/*!
 * @brief 攻撃コマンド処理
 * @date 2020/05/23
 * @author Hourier
 */

#include "cmd-action/cmd-attack.h"
#include "artifact/fixed-art-types.h"
#include "combat/attack-accuracy.h"
#include "combat/attack-criticality.h"
#include "core/asking-player.h"
#include "core/disturbance.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-processor.h"
#include "game-option/cheat-types.h"
#include "inventory/inventory-slot-types.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
#include "monster/monster-describer.h"
#include "monster/monster-info.h"
#include "monster/monster-status-setter.h"
#include "monster/monster-status.h"
#include "mutation/mutation-flag-types.h"
#include "object/item-use-flags.h"
#include "player-attack/player-attack.h"
#include "player-info/avatar.h"
#include "player/attack-defense-types.h"
#include "player/player-damage.h"
#include "player/player-skill.h"
#include "player/player-status-flags.h"
#include "player/special-defense-types.h"
#include "spell/spell-types.h"
#include "status/action-setter.h"
#include "system/floor-type-definition.h"
#include "view/display-messages.h"
#include "wizard/wizard-messages.h"

/*!
 * @brief プレイヤーの変異要素による打撃処理
 * @param attacker_ptr プレーヤーへの参照ポインタ
 * @param m_idx 攻撃目標となったモンスターの参照ID
 * @param attack 変異要素による攻撃要素の種類
 * @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
 * @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
 * @return なし
 */
static void natural_attack(player_type *attacker_ptr, MONSTER_IDX m_idx, int attack, bool *fear, bool *mdeath)
{
    WEIGHT n_weight = 0;
    monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[m_idx];
    monster_race *r_ptr = &r_info[m_ptr->r_idx];

    int dice_num, dice_side;
    concptr atk_desc;
    switch (attack) {
    case MUT2_SCOR_TAIL:
        dice_num = 3;
        dice_side = 7;
        n_weight = 5;
        atk_desc = _("尻尾", "tail");
        break;
    case MUT2_HORNS:
        dice_num = 2;
        dice_side = 6;
        n_weight = 15;
        atk_desc = _("角", "horns");
        break;
    case MUT2_BEAK:
        dice_num = 2;
        dice_side = 4;
        n_weight = 5;
        atk_desc = _("クチバシ", "beak");
        break;
    case MUT2_TRUNK:
        dice_num = 1;
        dice_side = 4;
        n_weight = 35;
        atk_desc = _("象の鼻", "trunk");
        break;
    case MUT2_TENTACLES:
        dice_num = 2;
        dice_side = 5;
        n_weight = 5;
        atk_desc = _("触手", "tentacles");
        break;
    default:
        dice_num = dice_side = n_weight = 1;
        atk_desc = _("未定義の部位", "undefined body part");
    }

    GAME_TEXT m_name[MAX_NLEN];
    monster_desc(attacker_ptr, m_name, m_ptr, 0);

    int bonus = attacker_ptr->to_h_m + (attacker_ptr->lev * 6 / 5);
    int chance = (attacker_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));

    bool is_hit = ((r_ptr->flags2 & RF2_QUANTUM) == 0) || !randint0(2);
    is_hit &= test_hit_norm(attacker_ptr, chance, r_ptr->ac, m_ptr->ml);
    if (!is_hit) {
        sound(SOUND_MISS);
        msg_format(_("ミス！ %sにかわされた。", "You miss %s."), m_name);
        return;
    }

    sound(SOUND_HIT);
    msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);

    HIT_POINT k = damroll(dice_num, dice_side);
    k = critical_norm(attacker_ptr, n_weight, bonus, k, (s16b)bonus, 0);
    k += attacker_ptr->to_d_m;
    if (k < 0)
        k = 0;

    k = mon_damage_mod(attacker_ptr, m_ptr, k, FALSE);
    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))"), k, m_ptr->hp - k,
        m_ptr->maxhp, m_ptr->max_maxhp);
    if (k > 0)
        anger_monster(attacker_ptr, m_ptr);

    switch (attack) {
    case MUT2_SCOR_TAIL:
        project(attacker_ptr, 0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
        *mdeath = (m_ptr->r_idx == 0);
        break;
    case MUT2_HORNS:
        *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
        break;
    case MUT2_BEAK:
        *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
        break;
    case MUT2_TRUNK:
        *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
        break;
    case MUT2_TENTACLES:
        *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
        break;
    default:
        *mdeath = mon_take_hit(attacker_ptr, m_idx, k, fear, NULL);
    }

    touch_zap_player(m_ptr, attacker_ptr);
}

/*!
 * @brief プレイヤーの打撃処理メインルーチン
 * @param y 攻撃目標のY座標
 * @param x 攻撃目標のX座標
 * @param mode 発動中の剣術ID
 * @return 実際に攻撃処理が行われた場合TRUEを返す。
 * @details
 * If no "weapon" is available, then "punch" the monster one time.
 */
bool do_cmd_attack(player_type *attacker_ptr, POSITION y, POSITION x, combat_options mode)
{
    grid_type *g_ptr = &attacker_ptr->current_floor_ptr->grid_array[y][x];
    monster_type *m_ptr = &attacker_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
    monster_race *r_ptr = &r_info[m_ptr->r_idx];
    GAME_TEXT m_name[MAX_NLEN];

    disturb(attacker_ptr, FALSE, TRUE);

    take_turn(attacker_ptr, 100);

    if (!has_right_hand_weapon(attacker_ptr) && !has_left_hand_weapon(attacker_ptr)
        && !(attacker_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES))) {
        msg_format(_("%s攻撃できない。", "You cannot do attacking."), (empty_hands(attacker_ptr, FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
        return FALSE;
    }

