1 #include "combat/slaying.h"
2 #include "artifact/fixed-art-types.h"
3 #include "core/player-redraw-types.h"
4 #include "effect/attribute-types.h"
5 #include "mind/mind-samurai.h"
6 #include "monster-race/monster-race.h"
7 #include "monster-race/race-flags-resistance.h"
8 #include "monster-race/race-flags2.h"
9 #include "monster-race/race-flags3.h"
10 #include "monster-race/race-indice-types.h"
11 #include "monster/monster-info.h"
12 #include "object-enchant/tr-types.h"
13 #include "object/object-flags.h"
14 #include "object/tval-types.h"
15 #include "player-base/player-class.h"
16 #include "player/attack-defense-types.h"
17 #include "realm/realm-hex-numbers.h"
18 #include "specific-object/torch.h"
19 #include "spell-realm/spells-hex.h"
20 #include "system/monster-race-definition.h"
21 #include "system/monster-type-definition.h"
22 #include "system/object-type-definition.h"
23 #include "system/player-type-definition.h"
24 #include "util/bit-flags-calculator.h"
27 * @brief プレイヤー攻撃の種族スレイング倍率計算
28 * @param player_ptr プレイヤーへの参照ポインタ
29 * @param mult 算出前の基本倍率(/10倍)
30 * @param flgs スレイフラグ配列
31 * @param m_ptr 目標モンスターの構造体参照ポインタ
32 * @return スレイング加味後の倍率(/10倍)
34 MULTIPLY mult_slaying(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flgs, monster_type *m_ptr)
36 static const struct slay_table_t {
38 MonsterKindType affect_race_flag;
41 { TR_SLAY_ANIMAL, MonsterKindType::ANIMAL, 25 },
42 { TR_KILL_ANIMAL, MonsterKindType::ANIMAL, 40 },
43 { TR_SLAY_EVIL, MonsterKindType::EVIL, 20 },
44 { TR_KILL_EVIL, MonsterKindType::EVIL, 35 },
45 { TR_SLAY_GOOD, MonsterKindType::GOOD, 20 },
46 { TR_KILL_GOOD, MonsterKindType::GOOD, 35 },
47 { TR_SLAY_HUMAN, MonsterKindType::HUMAN, 25 },
48 { TR_KILL_HUMAN, MonsterKindType::HUMAN, 40 },
49 { TR_SLAY_UNDEAD, MonsterKindType::UNDEAD, 30 },
50 { TR_KILL_UNDEAD, MonsterKindType::UNDEAD, 50 },
51 { TR_SLAY_DEMON, MonsterKindType::DEMON, 30 },
52 { TR_KILL_DEMON, MonsterKindType::DEMON, 50 },
53 { TR_SLAY_ORC, MonsterKindType::ORC, 30 },
54 { TR_KILL_ORC, MonsterKindType::ORC, 50 },
55 { TR_SLAY_TROLL, MonsterKindType::TROLL, 30 },
56 { TR_KILL_TROLL, MonsterKindType::TROLL, 50 },
57 { TR_SLAY_GIANT, MonsterKindType::GIANT, 30 },
58 { TR_KILL_GIANT, MonsterKindType::GIANT, 50 },
59 { TR_SLAY_DRAGON, MonsterKindType::DRAGON, 30 },
60 { TR_KILL_DRAGON, MonsterKindType::DRAGON, 50 },
63 auto *r_ptr = &r_info[m_ptr->r_idx];
64 for (size_t i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i) {
65 const struct slay_table_t *p = &slay_table[i];
67 if (flgs.has_not(p->slay_flag) || r_ptr->kind_flags.has(p->affect_race_flag))
70 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
71 r_ptr->r_kind_flags.set(p->affect_race_flag);
74 mult = std::max(mult, p->slay_mult);
81 * @brief プレイヤー攻撃の属性スレイング倍率計算
82 * @param player_ptr プレイヤーへの参照ポインタ
83 * @param mult 算出前の基本倍率(/10倍)
84 * @param flgs スレイフラグ配列
85 * @param m_ptr 目標モンスターの構造体参照ポインタ
86 * @return スレイング加味後の倍率(/10倍)
88 MULTIPLY mult_brand(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flgs, monster_type *m_ptr)
90 static const struct brand_table_t {
92 BIT_FLAGS resist_mask;
95 { TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
96 { TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
97 { TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE },
98 { TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD },
99 { TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
102 auto *r_ptr = &r_info[m_ptr->r_idx];
103 for (size_t i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i) {
104 const struct brand_table_t *p = &brand_table[i];
106 if (flgs.has_not(p->brand_flag))
109 /* Notice immunity */
110 if (r_ptr->flagsr & p->resist_mask) {
111 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
112 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
118 /* Otherwise, take the damage */
119 if (r_ptr->flags3 & p->hurt_flag) {
120 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
121 r_ptr->r_flags3 |= p->hurt_flag;
124 mult = std::max<short>(mult, 50);
128 mult = std::max<short>(mult, 25);
135 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
136 * Extract the "total damage" from a given object hitting a given monster.
