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 "combat/attack-accuracy.h"
9 #include "player-attack/attack-chaos-effect.h"
10 #include "combat/attack-criticality.h"
11 #include "player-attack/blood-sucking-processor.h"
12 #include "combat/martial-arts-table.h"
13 #include "player-attack/player-attack-util.h"
14 #include "combat/slaying.h"
15 #include "object-enchant/vorpal-weapon.h"
16 #include "floor/floor.h"
17 #include "main/sound-definitions-table.h"
18 #include "mind/mind-ninja.h"
19 #include "mind/mind-samurai.h"
20 #include "mind/monk-attack.h"
21 #include "monster/monster-race-hook.h"
22 #include "monster/monster-status.h"
23 #include "object-enchant/artifact.h"
24 #include "object-enchant/tr-types.h"
25 #include "object/object-flavor.h"
26 #include "object/object-hook.h"
27 #include "player/avatar.h"
28 #include "player/player-damage.h"
29 #include "player/player-skill.h"
30 #include "realm/realm-hex-numbers.h"
31 #include "spell-kind/earthquake.h"
32 #include "spell-realm/spells-hex.h"
33 #include "sv-definition/sv-weapon-types.h"
34 #include "world/world.h"
36 static player_attack_type *initialize_player_attack_type(
37 player_attack_type *pa_ptr, s16b hand, combat_options mode, monster_type *m_ptr, grid_type *g_ptr, bool *fear, bool *mdeath)
41 pa_ptr->m_ptr = m_ptr;
42 pa_ptr->backstab = FALSE;
43 pa_ptr->surprise_attack = FALSE;
44 pa_ptr->stab_fleeing = FALSE;
45 pa_ptr->monk_attack = FALSE;
47 pa_ptr->attack_damage = 0;
48 pa_ptr->can_drain = FALSE;
49 pa_ptr->ma_ptr = &ma_blows[0];
50 pa_ptr->drain_result = 0;
51 pa_ptr->g_ptr = g_ptr;
53 pa_ptr->mdeath = mdeath;
54 pa_ptr->drain_left = MAX_VAMPIRIC_DRAIN;
60 * @brief 一部職業で攻撃に倍率がかかったりすることの処理
61 * @param attacker_ptr プレーヤーへの参照ポインタ
62 * @param pa_ptr 直接攻撃構造体への参照ポインタ
65 static void attack_classify(player_type *attacker_ptr, player_attack_type *pa_ptr)
67 switch (attacker_ptr->pclass) {
70 process_surprise_attack(attacker_ptr, pa_ptr);
73 case CLASS_FORCETRAINER:
75 if ((empty_hands(attacker_ptr, TRUE) & EMPTY_HAND_RARM) && !attacker_ptr->riding)
76 pa_ptr->monk_attack = TRUE;
84 * @brief マーシャルアーツの技能値を増加させる
85 * @param attacker_ptr プレーヤーへの参照ポインタ
86 * @param pa_ptr 直接攻撃構造体への参照ポインタ
89 static void get_bare_knuckle_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
91 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
92 if ((r_ptr->level + 10) <= attacker_ptr->lev || (attacker_ptr->skill_exp[GINOU_SUDE] >= s_info[attacker_ptr->pclass].s_max[GINOU_SUDE]))
95 if (attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
96 attacker_ptr->skill_exp[GINOU_SUDE] += 40;
97 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
98 attacker_ptr->skill_exp[GINOU_SUDE] += 5;
99 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
100 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
101 else if ((attacker_ptr->lev > 34))
103 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
105 attacker_ptr->update |= (PU_BONUS);
109 * @brief 装備している武器の技能値を増加させる
110 * @param attacker_ptr プレーヤーへの参照ポインタ
111 * @param pa_ptr 直接攻撃構造体への参照ポインタ
114 static void get_weapon_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
116 tval_type tval = attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand].tval - TV_WEAPON_BEGIN;
117 OBJECT_SUBTYPE_VALUE sval = attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand].sval;
118 int now_exp = attacker_ptr->weapon_exp[tval][sval];
