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-player.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-race/race-resistance-mask.h"
22 #include "monster/monster-describer.h"
23 #include "monster/monster-info.h"
24 #include "monster/monster-status-setter.h"
25 #include "monster/monster-status.h"
26 #include "object-enchant/tr-types.h"
27 #include "pet/pet-util.h"
28 #include "player-attack/player-attack-util.h"
29 #include "player-base/player-class.h"
30 #include "player-info/samurai-data-type.h"
31 #include "player/attack-defense-types.h"
32 #include "status/action-setter.h"
33 #include "system/grid-type-definition.h"
34 #include "system/monster-race-definition.h"
35 #include "system/monster-type-definition.h"
36 #include "system/object-type-definition.h"
37 #include "system/player-type-definition.h"
38 #include "term/screen-processor.h"
39 #include "timed-effect/player-cut.h"
40 #include "timed-effect/player-stun.h"
41 #include "timed-effect/timed-effects.h"
42 #include "util/bit-flags-calculator.h"
43 #include "util/int-char-converter.h"
44 #include "view/display-messages.h"
46 struct samurai_slaying_type {
54 static samurai_slaying_type *initialize_samurai_slaying_type(
55 samurai_slaying_type *samurai_slaying_ptr, MULTIPLY mult, const TrFlags &flags, monster_type *m_ptr, combat_options mode, monster_race *r_ptr)
57 samurai_slaying_ptr->mult = mult;
58 samurai_slaying_ptr->flags = flags;
59 samurai_slaying_ptr->m_ptr = m_ptr;
60 samurai_slaying_ptr->mode = mode;
61 samurai_slaying_ptr->r_ptr = r_ptr;
62 return samurai_slaying_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)
76 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_FIRE_MASK)) {
77 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
78 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_FIRE_MASK);
83 /* Otherwise, take the damage */
84 if (samurai_slaying_ptr->flags.has(TR_BRAND_FIRE)) {
85 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
86 if (samurai_slaying_ptr->mult < 70)
87 samurai_slaying_ptr->mult = 70;
89 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
90 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
92 } else if (samurai_slaying_ptr->mult < 35)
93 samurai_slaying_ptr->mult = 35;
98 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_FIRE)) {
99 if (samurai_slaying_ptr->mult < 50)
100 samurai_slaying_ptr->mult = 50;
102 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
103 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_FIRE);
104 } else if (samurai_slaying_ptr->mult < 25)
105 samurai_slaying_ptr->mult = 25;
109 * @brief サーペンツタン (毒殺スレイ)
110 * @param player_ptr プレイヤーへの参照ポインタ
111 * @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
113 static void hissatsu_serpent_tongue(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
115 if (samurai_slaying_ptr->mode != HISSATSU_POISON)
118 /* Notice immunity */
119 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_POISON_MASK)) {
120 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
121 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_POISON_MASK);
126 /* Otherwise, take the damage */
127 if (samurai_slaying_ptr->flags.has(TR_BRAND_POIS)) {
128 if (samurai_slaying_ptr->mult < 35)
129 samurai_slaying_ptr->mult = 35;
130 } else if (samurai_slaying_ptr->mult < 25)
131 samurai_slaying_ptr->mult = 25;
135 * @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)
136 * @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
138 static void hissatsu_zanma_ken(samurai_slaying_type *samurai_slaying_ptr)
140 if (samurai_slaying_ptr->mode != HISSATSU_ZANMA)
143 if (!monster_living(samurai_slaying_ptr->m_ptr->r_idx) && samurai_slaying_ptr->r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
144 if (samurai_slaying_ptr->mult < 15)
145 samurai_slaying_ptr->mult = 25;
146 else if (samurai_slaying_ptr->mult < 50)
147 samurai_slaying_ptr->mult = std::min<short>(50, samurai_slaying_ptr->mult + 20);
153 * @param player_ptr プレイヤーへの参照ポインタ
154 * @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
156 static void hissatsu_rock_smash(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
158 if (samurai_slaying_ptr->mode != HISSATSU_HAGAN)
161 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_ROCK)) {
162 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
163 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_ROCK);
165 if (samurai_slaying_ptr->mult == 10)
166 samurai_slaying_ptr->mult = 40;
167 else if (samurai_slaying_ptr->mult < 60)
168 samurai_slaying_ptr->mult = 60;
173 * @brief 乱れ雪月花 (冷気スレイ)
174 * @param player_ptr プレイヤーへの参照ポインタ
