3 #include "monster-status.h"
4 #include "monster-spell.h"
7 #include "player-status.h"
12 * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
13 * Determines the odds of an object breaking when thrown at a monster
14 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
15 * @param tdam 計算途中のダメージ量
16 * @param m_ptr 目標モンスターの構造体参照ポインタ
17 * @return スレイ倍率をかけたダメージ量
19 static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
23 monster_race *r_ptr = &r_info[m_ptr->r_idx];
25 BIT_FLAGS flgs[TR_FLAG_SIZE];
26 object_flags(o_ptr, flgs);
28 /* Some "weapons" and "ammo" do extra damage */
35 if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
37 if (is_original_ap_and_seen(m_ptr))
39 r_ptr->r_flags3 |= RF3_ANIMAL;
41 if (mult < 17) mult = 17;
44 if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
46 if (is_original_ap_and_seen(m_ptr))
48 r_ptr->r_flags3 |= RF3_ANIMAL;
50 if (mult < 27) mult = 27;
53 if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
55 if (is_original_ap_and_seen(m_ptr))
57 r_ptr->r_flags3 |= RF3_EVIL;
59 if (mult < 15) mult = 15;
62 if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
64 if (is_original_ap_and_seen(m_ptr))
66 r_ptr->r_flags3 |= RF3_EVIL;
68 if (mult < 25) mult = 25;
71 if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
73 if (is_original_ap_and_seen(m_ptr))
75 r_ptr->r_flags2 |= RF2_HUMAN;
77 if (mult < 17) mult = 17;
80 if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
82 if (is_original_ap_and_seen(m_ptr))
84 r_ptr->r_flags2 |= RF2_HUMAN;
86 if (mult < 27) mult = 27;
89 if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
91 if (is_original_ap_and_seen(m_ptr))
93 r_ptr->r_flags3 |= RF3_UNDEAD;
95 if (mult < 20) mult = 20;
98 if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
100 if (is_original_ap_and_seen(m_ptr))
102 r_ptr->r_flags3 |= RF3_UNDEAD;
104 if (mult < 30) mult = 30;
107 if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
109 if (is_original_ap_and_seen(m_ptr))
111 r_ptr->r_flags3 |= RF3_DEMON;
113 if (mult < 20) mult = 20;
116 if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
118 if (is_original_ap_and_seen(m_ptr))
120 r_ptr->r_flags3 |= RF3_DEMON;
122 if (mult < 30) mult = 30;
125 if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
127 if (is_original_ap_and_seen(m_ptr))
129 r_ptr->r_flags3 |= RF3_ORC;
131 if (mult < 20) mult = 20;
134 if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
136 if (is_original_ap_and_seen(m_ptr))
138 r_ptr->r_flags3 |= RF3_ORC;
140 if (mult < 30) mult = 30;
143 if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
145 if (is_original_ap_and_seen(m_ptr))
147 r_ptr->r_flags3 |= RF3_TROLL;
150 if (mult < 20) mult = 20;
153 if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
155 if (is_original_ap_and_seen(m_ptr))
157 r_ptr->r_flags3 |= RF3_TROLL;
159 if (mult < 30) mult = 30;
162 if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
164 if (is_original_ap_and_seen(m_ptr))
166 r_ptr->r_flags3 |= RF3_GIANT;
168 if (mult < 20) mult = 20;
171 if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
173 if (is_original_ap_and_seen(m_ptr))
175 r_ptr->r_flags3 |= RF3_GIANT;
177 if (mult < 30) mult = 30;
180 if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
182 if (is_original_ap_and_seen(m_ptr))
184 r_ptr->r_flags3 |= RF3_DRAGON;
186 if (mult < 20) mult = 20;
189 if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
191 if (is_original_ap_and_seen(m_ptr))
193 r_ptr->r_flags3 |= RF3_DRAGON;
195 if (mult < 30) mult = 30;
196 if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
197 (inventory[INVEN_BOW].name1 == ART_BARD))
201 if (have_flag(flgs, TR_BRAND_ACID))
203 /* Notice immunity */
204 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
206 if (is_original_ap_and_seen(m_ptr))
208 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
213 if (mult < 17) mult = 17;
217 if (have_flag(flgs, TR_BRAND_ELEC))
219 /* Notice immunity */
220 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
222 if (is_original_ap_and_seen(m_ptr))
224 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
229 if (mult < 17) mult = 17;
233 if (have_flag(flgs, TR_BRAND_FIRE))
235 /* Notice immunity */
236 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
238 if (is_original_ap_and_seen(m_ptr))
240 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
243 /* Otherwise, take the damage */
246 if (r_ptr->flags3 & RF3_HURT_FIRE)
248 if (mult < 25) mult = 25;
249 if (is_original_ap_and_seen(m_ptr))
251 r_ptr->r_flags3 |= RF3_HURT_FIRE;
254 else if (mult < 17) mult = 17;
258 if (have_flag(flgs, TR_BRAND_COLD))
260 /* Notice immunity */
261 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
263 if (is_original_ap_and_seen(m_ptr))
265 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
268 /* Otherwise, take the damage */
271 if (r_ptr->flags3 & RF3_HURT_COLD)
273 if (mult < 25) mult = 25;
274 if (is_original_ap_and_seen(m_ptr))
276 r_ptr->r_flags3 |= RF3_HURT_COLD;
279 else if (mult < 17) mult = 17;
283 if (have_flag(flgs, TR_BRAND_POIS))
285 /* Notice immunity */
286 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
288 if (is_original_ap_and_seen(m_ptr))
290 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
293 /* Otherwise, take the damage */
296 if (mult < 17) mult = 17;
300 if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
302 p_ptr->csp -= (1 + (p_ptr->msp / 30));
303 p_ptr->redraw |= (PR_MANA);
311 if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
313 /* Return the total damage */
314 return (tdam * mult / 10);
320 * Fire an object from the pack or floor.
