 30;
163 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
165 if (is_original_ap_and_seen(m_ptr))
167 r_ptr->r_flags3 |= RF3_GIANT;
169 if (mult < 20) mult = 20;
172 if ((have_flag(flgs, TR_KILL_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 < 30) mult = 30;
181 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
183 if (is_original_ap_and_seen(m_ptr))
185 r_ptr->r_flags3 |= RF3_DRAGON;
187 if (mult < 20) mult = 20;
190 if ((have_flag(flgs, TR_KILL_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 < 30) mult = 30;
197 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
198 (inventory[INVEN_BOW].name1 == ART_BARD))
202 if (have_flag(flgs, TR_BRAND_ACID))
204 /* Notice immunity */
205 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
207 if (is_original_ap_and_seen(m_ptr))
209 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
214 if (mult < 17) mult = 17;
218 if (have_flag(flgs, TR_BRAND_ELEC))
220 /* Notice immunity */
221 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
223 if (is_original_ap_and_seen(m_ptr))
225 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
230 if (mult < 17) mult = 17;
234 if (have_flag(flgs, TR_BRAND_FIRE))
236 /* Notice immunity */
237 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
239 if (is_original_ap_and_seen(m_ptr))
241 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
244 /* Otherwise, take the damage */
247 if (r_ptr->flags3 & RF3_HURT_FIRE)
249 if (mult < 25) mult = 25;
250 if (is_original_ap_and_seen(m_ptr))
252 r_ptr->r_flags3 |= RF3_HURT_FIRE;
255 else if (mult < 17) mult = 17;
259 if (have_flag(flgs, TR_BRAND_COLD))
261 /* Notice immunity */
262 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
264 if (is_original_ap_and_seen(m_ptr))
266 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
269 /* Otherwise, take the damage */
272 if (r_ptr->flags3 & RF3_HURT_COLD)
274 if (mult < 25) mult = 25;
275 if (is_original_ap_and_seen(m_ptr))
277 r_ptr->r_flags3 |= RF3_HURT_COLD;
280 else if (mult < 17) mult = 17;
284 if (have_flag(flgs, TR_BRAND_POIS))
286 /* Notice immunity */
287 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
289 if (is_original_ap_and_seen(m_ptr))
291 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
294 /* Otherwise, take the damage */
297 if (mult < 17) mult = 17;
301 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
303 p_ptr->csp -= (1 + (p_ptr->msp / 30));
304 p_ptr->redraw |= (PR_MANA);
312 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
314 /* Return the total damage */
315 return (tdam * mult / 10);
321 * Fire an object from the pack or floor.
322 * @param item 射撃するオブジェクトの所持ID
323 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
327 * You may only fire items that "match" your missile launcher.
328 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
329 * See "calc_bonuses()" for more calculations and such.
330 * Note that "firing" a missile is MUCH better than "throwing" it.
331 * Note: "unseen" monsters are very hard to hit.
332 * Objects are more likely to break if they "attempt" to hit a monster.
333 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
334 * The "extra shot" code works by decreasing the amount of energy
335 * required to make each shot, spreading the shots out over time.
336 * Note that when firing missiles, the launcher multiplier is applied
337 * after all the bonuses are added in, making multipliers very useful.
338 * Note that Bows of "Extra Might" get extra range and an extra bonus
339 * for the damage multiplier.
340 * Note that Bows of "Extra Shots" give an extra shot.
343 void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
347 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
348 int tdam_base, tdis, thits, tmul;
350 int cur_dis, visible;
358 bool hit_body = FALSE;
360 GAME_TEXT o_name[MAX_NLEN];
362 u16b path_g[512]; /* For calcuration of path length */
364 int msec = delay_factor * delay_factor * delay_factor;
367 bool stick_to = FALSE;
369 /* Access the item (if in the pack) */
372 o_ptr = &inventory[item];
376 o_ptr = ¤t_floor_ptr->o_list[0 - item];
379 /* Sniper - Cannot shot a single arrow twice */
380 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
382 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
384 /* Use the proper number of shots */
385 thits = p_ptr->num_fire;
387 /* Use a base distance */
390 /* Base damage from thrown object plus launcher bonus */
391 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
393 /* Actually "fire" the object */
394 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
395 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
396 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
398 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
400 p_ptr->energy_use = bow_energy(j_ptr->sval);
401 tmul = bow_tmul(j_ptr->sval);
403 /* Get extra "power" from "extra might" */
404 if (p_ptr->xtra_might) tmul++;
406 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
408 /* Boost the damage */
413 tdis = 13 + tmul / 80;
414 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
417 tdis -= (5 - (p_ptr->concent + 1) / 2);
422 project_length = tdis + 1;
424 /* Get a direction (or cancel) */
425 if (!get_aim_dir(&dir))
429 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
431 /* need not to reset project_length (already did)*/
436 /* Predict the "target" location */
437 tx = p_ptr->x + 99 * ddx[dir];
438 ty = p_ptr->y + 99 * ddy[dir];
440 /* Check for "target request" */
