2 * @brief プレーヤーからモンスターへの打撃処理
7 #include "player-attack/player-attack.h"
8 #include "art-definition/art-sword-types.h"
9 #include "combat/attack-accuracy.h"
10 #include "combat/attack-criticality.h"
11 #include "combat/martial-arts-table.h"
12 #include "combat/slaying.h"
13 #include "floor/floor.h"
14 #include "main/sound-definitions-table.h"
15 #include "mind/mind-ninja.h"
16 #include "mind/mind-samurai.h"
17 #include "mind/monk-attack.h"
18 #include "monster-race/race-flags3.h"
19 #include "monster-race/monster-race-hook.h"
20 #include "monster/monster-describer.h"
21 #include "monster/monster-status.h"
22 #include "monster/monster-info.h"
23 #include "object-enchant/tr-types.h"
24 #include "object-enchant/vorpal-weapon.h"
25 #include "object/object-flags.h"
26 #include "object/object-flavor.h"
27 #include "object/object-hook.h"
28 #include "player-attack/attack-chaos-effect.h"
29 #include "player-attack/blood-sucking-processor.h"
30 #include "player-attack/player-attack-util.h"
31 #include "player/avatar.h"
32 #include "player/player-damage.h"
33 #include "player/player-skill.h"
34 #include "realm/realm-hex-numbers.h"
35 #include "spell-kind/earthquake.h"
36 #include "spell-realm/spells-hex.h"
37 #include "sv-definition/sv-weapon-types.h"
38 #include "world/world.h"
40 static player_attack_type *initialize_player_attack_type(
41 player_attack_type *pa_ptr, s16b hand, combat_options mode, monster_type *m_ptr, grid_type *g_ptr, bool *fear, bool *mdeath)
45 pa_ptr->m_ptr = m_ptr;
46 pa_ptr->backstab = FALSE;
47 pa_ptr->surprise_attack = FALSE;
48 pa_ptr->stab_fleeing = FALSE;
49 pa_ptr->monk_attack = FALSE;
51 pa_ptr->attack_damage = 0;
52 pa_ptr->can_drain = FALSE;
53 pa_ptr->ma_ptr = &ma_blows[0];
54 pa_ptr->drain_result = 0;
55 pa_ptr->g_ptr = g_ptr;
57 pa_ptr->mdeath = mdeath;
58 pa_ptr->drain_left = MAX_VAMPIRIC_DRAIN;
64 * @brief 一部職業で攻撃に倍率がかかったりすることの処理
65 * @param attacker_ptr プレーヤーへの参照ポインタ
66 * @param pa_ptr 直接攻撃構造体への参照ポインタ
69 static void attack_classify(player_type *attacker_ptr, player_attack_type *pa_ptr)
71 switch (attacker_ptr->pclass) {
74 process_surprise_attack(attacker_ptr, pa_ptr);
77 case CLASS_FORCETRAINER:
79 if ((empty_hands(attacker_ptr, TRUE) & EMPTY_HAND_RARM) && !attacker_ptr->riding)
80 pa_ptr->monk_attack = TRUE;
88 * @brief マーシャルアーツの技能値を増加させる
89 * @param attacker_ptr プレーヤーへの参照ポインタ
90 * @param pa_ptr 直接攻撃構造体への参照ポインタ
93 static void get_bare_knuckle_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
95 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
96 if ((r_ptr->level + 10) <= attacker_ptr->lev || (attacker_ptr->skill_exp[GINOU_SUDE] >= s_info[attacker_ptr->pclass].s_max[GINOU_SUDE]))
99 if (attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
100 attacker_ptr->skill_exp[GINOU_SUDE] += 40;
101 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
102 attacker_ptr->skill_exp[GINOU_SUDE] += 5;
103 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
104 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
105 else if ((attacker_ptr->lev > 34))
107 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
109 attacker_ptr->update |= (PU_BONUS);
113 * @brief 装備している武器の技能値を増加させる
114 * @param attacker_ptr プレーヤーへの参照ポインタ
115 * @param pa_ptr 直接攻撃構造体への参照ポインタ
118 static void get_weapon_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
120 tval_type tval = attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand].tval - TV_WEAPON_BEGIN;
121 OBJECT_SUBTYPE_VALUE sval = attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand].sval;
122 int now_exp = attacker_ptr->weapon_exp[tval][sval];
123 if (now_exp >= s_info[attacker_ptr->pclass].w_max[tval][sval])
