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 "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "io/input-key-acceptor.h"
15 #include "mind/stances-table.h"
16 #include "monster-attack/monster-attack-util.h"
17 #include "monster-race/monster-race-hook.h"
18 #include "monster-race/monster-race.h"
19 #include "monster-race/race-flags-resistance.h"
20 #include "monster-race/race-flags3.h"
21 #include "monster/monster-describer.h"
22 #include "monster/monster-info.h"
23 #include "monster/monster-status-setter.h"
24 #include "monster/monster-status.h"
25 #include "object-enchant/tr-types.h"
26 #include "pet/pet-util.h"
27 #include "player-attack/player-attack-util.h"
28 #include "player-base/player-class.h"
29 #include "player-info/samurai-data-type.h"
30 #include "player/attack-defense-types.h"
31 #include "status/action-setter.h"
32 #include "system/grid-type-definition.h"
33 #include "system/monster-race-definition.h"
34 #include "system/monster-type-definition.h"
35 #include "system/object-type-definition.h"
36 #include "system/player-type-definition.h"
37 #include "term/screen-processor.h"
38 #include "timed-effect/player-cut.h"
39 #include "timed-effect/player-stun.h"
40 #include "timed-effect/timed-effects.h"
41 #include "util/bit-flags-calculator.h"
42 #include "util/int-char-converter.h"
43 #include "view/display-messages.h"
45 typedef struct samurai_slaying_type {
51 } samurai_slaying_type;
53 static samurai_slaying_type *initialize_samurai_slaying_type(
54 samurai_slaying_type *samurai_slaying_ptr, MULTIPLY mult, const TrFlags &flags, monster_type *m_ptr, combat_options mode, monster_race *r_ptr)
56 samurai_slaying_ptr->mult = mult;
57 samurai_slaying_ptr->flags = flags;
58 samurai_slaying_ptr->m_ptr = m_ptr;
59 samurai_slaying_ptr->mode = mode;
60 samurai_slaying_ptr->r_ptr = r_ptr;
61 return samurai_slaying_ptr;
66 * @param player_ptr プレイヤーへの参照ポインタ
67 * @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
69 static void hissatsu_burning_strike(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
71 if (samurai_slaying_ptr->mode != HISSATSU_FIRE)
75 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) {
76 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
77 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
82 /* Otherwise, take the damage */
83 if (samurai_slaying_ptr->flags.has(TR_BRAND_FIRE)) {
84 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_FIRE) {
85 if (samurai_slaying_ptr->mult < 70)
86 samurai_slaying_ptr->mult = 70;
88 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
89 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_FIRE;
91 } else if (samurai_slaying_ptr->mult < 35)
92 samurai_slaying_ptr->mult = 35;
97 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_FIRE) {
98 if (samurai_slaying_ptr->mult < 50)
99 samurai_slaying_ptr->mult = 50;
101 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
102 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_FIRE;
103 } else if (samurai_slaying_ptr->mult < 25)
104 samurai_slaying_ptr->mult = 25;
108 * @brief サーペンツタン (毒殺スレイ)
109 * @param player_ptr プレイヤーへの参照ポインタ
110 * @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
112 static void hissatsu_serpent_tongue(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
114 if (samurai_slaying_ptr->mode != HISSATSU_POISON)
117 /* Notice immunity */
118 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) {
119 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
120 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
125 /* Otherwise, take the damage */
126 if (samurai_slaying_ptr->flags.has(TR_BRAND_POIS)) {
127 if (samurai_slaying_ptr->mult < 35)
128 samurai_slaying_ptr->mult = 35;
129 } else if (samurai_slaying_ptr->mult < 25)
130 samurai_slaying_ptr->mult = 25;
134 * @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)
135 * @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
137 static void hissatsu_zanma_ken(samurai_slaying_type *samurai_slaying_ptr)
139 if (samurai_slaying_ptr->mode != HISSATSU_ZANMA)
142 if (!monster_living(samurai_slaying_ptr->m_ptr->r_idx) && (samurai_slaying_ptr->r_ptr->flags3 & RF3_EVIL)) {
143 if (samurai_slaying_ptr->mult < 15)
144 samurai_slaying_ptr->mult = 25;
145 else if (samurai_slaying_ptr->mult < 50)
146 samurai_slaying_ptr->mult = std::min<short>(50, samurai_slaying_ptr->mult + 20);
152 * @param player_ptr プレイヤーへの参照ポインタ
153 * @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
155 static void hissatsu_rock_smash(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
157 if (samurai_slaying_ptr->mode != HISSATSU_HAGAN)
160 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_ROCK) {
161 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