441 if ((dir == 5) && target_okay())
447 /* Get projection path length */
448 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
450 project_length = 0; /* reset to default */
452 /* Don't shoot at my feet */
453 if (tx == p_ptr->x && ty == p_ptr->y)
457 /* project_length is already reset to 0 */
463 /* Take a (partial) current_world_ptr->game_turn */
464 p_ptr->energy_use = (p_ptr->energy_use / thits);
467 /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
468 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
470 /* Sniper - Repeat shooting when double shots */
471 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
474 /* Start at the player */
479 /* Obtain a local object */
480 object_copy(q_ptr, o_ptr);
485 /* Reduce and describe inventory */
488 inven_item_increase(item, -1);
489 inven_item_describe(item);
490 inven_item_optimize(item);
493 /* Reduce and describe floor item */
496 floor_item_increase(0 - item, -1);
497 floor_item_optimize(0 - item);
506 /* The shot does not hit yet */
509 /* Travel until stopped */
510 for (cur_dis = 0; cur_dis <= tdis; )
514 /* Hack -- Stop at the target */
515 if ((y == ty) && (x == tx)) break;
517 /* Calculate the new location (see "project()") */
520 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
523 if (snipe_type == SP_KILL_WALL)
525 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
527 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
529 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
530 /* Forget the wall */
531 g_ptr->info &= ~(CAVE_MARK);
532 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
534 /* Destroy the wall */
535 cave_alter_feat(ny, nx, FF_HURT_ROCK);
542 /* Stopped by walls/doors */
543 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
545 /* Advance the distance */
549 if (snipe_type == SP_LITE)
551 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
556 /* The player can see the (on screen) missile */
557 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
559 char c = object_char(q_ptr);
560 byte a = object_attr(q_ptr);
562 /* Draw, Hilite, Fresh, Pause, Erase */
563 print_rel(c, a, ny, nx);
564 move_cursor_relative(ny, nx);
566 Term_xtra(TERM_XTRA_DELAY, msec);
571 /* The player cannot see the missile */
574 /* Pause anyway, for consistancy */
575 Term_xtra(TERM_XTRA_DELAY, msec);
579 if (snipe_type == SP_KILL_TRAP)
581 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
582 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
586 if (snipe_type == SP_EVILNESS)
588 current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
596 /* Save the new location */
600 /* Monster here, Try to hit it */
601 if (current_floor_ptr->grid_array[y][x].m_idx)
603 grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
605 monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
606 monster_race *r_ptr = &r_info[m_ptr->r_idx];
608 /* Check the visibility */
611 /* Note the collision */
614 if (MON_CSLEEP(m_ptr))
616 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
617 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
620 if ((r_ptr->level + 10) > p_ptr->lev)
622 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
623 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
626 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
627 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
628 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
629 else if (p_ptr->lev > 34) amount = 2;
630 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
631 p_ptr->update |= (PU_BONUS);
637 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
638 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
641 p_ptr->skill_exp[GINOU_RIDING] += 1;
642 p_ptr->update |= (PU_BONUS);
646 /* Did we hit it (penalize range) */
647 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
650 int tdam = tdam_base;
652 /* Get extra damage from concentration */
653 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
655 /* Handle unseen monster */
658 /* Invisible monster */
659 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
662 /* Handle visible monster */
665 GAME_TEXT m_name[MAX_NLEN];
667 /* Get "the monster" or "it" */
668 monster_desc(m_name, m_ptr, 0);
670 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
674 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
675 health_track(c_mon_ptr->m_idx);
679 if (snipe_type == SP_NEEDLE)
681 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
682 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
684 GAME_TEXT m_name[MAX_NLEN];
686 /* Get "the monster" or "it" */
687 monster_desc(m_name, m_ptr, 0);
689 tdam = m_ptr->hp + 1;
690 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
696 /* Apply special damage */
697 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
698 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
700 /* No negative damage */
701 if (tdam < 0) tdam = 0;
703 /* Modify the damage */
704 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
707 msg_format_wizard(CHEAT_MONSTER,
708 _("%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))"),
709 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
712 if (snipe_type == SP_EXPLODE)
714 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
716 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
717 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
722 if (snipe_type == SP_HOLYNESS)
724 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
729 /* Hit the monster, check for death */