175 * @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
177 static void hissatsu_midare_setsugetsuka(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
179 if (samurai_slaying_ptr->mode != HISSATSU_COLD)
182 /* Notice immunity */
183 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_COLD_MASK)) {
184 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
185 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_COLD_MASK);
190 /* Otherwise, take the damage */
191 if (samurai_slaying_ptr->flags.has(TR_BRAND_COLD)) {
192 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
193 if (samurai_slaying_ptr->mult < 70)
194 samurai_slaying_ptr->mult = 70;
196 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
197 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
198 } else if (samurai_slaying_ptr->mult < 35)
199 samurai_slaying_ptr->mult = 35;
204 if (samurai_slaying_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::HURT_COLD)) {
205 if (samurai_slaying_ptr->mult < 50)
206 samurai_slaying_ptr->mult = 50;
208 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
209 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::HURT_COLD);
210 } else if (samurai_slaying_ptr->mult < 25)
211 samurai_slaying_ptr->mult = 25;
216 * @param player_ptr プレイヤーへの参照ポインタ
217 * @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
219 static void hissatsu_lightning_eagle(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
221 if (samurai_slaying_ptr->mode != HISSATSU_ELEC)
224 /* Notice immunity */
225 if (samurai_slaying_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_IM_ELEC_MASK)) {
226 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr))
227 samurai_slaying_ptr->r_ptr->r_resistance_flags.set(samurai_slaying_ptr->r_ptr->resistance_flags & RFR_EFF_IM_ELEC_MASK);
232 /* Otherwise, take the damage */
233 if (samurai_slaying_ptr->flags.has(TR_BRAND_ELEC)) {
234 if (samurai_slaying_ptr->mult < 70)
235 samurai_slaying_ptr->mult = 70;
236 } else if (samurai_slaying_ptr->mult < 50)
237 samurai_slaying_ptr->mult = 50;
241 * @brief 赤流渦 (ペインバッカー)
242 * @param player_ptr プレイヤーへの参照ポインタ
243 * @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
245 static void hissatsu_bloody_maelstroem(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
247 auto player_cut = player_ptr->effects()->cut();
248 if ((samurai_slaying_ptr->mode == HISSATSU_SEKIRYUKA) && player_cut->is_cut() && monster_living(samurai_slaying_ptr->m_ptr->r_idx)) {
249 auto tmp = std::min<short>(100, std::max<short>(10, player_cut->current() / 10));
250 if (samurai_slaying_ptr->mult < tmp)
251 samurai_slaying_ptr->mult = tmp;
256 * @brief 慶雲鬼忍剣 (アンデッドスレイ)
257 * @param player_ptr プレイヤーへの参照ポインタ
258 * @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
260 static void hissatsu_keiun_kininken(PlayerType *player_ptr, samurai_slaying_type *samurai_slaying_ptr)
262 if (samurai_slaying_ptr->mode != HISSATSU_UNDEAD)
265 if (samurai_slaying_ptr->r_ptr->kind_flags.has(MonsterKindType::UNDEAD))
266 if (is_original_ap_and_seen(player_ptr, samurai_slaying_ptr->m_ptr)) {
267 samurai_slaying_ptr->r_ptr->r_kind_flags.set(MonsterKindType::UNDEAD);
269 if (samurai_slaying_ptr->mult == 10)
270 samurai_slaying_ptr->mult = 70;
271 else if (samurai_slaying_ptr->mult < 140)
272 samurai_slaying_ptr->mult = std::min<short>(140, samurai_slaying_ptr->mult + 60);
275 if (samurai_slaying_ptr->mult == 10)
276 samurai_slaying_ptr->mult = 40;
277 else if (samurai_slaying_ptr->mult < 60)
278 samurai_slaying_ptr->mult = std::min<short>(60, samurai_slaying_ptr->mult + 30);
282 * @brief 剣術のスレイ倍率計算を行う /
283 * Calcurate magnification of hissatsu technics
284 * @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)
285 * @param flags 剣術に使用する武器のスレイフラグ配列
286 * @param m_ptr 目標となるモンスターの構造体参照ポインタ
287 * @param mode 剣術のスレイ型ID
288 * @return スレイの倍率(/10倍)
290 MULTIPLY mult_hissatsu(PlayerType *player_ptr, MULTIPLY mult, const TrFlags &flags, monster_type *m_ptr, combat_options mode)
292 auto *r_ptr = &r_info[m_ptr->r_idx];
293 samurai_slaying_type tmp_slaying;
294 samurai_slaying_type *samurai_slaying_ptr = initialize_samurai_slaying_type(&tmp_slaying, mult, flags, m_ptr, mode, r_ptr);
295 hissatsu_burning_strike(player_ptr, samurai_slaying_ptr);
296 hissatsu_serpent_tongue(player_ptr, samurai_slaying_ptr);
297 hissatsu_zanma_ken(samurai_slaying_ptr);
298 hissatsu_rock_smash(player_ptr, samurai_slaying_ptr);
299 hissatsu_midare_setsugetsuka(player_ptr, samurai_slaying_ptr);
300 hissatsu_lightning_eagle(player_ptr, samurai_slaying_ptr);
301 hissatsu_bloody_maelstroem(player_ptr, samurai_slaying_ptr);