119 if (now_exp >= s_info[attacker_ptr->pclass].w_max[tval][sval])
123 if (now_exp < WEAPON_EXP_BEGINNER)
125 else if (now_exp < WEAPON_EXP_SKILLED)
127 else if ((now_exp < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
129 else if ((attacker_ptr->lev > 34) && one_in_(2))
132 attacker_ptr->weapon_exp[tval][sval] += amount;
133 attacker_ptr->update |= (PU_BONUS);
137 * @brief 直接攻撃に伴う技能値の上昇処理
138 * @param attacker_ptr プレーヤーへの参照ポインタ
139 * @param pa_ptr 直接攻撃構造体への参照ポインタ
142 static void get_attack_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
144 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
145 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
146 if (o_ptr->k_idx == 0) {
147 get_bare_knuckle_exp(attacker_ptr, pa_ptr);
151 if (!object_is_melee_weapon(o_ptr) || ((r_ptr->level + 10) <= attacker_ptr->lev))
154 get_weapon_exp(attacker_ptr, pa_ptr);
159 * @param attacker_ptr プレーヤーへの参照ポインタ
160 * @param pa_ptr 直接攻撃構造体への参照ポインタ
164 static void calc_num_blow(player_type *attacker_ptr, player_attack_type *pa_ptr)
166 if ((pa_ptr->mode == HISSATSU_KYUSHO) || (pa_ptr->mode == HISSATSU_MINEUCHI) || (pa_ptr->mode == HISSATSU_3DAN) || (pa_ptr->mode == HISSATSU_IAI))
167 pa_ptr->num_blow = 1;
168 else if (pa_ptr->mode == HISSATSU_COLD)
169 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand] + 2;
171 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand];
173 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
174 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
175 pa_ptr->num_blow = 1;
179 * @brief 混沌属性の武器におけるカオス効果を決定する
180 * @param attacker_ptr プレーヤーへの参照ポインタ
181 * @param pa_ptr 直接攻撃構造体への参照ポインタ
184 * 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% /
185 * Vampiric 20%, Quake 0.12%, Confusion 26.892%, Teleport away 1.494% and Polymorph 1.494%
187 static chaotic_effect select_chaotic_effect(player_type *attacker_ptr, player_attack_type *pa_ptr)
189 if (!(have_flag(pa_ptr->flags, TR_CHAOTIC)) || one_in_(2))
193 chg_virtue(attacker_ptr, V_CHANCE, 1);
204 return one_in_(2) ? CE_TELE_AWAY : CE_POLYMORPH;
208 * @brief 武器による直接攻撃メインルーチン
209 * @param attacker_ptr プレーヤーへの参照ポインタ
210 * @param pa_ptr 直接攻撃構造体への参照ポインタ
211 * @param vorpal_cut メッタ斬りにできるかどうか
212 * @param vorpal_chance ヴォーパル倍率上昇の機会値
213 * @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
215 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)
217 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
218 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]);
219 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);
220 calc_surprise_attack_damage(attacker_ptr, pa_ptr);
222 if ((attacker_ptr->impact[pa_ptr->hand] && ((pa_ptr->attack_damage > 50) || one_in_(7))) || (pa_ptr->chaos_effect == CE_QUAKE)
223 || (pa_ptr->mode == HISSATSU_QUAKE))
226 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_POISON_NEEDLE)) && !(pa_ptr->mode == HISSATSU_KYUSHO))
227 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);
229 pa_ptr->drain_result = pa_ptr->attack_damage;
230 process_vorpal_attack(attacker_ptr, pa_ptr, vorpal_cut, vorpal_chance);
231 pa_ptr->attack_damage += o_ptr->to_d;
232 pa_ptr->drain_result += o_ptr->to_d;
236 * @brief 武器または素手による攻撃ダメージを計算する
237 * @param attacker_ptr プレーヤーへの参照ポインタ
238 * @param pa_ptr 直接攻撃構造体への参照ポインタ
239 * @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
240 * @param vorpal_cut メッタ斬りにできるかどうか
241 * @param vorpal_change ヴォーパル倍率上昇の機会値
243 * @details 取り敢えず素手と仮定し1とする.
