1 #include "combat/slaying.h"
2 #include "artifact/fixed-art-types.h"
3 #include "core/player-redraw-types.h"
4 #include "mind/mind-samurai.h"
5 #include "monster-race/monster-race.h"
6 #include "monster-race/race-flags-resistance.h"
7 #include "monster-race/race-flags2.h"
8 #include "monster-race/race-flags3.h"
9 #include "monster-race/race-indice-types.h"
10 #include "monster/monster-info.h"
11 #include "object-enchant/tr-types.h"
12 #include "object/object-flags.h"
13 #include "player/attack-defense-types.h"
14 #include "realm/realm-hex-numbers.h"
15 #include "specific-object/torch.h"
16 #include "spell-realm/spells-hex.h"
17 #include "util/bit-flags-calculator.h"
20 * @brief プレイヤー攻撃の種族スレイング倍率計算
21 * @param player_ptr プレーヤーへの参照ポインタ
22 * @param mult 算出前の基本倍率(/10倍)
23 * @param flgs スレイフラグ配列
24 * @param m_ptr 目標モンスターの構造体参照ポインタ
25 * @return スレイング加味後の倍率(/10倍)
27 MULTIPLY mult_slaying(player_type *player_ptr, MULTIPLY mult, const BIT_FLAGS *flgs, monster_type *m_ptr)
29 static const struct slay_table_t {
31 BIT_FLAGS affect_race_flag;
36 #define OFFSET(X) offsetof(monster_race, X)
37 { TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3) },
38 { TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3) },
39 { TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3) },
40 { TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3) },
41 { TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3) },
42 { TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3) },
43 { TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2) },
44 { TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2) },
45 { TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3) },
46 { TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3) },
47 { TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3) },
48 { TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3) },
49 { TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3) },
50 { TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3) },
51 { TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3) },
52 { TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3) },
53 { TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3) },
54 { TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3) },
55 { TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3) },
56 { TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3) },
60 monster_race *r_ptr = &r_info[m_ptr->r_idx];
61 for (size_t i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i) {
62 const struct slay_table_t *p = &slay_table[i];
64 if (!has_flag(flgs, p->slay_flag) || !(atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
67 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
68 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
71 mult = MAX(mult, p->slay_mult);
78 * @brief プレイヤー攻撃の属性スレイング倍率計算
79 * @param player_ptr プレーヤーへの参照ポインタ
80 * @param mult 算出前の基本倍率(/10倍)
81 * @param flgs スレイフラグ配列
82 * @param m_ptr 目標モンスターの構造体参照ポインタ
83 * @return スレイング加味後の倍率(/10倍)
85 MULTIPLY mult_brand(player_type *player_ptr, MULTIPLY mult, const BIT_FLAGS *flgs, monster_type *m_ptr)
87 static const struct brand_table_t {
89 BIT_FLAGS resist_mask;
92 { TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
93 { TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
94 { TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE },
95 { TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD },
96 { TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
99 monster_race *r_ptr = &r_info[m_ptr->r_idx];
100 for (size_t i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i) {
101 const struct brand_table_t *p = &brand_table[i];
103 if (!has_flag(flgs, p->brand_flag))
106 /* Notice immunity */
107 if (r_ptr->flagsr & p->resist_mask) {
108 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
109 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
115 /* Otherwise, take the damage */
116 if (r_ptr->flags3 & p->hurt_flag) {
117 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
118 r_ptr->r_flags3 |= p->hurt_flag;
121 mult = MAX(mult, 50);
125 mult = MAX(mult, 25);
132 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
133 * Extract the "total damage" from a given object hitting a given monster.
134 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
135 * @param tdam 現在算出途中のダメージ値
136 * @param m_ptr 目標モンスターの構造体参照ポインタ
138 * @param thrown 投擲処理ならばTRUEを指定する
139 * @return 総合的なスレイを加味したダメージ値
141 * Note that "flasks of oil" do NOT do fire damage, although they\n
142 * certainly could be made to do so. XXX XXX\n
144 * Note that most brands and slays are x3, except Slay Animal (x2),\n
145 * Slay Evil (x2), and Kill dragon (x5).\n
147 HIT_POINT calc_attack_damage_with_slay(player_type *attacker_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, combat_options mode, bool thrown)
149 BIT_FLAGS flgs[TR_FLAG_SIZE];
150 object_flags(attacker_ptr, o_ptr, flgs);
151 torch_flags(o_ptr, flgs); /* torches has secret flags */
154 if (attacker_ptr->special_attack & (ATTACK_ACID))
155 add_flag(flgs, TR_BRAND_ACID);
156 if (attacker_ptr->special_attack & (ATTACK_COLD))
157 add_flag(flgs, TR_BRAND_COLD);
158 if (attacker_ptr->special_attack & (ATTACK_ELEC))
159 add_flag(flgs, TR_BRAND_ELEC);
160 if (attacker_ptr->special_attack & (ATTACK_FIRE))
161 add_flag(flgs, TR_BRAND_FIRE);
162 if (attacker_ptr->special_attack & (ATTACK_POIS))
163 add_flag(flgs, TR_BRAND_POIS);
166 if (hex_spelling(attacker_ptr, HEX_RUNESWORD))
167 add_flag(flgs, TR_SLAY_GOOD);
170 switch (o_ptr->tval) {
179 mult = mult_slaying(attacker_ptr, mult, flgs, m_ptr);
181 mult = mult_brand(attacker_ptr, mult, flgs, m_ptr);
183 if (attacker_ptr->pclass == CLASS_SAMURAI) {
184 mult = mult_hissatsu(attacker_ptr, mult, flgs, m_ptr, mode);
187 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (has_flag(flgs, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
188 attacker_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
189 attacker_ptr->redraw |= (PR_MANA);
190 mult = mult * 3 / 2 + 20;
193 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
201 return (tdam * mult / 10);