2 * @brief モンスターからプレーヤーへの直接攻撃をその種別において振り分ける
5 * @details 長い処理はインクルード先の別ファイルにて行っている
8 #include "monster-attack/monster-attack-switcher.h"
9 #include "inventory/inventory-slot-types.h"
10 #include "mind/drs-types.h"
11 #include "mind/mind-mirror-master.h"
12 #include "monster-attack/monster-attack-lose.h"
13 #include "monster-attack/monster-attack-status.h"
14 #include "monster-attack/monster-eating.h"
15 #include "monster/monster-status.h"
16 #include "monster/monster-update.h"
17 #include "player/player-damage.h"
18 #include "player/player-status-flags.h"
19 #include "player/player-status-resist.h"
20 #include "spell-kind/earthquake.h"
21 #include "spell-kind/spells-equipment.h"
22 #include "status/bad-status-setter.h"
23 #include "status/base-status.h"
24 #include "status/element-resistance.h"
25 #include "status/experience.h"
26 #include "system/object-type-definition.h"
27 #include "view/display-messages.h"
31 * @param target_ptr プレーヤーへの参照ポインタ
32 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
34 * @detail 減衰の計算式がpoisではなくnukeなのは仕様 (1/3では減衰が強すぎると判断したため)
36 static void calc_blow_poison(player_type *target_ptr, monap_type *monap_ptr)
38 if (monap_ptr->explode)
41 if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)) && !check_multishadow(target_ptr)
42 && set_poisoned(target_ptr, target_ptr->poisoned + randint1(monap_ptr->rlev) + 5))
43 monap_ptr->obvious = TRUE;
45 monap_ptr->damage = monap_ptr->damage * calc_nuke_damage_rate(target_ptr) / 100;
46 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
47 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_POIS);
51 * @brief 劣化ダメージを計算する (耐性があれば、(1d4 + 4) / 9になる)
52 * @param target_ptr プレーヤーへの参照ポインタ
53 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
56 static void calc_blow_disenchant(player_type *target_ptr, monap_type *monap_ptr)
58 if (monap_ptr->explode)
61 if (!target_ptr->resist_disen && !check_multishadow(target_ptr) && apply_disenchant(target_ptr, 0)) {
62 update_creature(target_ptr);
63 monap_ptr->obvious = TRUE;
66 if (is_resist_disen(target_ptr))
67 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
69 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
70 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_DISEN);
74 * @brief 盲目ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
75 * @param target_ptr プレーヤーへの参照ポインタ
76 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
79 static void calc_blow_blind(player_type *target_ptr, monap_type *monap_ptr)
81 if (is_resist_blind(target_ptr))
82 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
84 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
85 if (target_ptr->is_dead)
88 process_blind_attack(target_ptr, monap_ptr);
89 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_BLIND);
93 * @brief 混乱ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
94 * @param target_ptr プレーヤーへの参照ポインタ
95 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
98 static void calc_blow_confusion(player_type *target_ptr, monap_type *monap_ptr)
100 if (monap_ptr->explode)
103 if (is_resist_conf(target_ptr))
104 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
106 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
107 if (target_ptr->is_dead)
110 if (!target_ptr->resist_conf && !check_multishadow(target_ptr) && set_confused(target_ptr, target_ptr->confused + 3 + randint1(monap_ptr->rlev)))
111 monap_ptr->obvious = TRUE;
113 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_CONF);
117 * @brief 恐怖ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
118 * @param target_ptr プレーヤーへの参照ポインタ
119 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
122 static void calc_blow_fear(player_type *target_ptr, monap_type *monap_ptr)
124 if (is_resist_fear(target_ptr))
125 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
127 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
128 if (target_ptr->is_dead)
131 process_terrify_attack(target_ptr, monap_ptr);
132 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_FEAR);
136 * @brief 麻痺ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
137 * @param target_ptr プレーヤーへの参照ポインタ