245 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)
247 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
248 pa_ptr->attack_damage = 1;
249 if (pa_ptr->monk_attack) {
250 process_monk_attack(attacker_ptr, pa_ptr);
255 process_weapon_attack(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
260 * @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
261 * @param attacker_ptr プレーヤーへの参照ポインタ
262 * @param pa_ptr 直接攻撃構造体への参照ポインタ
265 static void apply_damage_bonus(player_type *attacker_ptr, player_attack_type *pa_ptr)
267 pa_ptr->attack_damage += attacker_ptr->to_d[pa_ptr->hand];
268 pa_ptr->drain_result += attacker_ptr->to_d[pa_ptr->hand];
270 if ((pa_ptr->mode == HISSATSU_SUTEMI) || (pa_ptr->mode == HISSATSU_3DAN))
271 pa_ptr->attack_damage *= 2;
273 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !monster_living(pa_ptr->m_ptr->r_idx))
274 pa_ptr->attack_damage = 0;
276 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut)
277 pa_ptr->attack_damage /= 2;
281 * 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、
282 * 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
283 * 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
284 * @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
285 * @param attacker_ptr プレーヤーへの参照ポインタ
286 * @param pa_ptr 直接攻撃構造体への参照ポインタ
287 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
288 * @param is_ej_nullified 蜘蛛相手ならばTRUE
289 * @details ダメージが0未満なら0に補正する
291 static void apply_damage_negative_effect(player_attack_type *pa_ptr, bool is_zantetsu_nullified, bool is_ej_nullified)
293 if (pa_ptr->attack_damage < 0)
294 pa_ptr->attack_damage = 0;
296 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
297 if ((pa_ptr->mode == HISSATSU_ZANMA) && !(!monster_living(pa_ptr->m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))) {
298 pa_ptr->attack_damage = 0;
301 if (is_zantetsu_nullified) {
302 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
303 pa_ptr->attack_damage = 0;
306 if (is_ej_nullified) {
307 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
308 pa_ptr->attack_damage /= 2;
313 * @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)
314 * @param attacker_ptr プレーヤーへの参照ポインタ
315 * @param pa_ptr 直接攻撃構造体への参照ポインタ
316 * @return 死んだらTRUE、生きていたらFALSE
318 static bool check_fear_death(player_type *attacker_ptr, player_attack_type *pa_ptr, const int num, const bool is_lowlevel)
320 if (!mon_take_hit(attacker_ptr, pa_ptr->g_ptr->m_idx, pa_ptr->attack_damage, pa_ptr->fear, NULL))
323 *(pa_ptr->mdeath) = TRUE;
324 if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use) {
325 if (attacker_ptr->migite && attacker_ptr->hidarite) {
327 attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use * num * 2 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
329 attacker_ptr->energy_use = attacker_ptr->energy_use * num * 3 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
331 attacker_ptr->energy_use = attacker_ptr->energy_use * num / attacker_ptr->num_blow[pa_ptr->hand];
335 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
336 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
337 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...."));
343 * @brief 直接攻撃が当たった時の処理
344 * @param attacker_ptr プレーヤーへの参照ポインタ
345 * @param pa_ptr 直接攻撃構造体への参照ポインタ
346 * @param do_quake 攻撃後に地震を起こすかどうか
347 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
348 * @param is_ej_nullified 蜘蛛相手ならばTRUE
351 static void apply_actual_attack(
352 player_type *attacker_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
354 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
355 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
358 print_surprise_attack(pa_ptr);
360 object_flags(o_ptr, pa_ptr->flags);
361 pa_ptr->chaos_effect = select_chaotic_effect(attacker_ptr, pa_ptr);
362 decide_blood_sucking(attacker_ptr, pa_ptr);
364 // 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.
