2 * @brief 素手で攻撃することに補正のある職業 (修行僧、狂戦士、練気術師)の打撃処理
5 * @details 練気術師は騎乗していない時
8 #include "mind/monk-attack.h"
9 #include "cmd-action/cmd-attack.h"
10 #include "combat/attack-criticality.h"
11 #include "core/speed-table.h"
12 #include "core/stuff-handler.h"
13 #include "floor/floor.h"
14 #include "game-option/cheat-options.h"
15 #include "io/targeting.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "mind/mind-force-trainer.h"
19 #include "monster-race/race-flags1.h"
20 #include "monster-race/race-flags3.h"
21 #include "monster/monster-status.h"
22 #include "view/display-messages.h"
23 #include "world/world.h"
27 * @param pa_ptr 直接攻撃構造体への参照ポインタ
30 static int calc_stun_resistance(player_attack_type *pa_ptr)
32 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
34 if (r_ptr->flags1 & RF1_UNIQUE)
37 if (r_ptr->flags3 & RF3_NO_STUN)
40 if (r_ptr->flags3 & RF3_NO_CONF)
43 if (r_ptr->flags3 & RF3_NO_SLEEP)
46 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
53 * @brief 技のランダム選択回数を決定する
54 * @param attacker_ptr プレーヤーへの参照ポインタ
56 * @details ランダム選択は一番強い技が最終的に選択されるので、回数が多いほど有利
58 static int calc_max_blow_selection_times(player_type *attacker_ptr)
60 if (attacker_ptr->special_defense & KAMAE_BYAKKO)
61 return (attacker_ptr->lev < 3 ? 1 : attacker_ptr->lev / 3);
63 if (attacker_ptr->special_defense & KAMAE_SUZAKU)
66 if (attacker_ptr->special_defense & KAMAE_GENBU)
69 return attacker_ptr->lev < 7 ? 1 : attacker_ptr->lev / 7;
73 * @brief プレーヤーのレベルと技の難度を加味しつつ、確率で一番強い技を選ぶ
74 * @param attacker_ptr プレーヤーへの参照ポインタ
76 * @return 技の行使に必要な最低レベル
78 static int select_blow(player_type *attacker_ptr, player_attack_type *pa_ptr, int max_blow_selection_times)
81 const martial_arts *old_ptr = &ma_blows[0];
82 for (int times = 0; times < max_blow_selection_times; times++) {
84 pa_ptr->ma_ptr = &ma_blows[randint0(MAX_MA)];
85 if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && (pa_ptr->ma_ptr->min_level > 1))
86 min_level = pa_ptr->ma_ptr->min_level + 3;
88 min_level = pa_ptr->ma_ptr->min_level;
89 } while ((min_level > attacker_ptr->lev) || (randint1(attacker_ptr->lev) < pa_ptr->ma_ptr->chance));
91 if ((pa_ptr->ma_ptr->min_level <= old_ptr->min_level) || attacker_ptr->stun || attacker_ptr->confused) {
92 pa_ptr->ma_ptr = old_ptr;
96 old_ptr = pa_ptr->ma_ptr;
97 if (current_world_ptr->wizard && cheat_xtra)
98 msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
101 if (attacker_ptr->pclass == CLASS_FORCETRAINER)
102 min_level = MAX(1, pa_ptr->ma_ptr->min_level - 3);
104 min_level = pa_ptr->ma_ptr->min_level;
109 static int process_monk_additional_effect(player_attack_type *pa_ptr, int *stun_effect)
111 int special_effect = 0;
112 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
113 if (pa_ptr->ma_ptr->effect == MA_KNEE) {
114 if (r_ptr->flags1 & RF1_MALE) {
115 msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), pa_ptr->m_name);
117 special_effect = MA_KNEE;
119 msg_format(pa_ptr->ma_ptr->desc, pa_ptr->m_name);
122 else if (pa_ptr->ma_ptr->effect == MA_SLOW) {
123 if (!((r_ptr->flags1 & RF1_NEVER_MOVE) || angband_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char))) {
124 msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), pa_ptr->m_name);
125 special_effect = MA_SLOW;
127 msg_format(pa_ptr->ma_ptr->desc, pa_ptr->m_name);
129 if (pa_ptr->ma_ptr->effect) {
130 *stun_effect = (pa_ptr->ma_ptr->effect / 2) + randint1(pa_ptr->ma_ptr->effect / 2);
133 msg_format(pa_ptr->ma_ptr->desc, pa_ptr->m_name);
136 return special_effect;
140 * @brief 攻撃の重さ (修行僧と練気術師における武器重量)を決定する
141 * @param attacker_ptr プレーヤーへの参照ポインタ
144 static WEIGHT calc_monk_attack_weight(player_type *attacker_ptr)
147 if (attacker_ptr->special_defense & KAMAE_SUZAKU)
150 if ((attacker_ptr->pclass == CLASS_FORCETRAINER) && (get_current_ki(attacker_ptr) != 0)) {
151 weight += (get_current_ki(attacker_ptr) / 30);
