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 "artifact/fixed-art-types.h"
9 #include "cmd-action/cmd-attack.h"
10 #include "combat/attack-accuracy.h"
11 #include "combat/attack-criticality.h"
12 #include "combat/martial-arts-table.h"
13 #include "combat/slaying.h"
14 #include "core/player-update-types.h"
15 #include "floor/cave.h"
16 #include "game-option/cheat-types.h"
17 #include "grid/feature-flag-types.h"
18 #include "inventory/inventory-slot-types.h"
19 #include "main/sound-definitions-table.h"
20 #include "main/sound-of-music.h"
21 #include "mind/mind-ninja.h"
22 #include "mind/mind-samurai.h"
23 #include "mind/monk-attack.h"
24 #include "monster-race/monster-race-hook.h"
25 #include "monster-race/monster-race.h"
26 #include "monster-race/race-flags3.h"
27 #include "monster/monster-describer.h"
28 #include "monster/monster-status-setter.h"
29 #include "monster/monster-status.h"
30 #include "object-enchant/tr-types.h"
31 #include "object-enchant/vorpal-weapon.h"
32 #include "object-hook/hook-weapon.h"
33 #include "object/object-flags.h"
34 #include "player-attack/attack-chaos-effect.h"
35 #include "player-attack/blood-sucking-processor.h"
36 #include "player-attack/player-attack-util.h"
37 #include "player-info/avatar.h"
38 #include "player/player-damage.h"
39 #include "player/player-skill.h"
40 #include "player/player-status-flags.h"
41 #include "realm/realm-hex-numbers.h"
42 #include "spell-kind/earthquake.h"
43 #include "spell-realm/spells-hex.h"
44 #include "sv-definition/sv-weapon-types.h"
45 #include "system/floor-type-definition.h"
46 #include "util/bit-flags-calculator.h"
47 #include "view/display-messages.h"
48 #include "wizard/wizard-messages.h"
49 #include "world/world.h"
51 static player_attack_type *initialize_player_attack_type(
52 player_attack_type *pa_ptr, s16b hand, combat_options mode, monster_type *m_ptr, grid_type *g_ptr, bool *fear, bool *mdeath)
56 pa_ptr->m_ptr = m_ptr;
57 pa_ptr->backstab = FALSE;
58 pa_ptr->surprise_attack = FALSE;
59 pa_ptr->stab_fleeing = FALSE;
60 pa_ptr->monk_attack = FALSE;
62 pa_ptr->attack_damage = 0;
63 pa_ptr->can_drain = FALSE;
64 pa_ptr->ma_ptr = &ma_blows[0];
65 pa_ptr->drain_result = 0;
66 pa_ptr->g_ptr = g_ptr;
68 pa_ptr->mdeath = mdeath;
69 pa_ptr->drain_left = MAX_VAMPIRIC_DRAIN;
75 * @brief 一部職業で攻撃に倍率がかかったりすることの処理
76 * @param attacker_ptr プレーヤーへの参照ポインタ
77 * @param pa_ptr 直接攻撃構造体への参照ポインタ
80 static void attack_classify(player_type *attacker_ptr, player_attack_type *pa_ptr)
82 switch (attacker_ptr->pclass) {
85 process_surprise_attack(attacker_ptr, pa_ptr);
88 case CLASS_FORCETRAINER:
90 if ((empty_hands(attacker_ptr, TRUE) & EMPTY_HAND_MAIN) && !attacker_ptr->riding)
91 pa_ptr->monk_attack = TRUE;
99 * @brief マーシャルアーツの技能値を増加させる
100 * @param attacker_ptr プレーヤーへの参照ポインタ
101 * @param pa_ptr 直接攻撃構造体への参照ポインタ
104 static void get_bare_knuckle_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
106 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
107 if ((r_ptr->level + 10) <= attacker_ptr->lev || (attacker_ptr->skill_exp[GINOU_SUDE] >= s_info[attacker_ptr->pclass].s_max[GINOU_SUDE]))
110 if (attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
111 attacker_ptr->skill_exp[GINOU_SUDE] += 40;
112 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
113 attacker_ptr->skill_exp[GINOU_SUDE] += 5;
114 else if ((attacker_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
115 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
116 else if ((attacker_ptr->lev > 34))
118 attacker_ptr->skill_exp[GINOU_SUDE] += 1;
120 attacker_ptr->update |= (PU_BONUS);
124 * @brief 装備している武器の技能値を増加させる
125 * @param attacker_ptr プレーヤーへの参照ポインタ
126 * @param pa_ptr 直接攻撃構造体への参照ポインタ
129 static void get_weapon_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
