1 #include "mspell/mspell-damage-calculator.h"
2 #include "game-option/birth-options.h"
3 #include "inventory/inventory-slot-types.h"
4 #include "monster-race/monster-race.h"
5 #include "monster-race/race-ability-flags.h"
6 #include "monster-race/race-flags2.h"
7 #include "monster/monster-status.h"
8 #include "player-info/equipment-info.h"
9 #include "system/floor-type-definition.h"
10 #include "system/item-entity.h"
11 #include "system/monster-race-definition.h"
12 #include "system/monster-type-definition.h"
13 #include "system/player-type-definition.h"
14 #include "util/bit-flags-calculator.h"
17 * @brief モンスターの使う呪文の威力を決定する /
19 * @param dice_num ダイス数
20 * @param dice_side ダイス面
23 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
24 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
26 static int monspell_damage_roll(int dam, int dice_num, int dice_side, int mult, int div, int TYPE)
30 dam += maxroll(dice_num, dice_side) * mult / div;
33 dam += dice_num * 1 * mult / div;
36 dam += damroll(dice_num, dice_side) * mult / div;
57 * @brief モンスターの使う呪文の威力を返す /
58 * @param player_ptr プレイヤーへの参照ポインタ (破滅の手用)
59 * @param SPELL_NUM 呪文番号
60 * @param hp 呪文を唱えるモンスターの体力
61 * @param rlev 呪文を唱えるモンスターのレベル
62 * @param powerful 呪文を唱えるモンスターのpowerfulフラグ
63 * @param shoot_dd 射撃のダイス数
64 * @param shoot_ds 射撃のダイス面
65 * @param shoot_base 射撃の固定威力値
66 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
67 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
69 static int monspell_damage_base(
70 PlayerType *player_ptr, MonsterAbilityType ms_type, int hp, int rlev, bool powerful, int shoot_dd, int shoot_ds, int shoot_base, int TYPE)
72 int dam = 0, dice_num = 0, dice_side = 0, mult = 1, div = 1;
75 case MonsterAbilityType::SHRIEK:
77 case MonsterAbilityType::XXX1:
79 case MonsterAbilityType::DISPEL:
81 case MonsterAbilityType::ROCKET:
82 dam = (hp / 4) > 800 ? 800 : (hp / 4);
84 case MonsterAbilityType::SHOOT:
89 case MonsterAbilityType::XXX2:
91 case MonsterAbilityType::XXX3:
93 case MonsterAbilityType::XXX4:
96 case MonsterAbilityType::BR_ACID:
97 case MonsterAbilityType::BR_ELEC:
98 case MonsterAbilityType::BR_FIRE:
99 case MonsterAbilityType::BR_COLD:
100 dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
102 case MonsterAbilityType::BR_POIS:
103 dam = ((hp / 3) > 800 ? 800 : (hp / 3));
105 case MonsterAbilityType::BR_NETH:
106 dam = ((hp / 6) > 550 ? 550 : (hp / 6));
108 case MonsterAbilityType::BR_LITE:
109 case MonsterAbilityType::BR_DARK:
110 dam = ((hp / 6) > 400 ? 400 : (hp / 6));
112 case MonsterAbilityType::BR_CONF:
113 case MonsterAbilityType::BR_SOUN:
114 dam = ((hp / 6) > 450 ? 450 : (hp / 6));
116 case MonsterAbilityType::BR_CHAO:
117 dam = ((hp / 6) > 600 ? 600 : (hp / 6));
119 case MonsterAbilityType::BR_DISE:
120 dam = ((hp / 6) > 500 ? 500 : (hp / 6));
122 case MonsterAbilityType::BR_NEXU:
123 dam = ((hp / 3) > 250 ? 250 : (hp / 3));
125 case MonsterAbilityType::BR_TIME:
126 dam = ((hp / 3) > 150 ? 150 : (hp / 3));
128 case MonsterAbilityType::BR_INER:
129 case MonsterAbilityType::BR_GRAV:
130 dam = ((hp / 6) > 200 ? 200 : (hp / 6));
132 case MonsterAbilityType::BR_SHAR:
133 dam = ((hp / 6) > 500 ? 500 : (hp / 6));
135 case MonsterAbilityType::BR_PLAS:
136 dam = ((hp / 6) > 150 ? 150 : (hp / 6));
138 case MonsterAbilityType::BR_FORC:
139 dam = ((hp / 6) > 200 ? 200 : (hp / 6));
141 case MonsterAbilityType::BR_MANA:
142 dam = ((hp / 3) > 250 ? 250 : (hp / 3));
144 case MonsterAbilityType::BA_NUKE:
145 mult = powerful ? 2 : 1;
146 dam = rlev * (mult / div);
150 case MonsterAbilityType::BR_NUKE:
151 dam = ((hp / 3) > 800 ? 800 : (hp / 3));
153 case MonsterAbilityType::BA_CHAO:
154 dam = (powerful ? (rlev * 3) : (rlev * 2));