138 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
141 static void calc_blow_paralysis(player_type *target_ptr, monap_type *monap_ptr)
143 if (has_free_act(target_ptr))
144 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
146 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
147 if (target_ptr->is_dead)
150 process_paralyze_attack(target_ptr, monap_ptr);
151 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_FREE);
155 * @brief 経験値吸収ダメージを計算する (経験値保持と地獄耐性があれば、それぞれ-7.5%)
156 * @param target_ptr プレーヤーへの参照ポインタ
157 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
160 static void calc_blow_drain_exp(player_type *target_ptr, monap_type *monap_ptr, const int drain_value, const int hold_exp_prob)
162 s32b d = damroll(drain_value, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
163 monap_ptr->obvious = TRUE;
164 int damage_ratio = 1000;
165 if (has_hold_exp(target_ptr))
168 if (is_resist_neth(target_ptr))
171 monap_ptr->damage = monap_ptr->damage * damage_ratio / 1000;
172 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
173 if (target_ptr->is_dead || check_multishadow(target_ptr))
176 (void)drain_exp(target_ptr, d, d / 10, hold_exp_prob);
180 * @brief 時間逆転ダメージを計算する (耐性があれば、(1d4 + 4) / 9になる)
181 * @param target_ptr プレーヤーへの参照ポインタ
182 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
185 static void calc_blow_time(player_type *target_ptr, monap_type *monap_ptr)
187 if (monap_ptr->explode)
190 process_monster_attack_time(target_ptr, monap_ptr);
191 if (is_resist_time(target_ptr))
192 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
194 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
198 * @brief 生命力吸収ダメージを計算する (経験値維持があれば9/10になる)
199 * @param target_ptr プレーヤーへの参照ポインタ
200 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
203 static void calc_blow_drain_life(player_type *target_ptr, monap_type *monap_ptr)
205 s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
206 monap_ptr->obvious = TRUE;
207 if (target_ptr->hold_exp)
208 monap_ptr->damage = monap_ptr->damage * 9 / 10;
210 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
211 if (target_ptr->is_dead || check_multishadow(target_ptr))
214 bool resist_drain = check_drain_hp(target_ptr, d);
215 process_drain_life(target_ptr, monap_ptr, resist_drain);
219 * @brief MPダメージを計算する (消費魔力減少、呪文失敗率減少、魔道具使用能力向上があればそれぞれ-5%)
220 * @param target_ptr プレーヤーへの参照ポインタ
221 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
224 static void calc_blow_drain_mana(player_type *target_ptr, monap_type *monap_ptr)
226 monap_ptr->obvious = TRUE;
227 int damage_ratio = 100;
228 if (has_dec_mana(target_ptr))
231 if (has_easy_spell(target_ptr))
234 if (has_magic_mastery(target_ptr))
237 monap_ptr->damage = monap_ptr->damage * damage_ratio / 100;
238 process_drain_mana(target_ptr, monap_ptr);
239 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_MANA);
242 static void calc_blow_inertia(player_type *target_ptr, monap_type *monap_ptr)
244 if ((target_ptr->fast > 0) || (target_ptr->pspeed >= 130))
245 monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
247 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
248 if (target_ptr->is_dead || check_multishadow(target_ptr))
251 if (set_slow(target_ptr, (target_ptr->slow + 4 + randint0(monap_ptr->rlev / 10)), FALSE))
252 monap_ptr->obvious = TRUE;
255 void switch_monster_blow_to_player(player_type *target_ptr, monap_type *monap_ptr)
257 switch (monap_ptr->effect) {
259 monap_ptr->obvious = TRUE;
260 monap_ptr->damage = 0;
262 case RBE_SUPERHURT: { /* AC軽減あり / Player armor reduces total damage */
263 if (((randint1(monap_ptr->rlev * 2 + 300) > (monap_ptr->ac + 200)) || one_in_(13)) && !check_multishadow(target_ptr)) {
264 int tmp_damage = monap_ptr->damage - (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
265 msg_print(_("痛恨の一撃!", "It was a critical hit!"));
266 tmp_damage = MAX(monap_ptr->damage, tmp_damage * 2);
267 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, tmp_damage, monap_ptr->ddesc, -1);
272 case RBE_HURT: { /* AC軽減あり / Player armor reduces total damage */
273 monap_ptr->obvious = TRUE;
