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v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / shoot.c
diff --git a/src/shoot.c b/src/shoot.c
deleted file mode 100644 (file)
index 37da67e..0000000
+++ /dev/null
@@ -1,1119 +0,0 @@
-#include "angband.h"
-#include "projection.h"
-#include "monster-status.h"
-#include "monster-spell.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "player-status.h"
-
-#include "shoot.h"
-
-/*!
- * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
- * 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
- * @param tdam 計算途中のダメージ量
- * @param m_ptr 目標モンスターの構造体参照ポインタ
- * @return スレイ倍率をかけたダメージ量
- */
-static MULTIPLY tot_dam_aux_shot(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
-{
-       MULTIPLY mult = 10;
-
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       /* Some "weapons" and "ammo" do extra damage */
-       switch (o_ptr->tval)
-       {
-       case TV_SHOT:
-       case TV_ARROW:
-       case TV_BOLT:
-       {
-               if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ANIMAL;
-                       }
-                       if (mult < 17) mult = 17;
-               }
-
-               if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ANIMAL;
-                       }
-                       if (mult < 27) mult = 27;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_EVIL;
-                       }
-                       if (mult < 15) mult = 15;
-               }
-
-               if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_EVIL;
-                       }
-                       if (mult < 25) mult = 25;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags2 |= RF2_HUMAN;
-                       }
-                       if (mult < 17) mult = 17;
-               }
-
-               if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags2 |= RF2_HUMAN;
-                       }
-                       if (mult < 27) mult = 27;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_UNDEAD;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_UNDEAD;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DEMON;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DEMON;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ORC;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ORC;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_TROLL;
-                       }
-
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_TROLL;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_GIANT;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_GIANT;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DRAGON;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-               {
-                       if (is_original_ap_and_seen(m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DRAGON;
-                       }
-                       if (mult < 30) mult = 30;
-                       if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
-                               (inventory[INVEN_BOW].name1 == ART_BARD))
-                               mult *= 5;
-               }
-
-               if (have_flag(flgs, TR_BRAND_ACID))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
-                               }
-                       }
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_ELEC))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                               }
-                       }
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_FIRE))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (r_ptr->flags3 & RF3_HURT_FIRE)
-                               {
-                                       if (mult < 25) mult = 25;
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_HURT_FIRE;
-                                       }
-                               }
-                               else if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_COLD))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (r_ptr->flags3 & RF3_HURT_COLD)
-                               {
-                                       if (mult < 25) mult = 25;
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_HURT_COLD;
-                                       }
-                               }
-                               else if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_POIS))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
-               {
-                       p_ptr->csp -= (1 + (p_ptr->msp / 30));
-                       p_ptr->redraw |= (PR_MANA);
-                       mult = mult * 5 / 2;
-               }
-               break;
-       }
-       }
-
-       /* Sniper */
-       if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr, snipe_type);
-
-       /* Return the total damage */
-       return (tdam * mult / 10);
-}
-
-
-/*!
- * @brief 射撃処理実行 /
- * Fire an object from the pack or floor.
- * @param item 射撃するオブジェクトの所持ID
- * @param j_ptr 射撃武器のオブジェクト参照ポインタ
- * @return なし
- * @details
- * <pre>
- * You may only fire items that "match" your missile launcher.
- * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
- * See "calc_bonuses()" for more calculations and such.
- * Note that "firing" a missile is MUCH better than "throwing" it.
- * Note: "unseen" monsters are very hard to hit.
- * Objects are more likely to break if they "attempt" to hit a monster.
- * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
- * The "extra shot" code works by decreasing the amount of energy
- * required to make each shot, spreading the shots out over time.
- * Note that when firing missiles, the launcher multiplier is applied
- * after all the bonuses are added in, making multipliers very useful.
- * Note that Bows of "Extra Might" get extra range and an extra bonus
- * for the damage multiplier.
- * Note that Bows of "Extra Shots" give an extra shot.