321 * @param item 射撃するオブジェクトの所持ID
322 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
326 * You may only fire items that "match" your missile launcher.
327 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
328 * See "calc_bonuses()" for more calculations and such.
329 * Note that "firing" a missile is MUCH better than "throwing" it.
330 * Note: "unseen" monsters are very hard to hit.
331 * Objects are more likely to break if they "attempt" to hit a monster.
332 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
333 * The "extra shot" code works by decreasing the amount of energy
334 * required to make each shot, spreading the shots out over time.
335 * Note that when firing missiles, the launcher multiplier is applied
336 * after all the bonuses are added in, making multipliers very useful.
337 * Note that Bows of "Extra Might" get extra range and an extra bonus
338 * for the damage multiplier.
339 * Note that Bows of "Extra Shots" give an extra shot.
342 void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
346 POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
347 int tdam_base, tdis, thits, tmul;
349 int cur_dis, visible;
357 bool hit_body = FALSE;
359 GAME_TEXT o_name[MAX_NLEN];
361 u16b path_g[512]; /* For calcuration of path length */
363 int msec = delay_factor * delay_factor * delay_factor;
366 bool stick_to = FALSE;
368 /* Access the item (if in the pack) */
371 o_ptr = &inventory[item];
375 o_ptr = ¤t_floor_ptr->o_list[0 - item];
378 /* Sniper - Cannot shot a single arrow twice */
379 if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
381 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
383 /* Use the proper number of shots */
384 thits = p_ptr->num_fire;
386 /* Use a base distance */
389 /* Base damage from thrown object plus launcher bonus */
390 tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
392 /* Actually "fire" the object */
393 bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
394 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
395 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
397 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
399 p_ptr->energy_use = bow_energy(j_ptr->sval);
400 tmul = bow_tmul(j_ptr->sval);
402 /* Get extra "power" from "extra might" */
403 if (p_ptr->xtra_might) tmul++;
405 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
407 /* Boost the damage */
412 tdis = 13 + tmul / 80;
413 if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
416 tdis -= (5 - (p_ptr->concent + 1) / 2);
421 project_length = tdis + 1;
423 /* Get a direction (or cancel) */
424 if (!get_aim_dir(&dir))
428 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
430 /* need not to reset project_length (already did)*/
435 /* Predict the "target" location */
436 tx = p_ptr->x + 99 * ddx[dir];
437 ty = p_ptr->y + 99 * ddy[dir];
439 /* Check for "target request" */
440 if ((dir == 5) && target_okay())
446 /* Get projection path length */
447 tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
449 project_length = 0; /* reset to default */
451 /* Don't shoot at my feet */
452 if (tx == p_ptr->x && ty == p_ptr->y)
456 /* project_length is already reset to 0 */
462 /* Take a (partial) current_world_ptr->game_turn */
463 p_ptr->energy_use = (p_ptr->energy_use / thits);
466 /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
467 if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
469 /* Sniper - Repeat shooting when double shots */
470 for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
473 /* Start at the player */
478 /* Obtain a local object */
479 object_copy(q_ptr, o_ptr);
484 /* Reduce and describe inventory */
487 inven_item_increase(item, -1);
488 inven_item_describe(item);
489 inven_item_optimize(item);
492 /* Reduce and describe floor item */
495 floor_item_increase(0 - item, -1);
496 floor_item_optimize(0 - item);
505 /* The shot does not hit yet */
508 /* Travel until stopped */
509 for (cur_dis = 0; cur_dis <= tdis; )
513 /* Hack -- Stop at the target */
514 if ((y == ty) && (x == tx)) break;
516 /* Calculate the new location (see "project()") */
519 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
522 if (snipe_type == SP_KILL_WALL)
524 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
526 if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
528 if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
529 /* Forget the wall */
530 g_ptr->info &= ~(CAVE_MARK);
531 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
533 /* Destroy the wall */
534 cave_alter_feat(ny, nx, FF_HURT_ROCK);
541 /* Stopped by walls/doors */
542 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