274 monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
275 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
279 calc_blow_poison(target_ptr, monap_ptr);
282 calc_blow_disenchant(target_ptr, monap_ptr);
285 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
286 if (target_ptr->is_dead || check_multishadow(target_ptr))
289 for (int i = 0; i < 10; i++) {
290 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
291 monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
292 if (monap_ptr->o_ptr->k_idx == 0)
295 if (process_un_power(target_ptr, monap_ptr))
302 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
303 if (monster_confused_remaining(monap_ptr->m_ptr))
306 if (target_ptr->is_dead || check_multishadow(target_ptr))
309 monap_ptr->obvious = TRUE;
310 process_eat_gold(target_ptr, monap_ptr);
314 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
315 if (!check_eat_item(target_ptr, monap_ptr))
318 process_eat_item(target_ptr, monap_ptr);
323 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
324 if (target_ptr->is_dead || check_multishadow(target_ptr))
327 process_eat_food(target_ptr, monap_ptr);
331 monap_ptr->o_ptr = &target_ptr->inventory_list[INVEN_LITE];
332 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
333 if (target_ptr->is_dead || check_multishadow(target_ptr))
336 process_eat_lite(target_ptr, monap_ptr);
340 if (monap_ptr->explode)
343 monap_ptr->obvious = TRUE;
344 msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
345 monap_ptr->get_damage += acid_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, -1, FALSE);
346 update_creature(target_ptr);
347 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_ACID);
351 if (monap_ptr->explode)
354 monap_ptr->obvious = TRUE;
355 msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
356 monap_ptr->get_damage += elec_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, -1, FALSE);
357 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_ELEC);
361 if (monap_ptr->explode)
364 monap_ptr->obvious = TRUE;
365 msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
366 monap_ptr->get_damage += fire_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, -1, FALSE);
367 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_FIRE);
371 if (monap_ptr->explode)
374 monap_ptr->obvious = TRUE;
375 msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
376 monap_ptr->get_damage += cold_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, -1, FALSE);
377 update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_COLD);
381 calc_blow_blind(target_ptr, monap_ptr);
384 calc_blow_confusion(target_ptr, monap_ptr);
387 calc_blow_fear(target_ptr, monap_ptr);
390 calc_blow_paralysis(target_ptr, monap_ptr);
393 calc_blow_lose_strength(target_ptr, monap_ptr);
396 calc_blow_lose_intelligence(target_ptr, monap_ptr);
399 calc_blow_lose_wisdom(target_ptr, monap_ptr);
402 calc_blow_lose_dexterity(target_ptr, monap_ptr);
405 calc_blow_lose_constitution(target_ptr, monap_ptr);
408 calc_blow_lose_charisma(target_ptr, monap_ptr);
411 calc_blow_lose_all(target_ptr, monap_ptr);
413 case RBE_SHATTER: { /* AC軽減あり / Player armor reduces total damage */
414 monap_ptr->obvious = TRUE;
415 monap_ptr->damage -= (monap_ptr->damage * ((monap_ptr->ac < 150) ? monap_ptr->ac : 150) / 250);
416 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
417 if (monap_ptr->damage > 23 || monap_ptr->explode)
418 earthquake(target_ptr, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, 8, monap_ptr->m_idx);
423 calc_blow_drain_exp(target_ptr, monap_ptr, 10, 95);
426 calc_blow_drain_exp(target_ptr, monap_ptr, 20, 90);
429 calc_blow_drain_exp(target_ptr, monap_ptr, 40, 75);
432 calc_blow_drain_exp(target_ptr, monap_ptr, 80, 50);
435 calc_blow_disease(target_ptr, monap_ptr);
438 calc_blow_time(target_ptr, monap_ptr);
441 calc_blow_drain_life(target_ptr, monap_ptr);
444 calc_blow_drain_mana(target_ptr, monap_ptr);
447 calc_blow_inertia(target_ptr, monap_ptr);
450 monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
451 if (target_ptr->is_dead)
454 process_stun_attack(target_ptr, monap_ptr);