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