- * </pre>
- */
-void exe_fire(INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
-{
-       DIRECTION dir;
-       int i;
-       POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
-       int tdam_base, tdis, thits, tmul;
-       int bonus, chance;
-       int cur_dis, visible;
-       PERCENTAGE j;
-
-       object_type forge;
-       object_type *q_ptr;
-
-       object_type *o_ptr;
-
-       bool hit_body = FALSE;
-
-       GAME_TEXT o_name[MAX_NLEN];
-
-       u16b path_g[512];       /* For calcuration of path length */
-
-       int msec = delay_factor * delay_factor * delay_factor;
-
-       /* STICK TO */
-       bool stick_to = FALSE;
-
-       /* Access the item (if in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-       else
-       {
-               o_ptr = &current_floor_ptr->o_list[0 - item];
-       }
-
-       /* Sniper - Cannot shot a single arrow twice */
-       if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
-
-       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
-       /* Use the proper number of shots */
-       thits = p_ptr->num_fire;
-
-       /* Use a base distance */
-       tdis = 10;
-
-       /* Base damage from thrown object plus launcher bonus */
-       tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
-
-       /* Actually "fire" the object */
-       bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
-       else
-               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
-
-       p_ptr->energy_use = bow_energy(j_ptr->sval);
-       tmul = bow_tmul(j_ptr->sval);
-
-       /* Get extra "power" from "extra might" */
-       if (p_ptr->xtra_might) tmul++;
-
-       tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-
-       /* Boost the damage */
-       tdam_base *= tmul;
-       tdam_base /= 100;
-
-       /* Base range */
-       tdis = 13 + tmul / 80;
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-       {
-               if (p_ptr->concent)
-                       tdis -= (5 - (p_ptr->concent + 1) / 2);
-               else
-                       tdis -= 5;
-       }
-
-       project_length = tdis + 1;
-
-       /* Get a direction (or cancel) */
-       if (!get_aim_dir(&dir))
-       {
-               free_turn(p_ptr);
-
-               if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
-
-               /* need not to reset project_length (already did)*/
-
-               return;
-       }
-
-       /* Predict the "target" location */
-       tx = p_ptr->x + 99 * ddx[dir];
-       ty = p_ptr->y + 99 * ddy[dir];
-
-       /* Check for "target request" */
-       if ((dir == 5) && target_okay())
-       {
-               tx = target_col;
-               ty = target_row;
-       }
-
-       /* Get projection path length */
-       tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
-
-       project_length = 0; /* reset to default */
-
-       /* Don't shoot at my feet */
-       if (tx == p_ptr->x && ty == p_ptr->y)
-       {
-               free_turn(p_ptr);
-
-               /* project_length is already reset to 0 */
-
-               return;
-       }
-
-
-       /* Take a (partial) current_world_ptr->game_turn */
-       p_ptr->energy_use = (p_ptr->energy_use / thits);
-       is_fired = TRUE;
-
-       /* Sniper - Difficult to shot twice at 1 current_world_ptr->game_turn */
-       if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_ptr->concent + 1) / 2;
-
-       /* Sniper - Repeat shooting when double shots */
-       for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
-       {
-
-               /* Start at the player */
-               y = p_ptr->y;
-               x = p_ptr->x;
-               q_ptr = &forge;
-
-               /* Obtain a local object */
-               object_copy(q_ptr, o_ptr);
-
-               /* Single object */
-               q_ptr->number = 1;
-
-               /* Reduce and describe inventory */
-               if (item >= 0)
-               {
-                       inven_item_increase(item, -1);
-                       inven_item_describe(item);
-                       inven_item_optimize(item);
-               }
-
-               /* Reduce and describe floor item */
-               else
-               {
-                       floor_item_increase(0 - item, -1);
-                       floor_item_optimize(0 - item);
-               }
-
-               sound(SOUND_SHOOT);
-               handle_stuff();
-
-               prev_y = y;
-               prev_x = x;
-
-               /* The shot does not hit yet */
-               hit_body = FALSE;
-
-               /* Travel until stopped */
-               for (cur_dis = 0; cur_dis <= tdis; )
-               {
-                       grid_type *g_ptr;
-
-                       /* Hack -- Stop at the target */
-                       if ((y == ty) && (x == tx)) break;
-
-                       /* Calculate the new location (see "project()") */
-                       ny = y;
-                       nx = x;
-                       mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
-                       /* Shatter Arrow */
-                       if (snipe_type == SP_KILL_WALL)
-                       {
-                               g_ptr = &current_floor_ptr->grid_array[ny][nx];
-
-                               if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
-                               {
-                                       if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
-                                       /* Forget the wall */
-                                       g_ptr->info &= ~(CAVE_MARK);
-                                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
-                                       /* Destroy the wall */
-                                       cave_alter_feat(ny, nx, FF_HURT_ROCK);
-
-                                       hit_body = TRUE;
-                                       break;
-                               }
-                       }
-
-                       /* Stopped by walls/doors */
-                       if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !current_floor_ptr->grid_array[ny][nx].m_idx) break;
-
-                       /* Advance the distance */
-                       cur_dis++;
-
-                       /* Sniper */
-                       if (snipe_type == SP_LITE)
-                       {
-                               current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
-                               note_spot(ny, nx);
-                               lite_spot(ny, nx);
-                       }
-
-                       /* The player can see the (on screen) missile */
-                       if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
-                       {
-                               char c = object_char(q_ptr);
-                               byte a = object_attr(q_ptr);
-
-                               /* Draw, Hilite, Fresh, Pause, Erase */
-                               print_rel(c, a, ny, nx);
-                               move_cursor_relative(ny, nx);
-                               Term_fresh();
-                               Term_xtra(TERM_XTRA_DELAY, msec);
-                               lite_spot(ny, nx);
-                               Term_fresh();
-                       }
-
-                       /* The player cannot see the missile */
-                       else
-                       {
-                               /* Pause anyway, for consistancy */
-                               Term_xtra(TERM_XTRA_DELAY, msec);
