2 * @brief 剣術家のレイシャルパワー処理
7 #include "mind/mind-samurai.h"
8 #include "action/action-limited.h"
9 #include "avatar/avatar.h"
10 #include "cmd-action/cmd-attack.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "io/input-key-acceptor.h"
13 #include "mind/stances-table.h"
14 #include "monster-attack/monster-attack-player.h"
15 #include "monster-race/monster-race-hook.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags-resistance.h"
18 #include "monster-race/race-flags3.h"
19 #include "monster-race/race-resistance-mask.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-status-setter.h"
23 #include "monster/monster-status.h"
24 #include "object-enchant/tr-types.h"
25 #include "pet/pet-util.h"
26 #include "player-attack/player-attack.h"
27 #include "player-base/player-class.h"
28 #include "player-info/samurai-data-type.h"
29 #include "player/attack-defense-types.h"
30 #include "status/action-setter.h"
31 #include "system/grid-type-definition.h"
32 #include "system/item-entity.h"
33 #include "system/monster-entity.h"
34 #include "system/monster-race-info.h"
35 #include "system/player-type-definition.h"
36 #include "system/redrawing-flags-updater.h"
37 #include "term/screen-processor.h"
38 #include "term/z-form.h"
39 #include "timed-effect/player-cut.h"
40 #include "timed-effect/player-fear.h"
41 #include "timed-effect/player-stun.h"
42 #include "timed-effect/timed-effects.h"
43 #include "util/bit-flags-calculator.h"
44 #include "util/int-char-converter.h"
45 #include "view/display-messages.h"
47 struct samurai_slaying_type {
48 samurai_slaying_type(MULTIPLY mult, const TrFlags &flags, MonsterEntity *m_ptr, combat_options mode, MonsterRaceInfo *r_ptr);
53 MonsterRaceInfo *r_ptr;
56 samurai_slaying_type::samurai_slaying_type(MULTIPLY mult, const TrFlags &flags, MonsterEntity *m_ptr, combat_options mode, MonsterRaceInfo *r_ptr)
67 * @param player_ptr プレイヤーへの参照ポインタ
68 * @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
70 static void hissatsu_burning_strike(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
72 if (samurai_slaying_ptr->mode != HISSATSU_FIRE) {
77 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_FIRE_MASK)) {
78 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
79 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_FIRE_MASK);
85 /* Otherwise, take the damage */
86 if (samurai_slaying_ptr->flags.has(TR_BRAND_FIRE)) {
87 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
88 if (samurai_slaying_ptr->mult < 70) {
89 samurai_slaying_ptr->mult = 70;
92 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
93 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
96 } else if (samurai_slaying_ptr->mult < 35) {
97 samurai_slaying_ptr->mult = 35;
103 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
104 if (samurai_slaying_ptr->mult < 50) {
105 samurai_slaying_ptr->mult = 50;
108 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
109 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
111 } else if (samurai_slaying_ptr->mult < 25) {
112 samurai_slaying_ptr->mult = 25;
117 * @brief サーペンツタン (毒殺スレイ)
118 * @param player_ptr プレイヤーへの参照ポインタ
119 * @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_serpent_tongue(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
123 if (samurai_slaying_ptr->mode != HISSATSU_POISON) {
127 /* Notice immunity */
128 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_POISON_MASK)) {
129 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
130 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_POISON_MASK);
136 /* Otherwise, take the damage */
137 if (samurai_slaying_ptr->flags.has(TR_BRAND_POIS)) {
138 if (samurai_slaying_ptr->mult < 35) {