160 * @brief 急所攻撃による追加効果を与える
161 * @param attacker_ptr プレーヤーへの参照ポインタ
162 * @param pa_ptr 直接攻撃構造体への参照ポインタ
163 * @param stun_effect 朦朧の残りターン
164 * @param resist_stun 朦朧への抵抗値
165 * @param special_effect 技を繰り出した時の追加効果
168 static void process_attack_vital_spot(player_type *attacker_ptr, player_attack_type *pa_ptr, int *stun_effect, int *resist_stun, const int special_effect)
170 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
171 if ((special_effect == MA_KNEE) && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
172 msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), pa_ptr->m_name);
173 *stun_effect = 7 + randint1(13);
178 if ((special_effect == MA_SLOW) && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
179 if (!(r_ptr->flags1 & RF1_UNIQUE) && (randint1(attacker_ptr->lev) > r_ptr->level) && pa_ptr->m_ptr->mspeed > 60) {
180 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), pa_ptr->m_name);
181 pa_ptr->m_ptr->mspeed -= 10;
187 * @brief 朦朧効果を受けたモンスターのステータス表示
188 * @param attacker_ptr プレーヤーの参照ポインタ
189 * @param pa_ptr 直接攻撃構造体への参照ポインタ
190 * @param g_ptr グリッドへの参照ポインタ
191 * @param stun_effect 朦朧の残りターン
192 * @param resist_stun 朦朧への抵抗値
195 static void print_stun_effect(player_type *attacker_ptr, player_attack_type *pa_ptr, const int stun_effect, const int resist_stun)
197 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
198 if (stun_effect && ((pa_ptr->attack_damage + attacker_ptr->to_d[pa_ptr->hand]) < pa_ptr->m_ptr->hp)) {
199 if (attacker_ptr->lev > randint1(r_ptr->level + resist_stun + 10)) {
200 if (set_monster_stunned(attacker_ptr, pa_ptr->g_ptr->m_idx, stun_effect + monster_stunned_remaining(pa_ptr->m_ptr))) {
201 msg_format(_("%^sはフラフラになった。", "%^s is stunned."), pa_ptr->m_name);
203 msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), pa_ptr->m_name);
210 * @brief 強力な素手攻撃ができる職業 (修行僧、狂戦士、練気術師)の素手攻撃処理メインルーチン
211 * @param attacker_ptr プレーヤーの参照ポインタ
212 * @param pa_ptr 直接攻撃構造体への参照ポインタ
213 * @param g_ptr グリッドへの参照ポインタ
216 void process_monk_attack(player_type *attacker_ptr, player_attack_type *pa_ptr)
218 int resist_stun = calc_stun_resistance(pa_ptr);
219 int max_blow_selection_times = calc_max_blow_selection_times(attacker_ptr);
220 int min_level = select_blow(attacker_ptr, pa_ptr, max_blow_selection_times);
222 pa_ptr->attack_damage = damroll(pa_ptr->ma_ptr->dd + attacker_ptr->to_dd[pa_ptr->hand], pa_ptr->ma_ptr->ds + attacker_ptr->to_ds[pa_ptr->hand]);
223 if (attacker_ptr->special_attack & ATTACK_SUIKEN)
224 pa_ptr->attack_damage *= 2;
227 int special_effect = process_monk_additional_effect(pa_ptr, &stun_effect);
228 WEIGHT weight = calc_monk_attack_weight(attacker_ptr);
229 pa_ptr->attack_damage = critical_norm(attacker_ptr, attacker_ptr->lev * weight, min_level, pa_ptr->attack_damage, attacker_ptr->to_h[0], 0);
230 process_attack_vital_spot(attacker_ptr, pa_ptr, &stun_effect, &resist_stun, special_effect);
231 print_stun_effect(attacker_ptr, pa_ptr, stun_effect, resist_stun);
234 bool double_attack(player_type *creature_ptr)
237 if (!get_rep_dir(creature_ptr, &dir, FALSE))
239 POSITION y = creature_ptr->y + ddy[dir];
240 POSITION x = creature_ptr->x + ddx[dir];
241 if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
242 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
248 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!", "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
250 msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!", "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
252 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!", "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
254 do_cmd_attack(creature_ptr, y, x, 0);
255 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
256 handle_stuff(creature_ptr);
257 do_cmd_attack(creature_ptr, y, x, 0);
260 creature_ptr->energy_need += ENERGY_NEED();