-                       }
-
-                       /* Sniper */
-                       if (snipe_type == SP_KILL_TRAP)
-                       {
-                               project(0, 0, ny, nx, 0, GF_KILL_TRAP,
-                                       (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
-                       }
-
-                       /* Sniper */
-                       if (snipe_type == SP_EVILNESS)
-                       {
-                               current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
-                               note_spot(ny, nx);
-                               lite_spot(ny, nx);
-                       }
-
-                       prev_y = y;
-                       prev_x = x;
-
-                       /* Save the new location */
-                       x = nx;
-                       y = ny;
-
-                       /* Monster here, Try to hit it */
-                       if (current_floor_ptr->grid_array[y][x].m_idx)
-                       {
-                               grid_type *c_mon_ptr = &current_floor_ptr->grid_array[y][x];
-
-                               monster_type *m_ptr = &current_floor_ptr->m_list[c_mon_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /* Check the visibility */
-                               visible = m_ptr->ml;
-
-                               /* Note the collision */
-                               hit_body = TRUE;
-
-                               if (MON_CSLEEP(m_ptr))
-                               {
-                                       if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-                                       if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
-                               }
-
-                               if ((r_ptr->level + 10) > p_ptr->lev)
-                               {
-                                       int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
-                                       if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
-                                       {
-                                               SUB_EXP amount = 0;
-                                               if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
-                                               else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
-                                               else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
-                                               else if (p_ptr->lev > 34) amount = 2;
-                                               p_ptr->weapon_exp[0][j_ptr->sval] += amount;
-                                               p_ptr->update |= (PU_BONUS);
-                                       }
-                               }
-
-                               if (p_ptr->riding)
-                               {
-                                       if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
-                                               && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level)
-                                               && one_in_(2))
-                                       {
-                                               p_ptr->skill_exp[GINOU_RIDING] += 1;
-                                               p_ptr->update |= (PU_BONUS);
-                                       }
-                               }
-
-                               /* Did we hit it (penalize range) */
-                               if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
-                               {
-                                       bool fear = FALSE;
-                                       int tdam = tdam_base;
-
-                                       /* Get extra damage from concentration */
-                                       if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
-
-                                       /* Handle unseen monster */
-                                       if (!visible)
-                                       {
-                                               /* Invisible monster */
-                                               msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
-                                       }
-
-                                       /* Handle visible monster */
-                                       else
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               /* Get "the monster" or "it" */
-                                               monster_desc(m_name, m_ptr, 0);
-
-                                               msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
-                                               if (m_ptr->ml)
-                                               {
-                                                       if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                                       health_track(c_mon_ptr->m_idx);
-                                               }
-                                       }
-
-                                       if (snipe_type == SP_NEEDLE)
-                                       {
-                                               if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
-                                                       && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                                       /* Get "the monster" or "it" */
-                                                       monster_desc(m_name, m_ptr, 0);
-
-                                                       tdam = m_ptr->hp + 1;
-                                                       msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
-                                               }
-                                               else tdam = 1;
-                                       }
-                                       else
-                                       {
-                                               /* Apply special damage */
-                                               tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr, snipe_type);
-                                               tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
-
-                                               /* No negative damage */
-                                               if (tdam < 0) tdam = 0;
-
-                                               /* Modify the damage */
-                                               tdam = mon_damage_mod(m_ptr, tdam, FALSE);
-                                       }
-
-                                       msg_format_wizard(CHEAT_MONSTER,
-                                               _("%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))"),
-                                               tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
-                                       /* Sniper */
-                                       if (snipe_type == SP_EXPLODE)
-                                       {
-                                               u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
-                                               sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
-                                               project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
-                                               break;
-                                       }
-
-                                       /* Sniper */