131 tval_type tval = attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand].tval - TV_WEAPON_BEGIN;
132 OBJECT_SUBTYPE_VALUE sval = attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand].sval;
133 int now_exp = attacker_ptr->weapon_exp[tval][sval];
134 if (now_exp >= s_info[attacker_ptr->pclass].w_max[tval][sval])
138 if (now_exp < WEAPON_EXP_BEGINNER)
140 else if (now_exp < WEAPON_EXP_SKILLED)
142 else if ((now_exp < WEAPON_EXP_EXPERT) && (attacker_ptr->lev > 19))
144 else if ((attacker_ptr->lev > 34) && one_in_(2))
147 attacker_ptr->weapon_exp[tval][sval] += amount;
148 attacker_ptr->update |= (PU_BONUS);
152 * @brief 直接攻撃に伴う技能値の上昇処理
153 * @param attacker_ptr プレーヤーへの参照ポインタ
154 * @param pa_ptr 直接攻撃構造体への参照ポインタ
157 static void get_attack_exp(player_type *attacker_ptr, player_attack_type *pa_ptr)
159 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
160 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
161 if (o_ptr->k_idx == 0) {
162 get_bare_knuckle_exp(attacker_ptr, pa_ptr);
166 if (!object_is_melee_weapon(o_ptr) || ((r_ptr->level + 10) <= attacker_ptr->lev))
169 get_weapon_exp(attacker_ptr, pa_ptr);
174 * @param attacker_ptr プレーヤーへの参照ポインタ
175 * @param pa_ptr 直接攻撃構造体への参照ポインタ
179 static void calc_num_blow(player_type *attacker_ptr, player_attack_type *pa_ptr)
181 if ((pa_ptr->mode == HISSATSU_KYUSHO) || (pa_ptr->mode == HISSATSU_MINEUCHI) || (pa_ptr->mode == HISSATSU_3DAN) || (pa_ptr->mode == HISSATSU_IAI))
182 pa_ptr->num_blow = 1;
183 else if (pa_ptr->mode == HISSATSU_COLD)
184 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand] + 2;
186 pa_ptr->num_blow = attacker_ptr->num_blow[pa_ptr->hand];
188 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
189 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
190 pa_ptr->num_blow = 1;
194 * @brief 混沌属性の武器におけるカオス効果を決定する
195 * @param attacker_ptr プレーヤーへの参照ポインタ
196 * @param pa_ptr 直接攻撃構造体への参照ポインタ
199 * 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% /
200 * Vampiric 20%, Quake 0.12%, Confusion 26.892%, Teleport away 1.494% and Polymorph 1.494%
202 static chaotic_effect select_chaotic_effect(player_type *attacker_ptr, player_attack_type *pa_ptr)
204 if (!(has_flag(pa_ptr->flags, TR_CHAOTIC)) || one_in_(2))
208 chg_virtue(attacker_ptr, V_CHANCE, 1);
219 return one_in_(2) ? CE_TELE_AWAY : CE_POLYMORPH;
223 * @brief 武器による直接攻撃メインルーチン
224 * @param attacker_ptr プレーヤーへの参照ポインタ
225 * @param pa_ptr 直接攻撃構造体への参照ポインタ
226 * @param vorpal_cut メッタ斬りにできるかどうか
227 * @param vorpal_chance ヴォーパル倍率上昇の機会値
228 * @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
230 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)
232 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
233 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]);
234 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);
235 calc_surprise_attack_damage(attacker_ptr, pa_ptr);
237 BIT_FLAGS attack_hand = (pa_ptr->hand == 0) ? FLAG_CAUSE_INVEN_MAIN_HAND : FLAG_CAUSE_INVEN_SUB_HAND;
238 if ((any_bits(attacker_ptr->impact, attack_hand) && ((pa_ptr->attack_damage > 50) || one_in_(7))) || (pa_ptr->chaos_effect == CE_QUAKE)
239 || (pa_ptr->mode == HISSATSU_QUAKE))
242 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_POISON_NEEDLE)) && !(pa_ptr->mode == HISSATSU_KYUSHO))
243 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);
245 pa_ptr->drain_result = pa_ptr->attack_damage;
246 process_vorpal_attack(attacker_ptr, pa_ptr, vorpal_cut, vorpal_chance);
247 pa_ptr->attack_damage += o_ptr->to_d;
248 pa_ptr->drain_result += o_ptr->to_d;
252 * @brief 武器または素手による攻撃ダメージを計算する
253 * @param attacker_ptr プレーヤーへの参照ポインタ
254 * @param pa_ptr 直接攻撃構造体への参照ポインタ
255 * @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
256 * @param vorpal_cut メッタ斬りにできるかどうか
257 * @param vorpal_change ヴォーパル倍率上昇の機会値
259 * @details 取り敢えず素手と仮定し1とする.