162 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_ROCK;
164 if (samurai_slaying_ptr->mult == 10)
165 samurai_slaying_ptr->mult = 40;
166 else if (samurai_slaying_ptr->mult < 60)
167 samurai_slaying_ptr->mult = 60;
172 * @brief 乱れ雪月花 (冷気スレイ)
173 * @param player_ptr プレイヤーへの参照ポインタ
174 * @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
176 static void hissatsu_midare_setsugetsuka(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
178 if (samurai_slaying_ptr->mode != HISSATSU_COLD)
181 /* Notice immunity */
182 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) {
183 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
184 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
189 /* Otherwise, take the damage */
190 if (samurai_slaying_ptr->flags.has(TR_BRAND_COLD)) {
191 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_COLD) {
192 if (samurai_slaying_ptr->mult < 70)
193 samurai_slaying_ptr->mult = 70;
195 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
196 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_COLD;
197 } else if (samurai_slaying_ptr->mult < 35)
198 samurai_slaying_ptr->mult = 35;
203 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_HURT_COLD) {
204 if (samurai_slaying_ptr->mult < 50)
205 samurai_slaying_ptr->mult = 50;
207 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
208 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_HURT_COLD;
209 } else if (samurai_slaying_ptr->mult < 25)
210 samurai_slaying_ptr->mult = 25;
215 * @param player_ptr プレイヤーへの参照ポインタ
216 * @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
218 static void hissatsu_lightning_eagle(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
220 if (samurai_slaying_ptr->mode != HISSATSU_ELEC)
223 /* Notice immunity */
224 if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
225 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
226 samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
231 /* Otherwise, take the damage */
232 if (samurai_slaying_ptr->flags.has(TR_BRAND_ELEC)) {
233 if (samurai_slaying_ptr->mult < 70)
234 samurai_slaying_ptr->mult = 70;
235 } else if (samurai_slaying_ptr->mult < 50)
236 samurai_slaying_ptr->mult = 50;
240 * @brief 赤流渦 (ペインバッカー)
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_bloody_maelstroem(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
246 auto player_cut = player_ptr->effects()->cut();
247 if ((samurai_slaying_ptr->mode == HISSATSU_SEKIRYUKA) && player_cut->is_cut() && monster_living(samurai_slaying_ptr->m_ptr->r_idx)) {
248 auto tmp = std::min<short>(100, std::max<short>(10, player_cut->current() / 10));
249 if (samurai_slaying_ptr->mult < tmp)
250 samurai_slaying_ptr->mult = tmp;
255 * @brief 慶雲鬼忍剣 (アンデッドスレイ)
256 * @param player_ptr プレイヤーへの参照ポインタ
257 * @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
259 static void hissatsu_keiun_kininken(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
261 if (samurai_slaying_ptr->mode != HISSATSU_UNDEAD)
264 if (samurai_slaying_ptr->r_ptr->flags3 & RF3_UNDEAD)
265 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
266 samurai_slaying_ptr->r_ptr->r_flags3 |= RF3_UNDEAD;
268 if (samurai_slaying_ptr->mult == 10)
269 samurai_slaying_ptr->mult = 70;
270 else if (samurai_slaying_ptr->mult < 140)
271 samurai_slaying_ptr->mult = std::min<short>(140, samurai_slaying_ptr->mult + 60);
274 if (samurai_slaying_ptr->mult == 10)
275 samurai_slaying_ptr->mult = 40;
276 else if (samurai_slaying_ptr->mult < 60)
277 samurai_slaying_ptr->mult = std::min<short>(60, samurai_slaying_ptr->mult + 30);
281 * @brief 剣術のスレイ倍率計算を行う /
282 * Calcurate magnification of hissatsu technics
283 * @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)
284 * @param flags 剣術に使用する武器のスレイフラグ配列
285 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
286 * @param mode 剣術のスレイ型ID
287 * @return スレイの倍率(/10倍)
289 MULTIPLY mult_hissatsu(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flags, monster_type *m_ptr, combat_options mode)
291 monster_race *r_ptr = &r_info[m_ptr->r_idx];
292 samurai_slaying_type tmp_slaying;
293 samurai_slaying_type *samurai_slaying_ptr = initialize_samurai_slaying_type(&tmp_slaying, mult, flags, m_ptr, mode, r_ptr);
294 hissatsu_burning_strike(player_ptr, samurai_slaying_ptr);
295 hissatsu_serpent_tongue(player_ptr, samurai_slaying_ptr);
296 hissatsu_zanma_ken(samurai_slaying_ptr);
297 hissatsu_rock_smash(player_ptr, samurai_slaying_ptr);
298 hissatsu_midare_setsugetsuka(player_ptr, samurai_slaying_ptr);
299 hissatsu_lightning_eagle(player_ptr, samurai_slaying_ptr);
300 hissatsu_bloody_maelstroem(player_ptr, samurai_slaying_ptr);
301 hissatsu_keiun_kininken(player_ptr, samurai_slaying_ptr);
303 if (samurai_slaying_ptr->mult > 150)
304 samurai_slaying_ptr->mult = 150;