139 samurai_slaying_ptr->mult = 35;
141 } else if (samurai_slaying_ptr->mult < 25) {
142 samurai_slaying_ptr->mult = 25;
147 * @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)
148 * @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
150 static void hissatsu_zanma_ken(samurai_slaying_type *samurai_slaying_ptr)
152 if (samurai_slaying_ptr->mode != HISSATSU_ZANMA) {
156 if (!samurai_slaying_ptr->m_ptr->has_living_flag() && samurai_slaying_ptr->r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
157 if (samurai_slaying_ptr->mult < 15) {
158 samurai_slaying_ptr->mult = 25;
159 } else if (samurai_slaying_ptr->mult < 50) {
160 samurai_slaying_ptr->mult = std::min<short>(50, samurai_slaying_ptr->mult + 20);
167 * @param player_ptr プレイヤーへの参照ポインタ
168 * @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
170 static void hissatsu_rock_smash(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
172 if (samurai_slaying_ptr->mode != HISSATSU_HAGAN) {
176 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_ROCK)) {
177 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
178 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_ROCK);
181 if (samurai_slaying_ptr->mult == 10) {
182 samurai_slaying_ptr->mult = 40;
183 } else if (samurai_slaying_ptr->mult < 60) {
184 samurai_slaying_ptr->mult = 60;
190 * @brief 乱れ雪月花 (冷気スレイ)
191 * @param player_ptr プレイヤーへの参照ポインタ
192 * @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
194 static void hissatsu_midare_setsugetsuka(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
196 if (samurai_slaying_ptr->mode != HISSATSU_COLD) {
200 /* Notice immunity */
201 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_COLD_MASK)) {
202 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
203 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_COLD_MASK);
209 /* Otherwise, take the damage */
210 if (samurai_slaying_ptr->flags.has(TR_BRAND_COLD)) {
211 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
212 if (samurai_slaying_ptr->mult < 70) {
213 samurai_slaying_ptr->mult = 70;
216 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
217 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
219 } else if (samurai_slaying_ptr->mult < 35) {
220 samurai_slaying_ptr->mult = 35;
226 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
227 if (samurai_slaying_ptr->mult < 50) {
228 samurai_slaying_ptr->mult = 50;
231 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
232 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
234 } else if (samurai_slaying_ptr->mult < 25) {
235 samurai_slaying_ptr->mult = 25;
241 * @param player_ptr プレイヤーへの参照ポインタ
242 * @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
244 static void hissatsu_lightning_eagle(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
246 if (samurai_slaying_ptr->mode != HISSATSU_ELEC) {
250 /* Notice immunity */
251 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_ELEC_MASK)) {
252 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
253 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_ELEC_MASK);
259 /* Otherwise, take the damage */
260 if (samurai_slaying_ptr->flags.has(TR_BRAND_ELEC)) {
261 if (samurai_slaying_ptr->mult < 70) {
262 samurai_slaying_ptr->mult = 70;
264 } else if (samurai_slaying_ptr->mult < 50) {
265 samurai_slaying_ptr->mult = 50;
270 * @brief 赤流渦 (ペインバッカー)
271 * @param player_ptr プレイヤーへの参照ポインタ
272 * @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
274 static void hissatsu_bloody_maelstroem(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
276 auto player_cut = player_ptr->effects()->cut();
277 if ((samurai_slaying_ptr->mode == HISSATSU_SEKIRYUKA) && player_cut->is_cut() && samurai_slaying_ptr->m_ptr->has_living_flag()) {