127 if (now_exp < WEAPON_EXP_BEGINNER)
129 else if (now_exp < WEAPON_EXP_SKILLED)
131 else if ((now_exp < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
133 else if ((attacker_ptr->lev > 34) && one_in_(2))
136 attacker_ptr->weapon_exp[tval][sval] += amount;
137 attacker_ptr->update |= (PU_BONUS);
141 * @brief 直接攻撃に伴う技能値の上昇処理
142 * @param attacker_ptr プレーヤーへの参照ポインタ
143 * @param pa_ptr 直接攻撃構造体への参照ポインタ
146 static void get_attack_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
148 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
149 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
150 if (o_ptr->k_idx == 0) {
151 get_bare_knuckle_exp(attacker_ptr, pa_ptr);
155 if (!object_is_melee_weapon(o_ptr) || ((r_ptr->level + 10) <= attacker_ptr->lev))
158 get_weapon_exp(attacker_ptr, pa_ptr);
163 * @param attacker_ptr プレーヤーへの参照ポインタ
164 * @param pa_ptr 直接攻撃構造体への参照ポインタ
168 static void calc_num_blow(player_type *attacker_ptr, player_attack_type *pa_ptr)
170 if ((pa_ptr->mode == HISSATSU_KYUSHO) || (pa_ptr->mode == HISSATSU_MINEUCHI) || (pa_ptr->mode == HISSATSU_3DAN) || (pa_ptr->mode == HISSATSU_IAI))
171 pa_ptr->num_blow = 1;
172 else if (pa_ptr->mode == HISSATSU_COLD)
173 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand] + 2;
175 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand];
177 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
178 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
179 pa_ptr->num_blow = 1;
183 * @brief 混沌属性の武器におけるカオス効果を決定する
184 * @param attacker_ptr プレーヤーへの参照ポインタ
185 * @param pa_ptr 直接攻撃構造体への参照ポインタ
188 * 吸血20%、地震0.12%、混乱26.892%、テレポート・アウェイ1.494%、変身1.494% /
189 * Vampiric 20%, Quake 0.12%, Confusion 26.892%, Teleport away 1.494% and Polymorph 1.494%
191 static chaotic_effect select_chaotic_effect(player_type *attacker_ptr, player_attack_type *pa_ptr)
193 if (!(have_flag(pa_ptr->flags, TR_CHAOTIC)) || one_in_(2))
197 chg_virtue(attacker_ptr, V_CHANCE, 1);
208 return one_in_(2) ? CE_TELE_AWAY : CE_POLYMORPH;
212 * @brief 武器による直接攻撃メインルーチン
213 * @param attacker_ptr プレーヤーへの参照ポインタ
214 * @param pa_ptr 直接攻撃構造体への参照ポインタ
215 * @param vorpal_cut メッタ斬りにできるかどうか
216 * @param vorpal_chance ヴォーパル倍率上昇の機会値
217 * @return 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
219 static void process_weapon_attack(player_type *attacker_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
221 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
222 pa_ptr->attack_damage = damroll(o_ptr->dd + attacker_ptr->to_dd[pa_ptr->hand], o_ptr->ds + attacker_ptr->to_ds[pa_ptr->hand]);
223 pa_ptr->attack_damage = calc_attack_damage_with_slay(attacker_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, FALSE);
224 calc_surprise_attack_damage(attacker_ptr, pa_ptr);
226 if ((attacker_ptr->impact[pa_ptr->hand] && ((pa_ptr->attack_damage > 50) || one_in_(7))) || (pa_ptr->chaos_effect == CE_QUAKE)
227 || (pa_ptr->mode == HISSATSU_QUAKE))
230 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_POISON_NEEDLE)) && !(pa_ptr->mode == HISSATSU_KYUSHO))
231 pa_ptr->attack_damage = critical_norm(attacker_ptr, o_ptr->weight, o_ptr->to_h, pa_ptr->attack_damage, attacker_ptr->to_h[pa_ptr->hand], pa_ptr->mode);
233 pa_ptr->drain_result = pa_ptr->attack_damage;
234 process_vorpal_attack(attacker_ptr, pa_ptr, vorpal_cut, vorpal_chance);
235 pa_ptr->attack_damage += o_ptr->to_d;
236 pa_ptr->drain_result += o_ptr->to_d;
240 * @brief 武器または素手による攻撃ダメージを計算する
241 * @param attacker_ptr プレーヤーへの参照ポインタ
242 * @param pa_ptr 直接攻撃構造体への参照ポインタ
243 * @param do_quake 攻撃の結果、地震を起こすことになったらTRUE、それ以外はFALSE
244 * @param vorpal_cut メッタ斬りにできるかどうか
245 * @param vorpal_change ヴォーパル倍率上昇の機会値
247 * @details 取り敢えず素手と仮定し1とする.