306 return samurai_slaying_ptr->mult;
309 void concentration(PlayerType *player_ptr)
311 int max_csp = std::max(player_ptr->msp * 4, player_ptr->lev * 5 + 5);
314 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."));
318 if (!PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::NONE)) {
319 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
323 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
325 player_ptr->csp += player_ptr->msp / 2;
326 if (player_ptr->csp >= max_csp) {
327 player_ptr->csp = max_csp;
328 player_ptr->csp_frac = 0;
331 player_ptr->redraw |= PR_MANA;
336 * @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。
338 bool choose_samurai_stance(PlayerType *player_ptr)
343 if (cmd_limit_confused(player_ptr))
346 auto effects = player_ptr->effects();
347 if (effects->stun()->is_stunned()) {
348 msg_print(_("意識がはっきりとしない。", "You are not clear-headed"));
352 if (player_ptr->afraid) {
353 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
358 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
359 for (auto i = 0U; i < samurai_stances.size(); i++) {
360 if (player_ptr->lev >= samurai_stances[i].min_level) {
361 sprintf(buf, _(" %c) %sの型 %s", " %c) Stance of %-12s %s"), I2A(i + 1), samurai_stances[i].desc, samurai_stances[i].info);
367 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
369 SamuraiStanceType new_stance = SamuraiStanceType::NONE;
373 if (choice == ESCAPE) {
376 } else if ((choice == 'a') || (choice == 'A')) {
377 if (player_ptr->action == ACTION_SAMURAI_STANCE) {
378 set_action(player_ptr, ACTION_NONE);
380 msg_print(_("もともと構えていない。", "You are not in a special stance."));
383 } else if ((choice == 'b') || (choice == 'B')) {
384 new_stance = SamuraiStanceType::IAI;
386 } else if (((choice == 'c') || (choice == 'C')) && (player_ptr->lev > 29)) {
387 new_stance = SamuraiStanceType::FUUJIN;
389 } else if (((choice == 'd') || (choice == 'D')) && (player_ptr->lev > 34)) {
390 new_stance = SamuraiStanceType::KOUKIJIN;
392 } else if (((choice == 'e') || (choice == 'E')) && (player_ptr->lev > 39)) {
393 new_stance = SamuraiStanceType::MUSOU;
398 set_action(player_ptr, ACTION_SAMURAI_STANCE);
399 if (PlayerClass(player_ptr).samurai_stance_is(new_stance)) {
400 msg_print(_("構え直した。", "You reassume a stance."));
402 player_ptr->update |= (PU_BONUS | PU_MONSTERS);
403 msg_format(_("%sの型で構えた。", "You assume the %s stance."), samurai_stances[enum2i(new_stance) - 1].desc);
404 PlayerClass(player_ptr).set_samurai_stance(new_stance);
407 player_ptr->redraw |= (PR_STATE | PR_STATUS);
413 * @brief 剣術家限定で、型等に応じて命中率を高める
414 * @param player_ptr プレイヤーへの参照ポインタ
415 * @param pa_ptr 直接攻撃構造体への参照ポインタ
418 int calc_attack_quality(PlayerType *player_ptr, player_attack_type *pa_ptr)
420 object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
421 int bonus = player_ptr->to_h[pa_ptr->hand] + o_ptr->to_h;
422 int chance = (player_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
423 if (pa_ptr->mode == HISSATSU_IAI)
426 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
430 if (player_ptr->sutemi)
431 chance = std::max(chance * 3 / 2, chance + 60);
433 int vir = virtue_number(player_ptr, V_VALOUR);
435 chance += (player_ptr->virtues[vir - 1] / 10);
442 * @param player_ptr プレイヤーへの参照ポインタ
443 * @param pa_ptr 直接攻撃構造体への参照ポインタ
445 void mineuchi(PlayerType *player_ptr, player_attack_type *pa_ptr)
447 if (pa_ptr->mode != HISSATSU_MINEUCHI)
450 pa_ptr->attack_damage = 0;
451 anger_monster(player_ptr, pa_ptr->m_ptr);
453 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
454 if ((r_ptr->flags3 & (RF3_NO_STUN))) {
455 msg_format(_("%s には効果がなかった。", "%s is not effected."), pa_ptr->m_name);
459 int tmp = (10 + randint1(15) + player_ptr->lev / 5);
460 if (monster_stunned_remaining(pa_ptr->m_ptr)) {
461 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), pa_ptr->m_name);
464 msg_format(_("%s はもうろうとした。", "%s is dazed."), pa_ptr->m_name);
466 (void)set_monster_stunned(player_ptr, pa_ptr->g_ptr->m_idx, monster_stunned_remaining(pa_ptr->m_ptr) + tmp);
471 * @param player_ptr プレイヤーへの参照ポインタ
472 * @param pa_ptr 直接攻撃構造体への参照ポインタ
474 void musou_counterattack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
476 if ((!player_ptr->counter && !PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) || !monap_ptr->alive || player_ptr->is_dead || !monap_ptr->m_ptr->ml
477 || (player_ptr->csp <= 7))
480 char m_target_name[MAX_NLEN];
481 monster_desc(player_ptr, m_target_name, monap_ptr->m_ptr, 0);
482 player_ptr->csp -= 7;
483 msg_format(_("%^sに反撃した!", "You counterattacked %s!"), m_target_name);
484 do_cmd_attack(player_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, HISSATSU_COUNTER);
485 monap_ptr->fear = false;
486 player_ptr->redraw |= (PR_MANA);