544 /* Advance the distance */
548 if (snipe_type == SP_LITE)
550 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
555 /* The player can see the (on screen) missile */
556 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
558 char c = object_char(q_ptr);
559 byte a = object_attr(q_ptr);
561 /* Draw, Hilite, Fresh, Pause, Erase */
562 print_rel(c, a, ny, nx);
563 move_cursor_relative(ny, nx);
565 Term_xtra(TERM_XTRA_DELAY, msec);
570 /* The player cannot see the missile */
573 /* Pause anyway, for consistancy */
574 Term_xtra(TERM_XTRA_DELAY, msec);
578 if (snipe_type == SP_KILL_TRAP)
580 project(0, 0, ny, nx, 0, GF_KILL_TRAP,
581 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
585 if (snipe_type == SP_EVILNESS)
587 current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
595 /* Save the new location */
599 /* Monster here, Try to hit it */
600 if (current_floor_ptr->grid_array[y][x].m_idx)
602 grid_type *c_mon_ptr = ¤t_floor_ptr->grid_array[y][x];
604 monster_type *m_ptr = ¤t_floor_ptr->m_list[c_mon_ptr->m_idx];
605 monster_race *r_ptr = &r_info[m_ptr->r_idx];
607 /* Check the visibility */
610 /* Note the collision */
613 if (MON_CSLEEP(m_ptr))
615 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
616 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
619 if ((r_ptr->level + 10) > p_ptr->lev)
621 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
622 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
625 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
626 else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
627 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
628 else if (p_ptr->lev > 34) amount = 2;
629 p_ptr->weapon_exp[0][j_ptr->sval] += amount;
630 p_ptr->update |= (PU_BONUS);
636 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
637 && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
640 p_ptr->skill_exp[GINOU_RIDING] += 1;
641 p_ptr->update |= (PU_BONUS);
645 /* Did we hit it (penalize range) */
646 if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
649 int tdam = tdam_base;
651 /* Get extra damage from concentration */
652 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
654 /* Handle unseen monster */
657 /* Invisible monster */
658 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
661 /* Handle visible monster */
664 GAME_TEXT m_name[MAX_NLEN];
666 /* Get "the monster" or "it" */
667 monster_desc(m_name, m_ptr, 0);
669 msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
673 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
674 health_track(c_mon_ptr->m_idx);
678 if (snipe_type == SP_NEEDLE)
680 if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
681 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
683 GAME_TEXT m_name[MAX_NLEN];
685 /* Get "the monster" or "it" */
686 monster_desc(m_name, m_ptr, 0);
688 tdam = m_ptr->hp + 1;
689 msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
695 /* Apply special damage */
696 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
697 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
699 /* No negative damage */
700 if (tdam < 0) tdam = 0;
702 /* Modify the damage */
703 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
706 msg_format_wizard(CHEAT_MONSTER,
707 _("%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))"),
708 tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
711 if (snipe_type == SP_EXPLODE)
713 u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
715 sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
716 project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
721 if (snipe_type == SP_HOLYNESS)
723 current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
728 /* Hit the monster, check for death */
729 if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
738 if (object_is_fixed_artifact(q_ptr) &&
739 (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
741 GAME_TEXT m_name[MAX_NLEN];
743 monster_desc(m_name, m_ptr, 0);
746 msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
749 message_pain(c_mon_ptr->m_idx, tdam);
751 /* Anger the monster */
752 if (tdam > 0) anger_monster(m_ptr);
754 if (fear && m_ptr->ml)
756 GAME_TEXT m_name[MAX_NLEN];
758 monster_desc(m_name, m_ptr, 0);
759 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
762 set_target(m_ptr, p_ptr->y, p_ptr->x);
765 if (snipe_type == SP_RUSH)
767 int n = randint1(5) + 3;
768 MONSTER_IDX m_idx = c_mon_ptr->m_idx;
770 for (; cur_dis <= tdis; )
777 /* Calculate the new location (see "project()") */
778 mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
780 /* Stopped by wilderness boundary */
