}
}
}
+
+
+/*!
+ * @brief 矢弾を射撃した場合の破損確率を返す /
+ * Determines the odds of an object breaking when thrown at a monster
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @return 破損確率(%)
+ * @details
+ * Note that artifacts never break, see the "drop_near()" function.
+ */
+PERCENTAGE breakage_chance(object_type *o_ptr)
+{
+ PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);
+
+ /* Examine the snipe type */
+ if (snipe_type)
+ {
+ if (snipe_type == SP_KILL_WALL) return (100);
+ if (snipe_type == SP_EXPLODE) return (100);
+ if (snipe_type == SP_PIERCE) return (100);
+ if (snipe_type == SP_FINAL) return (100);
+ if (snipe_type == SP_NEEDLE) return (100);
+ if (snipe_type == SP_EVILNESS) return (40);
+ if (snipe_type == SP_HOLYNESS) return (40);
+ }
+
+ /* Examine the item type */
+ switch (o_ptr->tval)
+ {
+ /* Always break */
+ case TV_FLASK:
+ case TV_POTION:
+ case TV_BOTTLE:
+ case TV_FOOD:
+ case TV_JUNK:
+ return (100);
+
+ /* Often break */
+ case TV_LITE:
+ case TV_SCROLL:
+ case TV_SKELETON:
+ return (50);
+
+ /* Sometimes break */
+ case TV_WAND:
+ case TV_SPIKE:
+ return (25);
+ case TV_ARROW:
+ return (20 - archer_bonus * 2);
+
+ /* Rarely break */
+ case TV_SHOT:
+ case TV_BOLT:
+ return (10 - archer_bonus);
+ default:
+ return (10);
+ }
+}