#include "inventory/inventory-slot-types.h"
#include "mind/drs-types.h"
#include "mind/mind-mirror-master.h"
+#include "monster-attack/monster-attack-lose.h"
#include "monster-attack/monster-attack-status.h"
#include "monster-attack/monster-eating.h"
#include "monster/monster-status.h"
if (monap_ptr->explode)
return;
- if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)) && !check_multishadow(target_ptr)
+ if (!(has_resist_pois(target_ptr) || is_oppose_pois(target_ptr)) && !check_multishadow(target_ptr)
&& set_poisoned(target_ptr, target_ptr->poisoned + randint1(monap_ptr->rlev) + 5))
monap_ptr->obvious = TRUE;
if (monap_ptr->explode)
return;
- if (!target_ptr->resist_disen && !check_multishadow(target_ptr) && apply_disenchant(target_ptr, 0)) {
+ if (!has_resist_disen(target_ptr) && !check_multishadow(target_ptr) && apply_disenchant(target_ptr, 0)) {
update_creature(target_ptr);
monap_ptr->obvious = TRUE;
}
- if (is_resist_disen(target_ptr))
+ if (has_resist_disen(target_ptr))
monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
}
/*!
+ * @brief 魔道具吸収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-7.5%)
+ * @param target_ptr プレーヤーへの参照ポインタ
+ * @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
+ * @return なし
+ * @detals 魔道具使用能力向上フラグがあれば、吸収対象のアイテムをスキャンされる回数が半分で済む
+ */
+static void calc_blow_un_power(player_type *target_ptr, monap_type *monap_ptr)
+{
+ int damage_ratio = 1000;
+ if (has_dec_mana(target_ptr))
+ damage_ratio -= 75;
+
+ if (has_easy_spell(target_ptr))
+ damage_ratio -= 75;
+
+ bool is_magic_mastery = has_magic_mastery(target_ptr) != 0;
+ if (is_magic_mastery)
+ damage_ratio -= 75;
+
+ monap_ptr->damage = monap_ptr->damage * damage_ratio / 1000;
+ monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
+ if (target_ptr->is_dead || check_multishadow(target_ptr))
+ return;
+
+ int max_draining_item = is_magic_mastery ? 5 : 10;
+ for (int i = 0; i < max_draining_item; i++) {
+ INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
+ monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
+ if (monap_ptr->o_ptr->k_idx == 0)
+ continue;
+
+ if (process_un_power(target_ptr, monap_ptr))
+ break;
+ }
+}
+
+/*!
* @brief 盲目ダメージを計算する (耐性があれば、(1d4 + 3) / 8になる)
* @param target_ptr プレーヤーへの参照ポインタ
* @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
*/
static void calc_blow_blind(player_type *target_ptr, monap_type *monap_ptr)
{
- if (is_resist_blind(target_ptr))
+ if (has_resist_blind(target_ptr))
monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (monap_ptr->explode)
return;
- if (is_resist_conf(target_ptr))
+ if (has_resist_conf(target_ptr))
monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (target_ptr->is_dead)
return;
- if (!target_ptr->resist_conf && !check_multishadow(target_ptr) && set_confused(target_ptr, target_ptr->confused + 3 + randint1(monap_ptr->rlev)))
+ if (!has_resist_conf(target_ptr) && !check_multishadow(target_ptr) && set_confused(target_ptr, target_ptr->confused + 3 + randint1(monap_ptr->rlev)))
monap_ptr->obvious = TRUE;
update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_CONF);
*/
static void calc_blow_fear(player_type *target_ptr, monap_type *monap_ptr)
{
- if (is_resist_fear(target_ptr))
+ if (has_resist_fear(target_ptr))
monap_ptr->damage = monap_ptr->damage * (randint1(4) + 3) / 8;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
}
/*!