137 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
138 * @param tdam 現在算出途中のダメージ値
139 * @param m_ptr 目標モンスターの構造体参照ポインタ
141 * @param thrown 投擲処理ならばTRUEを指定する
142 * @return 総合的なスレイを加味したダメージ値
144 * Note that "flasks of oil" do NOT do fire damage, although they\n
145 * certainly could be made to do so. XXX XXX\n
147 * Note that most brands and slays are x3, except Slay Animal (x2),\n
148 * Slay Evil (x2), and Kill dragon (x5).\n
150 HIT_POINT calc_attack_damage_with_slay(PlayerType *player_ptr, ObjectType *o_ptr, HIT_POINT tdam, monster_type *m_ptr, combat_options mode, bool thrown)
152 auto flgs = object_flags(o_ptr);
153 torch_flags(o_ptr, flgs); /* torches has secret flags */
156 if (player_ptr->special_attack & (ATTACK_ACID))
157 flgs.set(TR_BRAND_ACID);
158 if (player_ptr->special_attack & (ATTACK_COLD))
159 flgs.set(TR_BRAND_COLD);
160 if (player_ptr->special_attack & (ATTACK_ELEC))
161 flgs.set(TR_BRAND_ELEC);
162 if (player_ptr->special_attack & (ATTACK_FIRE))
163 flgs.set(TR_BRAND_FIRE);
164 if (player_ptr->special_attack & (ATTACK_POIS))
165 flgs.set(TR_BRAND_POIS);
168 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD))
169 flgs.set(TR_SLAY_GOOD);
172 switch (o_ptr->tval) {
173 case ItemKindType::SHOT:
174 case ItemKindType::ARROW:
175 case ItemKindType::BOLT:
176 case ItemKindType::HAFTED:
177 case ItemKindType::POLEARM:
178 case ItemKindType::SWORD:
179 case ItemKindType::DIGGING:
180 case ItemKindType::LITE: {
181 mult = mult_slaying(player_ptr, mult, flgs, m_ptr);
183 mult = mult_brand(player_ptr, mult, flgs, m_ptr);
185 PlayerClass pc(player_ptr);
186 if (pc.equals(PlayerClassType::SAMURAI)) {
187 mult = mult_hissatsu(player_ptr, mult, flgs, m_ptr, mode);
190 if (!pc.equals(PlayerClassType::SAMURAI) && (flgs.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
191 player_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
192 player_ptr->redraw |= (PR_MANA);
193 mult = mult * 3 / 2 + 20;
196 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
207 return tdam * mult / 10;
210 AttributeFlags melee_attribute(PlayerType *player_ptr, ObjectType *o_ptr, combat_options mode)
212 AttributeFlags attribute_flags{};
213 attribute_flags.set(AttributeType::PLAYER_MELEE);
215 if (PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI)) {
216 static const struct samurai_convert_table_t {
217 combat_options hissatsu_type;
218 AttributeType attribute;
219 } samurai_convert_table[] = {
220 { HISSATSU_FIRE, AttributeType::FIRE },
221 { HISSATSU_COLD, AttributeType::COLD },
222 { HISSATSU_ELEC, AttributeType::ELEC },
223 { HISSATSU_POISON, AttributeType::POIS },
224 { HISSATSU_HAGAN, AttributeType::KILL_WALL },
227 for (size_t i = 0; i < sizeof(samurai_convert_table) / sizeof(samurai_convert_table[0]); ++i) {
228 const struct samurai_convert_table_t *p = &samurai_convert_table[i];
230 if (mode == p->hissatsu_type)
231 attribute_flags.set(p->attribute);
235 auto flgs = object_flags(o_ptr);
237 if (player_ptr->special_attack & (ATTACK_ACID))
238 flgs.set(TR_BRAND_ACID);
239 if (player_ptr->special_attack & (ATTACK_COLD))
240 flgs.set(TR_BRAND_COLD);
241 if (player_ptr->special_attack & (ATTACK_ELEC))
242 flgs.set(TR_BRAND_ELEC);
243 if (player_ptr->special_attack & (ATTACK_FIRE))
244 flgs.set(TR_BRAND_FIRE);
245 if (player_ptr->special_attack & (ATTACK_POIS))
246 flgs.set(TR_BRAND_POIS);
248 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD))
249 flgs.set(TR_SLAY_GOOD);
251 static const struct brand_convert_table_t {
253 AttributeType attribute;
254 } brand_convert_table[] = {
255 { TR_BRAND_ACID, AttributeType::ACID },
256 { TR_BRAND_FIRE, AttributeType::FIRE },
257 { TR_BRAND_ELEC, AttributeType::ELEC },
258 { TR_BRAND_COLD, AttributeType::COLD },
259 { TR_BRAND_POIS, AttributeType::POIS },
260 { TR_SLAY_GOOD, AttributeType::HELL_FIRE },
261 { TR_KILL_GOOD, AttributeType::HELL_FIRE },
262 { TR_SLAY_EVIL, AttributeType::HOLY_FIRE },
263 { TR_KILL_EVIL, AttributeType::HOLY_FIRE },
266 for (size_t i = 0; i < sizeof(brand_convert_table) / sizeof(brand_convert_table[0]); ++i) {
267 const struct brand_convert_table_t *p = &brand_convert_table[i];
269 if (flgs.has(p->brand_type))
270 attribute_flags.set(p->attribute);
273 if ((flgs.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
274 attribute_flags.set(AttributeType::MANA);
277 return attribute_flags;