278 auto tmp = std::min<short>(100, std::max<short>(10, player_cut->current() / 10));
279 if (samurai_slaying_ptr->mult < tmp) {
280 samurai_slaying_ptr->mult = tmp;
286 * @brief 慶雲鬼忍剣 (アンデッドスレイ)
287 * @param player_ptr プレイヤーへの参照ポインタ
288 * @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
290 static void hissatsu_keiun_kininken(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
292 if (samurai_slaying_ptr->mode != HISSATSU_UNDEAD) {
296 if (samurai_slaying_ptr->r_ptr->kind_flags.has(MonsterKindType::UNDEAD)) {
297 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
298 samurai_slaying_ptr->r_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
300 if (samurai_slaying_ptr->mult == 10) {
301 samurai_slaying_ptr->mult = 70;
302 } else if (samurai_slaying_ptr->mult < 140) {
303 samurai_slaying_ptr->mult = std::min<short>(140, samurai_slaying_ptr->mult + 60);
308 if (samurai_slaying_ptr->mult == 10) {
309 samurai_slaying_ptr->mult = 40;
310 } else if (samurai_slaying_ptr->mult < 60) {
311 samurai_slaying_ptr->mult = std::min<short>(60, samurai_slaying_ptr->mult + 30);
316 * @brief 剣術のスレイ倍率計算を行う /
317 * Calcurate magnification of hissatsu technics
318 * @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)
319 * @param flags 剣術に使用する武器のスレイフラグ配列
320 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
321 * @param mode 剣術のスレイ型ID
322 * @return スレイの倍率(/10倍)
324 MULTIPLY mult_hissatsu(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flags, MonsterEntity *m_ptr, combat_options mode)
326 auto *r_ptr = &monraces_info[m_ptr->r_idx];
327 samurai_slaying_type tmp_slaying(mult, flags, m_ptr, mode, r_ptr);
328 samurai_slaying_type *samurai_slaying_ptr = &tmp_slaying;
329 hissatsu_burning_strike(player_ptr, samurai_slaying_ptr);
330 hissatsu_serpent_tongue(player_ptr, samurai_slaying_ptr);
331 hissatsu_zanma_ken(samurai_slaying_ptr);
332 hissatsu_rock_smash(player_ptr, samurai_slaying_ptr);
333 hissatsu_midare_setsugetsuka(player_ptr, samurai_slaying_ptr);
334 hissatsu_lightning_eagle(player_ptr, samurai_slaying_ptr);
335 hissatsu_bloody_maelstroem(player_ptr, samurai_slaying_ptr);
336 hissatsu_keiun_kininken(player_ptr, samurai_slaying_ptr);
338 if (samurai_slaying_ptr->mult > 150) {
339 samurai_slaying_ptr->mult = 150;
342 return samurai_slaying_ptr->mult;
345 void concentration(PlayerType *player_ptr)
347 int max_csp = std::max(player_ptr->msp * 4, player_ptr->lev * 5 + 5);
350 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."));
354 if (!PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::NONE)) {
355 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
359 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
361 player_ptr->csp += player_ptr->msp / 2;
362 if (player_ptr->csp >= max_csp) {
363 player_ptr->csp = max_csp;
364 player_ptr->csp_frac = 0;
367 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
372 * @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。
374 bool choose_samurai_stance(PlayerType *player_ptr)
379 if (cmd_limit_confused(player_ptr)) {
383 auto effects = player_ptr->effects();
384 if (effects->stun()->is_stunned()) {
385 msg_print(_("意識がはっきりとしない。", "You are not clear-headed"));
389 if (effects->fear()->is_fearful()) {
390 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
395 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
396 for (auto i = 0U; i < samurai_stances.size(); i++) {
397 if (player_ptr->lev >= samurai_stances[i].min_level) {
398 strnfmt(buf, sizeof(buf), _(" %c) %sの型 %s", " %c) Stance of %-12s %s"), I2A(i + 1), samurai_stances[i].desc, samurai_stances[i].info);
404 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