158 case MonsterAbilityType::BR_DISI:
159 dam = ((hp / 6) > 150 ? 150 : (hp / 6));
161 case MonsterAbilityType::BR_VOID:
162 dam = ((hp / 3) > 250 ? 250 : (hp / 6));
164 case MonsterAbilityType::BR_ABYSS:
165 dam = ((hp / 3) > 250 ? 250 : (hp / 6));
167 case MonsterAbilityType::BA_ACID:
169 dam = (rlev * 4) + 50;
175 dice_side = rlev * 3;
179 case MonsterAbilityType::BA_ELEC:
181 dam = (rlev * 4) + 50;
187 dice_side = rlev * 3 / 2;
191 case MonsterAbilityType::BA_FIRE:
193 dam = (rlev * 4) + 50;
199 dice_side = rlev * 7 / 2;
203 case MonsterAbilityType::BA_COLD:
205 dam = (rlev * 4) + 50;
211 dice_side = rlev * 3 / 2;
215 case MonsterAbilityType::BA_POIS:
216 mult = powerful ? 2 : 1;
220 case MonsterAbilityType::BA_NETH:
221 dam = 50 + rlev * (powerful ? 2 : 1);
225 case MonsterAbilityType::BA_WATE:
228 dice_side = powerful ? (rlev * 3) : (rlev * 2);
230 case MonsterAbilityType::BA_MANA:
231 case MonsterAbilityType::BA_DARK:
232 dam = (rlev * 4) + 50;
236 case MonsterAbilityType::BA_VOID:
237 dam = (powerful ? (rlev * 3) : (rlev * 2));
241 case MonsterAbilityType::BA_ABYSS:
242 dam = (powerful ? (rlev * 3) : (rlev * 2));
246 case MonsterAbilityType::DRAIN_MANA:
252 case MonsterAbilityType::MIND_BLAST:
256 case MonsterAbilityType::BRAIN_SMASH:
260 case MonsterAbilityType::CAUSE_1:
264 case MonsterAbilityType::CAUSE_2:
268 case MonsterAbilityType::CAUSE_3:
272 case MonsterAbilityType::CAUSE_4:
276 case MonsterAbilityType::BO_ACID:
277 mult = powerful ? 2 : 1;
278 dam = rlev / 3 * (mult / div);
282 case MonsterAbilityType::BO_ELEC:
283 mult = powerful ? 2 : 1;
284 dam = rlev / 3 * (mult / div);
288 case MonsterAbilityType::BO_FIRE:
289 mult = powerful ? 2 : 1;
290 dam = rlev / 3 * (mult / div);
294 case MonsterAbilityType::BO_COLD:
295 mult = powerful ? 2 : 1;
296 dam = rlev / 3 * (mult / div);
300 case MonsterAbilityType::BA_LITE:
301 dam = (rlev * 4) + 50;
305 case MonsterAbilityType::BO_NETH:
306 dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
310 case MonsterAbilityType::BO_WATE:
311 dam = (rlev * 3 / (powerful ? 2 : 3));
315 case MonsterAbilityType::BO_MANA:
318 dice_side = rlev * 7 / 2;
320 case MonsterAbilityType::BO_PLAS:
321 dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
325 case MonsterAbilityType::BO_ICEE:
326 dam = (rlev * 3 / (powerful ? 2 : 3));
330 case MonsterAbilityType::BO_VOID:
331 dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
335 case MonsterAbilityType::BO_ABYSS:
336 dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
340 case MonsterAbilityType::MISSILE:
345 case MonsterAbilityType::SCARE:
347 case MonsterAbilityType::BLIND:
349 case MonsterAbilityType::CONF:
351 case MonsterAbilityType::SLOW:
353 case MonsterAbilityType::HOLD:
355 case MonsterAbilityType::HASTE:
358 case MonsterAbilityType::HAND_DOOM:
359 mult = player_ptr->chp;
361 dam = 40 * (mult / div);
366 case MonsterAbilityType::HEAL:
368 case MonsterAbilityType::INVULNER:
370 case MonsterAbilityType::BLINK:
372 case MonsterAbilityType::TPORT:
374 case MonsterAbilityType::WORLD:
376 case MonsterAbilityType::SPECIAL:
378 case MonsterAbilityType::TELE_TO:
380 case MonsterAbilityType::TELE_AWAY:
382 case MonsterAbilityType::TELE_LEVEL:
385 case MonsterAbilityType::PSY_SPEAR:
386 dam = powerful ? 150 : 100;
388 dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
391 case MonsterAbilityType::DARKNESS:
393 case MonsterAbilityType::TRAPS:
395 case MonsterAbilityType::FORGET:
397 case MonsterAbilityType::RAISE_DEAD:
399 case MonsterAbilityType::S_KIN:
401 case MonsterAbilityType::S_CYBER:
403 case MonsterAbilityType::S_MONSTER:
405 case MonsterAbilityType::S_MONSTERS:
407 case MonsterAbilityType::S_ANT:
409 case MonsterAbilityType::S_SPIDER:
411 case MonsterAbilityType::S_HOUND:
413 case MonsterAbilityType::S_HYDRA:
415 case MonsterAbilityType::S_ANGEL:
417 case MonsterAbilityType::S_DEMON:
419 case MonsterAbilityType::S_UNDEAD:
421 case MonsterAbilityType::S_DRAGON:
423 case MonsterAbilityType::S_HI_UNDEAD:
425 case MonsterAbilityType::S_HI_DRAGON:
427 case MonsterAbilityType::S_AMBERITES:
429 case MonsterAbilityType::S_UNIQUE:
431 case MonsterAbilityType::MAX:
435 return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);
439 * @brief モンスターの使う射撃のダイス情報を返す /
440 * @param r_ptr モンスター種族への参照ポインタ
441 * @param dd ダイス数への参照ポインタ
442 * @param ds ダイス面への参照ポインタ
444 void monspell_shoot_dice(MonsterRaceInfo *r_ptr, int *dd, int *ds)
446 int p = -1; /* Position of SHOOT */
447 int n = 0; /* Number of blows */
448 const int max_blows = 4;
449 for (int m = 0; m < max_blows; m++) {
450 if (r_ptr->blow[m].method != RaceBlowMethodType::NONE) {
454 if (r_ptr->blow[m].method == RaceBlowMethodType::SHOOT) {
455 p = m; /* Remember position */
460 /* When full blows, use a first damage */
461 if (n == max_blows) {
469 (*dd) = r_ptr->blow[p].d_dice;
470 (*ds) = r_ptr->blow[p].d_side;
475 * @brief モンスターの使う呪文の威力を返す /
476 * @param player_ptr プレイヤーへの参照ポインタ
477 * @param ms_type 呪文番号
478 * @param m_idx 呪文を唱えるモンスターID
479 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
480 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
482 int monspell_damage(PlayerType *player_ptr, MonsterAbilityType ms_type, MONSTER_IDX m_idx, int TYPE)
484 auto *floor_ptr = player_ptr->current_floor_ptr;
485 auto *m_ptr = &floor_ptr->m_list[m_idx];
486 auto *r_ptr = &monraces_info[m_ptr->r_idx];
487 DEPTH rlev = monster_level_idx(floor_ptr, m_idx);
488 int hp = (TYPE == DAM_ROLL) ? m_ptr->hp : m_ptr->max_maxhp;
489 int shoot_dd, shoot_ds;
491 monspell_shoot_dice(r_ptr, &shoot_dd, &shoot_ds);
492 return monspell_damage_base(player_ptr, ms_type, hp, rlev, monster_is_powerful(floor_ptr, m_idx), shoot_dd, shoot_ds, 0, TYPE);
496 * @brief モンスターの使う所属としての呪文の威力を返す /
497 * @param player_ptr プレイヤーへの参照ポインタ
498 * @param ms_type 呪文番号
499 * @param r_idx 呪文を唱えるモンスターの種族ID
500 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
501 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
503 int monspell_race_damage(PlayerType *player_ptr, MonsterAbilityType ms_type, MonsterRaceId r_idx, int TYPE)
505 auto *r_ptr = &monraces_info[r_idx];
506 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
507 bool powerful = any_bits(r_ptr->flags2, RF2_POWERFUL);
508 int hp = r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside;
509 int shoot_dd, shoot_ds;
511 monspell_shoot_dice(r_ptr, &shoot_dd, &shoot_ds);
512 return monspell_damage_base(player_ptr, ms_type, std::min(MONSTER_MAXHP, hp), rlev, powerful, shoot_dd, shoot_ds, 0, TYPE);
516 * @brief 青魔導師の使う呪文の威力を返す /
517 * @param player_ptr プレイヤーへの参照ポインタ
518 * @param SPELL_NUM 呪文番号
519 * @param plev 使用するレベル。2倍して扱う。
520 * @param TYPE DAM_MAXで最大値を返し、DAM_MINで最小値を返す。DAM_ROLLはダイスを振って値を決定する。
521 * @return 攻撃呪文のダメージを返す。攻撃呪文以外は-1を返す。
523 int monspell_bluemage_damage(PlayerType *player_ptr, MonsterAbilityType ms_type, PLAYER_LEVEL plev, int TYPE)
525 int hp = player_ptr->chp;
526 int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
527 ItemEntity *o_ptr = nullptr;
529 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
530 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
531 } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
532 o_ptr = &player_ptr->inventory_list[INVEN_SUB_HAND];
536 shoot_dd = o_ptr->dd;
537 shoot_ds = o_ptr->ds;
538 shoot_base = o_ptr->to_d;
541 return monspell_damage_base(player_ptr, ms_type, hp, plev * 2, false, shoot_dd, shoot_ds, shoot_base, TYPE);