261 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)
263 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
264 pa_ptr->attack_damage = 1;
265 if (pa_ptr->monk_attack) {
266 process_monk_attack(attacker_ptr, pa_ptr);
271 process_weapon_attack(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
276 * @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
277 * @param attacker_ptr プレーヤーへの参照ポインタ
278 * @param pa_ptr 直接攻撃構造体への参照ポインタ
281 static void apply_damage_bonus(player_type *attacker_ptr, player_attack_type *pa_ptr)
283 pa_ptr->attack_damage += attacker_ptr->to_d[pa_ptr->hand];
284 pa_ptr->drain_result += attacker_ptr->to_d[pa_ptr->hand];
286 if ((pa_ptr->mode == HISSATSU_SUTEMI) || (pa_ptr->mode == HISSATSU_3DAN))
287 pa_ptr->attack_damage *= 2;
289 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !monster_living(pa_ptr->m_ptr->r_idx))
290 pa_ptr->attack_damage = 0;
292 if ((pa_ptr->mode == HISSATSU_SEKIRYUKA) && !attacker_ptr->cut)
293 pa_ptr->attack_damage /= 2;
297 * 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、
298 * 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
299 * 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
300 * @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
301 * @param attacker_ptr プレーヤーへの参照ポインタ
302 * @param pa_ptr 直接攻撃構造体への参照ポインタ
303 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
304 * @param is_ej_nullified 蜘蛛相手ならばTRUE
305 * @details ダメージが0未満なら0に補正する
307 static void apply_damage_negative_effect(player_attack_type *pa_ptr, bool is_zantetsu_nullified, bool is_ej_nullified)
309 if (pa_ptr->attack_damage < 0)
310 pa_ptr->attack_damage = 0;
312 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
313 if ((pa_ptr->mode == HISSATSU_ZANMA) && !(!monster_living(pa_ptr->m_ptr->r_idx) && (r_ptr->flags3 & RF3_EVIL))) {
314 pa_ptr->attack_damage = 0;
317 if (is_zantetsu_nullified) {
318 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such an elastic thing!"));
319 pa_ptr->attack_damage = 0;
322 if (is_ej_nullified) {
323 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
324 pa_ptr->attack_damage /= 2;
329 * @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)
330 * @param attacker_ptr プレーヤーへの参照ポインタ
331 * @param pa_ptr 直接攻撃構造体への参照ポインタ
332 * @return 死んだらTRUE、生きていたらFALSE
334 static bool check_fear_death(player_type *attacker_ptr, player_attack_type *pa_ptr, const int num, const bool is_lowlevel)
336 if (!mon_take_hit(attacker_ptr, pa_ptr->g_ptr->m_idx, pa_ptr->attack_damage, pa_ptr->fear, NULL))
339 *(pa_ptr->mdeath) = TRUE;
340 if ((attacker_ptr->pclass == CLASS_BERSERKER) && attacker_ptr->energy_use) {
341 if (can_attack_with_main_hand(attacker_ptr) && can_attack_with_sub_hand(attacker_ptr)) {
343 attacker_ptr->energy_use = attacker_ptr->energy_use * 3 / 5 + attacker_ptr->energy_use * num * 2 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
345 attacker_ptr->energy_use = attacker_ptr->energy_use * num * 3 / (attacker_ptr->num_blow[pa_ptr->hand] * 5);
347 attacker_ptr->energy_use = attacker_ptr->energy_use * num / attacker_ptr->num_blow[pa_ptr->hand];
351 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
352 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
353 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...."));
359 * @brief 直接攻撃が当たった時の処理
360 * @param attacker_ptr プレーヤーへの参照ポインタ
361 * @param pa_ptr 直接攻撃構造体への参照ポインタ
362 * @param do_quake 攻撃後に地震を起こすかどうか
363 * @param is_zantetsu_nullified 斬鉄剣で切れないならばTRUE
364 * @param is_ej_nullified 蜘蛛相手ならばTRUE
367 static void apply_actual_attack(
368 player_type *attacker_ptr, player_attack_type *pa_ptr, bool *do_quake, const bool is_zantetsu_nullified, const bool is_ej_nullified)
370 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
371 int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
374 print_surprise_attack(pa_ptr);
376 object_flags(attacker_ptr, o_ptr, pa_ptr->flags);
377 pa_ptr->chaos_effect = select_chaotic_effect(attacker_ptr, pa_ptr);
378 decide_blood_sucking(attacker_ptr, pa_ptr);
380 // 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.
