2 * @brief 剣術家のレイシャルパワー処理
7 #include "mind/mind-samurai.h"
8 #include "cmd-action/cmd-attack.h"
9 #include "cmd-action/cmd-pet.h"
10 #include "cmd/cmd-basic.h"
11 #include "io/input-key-acceptor.h"
12 #include "monster-race/race-flags-resistance.h"
13 #include "monster-race/race-flags3.h"
14 #include "monster-race/monster-race-hook.h"
15 #include "monster/monster-describer.h"
16 #include "monster/monster-status.h"
17 #include "monster/monster-info.h"
18 #include "object-enchant/tr-types.h"
19 #include "player/avatar.h"
20 #include "player/player-effects.h"
21 #include "term/screen-processor.h"
22 #include "util/bit-flags-calculator.h"
23 #include "util/int-char-converter.h"
24 #include "view/display-messages.h"
26 typedef struct samurai_slaying_type {
32 } samurai_slaying_type;
34 static samurai_slaying_type *initialize_samurai_slaying_type(
35 samurai_slaying_type *samurai_slaying_ptr, MULTIPLY mult, BIT_FLAGS *flags, monster_type *m_ptr, combat_options mode, monster_race *r_ptr)
37 samurai_slaying_ptr->mult = mult;
38 samurai_slaying_ptr->flags = flags;
39 samurai_slaying_ptr->m_ptr = m_ptr;
40 samurai_slaying_ptr->mode = mode;
41 samurai_slaying_ptr->r_ptr = r_ptr;
42 return samurai_slaying_ptr;
47 * @param attacker_ptr プレーヤーへの参照ポインタ
48 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
51 static void hissatsu_burning_strike(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
53 if (samurai_slaying_ptr->mode != HISSATSU_FIRE)
57 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) {
58 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
59 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
64 /* Otherwise, take the damage */
65 if (have_flag(samurai_slaying_ptr->flags, TR_BRAND_FIRE)) {
66 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_FIRE) {
67 if (samurai_slaying_ptr->mult < 70)
68 samurai_slaying_ptr->mult = 70;
70 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
71 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_FIRE;
73 } else if (samurai_slaying_ptr->mult < 35)
74 samurai_slaying_ptr->mult = 35;
79 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_FIRE) {
80 if (samurai_slaying_ptr->mult < 50)
81 samurai_slaying_ptr->mult = 50;
83 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
84 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_FIRE;
85 } else if (samurai_slaying_ptr->mult < 25)
86 samurai_slaying_ptr->mult = 25;
90 * @brief サーペンツタン (毒殺スレイ)
91 * @param attacker_ptr プレーヤーへの参照ポインタ
92 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
95 static void hissatsu_serpent_tongue(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
97 if (samurai_slaying_ptr->mode != HISSATSU_POISON)
100 /* Notice immunity */
101 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) {
102 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
103 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
108 /* Otherwise, take the damage */
109 if (have_flag(samurai_slaying_ptr->flags, TR_BRAND_POIS)) {
110 if (samurai_slaying_ptr->mult < 35)
111 samurai_slaying_ptr->mult = 35;
112 } else if (samurai_slaying_ptr->mult < 25)
113 samurai_slaying_ptr->mult = 25;
117 * @brief 二重の極み^h^h^h^h^h 斬魔剣弐の太刀 (邪悪無生命スレイ)
118 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
121 static void hissatsu_zanma_ken(samurai_slaying_type *samurai_slaying_ptr)
123 if (samurai_slaying_ptr->mode == HISSATSU_ZANMA)
126 if (!monster_living(samurai_slaying_ptr->m_ptr->r_idx) && (samurai_slaying_ptr->r_ptr->flags3 & RF3_EVIL)) {
127 if (samurai_slaying_ptr->mult < 15)
128 samurai_slaying_ptr->mult = 25;
129 else if (samurai_slaying_ptr->mult < 50)
130 samurai_slaying_ptr->mult = MIN(50, samurai_slaying_ptr->mult + 20);
136 * @param attacker_ptr プレーヤーへの参照ポインタ
137 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
140 static void hissatsu_rock_smash(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
142 if (samurai_slaying_ptr->mode != HISSATSU_HAGAN)
145 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_ROCK) {
146 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
147 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_ROCK;
149 if (samurai_slaying_ptr->mult == 10)
150 samurai_slaying_ptr->mult = 40;
151 else if (samurai_slaying_ptr->mult < 60)
152 samurai_slaying_ptr->mult = 60;
157 * @brief 乱れ雪月花 (冷気スレイ)
158 * @param attacker_ptr プレーヤーへの参照ポインタ
159 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
