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[Refactor] #37353 do_cmd_fire_aux() 関連を shoot.c へ移動。 / Move do_cmd_fire_aux() to...
authorDeskull <deskull@users.sourceforge.jp>
Thu, 17 Jan 2019 12:26:38 +0000 (21:26 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Thu, 17 Jan 2019 12:26:38 +0000 (21:26 +0900)
src/cmd2.c
src/externs.h
src/object1.c
src/shoot.c

index 7e4a131..6a7e2d0 100644 (file)
@@ -2189,944 +2189,6 @@ void do_cmd_rest(void)
 }
 
 
-/*!
- * @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.
- */
-static 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);
-       }
-}
-
-
-/*!
- * @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 s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
-{
-       int 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);
-
-       /* Return the total damage */
-       return (tdam * mult / 10);
-}
-
-
-/*!
- * @brief 射撃処理のサブルーチン /
- * 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 do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
-{
-       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 = &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))
-       {
-               p_ptr->energy_use = 0;
-
-               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)
-       {
-               p_ptr->energy_use = 0;
-
-               /* project_length is already reset to 0 */
-
-               return;
-       }
-
-
-       /* Take a (partial) turn */
-       p_ptr->energy_use = (p_ptr->energy_use / thits);
-       is_fired = TRUE;
-
-       /* Sniper - Difficult to shot twice at 1 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();
-
-       /* Save the old location */
-       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; )
-       {
-               cave_type *c_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)
-               {
-                       c_ptr = &cave[ny][nx];
-
-                       if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
-                       {
-                               if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
-                               /* Forget the wall */
-                               c_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) && !cave[ny][nx].m_idx) break;
-
-               /* Advance the distance */
-               cur_dis++;
-
-               /* Sniper */
-               if (snipe_type == SP_LITE)
-               {
-                       cave[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)
-               {
-                       cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
-                       note_spot(ny, nx);
-                       lite_spot(ny, nx);
-               }
-
-               /* Save the old location */
-               prev_y = y;
-               prev_x = x;
-
-               /* Save the new location */
-               x = nx;
-               y = ny;
-
-               /* Monster here, Try to hit it */
-               if (cave[y][x].m_idx)
-               {
-                       cave_type *c_mon_ptr = &cave[y][x];
-
-                       monster_type *m_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[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);
-                                       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)
-                               {
-                                       cave[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(cave[ny][nx].feat, 0)) break;
-
-                                                       /* Stopped by monsters */
-                                                       if (!cave_empty_bold(ny, nx)) break;
-
-                                                       cave[ny][nx].m_idx = m_idx;
-                                                       cave[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) : 0);
-
-       if (stick_to)
-       {
-               MONSTER_IDX m_idx = cave[y][x].m_idx;
-               monster_type *m_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 = &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 射撃処理のメインルーチン
index 4f8d358..6fb8842 100644 (file)
@@ -792,6 +792,7 @@ extern void toggle_inven_equip(void);
 extern bool can_get_item(void);
 extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode);
 extern object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option);
+PERCENTAGE breakage_chance(object_type *o_ptr);
 
 /* object2.c */
 extern void excise_object_idx(OBJECT_IDX o_idx);
index 3189a6e..7b43370 100644 (file)
@@ -5033,3 +5033,61 @@ void py_pickup_floor(bool pickup)
                }
        }
 }
+
+
+/*!
+ * @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);
+       }
+}
index d4521b4..0ff5f9e 100644 (file)
@@ -1,4 +1,878 @@
 #include "angband.h"
+#include "projection.h"
+#include "monster-status.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 s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+{
+       int 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);
+
+       /* Return the total damage */
+       return (tdam * mult / 10);
+}
+
+
+/*!
+ * @brief 射撃処理のサブルーチン /
+ * 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 do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr)
+{
+       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 = &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))
+       {
+               p_ptr->energy_use = 0;
+
+               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)
+       {
+               p_ptr->energy_use = 0;
+
+               /* project_length is already reset to 0 */
+
+               return;
+       }
+
+
+       /* Take a (partial) turn */
+       p_ptr->energy_use = (p_ptr->energy_use / thits);
+       is_fired = TRUE;
+
+       /* Sniper - Difficult to shot twice at 1 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();
+
+               /* Save the old location */
+               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; )
+               {
+                       cave_type *c_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)
+                       {
+                               c_ptr = &cave[ny][nx];
+
+                               if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+                               {
+                                       if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+                                       /* Forget the wall */
+                                       c_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) && !cave[ny][nx].m_idx) break;
+
+                       /* Advance the distance */
+                       cur_dis++;
+
+                       /* Sniper */
+                       if (snipe_type == SP_LITE)
+                       {
+                               cave[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)
+                       {
+                               cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+                               note_spot(ny, nx);
+                               lite_spot(ny, nx);
+                       }
+
+                       /* Save the old location */
+                       prev_y = y;
+                       prev_x = x;
+
+                       /* Save the new location */
+                       x = nx;
+                       y = ny;
+
+                       /* Monster here, Try to hit it */
+                       if (cave[y][x].m_idx)
+                       {
+                               cave_type *c_mon_ptr = &cave[y][x];
+
+                               monster_type *m_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[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);
+                                               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)
+                                       {
+                                               cave[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(cave[ny][nx].feat, 0)) break;
+
+                                                               /* Stopped by monsters */
+                                                               if (!cave_empty_bold(ny, nx)) break;
+
+                                                               cave[ny][nx].m_idx = m_idx;
+                                                               cave[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) : 0);
+
+               if (stick_to)
+               {
+                       MONSTER_IDX m_idx = cave[y][x].m_idx;
+                       monster_type *m_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 = &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 /