- * @brief ç\97\85æ°\97ã\83\80ã\83¡ã\83¼ã\82¸ã\82\92è¨\88ç®\97ã\81\99ã\82\8b (æ¯\92è\80\90æ\80§ã\81\8cã\81\82ã\82\8cã\81°ã\80\81(1d4 + 4) / 9ã\81«ã\81ªã\82\8bã\80\82äº\8cé\87\8dè\80\90æ\80§ã\81ªã\82\89æ\9b´ã\81«(1d4 + 4) / 9)
+ * @brief çµ\8cé¨\93å\80¤å\90¸å\8f\8eã\83\80ã\83¡ã\83¼ã\82¸ã\82\92è¨\88ç®\97ã\81\99ã\82\8b (çµ\8cé¨\93å\80¤ä¿\9dæ\8c\81ã\81¨å\9c°ç\8d\84è\80\90æ\80§ã\81\8cã\81\82ã\82\8cã\81°ã\80\81ã\81\9dã\82\8cã\81\9eã\82\8c-7.5%)
* @param target_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
- * @details 10% (毒の一次耐性があれば4%、二重耐性ならば1.6%)の確率で耐久が低下し、更に1/10の確率で永久低下する
*/
-static void calc_blow_disease(player_type *target_ptr, monap_type *monap_ptr)
+static void calc_blow_drain_exp(player_type *target_ptr, monap_type *monap_ptr, const int drain_value, const int hold_exp_prob)
{
- if (is_resist_pois(target_ptr))
- monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
+ s32b d = damroll(drain_value, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
+ monap_ptr->obvious = TRUE;
+ int damage_ratio = 1000;
+ if (has_hold_exp(target_ptr))
+ damage_ratio -= 75;
- if (is_oppose_pois(target_ptr))
- monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
-
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- return;
-
- if (!(target_ptr->resist_pois || is_oppose_pois(target_ptr)) && set_poisoned(target_ptr, target_ptr->poisoned + randint1(monap_ptr->rlev) + 5))
- monap_ptr->obvious = TRUE;
-
- bool disease_possibility = randint1(100) > calc_nuke_damage_rate(target_ptr);
- if (disease_possibility || (randint1(100) > 10) || (target_ptr->prace == RACE_ANDROID))
- return;
-
- bool perm = one_in_(10);
- if (dec_stat(target_ptr, A_CON, randint1(10), perm)) {
- msg_print(_("病があなたを蝕んでいる気がする。", "You feel sickly."));
- monap_ptr->obvious = TRUE;
- }
-}
-
-/*!
- * @brief 腕力低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @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
- * @return なし
- */
-static void calc_blow_lose_strength(player_type *target_ptr, monap_type *monap_ptr)
-{
- if (is_sustain_str(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
+ if (has_resist_neth(target_ptr))
+ damage_ratio -= 75;
+ monap_ptr->damage = monap_ptr->damage * damage_ratio / 1000;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (target_ptr->is_dead || check_multishadow(target_ptr))
return;
- if (do_dec_stat(target_ptr, A_STR))
- monap_ptr->obvious = TRUE;
+ (void)drain_exp(target_ptr, d, d / 10, hold_exp_prob);
}
/*!
- * @brief 知能低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
+ * @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)
* @param target_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-static void calc_blow_lose_intelligence(player_type *target_ptr, monap_type *monap_ptr)
+static void calc_blow_time(player_type *target_ptr, monap_type *monap_ptr)
{
- if (is_sustain_int(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
-
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
+ if (monap_ptr->explode)
return;
- if (do_dec_stat(target_ptr, A_INT))
- monap_ptr->obvious = TRUE;
-}
-
-/*!
- * @brief 賢さ低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @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
- * @return なし
- */
-static void calc_blow_lose_wisdom(player_type *target_ptr, monap_type *monap_ptr)
-{
- if (is_sustain_wis(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
+ process_monster_attack_time(target_ptr, monap_ptr);
+ if (has_resist_time(target_ptr))
+ monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- return;
-
- if (do_dec_stat(target_ptr, A_WIS))
- monap_ptr->obvious = TRUE;
}
/*!