365 bool vorpal_cut = (have_flag(pa_ptr->flags, TR_VORPAL) || hex_spelling(attacker_ptr, HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1)
366 && !is_zantetsu_nullified;
368 calc_attack_damage(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
369 apply_damage_bonus(attacker_ptr, pa_ptr);
370 apply_damage_negative_effect(pa_ptr, is_zantetsu_nullified, is_ej_nullified);
371 mineuchi(attacker_ptr, pa_ptr);
372 pa_ptr->attack_damage = mon_damage_mod(attacker_ptr, pa_ptr->m_ptr, pa_ptr->attack_damage,
373 (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
374 critical_attack(attacker_ptr, pa_ptr);
375 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,
376 pa_ptr->m_ptr->hp - pa_ptr->attack_damage, pa_ptr->m_ptr->maxhp, pa_ptr->m_ptr->max_maxhp);
381 * @param attacker_ptr プレーヤーへの参照ポインタ
382 * @param pa_ptr 直接攻撃構造体への参照ポインタ
383 * @param do_quake 攻撃後に地震を起こすかどうか
388 static void cause_earthquake(player_type *attacker_ptr, player_attack_type *pa_ptr, const bool do_quake, const POSITION y, const POSITION x)
393 earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
394 if (attacker_ptr->current_floor_ptr->grid_array[y][x].m_idx == 0)
395 *(pa_ptr->mdeath) = TRUE;
399 * @brief プレイヤーの打撃処理サブルーチン /
400 * Player attacks a (poor, defenseless) creature -RAK-
403 * @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
404 * @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
405 * @param hand 攻撃を行うための武器を持つ手
406 * @param mode 発動中の剣術ID
409 * If no "weapon" is available, then "punch" the monster one time.
411 void exe_player_attack_to_monster(player_type *attacker_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, combat_options mode)
413 bool do_quake = FALSE;
414 bool drain_msg = TRUE;
416 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
417 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
418 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
419 player_attack_type tmp_attack;
420 player_attack_type *pa_ptr = initialize_player_attack_type(&tmp_attack, hand, mode, m_ptr, g_ptr, fear, mdeath);
421 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
422 bool is_human = (r_ptr->d_char == 'p');
423 bool is_lowlevel = (r_ptr->level < (attacker_ptr->lev - 15));
425 attack_classify(attacker_ptr, pa_ptr);
426 get_attack_exp(attacker_ptr, pa_ptr);
428 /* Disturb the monster */
429 (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
430 monster_desc(attacker_ptr, pa_ptr->m_name, m_ptr, 0);
432 int chance = calc_attack_quality(attacker_ptr, pa_ptr);
433 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
434 bool is_zantetsu_nullified = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
435 bool is_ej_nullified = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
436 calc_num_blow(attacker_ptr, pa_ptr);
438 /* Attack once for each legal blow */
440 while ((num++ < pa_ptr->num_blow) && !attacker_ptr->is_dead) {
441 if (!process_attack_hit(attacker_ptr, pa_ptr, chance))
444 apply_actual_attack(attacker_ptr, pa_ptr, &do_quake, is_zantetsu_nullified, is_ej_nullified);
446 if (check_fear_death(attacker_ptr, pa_ptr, num, is_lowlevel))
449 /* Anger the monster */
450 if (pa_ptr->attack_damage > 0)
451 anger_monster(attacker_ptr, m_ptr);
453 touch_zap_player(m_ptr, attacker_ptr);
454 process_drain(attacker_ptr, pa_ptr, is_human, &drain_msg);
455 pa_ptr->can_drain = FALSE;
456 pa_ptr->drain_result = 0;
457 change_monster_stat(attacker_ptr, pa_ptr, y, x, &num);
458 pa_ptr->backstab = FALSE;
459 pa_ptr->surprise_attack = FALSE;
462 if (pa_ptr->weak && !(*mdeath))
463 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), pa_ptr->m_name);
465 if ((pa_ptr->drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4))
466 chg_virtue(attacker_ptr, V_UNLIFE, 1);
468 cause_earthquake(attacker_ptr, pa_ptr, do_quake, y, x);