730 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
739 if (object_is_fixed_artifact(q_ptr) &&
740 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
742 GAME_TEXT m_name[MAX_NLEN];
744 monster_desc(m_name, m_ptr, 0);
747 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
750 message_pain(c_mon_ptr->m_idx, tdam);
752 /* Anger the monster */
753 if (tdam > 0) anger_monster(m_ptr);
755 if (fear && m_ptr->ml)
757 GAME_TEXT m_name[MAX_NLEN];
759 monster_desc(m_name, m_ptr, 0);
760 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
763 set_target(m_ptr, p_ptr->y, p_ptr->x);
766 if (snipe_type == SP_RUSH)
768 int n = randint1(5) + 3;
769 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
771 for (; cur_dis <= tdis; )
778 /* Calculate the new location (see "project()") */
779 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
781 /* Stopped by wilderness boundary */
782 if (!in_bounds2(ny, nx)) break;
784 /* Stopped by walls/doors */
785 if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
787 /* Stopped by monsters */
788 if (!cave_empty_bold(ny, nx)) break;
790 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
791 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
796 update_monster(c_mon_ptr->m_idx, TRUE);
802 Term_xtra(TERM_XTRA_DELAY, msec);
814 if (snipe_type == SP_PIERCE)
816 if (p_ptr->concent < 1) break;
826 /* Chance of breakage (during attacks) */
827 j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
831 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
832 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
833 OBJECT_IDX o_idx = o_pop();
837 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
838 if (object_is_fixed_artifact(q_ptr))
840 a_info[j_ptr->name1].cur_num = 0;
845 o_ptr = ¤t_floor_ptr->o_list[o_idx];
846 object_copy(o_ptr, q_ptr);
849 o_ptr->marked &= OM_TOUCHED;
851 /* Forget location */
852 o_ptr->iy = o_ptr->ix = 0;
854 /* Memorize monster */
855 o_ptr->held_m_idx = m_idx;
858 o_ptr->next_o_idx = m_ptr->hold_o_idx;
861 m_ptr->hold_o_idx = o_idx;
863 else if (cave_have_flag_bold(y, x, FF_PROJECT))
865 /* Drop (or break) near that location */
866 (void)drop_near(q_ptr, j, y, x);
870 /* Drop (or break) near that location */
871 (void)drop_near(q_ptr, j, prev_y, prev_x);
874 /* Sniper - Repeat shooting when double shots */
877 /* Sniper - Loose his/her concentration after any shot */
878 if (p_ptr->concent) reset_concentration(FALSE);
883 * @brief プレイヤーからモンスターへの射撃命中判定 /
884 * Determine if the player "hits" a monster (normal combat).
885 * @param chance 基本命中値
886 * @param m_ptr モンスターの構造体参照ポインタ
887 * @param vis 目標を視界に捕らえているならばTRUEを指定
888 * @param o_name メッセージ表示時のモンスター名
889 * @return 命中と判定された場合TRUEを返す
890 * @note Always miss 5%, always hit 5%, otherwise random.
892 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
896 monster_race *r_ptr = &r_info[m_ptr->r_idx];
898 /* Percentile dice */
901 /* Snipers with high-concentration reduce instant miss percentage.*/
904 /* Hack -- Instant miss or hit */
905 if (k <= 5) return (FALSE);
906 if (k > 95) return (TRUE);
908 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
909 if (one_in_(20)) return (FALSE);
912 if (chance <= 0) return (FALSE);
917 ac *= (8 - p_ptr->concent);
921 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
923 /* Invisible monsters are harder to hit */
924 if (!vis) chance = (chance + 1) / 2;
926 /* Power competes against armor */
927 if (randint0(chance) < (ac * 3 / 4))
929 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
931 GAME_TEXT m_name[MAX_NLEN];
933 /* Extract monster name */
934 monster_desc(m_name, m_ptr, 0);
935 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
948 * @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 /
949 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
950 * @param weight 矢弾の重量
951 * @param plus_ammo 矢弾の命中修正
952 * @param plus_bow 弓の命中修正
953 * @param dam 現在算出中のダメージ値
954 * @return クリティカル修正が入ったダメージ値
956 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
959 object_type *j_ptr = &inventory[INVEN_BOW];
961 /* Extract "shot" power */
962 i = p_ptr->to_h_b + plus_ammo;
964 if (p_ptr->tval_ammo == TV_BOLT)
965 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
967 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
970 /* Snipers can shot more critically with crossbows */
971 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
972 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
974 /* Good bow makes more critical */
975 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
978 if (randint1(10000) <= i)
980 k = weight * randint1(500);
984 msg_print(_("手ごたえがあった!", "It was a good hit!"));
989 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
994 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1006 * @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
1007 * @param sval 射撃武器のアイテム副分類ID
1008 * @return 消費する基本エネルギー
1010 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1012 ENERGY energy = 10000;
1014 /* Analyze the launcher */
1017 /* Sling and ammo */
1024 /* Short Bow and Arrow */
1031 /* Long Bow and Arrow */
1038 /* Bow of irresponsiblity and Arrow */
1045 /* Light Crossbow and Bolt */
1052 /* Heavy Crossbow and Bolt */
1067 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1071 /* Analyze the launcher */
1074 /* Sling and ammo */
1081 /* Short Bow and Arrow */
1088 /* Long Bow and Arrow */
1095 /* Bow of irresponsiblity and Arrow */
1102 /* Light Crossbow and Bolt */
1109 /* Heavy Crossbow and Bolt */