- * @brief 器用低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
+ * @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)
* @param target_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-static void calc_blow_lose_dexterity(player_type *target_ptr, monap_type *monap_ptr)
+static void calc_blow_drain_life(player_type *target_ptr, monap_type *monap_ptr)
{
- if (is_sustain_dex(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
+ s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
+ monap_ptr->obvious = TRUE;
+ if (target_ptr->hold_exp)
+ monap_ptr->damage = monap_ptr->damage * 9 / 10;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (target_ptr->is_dead || check_multishadow(target_ptr))
return;
- if (do_dec_stat(target_ptr, A_DEX))
- monap_ptr->obvious = TRUE;
+ bool resist_drain = check_drain_hp(target_ptr, d);
+ process_drain_life(target_ptr, monap_ptr, resist_drain);
}
/*!
- * @brief 耐久低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
+ * @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%)
* @param target_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-static void calc_blow_lose_constitution(player_type *target_ptr, monap_type *monap_ptr)
+static void calc_blow_drain_mana(player_type *target_ptr, monap_type *monap_ptr)
{
- if (is_sustain_con(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
-
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- return;
-
- if (do_dec_stat(target_ptr, A_CON))
- monap_ptr->obvious = TRUE;
-}
+ monap_ptr->obvious = TRUE;
+ int damage_ratio = 100;
+ if (has_dec_mana(target_ptr))
+ damage_ratio -= 5;
-/*!
- * @brief 魅力低下ダメージを計算する (維持があれば、(1d4 + 4) / 9になる)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @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
- * @return なし
- */
-static void calc_blow_lose_charisma(player_type *target_ptr, monap_type *monap_ptr)
-{
- if (is_sustain_chr(target_ptr))
- monap_ptr->get_damage = monap_ptr->get_damage * (randint1(4) + 4) / 9;
+ if (has_easy_spell(target_ptr))
+ damage_ratio -= 5;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- return;
+ if (has_magic_mastery(target_ptr))
+ damage_ratio -= 5;
- if (do_dec_stat(target_ptr, A_CHR))
- monap_ptr->obvious = TRUE;
+ monap_ptr->damage = monap_ptr->damage * damage_ratio / 100;
+ process_drain_mana(target_ptr, monap_ptr);
+ update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_MANA);
}
-/*!
- * @brief 全能力低下ダメージを計算する (維持があれば、1つに付き-3%軽減する)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @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
- * @return なし
- */
-static void calc_blow_lose_all(player_type *target_ptr, monap_type *monap_ptr)
+static void calc_blow_inertia(player_type *target_ptr, monap_type *monap_ptr)
{
- int damage_ratio = 100;
- if (is_sustain_str(target_ptr))
- damage_ratio -= 3;
-
- if (is_sustain_int(target_ptr))
- damage_ratio -= 3;
-
- if (is_sustain_wis(target_ptr))
- damage_ratio -= 3;
-
- if (is_sustain_dex(target_ptr))
- damage_ratio -= 3;
-
- if (is_sustain_con(target_ptr))
- damage_ratio -= 3;
-
- if (is_sustain_chr(target_ptr))
- damage_ratio -= 3;
+ if ((target_ptr->fast > 0) || (target_ptr->pspeed >= 130))
+ monap_ptr->damage = monap_ptr->damage * (randint1(4) + 4) / 9;
- monap_ptr->damage = monap_ptr->damage * damage_ratio / 100;
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (target_ptr->is_dead || check_multishadow(target_ptr))
return;
- process_lose_all_attack(target_ptr, monap_ptr);
+ if (set_slow(target_ptr, (target_ptr->slow + 4 + randint0(monap_ptr->rlev / 10)), FALSE))
+ monap_ptr->obvious = TRUE;
}
void switch_monster_blow_to_player(player_type *target_ptr, monap_type *monap_ptr)
case RBE_UN_BONUS:
calc_blow_disenchant(target_ptr, monap_ptr);
break;
- case RBE_UN_POWER: {