-                                       if (snipe_type == SP_HOLYNESS)
-                                       {
-                                               current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
-                                               note_spot(ny, nx);
-                                               lite_spot(ny, nx);
-                                       }
-
-                                       /* Hit the monster, check for death */
-                                       if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
-                                       {
-                                               /* Dead monster */
-                                       }
-
-                                       /* No death */
-                                       else
-                                       {
-                                               /* STICK TO */
-                                               if (object_is_fixed_artifact(q_ptr) &&
-                                                       (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                                       monster_desc(m_name, m_ptr, 0);
-
-                                                       stick_to = TRUE;
-                                                       msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"), o_name, m_name);
-                                               }
-
-                                               message_pain(c_mon_ptr->m_idx, tdam);
-
-                                               /* Anger the monster */
-                                               if (tdam > 0) anger_monster(m_ptr);
-
-                                               if (fear && m_ptr->ml)
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-                                                       sound(SOUND_FLEE);
-                                                       monster_desc(m_name, m_ptr, 0);
-                                                       msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-                                               }
-
-                                               set_target(m_ptr, p_ptr->y, p_ptr->x);
-
-                                               /* Sniper */
-                                               if (snipe_type == SP_RUSH)
-                                               {
-                                                       int n = randint1(5) + 3;
-                                                       MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
-                                                       for (; cur_dis <= tdis; )
-                                                       {
-                                                               POSITION ox = nx;
-                                                               POSITION oy = ny;
-
-                                                               if (!n) break;
-
-                                                               /* Calculate the new location (see "project()") */
-                                                               mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
-
-                                                               /* Stopped by wilderness boundary */
-                                                               if (!in_bounds2(ny, nx)) break;
-
-                                                               /* Stopped by walls/doors */
-                                                               if (!player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
-
-                                                               /* Stopped by monsters */
-                                                               if (!cave_empty_bold(ny, nx)) break;
-
-                                                               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-                                                               current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
-                                                               m_ptr->fx = nx;
-                                                               m_ptr->fy = ny;
-
-                                                               update_monster(c_mon_ptr->m_idx, TRUE);
-
-                                                               lite_spot(ny, nx);
-                                                               lite_spot(oy, ox);
-
-                                                               Term_fresh();
-                                                               Term_xtra(TERM_XTRA_DELAY, msec);
-
-                                                               x = nx;
-                                                               y = ny;
-                                                               cur_dis++;
-                                                               n--;
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               /* Sniper */
-                               if (snipe_type == SP_PIERCE)
-                               {
-                                       if (p_ptr->concent < 1) break;
-                                       p_ptr->concent--;
-                                       continue;
-                               }
-
-                               /* Stop looking */
-                               break;
-                       }
-               }
-
-               /* Chance of breakage (during attacks) */
-               j = (hit_body ? breakage_chance(q_ptr, snipe_type) : 0);
-
-               if (stick_to)
-               {
-                       MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
-                       monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
-                       OBJECT_IDX o_idx = o_pop();
-
-                       if (!o_idx)
-                       {
-                               msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
-                               if (object_is_fixed_artifact(q_ptr))
-                               {
-                                       a_info[j_ptr->name1].cur_num = 0;
-                               }
-                               return;
-                       }
-
-                       o_ptr = &current_floor_ptr->o_list[o_idx];
-                       object_copy(o_ptr, q_ptr);
-
-                       /* Forget mark */
-                       o_ptr->marked &= OM_TOUCHED;
-
-                       /* Forget location */
-                       o_ptr->iy = o_ptr->ix = 0;
-
-                       /* Memorize monster */
-                       o_ptr->held_m_idx = m_idx;
-
-                       /* Build a stack */
-                       o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
-                       /* Carry object */
-                       m_ptr->hold_o_idx = o_idx;
-               }
-               else if (cave_have_flag_bold(y, x, FF_PROJECT))
-               {
-                       /* Drop (or break) near that location */
-                       (void)drop_near(q_ptr, j, y, x);
-               }
-               else
-               {
-                       /* Drop (or break) near that location */
-                       (void)drop_near(q_ptr, j, prev_y, prev_x);
-               }
-
-               /* Sniper - Repeat shooting when double shots */
-       }
-
-       /* Sniper - Loose his/her concentration after any shot */
-       if (p_ptr->concent) reset_concentration(FALSE);
-}
-
-
-/*!