249 static void calc_attack_damage(player_type *attacker_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool vorpal_cut, const int vorpal_chance)
251 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
252 pa_ptr->attack_damage = 1;
253 if (pa_ptr->monk_attack) {
254 process_monk_attack(attacker_ptr, pa_ptr);
259 process_weapon_attack(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
264 * @brief 武器のダメージボーナスや剣術家の技によってダメージにボーナスを与える
265 * @param attacker_ptr プレーヤーへの参照ポインタ
266 * @param pa_ptr 直接攻撃構造体への参照ポインタ
269 static void apply_damage_bonus(player_type *attacker_ptr, player_attack_type *pa_ptr)
271 pa_ptr->attack_damage += attacker_ptr->to_d[pa_ptr->hand];
272 pa_ptr->drain_result += attacker_ptr->to_d[pa_ptr->hand];
274 if ((pa_ptr->mode == HISSATSU_SUTEMI) || (pa_ptr->mode == HISSATSU_3DAN))
275 pa_ptr->attack_damage *= 2;
277 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !monster_living(pa_ptr->m_ptr->r_idx))
278 pa_ptr->attack_damage = 0;
280 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut)
281 pa_ptr->attack_damage /= 2;
285 * todo かなりのレアケースだが、右手に混沌属性の武器を持ち、左手にエクスカリバー・ジュニアを持ち、
286 * 右手の最終打撃で蜘蛛に変身したとしても、左手の攻撃でダメージが減らない気がする
287 * モンスターへの参照ポインタは変身時に変わるのにis_ej_nullifiedはその前に代入されて参照されるだけであるため
288 * @brief 特殊な条件でダメージが減ったり0になったりする処理
289 * @param attacker_ptr プレーヤーへの参照ポインタ
290 * @param pa_ptr 直接攻撃構造体への参照ポインタ
291 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
292 * @param is_ej_nullified 蜘蛛相手ならばTRUE
293 * @details ダメージが0未満なら0に補正する
295 static void apply_damage_negative_effect(player_attack_type *pa_ptr, bool is_zantetsu_nullified, bool is_ej_nullified)
297 if (pa_ptr->attack_damage < 0)
298 pa_ptr->attack_damage = 0;
300 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
301 if ((pa_ptr->mode == HISSATSU_ZANMA) && !(!monster_living(pa_ptr->m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))) {
302 pa_ptr->attack_damage = 0;
305 if (is_zantetsu_nullified) {
306 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
307 pa_ptr->attack_damage = 0;
310 if (is_ej_nullified) {
311 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
312 pa_ptr->attack_damage /= 2;
317 * @brief モンスターのHPを減らした後、恐怖させるか死なす (フロアから消滅させる)
318 * @param attacker_ptr プレーヤーへの参照ポインタ
319 * @param pa_ptr 直接攻撃構造体への参照ポインタ
320 * @return 死んだらTRUE、生きていたらFALSE
322 static bool check_fear_death(player_type *attacker_ptr, player_attack_type *pa_ptr, const int num, const bool is_lowlevel)
324 if (!mon_take_hit(attacker_ptr, pa_ptr->g_ptr->m_idx, pa_ptr->attack_damage, pa_ptr->fear, NULL))
327 *(pa_ptr->mdeath) = TRUE;
328 if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use) {
329 if (attacker_ptr->migite && attacker_ptr->hidarite) {
331 attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use * num * 2 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
333 attacker_ptr->energy_use = attacker_ptr->energy_use * num * 3 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
335 attacker_ptr->energy_use = attacker_ptr->energy_use * num / attacker_ptr->num_blow[pa_ptr->hand];
339 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
340 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
341 msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
347 * @brief 直接攻撃が当たった時の処理
348 * @param attacker_ptr プレーヤーへの参照ポインタ
349 * @param pa_ptr 直接攻撃構造体への参照ポインタ
350 * @param do_quake 攻撃後に地震を起こすかどうか
351 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
352 * @param is_ej_nullified 蜘蛛相手ならばTRUE
355 static void apply_actual_attack(
356 player_type *attacker_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
358 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
359 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
362 print_surprise_attack(pa_ptr);
364 object_flags(o_ptr, pa_ptr->flags);
365 pa_ptr->chaos_effect = select_chaotic_effect(attacker_ptr, pa_ptr);
366 decide_blood_sucking(attacker_ptr, pa_ptr);
368 // process_monk_attackの中でplayer_type->magic_num1[0] を書き換えているので、ここでhex_spelling() の判定をしないとダメ.