382 = (has_flag(pa_ptr->flags, TR_VORPAL) || hex_spelling(attacker_ptr, HEX_RUNESWORD)) && (randint1(vorpal_chance * 3 / 2) == 1) && !is_zantetsu_nullified;
384 calc_attack_damage(attacker_ptr, pa_ptr, do_quake, vorpal_cut, vorpal_chance);
385 apply_damage_bonus(attacker_ptr, pa_ptr);
386 apply_damage_negative_effect(pa_ptr, is_zantetsu_nullified, is_ej_nullified);
387 mineuchi(attacker_ptr, pa_ptr);
388 pa_ptr->attack_damage = mon_damage_mod(attacker_ptr, pa_ptr->m_ptr, pa_ptr->attack_damage,
389 (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((attacker_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
390 critical_attack(attacker_ptr, pa_ptr);
391 msg_format_wizard(attacker_ptr, 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))"),
392 pa_ptr->attack_damage, pa_ptr->m_ptr->hp - pa_ptr->attack_damage, pa_ptr->m_ptr->maxhp, pa_ptr->m_ptr->max_maxhp);
397 * @param attacker_ptr プレーヤーへの参照ポインタ
398 * @param pa_ptr 直接攻撃構造体への参照ポインタ
399 * @param do_quake 攻撃後に地震を起こすかどうか
404 static void cause_earthquake(player_type *attacker_ptr, player_attack_type *pa_ptr, const bool do_quake, const POSITION y, const POSITION x)
409 earthquake(attacker_ptr, attacker_ptr->y, attacker_ptr->x, 10, 0);
410 if (attacker_ptr->current_floor_ptr->grid_array[y][x].m_idx == 0)
411 *(pa_ptr->mdeath) = TRUE;
415 * @brief プレイヤーの打撃処理サブルーチン /
416 * Player attacks a (poor, defenseless) creature -RAK-
419 * @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
420 * @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
421 * @param hand 攻撃を行うための武器を持つ手
422 * @param mode 発動中の剣術ID
425 * If no "weapon" is available, then "punch" the monster one time.
427 void exe_player_attack_to_monster(player_type *attacker_ptr, POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, combat_options mode)
429 bool do_quake = FALSE;
430 bool drain_msg = TRUE;
432 floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
433 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
434 monster_type *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
435 player_attack_type tmp_attack;
436 player_attack_type *pa_ptr = initialize_player_attack_type(&tmp_attack, hand, mode, m_ptr, g_ptr, fear, mdeath);
437 monster_race *r_ptr = &r_info[pa_ptr->m_ptr->r_idx];
438 bool is_human = (r_ptr->d_char == 'p');
439 bool is_lowlevel = (r_ptr->level < (attacker_ptr->lev - 15));
441 attack_classify(attacker_ptr, pa_ptr);
442 get_attack_exp(attacker_ptr, pa_ptr);
444 /* Disturb the monster */
445 (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
446 monster_desc(attacker_ptr, pa_ptr->m_name, m_ptr, 0);
448 int chance = calc_attack_quality(attacker_ptr, pa_ptr);
449 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
450 bool is_zantetsu_nullified = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
451 bool is_ej_nullified = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
452 calc_num_blow(attacker_ptr, pa_ptr);
454 /* Attack once for each legal blow */
456 while ((num++ < pa_ptr->num_blow) && !attacker_ptr->is_dead) {
457 if (!process_attack_hit(attacker_ptr, pa_ptr, chance))
460 apply_actual_attack(attacker_ptr, pa_ptr, &do_quake, is_zantetsu_nullified, is_ej_nullified);
462 if (check_fear_death(attacker_ptr, pa_ptr, num, is_lowlevel))
465 /* Anger the monster */
466 if (pa_ptr->attack_damage > 0)
467 anger_monster(attacker_ptr, m_ptr);
469 touch_zap_player(m_ptr, attacker_ptr);
470 process_drain(attacker_ptr, pa_ptr, is_human, &drain_msg);
471 pa_ptr->can_drain = FALSE;
472 pa_ptr->drain_result = 0;
473 change_monster_stat(attacker_ptr, pa_ptr, y, x, &num);
474 pa_ptr->backstab = FALSE;
475 pa_ptr->surprise_attack = FALSE;
478 if (pa_ptr->weak && !(*mdeath))
479 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), pa_ptr->m_name);
481 if ((pa_ptr->drain_left != MAX_VAMPIRIC_DRAIN) && one_in_(4))
482 chg_virtue(attacker_ptr, V_UNLIFE, 1);
484 cause_earthquake(attacker_ptr, pa_ptr, do_quake, y, x);
488 * @brief 皆殺し(全方向攻撃)処理
489 * @param caster_ptr プレーヤーへの参照ポインタ
492 void massacre(player_type *caster_ptr)
496 for (DIRECTION dir = 0; dir < 8; dir++) {
497 POSITION y = caster_ptr->y + ddy_ddd[dir];
498 POSITION x = caster_ptr->x + ddx_ddd[dir];
499 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
500 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
501 if (g_ptr->m_idx && (m_ptr->ml || cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
502 do_cmd_attack(caster_ptr, y, x, 0);