-* @brief プレイヤーからモンスターへの射撃命中判定 /
-* Determine if the player "hits" a monster (normal combat).
-* @param chance 基本命中値
-* @param m_ptr モンスターの構造体参照ポインタ
-* @param vis 目標を視界に捕らえているならばTRUEを指定
-* @param o_name メッセージ表示時のモンスター名
-* @return 命中と判定された場合TRUEを返す
-* @note Always miss 5%, always hit 5%, otherwise random.
-*/
-bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
-{
-       int k;
-       ARMOUR_CLASS ac;
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       /* Percentile dice */
-       k = randint1(100);
-
-       /* Snipers with high-concentration reduce instant miss percentage.*/
-       k += p_ptr->concent;
-
-       /* Hack -- Instant miss or hit */
-       if (k <= 5) return (FALSE);
-       if (k > 95) return (TRUE);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Never hit */
-       if (chance <= 0) return (FALSE);
-
-       ac = r_ptr->ac;
-       if (p_ptr->concent)
-       {
-               ac *= (8 - p_ptr->concent);
-               ac /= 8;
-       }
-
-       if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
-       /* Invisible monsters are harder to hit */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power competes against armor */
-       if (randint0(chance) < (ac * 3 / 4))
-       {
-               if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, 0);
-                       msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
-               }
-               return (FALSE);
-       }
-
-       /* Assume hit */
-       return (TRUE);
-}
-
-
-
-
-/*!
-* @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 /
-* Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
-* @param weight 矢弾の重量
-* @param plus_ammo 矢弾の命中修正
-* @param plus_bow 弓の命中修正
-* @param dam 現在算出中のダメージ値
-* @return クリティカル修正が入ったダメージ値
-*/
-HIT_POINT critical_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
-{
-       int i, k;
-       object_type *j_ptr = &inventory[INVEN_BOW];
-
-       /* Extract "shot" power */
-       i = p_ptr->to_h_b + plus_ammo;
-
-       if (p_ptr->tval_ammo == TV_BOLT)
-               i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
-       else
-               i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-
-       /* Snipers can shot more critically with crossbows */
-       if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
-       if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
-       /* Good bow makes more critical */
-       i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
-
-       /* Critical hit */
-       if (randint1(10000) <= i)
-       {
-               k = weight * randint1(500);
-
-               if (k < 900)
-               {
-                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
-                       dam += (dam / 2);
-               }
-               else if (k < 1350)
-               {
-                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
-                       dam *= 2;
-               }
-               else
-               {
-                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
-                       dam *= 3;
-               }
-       }
-
-       return (dam);
-}
-
-
-
-
-/*!
- * @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
- * @param sval 射撃武器のアイテム副分類ID
- * @return 消費する基本エネルギー
- */
-ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
-{
-       ENERGY energy = 10000;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-       case SV_SLING:
-       {
-               energy = 8000;
-               break;
-       }
-
-       /* Short Bow and Arrow */
-       case SV_SHORT_BOW:
-       {
-               energy = 10000;
-               break;
-       }
-
-       /* Long Bow and Arrow */
-       case SV_LONG_BOW:
-       {
-               energy = 10000;
-               break;
-       }
-
-       /* Bow of irresponsiblity and Arrow */
-       case SV_NAMAKE_BOW:
-       {
-               energy = 7777;
-               break;
-       }
-
-       /* Light Crossbow and Bolt */
-       case SV_LIGHT_XBOW:
-       {
-               energy = 12000;
-               break;
-       }
-
-       /* Heavy Crossbow and Bolt */
-       case SV_HEAVY_XBOW:
-       {
-               energy = 13333;
-               break;
-       }
-       }
-
-       return (energy);
-}
-
-
-/*
- * Return bow tmul
- */
-int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
-{
-       int tmul = 0;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-       case SV_SLING:
-       {
-               tmul = 2;
-               break;
-       }
-
-       /* Short Bow and Arrow */
-       case SV_SHORT_BOW:
-       {
-               tmul = 2;
-               break;
-       }
-
-       /* Long Bow and Arrow */
-       case SV_LONG_BOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Bow of irresponsiblity and Arrow */
-       case SV_NAMAKE_BOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Light Crossbow and Bolt */
-       case SV_LIGHT_XBOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Heavy Crossbow and Bolt */
-       case SV_HEAVY_XBOW:
-       {
-               tmul = 4;
-               break;
-       }
-       }
-
-       return (tmul);
-}
-
-