1 #include "spell/spells-diceroll.h"
2 #include "monster-race/monster-race-hook.h"
3 #include "monster-race/monster-race.h"
4 #include "monster-race/race-flags-resistance.h"
5 #include "monster-race/race-flags1.h"
6 #include "monster-race/race-flags3.h"
7 #include "monster-race/race-flags7.h"
8 #include "monster/monster-flag-types.h"
9 #include "monster/monster-info.h"
10 #include "player-base/player-class.h"
11 #include "player-info/class-info.h"
12 #include "player/player-status-table.h"
13 #include "room/rooms-builder.h"
14 #include "system/floor-type-definition.h"
15 #include "system/monster-entity.h"
16 #include "system/monster-race-info.h"
17 #include "system/player-type-definition.h"
20 * @brief モンスター魅了用セービングスロー共通部(汎用系)
22 * @param m_ptr 対象モンスター
23 * @return 魅了に抵抗したらTRUE
25 bool common_saving_throw_charm(PlayerType *player_ptr, int pow, MonsterEntity *m_ptr)
27 auto *r_ptr = &monraces_info[m_ptr->r_idx];
29 if (player_ptr->current_floor_ptr->inside_arena) {
34 if (r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
35 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
36 r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_ALL);
41 if (r_ptr->flags3 & RF3_NO_CONF) {
42 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
43 r_ptr->r_flags3 |= (RF3_NO_CONF);
48 if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MonsterConstantFlagType::NOPET)) {
52 pow += (adj_chr_chm[player_ptr->stat_index[A_CHR]] - 1);
53 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || (r_ptr->population_flags.has(MonsterPopulationType::NAZGUL))) {
56 return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
60 * @brief モンスター服従用セービングスロー共通部(部族依存系)
62 * @param m_ptr 対象モンスター
63 * @return 服従に抵抗したらTRUE
65 bool common_saving_throw_control(PlayerType *player_ptr, int pow, MonsterEntity *m_ptr)
67 auto *r_ptr = &monraces_info[m_ptr->r_idx];
69 if (player_ptr->current_floor_ptr->inside_arena) {
74 if (r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL)) {
75 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
76 r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_ALL);
81 if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2.has(MonsterConstantFlagType::NOPET)) {
85 pow += adj_chr_chm[player_ptr->stat_index[A_CHR]] - 1;
86 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || (r_ptr->population_flags.has(MonsterPopulationType::NAZGUL))) {
89 return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
93 * @brief 一部ボルト魔法のビーム化確率を算出する / Prepare standard probability to become beam for fire_bolt_or_beam()
96 * ハードコーティングによる実装が行われている。
97 * メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
99 PERCENTAGE beam_chance(PlayerType *player_ptr)
101 PlayerClass pc(player_ptr);
102 if (pc.equals(PlayerClassType::MAGE)) {
103 return (PERCENTAGE)(player_ptr->lev);
105 if (pc.equals(PlayerClassType::HIGH_MAGE) || pc.equals(PlayerClassType::SORCERER)) {
106 return (PERCENTAGE)(player_ptr->lev + 10);
109 return (PERCENTAGE)(player_ptr->lev / 2);