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 BIT_FLAGS affect_race_flag;
43 #define OFFSET(X) offsetof(monster_race, X)
44 { TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3) },
45 { TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3) },
46 { TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3) },
47 { TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3) },
48 { TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3) },
49 { TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3) },
50 { TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2) },
51 { TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2) },
52 { TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3) },
53 { TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3) },
54 { TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3) },
55 { TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3) },
56 { TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3) },
57 { TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3) },
58 { TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3) },
59 { TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3) },
60 { TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3) },
61 { TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3) },
62 { TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3) },
63 { TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3) },
67 monster_race *r_ptr = &r_info[m_ptr->r_idx];
68 for (size_t i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++i) {
69 const struct slay_table_t *p = &slay_table[i];
71 if (flgs.has_not(p->slay_flag) || !(atoffset(BIT_FLAGS, r_ptr, p->flag_offset) & p->affect_race_flag))
74 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
75 atoffset(BIT_FLAGS, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
78 mult = std::max(mult, p->slay_mult);
85 * @brief プレイヤー攻撃の属性スレイング倍率計算
86 * @param player_ptr プレイヤーへの参照ポインタ
87 * @param mult 算出前の基本倍率(/10倍)
88 * @param flgs スレイフラグ配列
89 * @param m_ptr 目標モンスターの構造体参照ポインタ
90 * @return スレイング加味後の倍率(/10倍)
92 MULTIPLY mult_brand(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flgs, monster_type *m_ptr)
94 static const struct brand_table_t {
96 BIT_FLAGS resist_mask;
99 { TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
100 { TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
101 { TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE },
102 { TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD },
103 { TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
106 monster_race *r_ptr = &r_info[m_ptr->r_idx];
107 for (size_t i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++i) {
108 const struct brand_table_t *p = &brand_table[i];
110 if (flgs.has_not(p->brand_flag))
113 /* Notice immunity */
114 if (r_ptr->flagsr & p->resist_mask) {
115 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
116 r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
122 /* Otherwise, take the damage */
123 if (r_ptr->flags3 & p->hurt_flag) {
124 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
125 r_ptr->r_flags3 |= p->hurt_flag;
128 mult = std::max<short>(mult, 50);
132 mult = std::max<short>(mult, 25);
139 * @brief ダメージにスレイ要素を加える総合処理ルーチン /
140 * Extract the "total damage" from a given object hitting a given monster.
141 * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
142 * @param tdam 現在算出途中のダメージ値
143 * @param m_ptr 目標モンスターの構造体参照ポインタ
145 * @param thrown 投擲処理ならばTRUEを指定する
146 * @return 総合的なスレイを加味したダメージ値
148 * Note that "flasks of oil" do NOT do fire damage, although they\n
149 * certainly could be made to do so. XXX XXX\n
151 * Note that most brands and slays are x3, except Slay Animal (x2),\n
152 * Slay Evil (x2), and Kill dragon (x5).\n