781 if (!in_bounds2(ny, nx)) break;
783 /* Stopped by walls/doors */
784 if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
786 /* Stopped by monsters */
787 if (!cave_empty_bold(ny, nx)) break;
789 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
790 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
795 update_monster(c_mon_ptr->m_idx, TRUE);
801 Term_xtra(TERM_XTRA_DELAY, msec);
813 if (snipe_type == SP_PIERCE)
815 if (p_ptr->concent < 1) break;
825 /* Chance of breakage (during attacks) */
826 j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
830 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
831 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
832 OBJECT_IDX o_idx = o_pop();
836 msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
837 if (object_is_fixed_artifact(q_ptr))
839 a_info[j_ptr->name1].cur_num = 0;
844 o_ptr = ¤t_floor_ptr->o_list[o_idx];
845 object_copy(o_ptr, q_ptr);
848 o_ptr->marked &= OM_TOUCHED;
850 /* Forget location */
851 o_ptr->iy = o_ptr->ix = 0;
853 /* Memorize monster */
854 o_ptr->held_m_idx = m_idx;
857 o_ptr->next_o_idx = m_ptr->hold_o_idx;
860 m_ptr->hold_o_idx = o_idx;
862 else if (cave_have_flag_bold(y, x, FF_PROJECT))
864 /* Drop (or break) near that location */
865 (void)drop_near(q_ptr, j, y, x);
869 /* Drop (or break) near that location */
870 (void)drop_near(q_ptr, j, prev_y, prev_x);
873 /* Sniper - Repeat shooting when double shots */
876 /* Sniper - Loose his/her concentration after any shot */
877 if (p_ptr->concent) reset_concentration(FALSE);
882 * @brief プレイヤーからモンスターへの射撃命中判定 /
883 * Determine if the player "hits" a monster (normal combat).
884 * @param chance 基本命中値
885 * @param m_ptr モンスターの構造体参照ポインタ
886 * @param vis 目標を視界に捕らえているならばTRUEを指定
887 * @param o_name メッセージ表示時のモンスター名
888 * @return 命中と判定された場合TRUEを返す
889 * @note Always miss 5%, always hit 5%, otherwise random.
891 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
895 monster_race *r_ptr = &r_info[m_ptr->r_idx];
897 /* Percentile dice */
900 /* Snipers with high-concentration reduce instant miss percentage.*/
903 /* Hack -- Instant miss or hit */
904 if (k <= 5) return (FALSE);
905 if (k > 95) return (TRUE);
907 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
908 if (one_in_(20)) return (FALSE);
911 if (chance <= 0) return (FALSE);
916 ac *= (8 - p_ptr->concent);
920 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
922 /* Invisible monsters are harder to hit */
923 if (!vis) chance = (chance + 1) / 2;
925 /* Power competes against armor */
926 if (randint0(chance) < (ac * 3 / 4))
928 if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
930 GAME_TEXT m_name[MAX_NLEN];
932 /* Extract monster name */
933 monster_desc(m_name, m_ptr, 0);
934 msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
947 * @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 /
948 * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
949 * @param weight 矢弾の重量
950 * @param plus_ammo 矢弾の命中修正
951 * @param plus_bow 弓の命中修正
952 * @param dam 現在算出中のダメージ値
953 * @return クリティカル修正が入ったダメージ値
955 HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
958 object_type *j_ptr = &inventory[INVEN_BOW];
960 /* Extract "shot" power */
961 i = p_ptr->to_h_b + plus_ammo;
963 if (p_ptr->tval_ammo == TV_BOLT)
964 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
966 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
969 /* Snipers can shot more critically with crossbows */
970 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
971 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
973 /* Good bow makes more critical */
974 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
977 if (randint1(10000) <= i)
979 k = weight * randint1(500);
983 msg_print(_("手ごたえがあった!", "It was a good hit!"));
988 msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
993 msg_print(_("会心の一撃だ!", "It was a superb hit!"));
1005 * @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
1006 * @param sval 射撃武器のアイテム副分類ID
1007 * @return 消費する基本エネルギー
1009 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
1011 ENERGY energy = 10000;
1013 /* Analyze the launcher */
1016 /* Sling and ammo */
1023 /* Short Bow and Arrow */
1030 /* Long Bow and Arrow */
1037 /* Bow of irresponsiblity and Arrow */
1044 /* Light Crossbow and Bolt */
1051 /* Heavy Crossbow and Bolt */
1066 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
1070 /* Analyze the launcher */
1073 /* Sling and ammo */
1080 /* Short Bow and Arrow */
1087 /* Long Bow and Arrow */
1094 /* Bow of irresponsiblity and Arrow */
1101 /* Light Crossbow and Bolt */
1108 /* Heavy Crossbow and Bolt */