369 bool vorpal_cut = (have_flag(pa_ptr->flags, TR_VORPAL) || hex_spelling(attacker_ptr, HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1)
370 && !is_zantetsu_nullified;
372 calc_attack_damage(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
373 apply_damage_bonus(attacker_ptr, pa_ptr);
374 apply_damage_negative_effect(pa_ptr, is_zantetsu_nullified, is_ej_nullified);
375 mineuchi(attacker_ptr, pa_ptr);
376 pa_ptr->attack_damage = mon_damage_mod(attacker_ptr, pa_ptr->m_ptr, pa_ptr->attack_damage,
377 (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
378 critical_attack(attacker_ptr, pa_ptr);
379 msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), pa_ptr->attack_damage,
380 pa_ptr->m_ptr->hp - pa_ptr->attack_damage, pa_ptr->m_ptr->maxhp, pa_ptr->m_ptr->max_maxhp);
385 * @param attacker_ptr プレーヤーへの参照ポインタ
386 * @param pa_ptr 直接攻撃構造体への参照ポインタ
387 * @param do_quake 攻撃後に地震を起こすかどうか
392 static void cause_earthquake(player_type *attacker_ptr, player_attack_type *pa_ptr, const bool do_quake, const POSITION y, const POSITION x)
397 earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
398 if (attacker_ptr->current_floor_ptr->grid_array[y][x].m_idx == 0)
399 *(pa_ptr->mdeath) = TRUE;
403 * @brief プレイヤーの打撃処理サブルーチン /
404 * Player attacks a (poor, defenseless) creature -RAK-
407 * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
408 * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
409 * @param hand 攻撃を行うための武器を持つ手
410 * @param mode 発動中の剣術ID
413 * If no "weapon" is available, then "punch" the monster one time.
415 void exe_player_attack_to_monster(player_type *attacker_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, combat_options mode)
417 bool do_quake = FALSE;
418 bool drain_msg = TRUE;
420 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
421 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
422 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
423 player_attack_type tmp_attack;
424 player_attack_type *pa_ptr = initialize_player_attack_type(&tmp_attack, hand, mode, m_ptr, g_ptr, fear, mdeath);
425 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
426 bool is_human = (r_ptr->d_char == 'p');
427 bool is_lowlevel = (r_ptr->level < (attacker_ptr->lev - 15));
429 attack_classify(attacker_ptr, pa_ptr);
430 get_attack_exp(attacker_ptr, pa_ptr);
432 /* Disturb the monster */
433 (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
434 monster_desc(attacker_ptr, pa_ptr->m_name, m_ptr, 0);
436 int chance = calc_attack_quality(attacker_ptr, pa_ptr);
437 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
438 bool is_zantetsu_nullified = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
439 bool is_ej_nullified = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
440 calc_num_blow(attacker_ptr, pa_ptr);
442 /* Attack once for each legal blow */
444 while ((num++ < pa_ptr->num_blow) && !attacker_ptr->is_dead) {
445 if (!process_attack_hit(attacker_ptr, pa_ptr, chance))
448 apply_actual_attack(attacker_ptr, pa_ptr, &do_quake, is_zantetsu_nullified, is_ej_nullified);
450 if (check_fear_death(attacker_ptr, pa_ptr, num, is_lowlevel))
453 /* Anger the monster */
454 if (pa_ptr->attack_damage > 0)
455 anger_monster(attacker_ptr, m_ptr);
457 touch_zap_player(m_ptr, attacker_ptr);
458 process_drain(attacker_ptr, pa_ptr, is_human, &drain_msg);
459 pa_ptr->can_drain = FALSE;
460 pa_ptr->drain_result = 0;
461 change_monster_stat(attacker_ptr, pa_ptr, y, x, &num);
462 pa_ptr->backstab = FALSE;
463 pa_ptr->surprise_attack = FALSE;
466 if (pa_ptr->weak && !(*mdeath))
467 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), pa_ptr->m_name);
469 if ((pa_ptr->drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4))
470 chg_virtue(attacker_ptr, V_UNLIFE, 1);
472 cause_earthquake(attacker_ptr, pa_ptr, do_quake, y, x);