154 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)
156 auto flgs = object_flags(o_ptr);
157 torch_flags(o_ptr, flgs); /* torches has secret flags */
160 if (player_ptr->special_attack & (ATTACK_ACID))
161 flgs.set(TR_BRAND_ACID);
162 if (player_ptr->special_attack & (ATTACK_COLD))
163 flgs.set(TR_BRAND_COLD);
164 if (player_ptr->special_attack & (ATTACK_ELEC))
165 flgs.set(TR_BRAND_ELEC);
166 if (player_ptr->special_attack & (ATTACK_FIRE))
167 flgs.set(TR_BRAND_FIRE);
168 if (player_ptr->special_attack & (ATTACK_POIS))
169 flgs.set(TR_BRAND_POIS);
172 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD))
173 flgs.set(TR_SLAY_GOOD);
176 switch (o_ptr->tval) {
177 case ItemKindType::SHOT:
178 case ItemKindType::ARROW:
179 case ItemKindType::BOLT:
180 case ItemKindType::HAFTED:
181 case ItemKindType::POLEARM:
182 case ItemKindType::SWORD:
183 case ItemKindType::DIGGING:
184 case ItemKindType::LITE: {
185 mult = mult_slaying(player_ptr, mult, flgs, m_ptr);
187 mult = mult_brand(player_ptr, mult, flgs, m_ptr);
189 PlayerClass pc(player_ptr);
190 if (pc.equals(PlayerClassType::SAMURAI)) {
191 mult = mult_hissatsu(player_ptr, mult, flgs, m_ptr, mode);
194 if (!pc.equals(PlayerClassType::SAMURAI) && (flgs.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
195 player_ptr->csp -= (1 + (o_ptr->dd * o_ptr->ds / 5));
196 player_ptr->redraw |= (PR_MANA);
197 mult = mult * 3 / 2 + 20;
200 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
211 return (tdam * mult / 10);
214 AttributeFlags melee_attribute(PlayerType *player_ptr, ObjectType *o_ptr, combat_options mode)
216 AttributeFlags attribute_flags{};
217 attribute_flags.set(AttributeType::PLAYER_MELEE);
219 if (PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI)) {
220 static const struct samurai_convert_table_t {
221 combat_options hissatsu_type;
222 AttributeType attribute;
223 } samurai_convert_table[] = {
224 { HISSATSU_FIRE, AttributeType::FIRE },
225 { HISSATSU_COLD, AttributeType::COLD },
226 { HISSATSU_ELEC, AttributeType::ELEC },
227 { HISSATSU_POISON, AttributeType::POIS },
228 { HISSATSU_HAGAN, AttributeType::KILL_WALL },
231 for (size_t i = 0; i < sizeof(samurai_convert_table) / sizeof(samurai_convert_table[0]); ++i) {
232 const struct samurai_convert_table_t *p = &samurai_convert_table[i];
234 if (mode == p->hissatsu_type)
235 attribute_flags.set(p->attribute);
239 auto flgs = object_flags(o_ptr);
241 if (player_ptr->special_attack & (ATTACK_ACID))
242 flgs.set(TR_BRAND_ACID);
243 if (player_ptr->special_attack & (ATTACK_COLD))
244 flgs.set(TR_BRAND_COLD);
245 if (player_ptr->special_attack & (ATTACK_ELEC))
246 flgs.set(TR_BRAND_ELEC);
247 if (player_ptr->special_attack & (ATTACK_FIRE))
248 flgs.set(TR_BRAND_FIRE);
249 if (player_ptr->special_attack & (ATTACK_POIS))
250 flgs.set(TR_BRAND_POIS);
252 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD))
253 flgs.set(TR_SLAY_GOOD);
255 static const struct brand_convert_table_t {
257 AttributeType attribute;
258 } brand_convert_table[] = {
259 { TR_BRAND_ACID, AttributeType::ACID },
260 { TR_BRAND_FIRE, AttributeType::FIRE },
261 { TR_BRAND_ELEC, AttributeType::ELEC },
262 { TR_BRAND_COLD, AttributeType::COLD },
263 { TR_BRAND_POIS, AttributeType::POIS },
264 { TR_SLAY_GOOD, AttributeType::HELL_FIRE },
265 { TR_KILL_GOOD, AttributeType::HELL_FIRE },
266 { TR_SLAY_EVIL, AttributeType::HOLY_FIRE },
267 { TR_KILL_EVIL, AttributeType::HOLY_FIRE },
270 for (size_t i = 0; i < sizeof(brand_convert_table) / sizeof(brand_convert_table[0]); ++i) {
271 const struct brand_convert_table_t *p = &brand_convert_table[i];
273 if (flgs.has(p->brand_type))
274 attribute_flags.set(p->attribute);
277 if ((flgs.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
278 attribute_flags.set(AttributeType::MANA);
281 return attribute_flags;