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- for (int i = 0; i < 10; i++) {
- INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
- monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
- if (monap_ptr->o_ptr->k_idx == 0)
- continue;
-
- if (process_un_power(target_ptr, monap_ptr))
- break;
- }
-
+ case RBE_UN_POWER:
+ calc_blow_un_power(target_ptr, monap_ptr);
break;
- }
- case RBE_EAT_GOLD: {
+ case RBE_EAT_GOLD:
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (monster_confused_remaining(monap_ptr->m_ptr))
- break;
-
- if (target_ptr->is_dead || check_multishadow(target_ptr))
+ if (monster_confused_remaining(monap_ptr->m_ptr) || target_ptr->is_dead || check_multishadow(target_ptr))
break;
monap_ptr->obvious = TRUE;
process_eat_gold(target_ptr, monap_ptr);
break;
- }
case RBE_EAT_ITEM: {
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (!check_eat_item(target_ptr, monap_ptr))
break;
}
- case RBE_EXP_10: {
- s32b d = damroll(10, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
- monap_ptr->obvious = TRUE;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- (void)drain_exp(target_ptr, d, d / 10, 95);
+ case RBE_EXP_10:
+ calc_blow_drain_exp(target_ptr, monap_ptr, 10, 95);
break;
- }
- case RBE_EXP_20: {
- s32b d = damroll(20, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
- monap_ptr->obvious = TRUE;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- (void)drain_exp(target_ptr, d, d / 10, 90);
+ case RBE_EXP_20:
+ calc_blow_drain_exp(target_ptr, monap_ptr, 20, 90);
break;
- }
- case RBE_EXP_40: {
- s32b d = damroll(40, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
- monap_ptr->obvious = TRUE;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- (void)drain_exp(target_ptr, d, d / 10, 75);
+ case RBE_EXP_40:
+ calc_blow_drain_exp(target_ptr, monap_ptr, 40, 75);
break;
- }
- case RBE_EXP_80: {
- s32b d = damroll(80, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
- monap_ptr->obvious = TRUE;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- (void)drain_exp(target_ptr, d, d / 10, 50);
+ case RBE_EXP_80:
+ calc_blow_drain_exp(target_ptr, monap_ptr, 80, 50);
break;
- }
case RBE_DISEASE:
- calc_blow_didease(target_ptr, monap_ptr);
+ calc_blow_disease(target_ptr, monap_ptr);
break;
- case RBE_TIME: {
- if (monap_ptr->explode)
- break;
-
- process_monster_attack_time(target_ptr, monap_ptr);
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
+ case RBE_TIME:
+ calc_blow_time(target_ptr, monap_ptr);
break;
- }
- case RBE_DR_LIFE: {
- s32b d = damroll(60, 6) + (target_ptr->exp / 100) * MON_DRAIN_LIFE;
- monap_ptr->obvious = TRUE;
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead || check_multishadow(target_ptr))
- break;
-
- bool resist_drain = check_drain_hp(target_ptr, d);
- process_drain_life(target_ptr, monap_ptr, resist_drain);
+ case RBE_DR_LIFE:
+ calc_blow_drain_life(target_ptr, monap_ptr);
break;
- }
- case RBE_DR_MANA: {
- monap_ptr->obvious = TRUE;
- process_drain_mana(target_ptr, monap_ptr);
- update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_MANA);
+ case RBE_DR_MANA:
+ calc_blow_drain_mana(target_ptr, monap_ptr);
break;
- }
- case RBE_INERTIA: {
- monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
- if (target_ptr->is_dead)
- break;
-
- if (check_multishadow(target_ptr)) {
- /* Do nothing */
- } else {
- if (set_slow(target_ptr, (target_ptr->slow + 4 + randint0(monap_ptr->rlev / 10)), FALSE)) {
- monap_ptr->obvious = TRUE;
- }
- }
-
+ case RBE_INERTIA:
+ calc_blow_inertia(target_ptr, monap_ptr);
break;
- }
- case RBE_STUN: {
+ case RBE_STUN:
monap_ptr->get_damage += take_hit(target_ptr, DAMAGE_ATTACK, monap_ptr->damage, monap_ptr->ddesc, -1);
if (target_ptr->is_dead)
break;
process_stun_attack(target_ptr, monap_ptr);
break;
}
- }
}