406 SamuraiStanceType new_stance = SamuraiStanceType::NONE;
410 if (choice == ESCAPE) {
413 } else if ((choice == 'a') || (choice == 'A')) {
414 if (player_ptr->action == ACTION_SAMURAI_STANCE) {
415 set_action(player_ptr, ACTION_NONE);
417 msg_print(_("もともと構えていない。", "You are not in a special stance."));
421 } else if ((choice == 'b') || (choice == 'B')) {
422 new_stance = SamuraiStanceType::IAI;
424 } else if (((choice == 'c') || (choice == 'C')) && (player_ptr->lev > 29)) {
425 new_stance = SamuraiStanceType::FUUJIN;
427 } else if (((choice == 'd') || (choice == 'D')) && (player_ptr->lev > 34)) {
428 new_stance = SamuraiStanceType::KOUKIJIN;
430 } else if (((choice == 'e') || (choice == 'E')) && (player_ptr->lev > 39)) {
431 new_stance = SamuraiStanceType::MUSOU;
436 set_action(player_ptr, ACTION_SAMURAI_STANCE);
437 auto &rfu = RedrawingFlagsUpdater::get_instance();
438 if (PlayerClass(player_ptr).samurai_stance_is(new_stance)) {
439 msg_print(_("構え直した。", "You reassume a stance."));
441 static constexpr auto flags_srf = {
442 StatusRecalculatingFlag::BONUS,
443 StatusRecalculatingFlag::MONSTER_STATUSES,
445 rfu.set_flags(flags_srf);
446 msg_format(_("%sの型で構えた。", "You assume the %s stance."), samurai_stances[enum2i(new_stance) - 1].desc);
447 PlayerClass(player_ptr).set_samurai_stance(new_stance);
450 static constexpr auto flags = {
451 MainWindowRedrawingFlag::ACTION,
452 MainWindowRedrawingFlag::TIMED_EFFECT,
454 rfu.set_flags(flags);
460 * @brief 剣術家限定で、型等に応じて命中率を高める
461 * @param player_ptr プレイヤーへの参照ポインタ
462 * @param pa_ptr 直接攻撃構造体への参照ポインタ
465 int calc_attack_quality(PlayerType *player_ptr, player_attack_type *pa_ptr)
467 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
468 int bonus = player_ptr->to_h[pa_ptr->hand] + o_ptr->to_h;
469 int chance = (player_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
470 if (pa_ptr->mode == HISSATSU_IAI) {
474 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
478 if (player_ptr->sutemi) {
479 chance = std::max(chance * 3 / 2, chance + 60);
482 int vir = virtue_number(player_ptr, Virtue::VALOUR);
484 chance += (player_ptr->virtues[vir - 1] / 10);
492 * @param player_ptr プレイヤーへの参照ポインタ
493 * @param pa_ptr 直接攻撃構造体への参照ポインタ
495 void mineuchi(PlayerType *player_ptr, player_attack_type *pa_ptr)
497 if (pa_ptr->mode != HISSATSU_MINEUCHI) {
501 pa_ptr->attack_damage = 0;
502 anger_monster(player_ptr, pa_ptr->m_ptr);
504 auto *r_ptr = &monraces_info[pa_ptr->m_ptr->r_idx];
505 if ((r_ptr->flags3 & (RF3_NO_STUN))) {
506 msg_format(_("%s には効果がなかった。", "%s is not effected."), pa_ptr->m_name);
510 int tmp = (10 + randint1(15) + player_ptr->lev / 5);
511 if (pa_ptr->m_ptr->get_remaining_stun()) {
512 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), pa_ptr->m_name);
515 msg_format(_("%s はもうろうとした。", "%s is dazed."), pa_ptr->m_name);
518 (void)set_monster_stunned(player_ptr, pa_ptr->g_ptr->m_idx, pa_ptr->m_ptr->get_remaining_stun() + tmp);
523 * @param player_ptr プレイヤーへの参照ポインタ
524 * @param pa_ptr 直接攻撃構造体への参照ポインタ
526 void musou_counterattack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
528 const auto is_musou = PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU);
529 if ((!player_ptr->counter && !is_musou) || !monap_ptr->alive || player_ptr->is_dead || !monap_ptr->m_ptr->ml || (player_ptr->csp <= 7)) {
533 const auto m_target_name = monster_desc(player_ptr, monap_ptr->m_ptr, 0);
534 player_ptr->csp -= 7;
535 msg_format(_("%s^に反撃した!", "You counterattacked %s!"), m_target_name.data());
536 do_cmd_attack(player_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, HISSATSU_COUNTER);
537 monap_ptr->fear = false;
538 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);