    monster_desc(attacker_ptr, m_name, m_ptr, 0);

    if (m_ptr->ml) {
        if (!attacker_ptr->image)
            monster_race_track(attacker_ptr, m_ptr->ap_r_idx);

        health_track(attacker_ptr, g_ptr->m_idx);
    }

    if ((r_ptr->flags1 & RF1_FEMALE) && !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || !m_ptr->ml)) {
        if ((attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU)) {
            msg_print(_("拙者、おなごは斬れぬ！", "I can not attack women!"));
            return FALSE;
        }
    }

    if (d_info[attacker_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) {
        msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
        return FALSE;
    }

    bool stormbringer = FALSE;
    if (!is_hostile(m_ptr) && !(attacker_ptr->stun || attacker_ptr->confused || attacker_ptr->image || is_shero(attacker_ptr) || !m_ptr->ml)) {
        if (attacker_ptr->inventory_list[INVEN_RARM].name1 == ART_STORMBRINGER)
            stormbringer = TRUE;
        if (attacker_ptr->inventory_list[INVEN_LARM].name1 == ART_STORMBRINGER)
            stormbringer = TRUE;
        if (stormbringer) {
            msg_format(_("黒い刃は強欲に%sを攻撃した！", "Your black blade greedily attacks %s!"), m_name);
            chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
            chg_virtue(attacker_ptr, V_HONOUR, -1);
            chg_virtue(attacker_ptr, V_JUSTICE, -1);
            chg_virtue(attacker_ptr, V_COMPASSION, -1);
        } else if (attacker_ptr->pclass != CLASS_BERSERKER) {
            if (get_check(_("本当に攻撃しますか？", "Really hit it? "))) {
                chg_virtue(attacker_ptr, V_INDIVIDUALISM, 1);
                chg_virtue(attacker_ptr, V_HONOUR, -1);
                chg_virtue(attacker_ptr, V_JUSTICE, -1);
                chg_virtue(attacker_ptr, V_COMPASSION, -1);
            } else {
                msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
                return FALSE;
            }
        }
    }

    if (attacker_ptr->afraid) {
        if (m_ptr->ml)
            msg_format(_("恐くて%sを攻撃できない！", "You are too afraid to attack %s!"), m_name);
        else
            msg_format(_("そっちには何か恐いものがいる！", "There is something scary in your way!"));

        (void)set_monster_csleep(attacker_ptr, g_ptr->m_idx, 0);
        return FALSE;
    }

    if (monster_csleep_remaining(m_ptr)) {
        if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
            chg_virtue(attacker_ptr, V_COMPASSION, -1);
        if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
            chg_virtue(attacker_ptr, V_HONOUR, -1);
    }

    if (has_right_hand_weapon(attacker_ptr) && has_left_hand_weapon(attacker_ptr)) {
        if ((attacker_ptr->skill_exp[GINOU_NITOURYU] < s_info[attacker_ptr->pclass].s_max[GINOU_NITOURYU])
            && ((attacker_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level)) {
            if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
                attacker_ptr->skill_exp[GINOU_NITOURYU] += 80;
            else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
                attacker_ptr->skill_exp[GINOU_NITOURYU] += 4;
            else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
                attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
            else if (attacker_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
                if (one_in_(3))
                    attacker_ptr->skill_exp[GINOU_NITOURYU] += 1;
            attacker_ptr->update |= (PU_BONUS);
        }
    }

    if (attacker_ptr->riding) {
        int cur = attacker_ptr->skill_exp[GINOU_RIDING];
        int max = s_info[attacker_ptr->pclass].s_max[GINOU_RIDING];

        if (cur < max) {
            DEPTH ridinglevel = r_info[attacker_ptr->current_floor_ptr->m_list[attacker_ptr->riding].r_idx].level;
            DEPTH targetlevel = r_ptr->level;
            int inc = 0;

            if ((cur / 200 - 5) < targetlevel)
                inc += 1;

            if ((cur / 100) < ridinglevel) {
                if ((cur / 100 + 15) < ridinglevel)
                    inc += 1 + (ridinglevel - (cur / 100 + 15));
                else
                    inc += 1;
            }

            attacker_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
            attacker_ptr->update |= (PU_BONUS);
        }
    }

    attacker_ptr->riding_t_m_idx = g_ptr->m_idx;
    bool fear = FALSE;
    bool mdeath = FALSE;
    if (has_right_hand_weapon(attacker_ptr))
        exe_player_attack_to_monster(attacker_ptr, y, x, &fear, &mdeath, 0, mode);
    if (has_left_hand_weapon(attacker_ptr) && !mdeath)
        exe_player_attack_to_monster(attacker_ptr, y, x, &fear, &mdeath, 1, mode);

    if (!mdeath) {
        if ((attacker_ptr->muta2 & MUT2_HORNS) && !mdeath)
            natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
        if ((attacker_ptr->muta2 & MUT2_BEAK) && !mdeath)
            natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
        if ((attacker_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
            natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
        if ((attacker_ptr->muta2 & MUT2_TRUNK) && !mdeath)
            natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
        if ((attacker_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
            natural_attack(attacker_ptr, g_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
    }

    if (fear && m_ptr->ml && !mdeath) {
        sound(SOUND_FLEE);
        msg_format(_("%^sは恐怖して逃げ出した！", "%^s flees in terror!"), m_name);
    }

    if ((attacker_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath)) {
        set_action(attacker_ptr, ACTION_NONE);
    }

    return mdeath;
}