302 hissatsu_keiun_kininken(player_ptr, samurai_slaying_ptr);
304 if (samurai_slaying_ptr->mult > 150)
305 samurai_slaying_ptr->mult = 150;
307 return samurai_slaying_ptr->mult;
310 void concentration(PlayerType *player_ptr)
312 int max_csp = std::max(player_ptr->msp * 4, player_ptr->lev * 5 + 5);
315 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."));
319 if (!PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::NONE)) {
320 msg_print(_("今は構えに集中している。", "You're already concentrating on your stance."));
324 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
326 player_ptr->csp += player_ptr->msp / 2;
327 if (player_ptr->csp >= max_csp) {
328 player_ptr->csp = max_csp;
329 player_ptr->csp_frac = 0;
332 player_ptr->redraw |= PR_MANA;
337 * @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。
339 bool choose_samurai_stance(PlayerType *player_ptr)
344 if (cmd_limit_confused(player_ptr))
347 auto effects = player_ptr->effects();
348 if (effects->stun()->is_stunned()) {
349 msg_print(_("意識がはっきりとしない。", "You are not clear-headed"));
353 if (player_ptr->afraid) {
354 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
359 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
360 for (auto i = 0U; i < samurai_stances.size(); i++) {
361 if (player_ptr->lev >= samurai_stances[i].min_level) {
362 sprintf(buf, _(" %c) %sの型 %s", " %c) Stance of %-12s %s"), I2A(i + 1), samurai_stances[i].desc, samurai_stances[i].info);
368 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
370 SamuraiStanceType new_stance = SamuraiStanceType::NONE;
374 if (choice == ESCAPE) {
377 } else if ((choice == 'a') || (choice == 'A')) {
378 if (player_ptr->action == ACTION_SAMURAI_STANCE) {
379 set_action(player_ptr, ACTION_NONE);
381 msg_print(_("もともと構えていない。", "You are not in a special stance."));
384 } else if ((choice == 'b') || (choice == 'B')) {
385 new_stance = SamuraiStanceType::IAI;
387 } else if (((choice == 'c') || (choice == 'C')) && (player_ptr->lev > 29)) {
388 new_stance = SamuraiStanceType::FUUJIN;
390 } else if (((choice == 'd') || (choice == 'D')) && (player_ptr->lev > 34)) {
391 new_stance = SamuraiStanceType::KOUKIJIN;
393 } else if (((choice == 'e') || (choice == 'E')) && (player_ptr->lev > 39)) {
394 new_stance = SamuraiStanceType::MUSOU;
399 set_action(player_ptr, ACTION_SAMURAI_STANCE);
400 if (PlayerClass(player_ptr).samurai_stance_is(new_stance)) {
401 msg_print(_("構え直した。", "You reassume a stance."));
403 player_ptr->update |= (PU_BONUS | PU_MONSTERS);
404 msg_format(_("%sの型で構えた。", "You assume the %s stance."), samurai_stances[enum2i(new_stance) - 1].desc);
405 PlayerClass(player_ptr).set_samurai_stance(new_stance);
408 player_ptr->redraw |= (PR_STATE | PR_STATUS);
414 * @brief 剣術家限定で、型等に応じて命中率を高める
415 * @param player_ptr プレイヤーへの参照ポインタ
416 * @param pa_ptr 直接攻撃構造体への参照ポインタ
419 int calc_attack_quality(PlayerType *player_ptr, player_attack_type *pa_ptr)
421 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
422 int bonus = player_ptr->to_h[pa_ptr->hand] + o_ptr->to_h;
423 int chance = (player_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
424 if (pa_ptr->mode == HISSATSU_IAI)
427 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
431 if (player_ptr->sutemi)
432 chance = std::max(chance * 3 / 2, chance + 60);
434 int vir = virtue_number(player_ptr, V_VALOUR);
436 chance += (player_ptr->virtues[vir - 1] / 10);
443 * @param player_ptr プレイヤーへの参照ポインタ
444 * @param pa_ptr 直接攻撃構造体への参照ポインタ
446 void mineuchi(PlayerType *player_ptr, player_attack_type *pa_ptr)
448 if (pa_ptr->mode != HISSATSU_MINEUCHI)
451 pa_ptr->attack_damage = 0;
452 anger_monster(player_ptr, pa_ptr->m_ptr);
454 auto *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
455 if ((r_ptr->flags3 & (RF3_NO_STUN))) {
456 msg_format(_("%s には効果がなかった。", "%s is not effected."), pa_ptr->m_name);
460 int tmp = (10 + randint1(15) + player_ptr->lev / 5);
461 if (monster_stunned_remaining(pa_ptr->m_ptr)) {
462 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), pa_ptr->m_name);
465 msg_format(_("%s はもうろうとした。", "%s is dazed."), pa_ptr->m_name);
467 (void)set_monster_stunned(player_ptr, pa_ptr->g_ptr->m_idx, monster_stunned_remaining(pa_ptr->m_ptr) + tmp);
472 * @param player_ptr プレイヤーへの参照ポインタ
473 * @param pa_ptr 直接攻撃構造体への参照ポインタ
475 void musou_counterattack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
477 if ((!player_ptr->counter && !PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) || !monap_ptr->alive || player_ptr->is_dead || !monap_ptr->m_ptr->ml || (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);