162 static void hissatsu_midare_setsugetsuka(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
164 if (samurai_slaying_ptr->mode != HISSATSU_COLD)
167 /* Notice immunity */
168 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) {
169 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
170 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
175 /* Otherwise, take the damage */
176 if (have_flag(samurai_slaying_ptr->flags, TR_BRAND_COLD)) {
177 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_COLD) {
178 if (samurai_slaying_ptr->mult < 70)
179 samurai_slaying_ptr->mult = 70;
181 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
182 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_COLD;
183 } else if (samurai_slaying_ptr->mult < 35)
184 samurai_slaying_ptr->mult = 35;
189 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_COLD) {
190 if (samurai_slaying_ptr->mult < 50)
191 samurai_slaying_ptr->mult = 50;
193 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
194 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_COLD;
195 } else if (samurai_slaying_ptr->mult < 25)
196 samurai_slaying_ptr->mult = 25;
201 * @param attacker_ptr プレーヤーへの参照ポインタ
202 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
205 static void hissatsu_lightning_eagle(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
207 if (samurai_slaying_ptr->mode != HISSATSU_ELEC)
210 /* Notice immunity */
211 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
212 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr))
213 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
218 /* Otherwise, take the damage */
219 if (have_flag(samurai_slaying_ptr->flags, TR_BRAND_ELEC)) {
220 if (samurai_slaying_ptr->mult < 70)
221 samurai_slaying_ptr->mult = 70;
222 } else if (samurai_slaying_ptr->mult < 50)
223 samurai_slaying_ptr->mult = 50;
227 * @brief 赤流渦 (ペインバッカー)
228 * @param attacker_ptr プレーヤーへの参照ポインタ
229 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
232 static void hissatsu_bloody_maelstroem(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
234 if ((samurai_slaying_ptr->mode == HISSATSU_SEKIRYUKA) && attacker_ptr->cut && monster_living(samurai_slaying_ptr->m_ptr->r_idx)) {
235 MULTIPLY tmp = MIN(100, MAX(10, attacker_ptr->cut / 10));
236 if (samurai_slaying_ptr->mult < tmp)
237 samurai_slaying_ptr->mult = tmp;
242 * @brief 慶雲鬼忍剣 (アンデッドスレイ)
243 * @param attacker_ptr プレーヤーへの参照ポインタ
244 * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
247 static void hissatsu_keiun_kininken(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
249 if (samurai_slaying_ptr->mode != HISSATSU_UNDEAD)
252 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_UNDEAD)
253 if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr)) {
254 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_UNDEAD;
256 if (samurai_slaying_ptr->mult == 10)
257 samurai_slaying_ptr->mult = 70;
258 else if (samurai_slaying_ptr->mult < 140)
259 samurai_slaying_ptr->mult = MIN(140, samurai_slaying_ptr->mult + 60);
262 if (samurai_slaying_ptr->mult == 10)
263 samurai_slaying_ptr->mult = 40;
264 else if (samurai_slaying_ptr->mult < 60)
265 samurai_slaying_ptr->mult = MIN(60, samurai_slaying_ptr->mult + 30);
269 * @brief 剣術のスレイ倍率計算を行う /
270 * Calcurate magnification of hissatsu technics
271 * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
272 * @param flags 剣術に使用する武器のスレイフラグ配列
273 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
274 * @param mode 剣術のスレイ型ID
275 * @return スレイの倍率(/10倍)
277 MULTIPLY mult_hissatsu(player_type *attacker_ptr, MULTIPLY mult, BIT_FLAGS *flags, monster_type *m_ptr, combat_options mode)
279 monster_race *r_ptr = &r_info[m_ptr->r_idx];
280 samurai_slaying_type tmp_slaying;
281 samurai_slaying_type *samurai_slaying_ptr = initialize_samurai_slaying_type(&tmp_slaying, mult, flags, m_ptr, mode, r_ptr);
282 hissatsu_burning_strike(attacker_ptr, samurai_slaying_ptr);
283 hissatsu_serpent_tongue(attacker_ptr, samurai_slaying_ptr);
284 hissatsu_zanma_ken(samurai_slaying_ptr);
285 hissatsu_rock_smash(attacker_ptr, samurai_slaying_ptr);
286 hissatsu_midare_setsugetsuka(attacker_ptr, samurai_slaying_ptr);
287 hissatsu_lightning_eagle(attacker_ptr, samurai_slaying_ptr);
288 hissatsu_bloody_maelstroem(attacker_ptr, samurai_slaying_ptr);
289 hissatsu_keiun_kininken(attacker_ptr, samurai_slaying_ptr);
296 void concentration(player_type *creature_ptr)
298 int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
301 msg_print(_("今はペットを操ることに集中していないと。", "Your pets demand all of your attention."));
305 if (creature_ptr->special_defense & KATA_MASK) {
306 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
310 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
312 creature_ptr->csp += creature_ptr->msp / 2;
313 if (creature_ptr->csp >= max_csp) {
314 creature_ptr->csp = max_csp;
315 creature_ptr->csp_frac = 0;
318 creature_ptr->redraw |= PR_MANA;
323 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
325 bool choose_kata(player_type *creature_ptr)
332 if (cmd_limit_confused(creature_ptr))
335 if (creature_ptr->stun) {
336 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
340 if (creature_ptr->afraid) {
341 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
346 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
347 for (i = 0; i < MAX_KATA; i++) {
348 if (creature_ptr->lev >= kata_shurui[i].min_level) {
349 sprintf(buf, _(" %c) %sの型 %s", " %c) Stance of %-12s %s"), I2A(i + 1), kata_shurui[i].desc, kata_shurui[i].info);
355 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
360 if (choice == ESCAPE) {
363 } else if ((choice == 'a') || (choice == 'A')) {
364 if (creature_ptr->action == ACTION_KATA) {
365 set_action(creature_ptr, ACTION_NONE);
367 msg_print(_("もともと構えていない。", "You are not in a special stance."));
370 } else if ((choice == 'b') || (choice == 'B')) {
373 } else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29)) {
376 } else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34)) {
379 } else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39)) {
385 set_action(creature_ptr, ACTION_KATA);
386 if (creature_ptr->special_defense & (KATA_IAI << new_kata)) {
387 msg_print(_("構え直した。", "You reassume a stance."));
389 creature_ptr->special_defense &= ~(KATA_MASK);
390 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
391 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
392 creature_ptr->special_defense |= (KATA_IAI << new_kata);
395 creature_ptr->redraw |= (PR_STATE | PR_STATUS);
401 * @brief 剣術家限定で、型等に応じて命中率を高める
402 * @param attacker_ptr プレーヤーへの参照ポインタ
403 * @param pa_ptr 直接攻撃構造体への参照ポインタ
406 int calc_attack_quality(player_type *attacker_ptr, player_attack_type *pa_ptr)
408 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
409 int bonus = attacker_ptr->to_h[pa_ptr->hand] + o_ptr->to_h;
410 int chance = (attacker_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
411 if (pa_ptr->mode == HISSATSU_IAI)
414 if (attacker_ptr->special_defense & KATA_KOUKIJIN)
417 if (attacker_ptr->sutemi)
418 chance = MAX(chance * 3 / 2, chance + 60);
420 int vir = virtue_number(attacker_ptr, V_VALOUR);
422 chance += (attacker_ptr->virtues[vir - 1] / 10);
429 * @param attacker_ptr プレーヤーへの参照ポインタ
430 * @param pa_ptr 直接攻撃構造体への参照ポインタ
433 void mineuchi(player_type *attacker_ptr, player_attack_type *pa_ptr)
435 if (pa_ptr->mode != HISSATSU_MINEUCHI)
438 pa_ptr->attack_damage = 0;
439 anger_monster(attacker_ptr, pa_ptr->m_ptr);
441 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
442 if ((r_ptr->flags3 & (RF3_NO_STUN))) {
443 msg_format(_("%s には効果がなかった。", "%s is not effected."), pa_ptr->m_name);
447 int tmp = (10 + randint1(15) + attacker_ptr->lev / 5);
448 if (monster_stunned_remaining(pa_ptr->m_ptr)) {
449 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), pa_ptr->m_name);
452 msg_format(_("%s はもうろうとした。", "%s is dazed."), pa_ptr->m_name);
454 (void)set_monster_stunned(attacker_ptr, pa_ptr->g_ptr->m_idx, monster_stunned_remaining(pa_ptr->m_ptr) + tmp);
459 * @param attacker_ptr プレーヤーへの参照ポインタ
460 * @param pa_ptr 直接攻撃構造体への参照ポインタ
463 void musou_counterattack(player_type *attacker_ptr, monap_type *monap_ptr)
465 if ((!attacker_ptr->counter && ((attacker_ptr->special_defense & KATA_MUSOU) == 0)) || !monap_ptr->alive || attacker_ptr->is_dead || !monap_ptr->m_ptr->ml
466 || (attacker_ptr->csp <= 7))
469 char m_target_name[MAX_NLEN];
470 monster_desc(attacker_ptr, m_target_name, monap_ptr->m_ptr, 0);
471 attacker_ptr->csp -= 7;
472 msg_format(_("%^sに反撃した!", "You counterattacked %s!"), m_target_name);
473 do_cmd_attack(attacker_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, HISSATSU_COUNTER);
474 monap_ptr->fear = FALSE;
475 attacker_ptr->redraw |= (PR_MANA);