2 * @brief モンスターから直接攻撃を受けた時に、プレイヤーのオーラダメージで反撃する処理
7 #include "combat/aura-counterattack.h"
8 #include "effect/attribute-types.h"
9 #include "effect/effect-characteristics.h"
10 #include "effect/effect-processor.h"
11 #include "grid/grid.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "monster-attack/monster-attack-player.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags-resistance.h"
16 #include "monster-race/race-flags3.h"
17 #include "monster/monster-damage.h"
18 #include "monster/monster-info.h"
19 #include "monster/monster-status.h"
20 #include "object-hook/hook-armor.h"
21 #include "player/player-status-flags.h"
22 #include "realm/realm-hex-numbers.h"
23 #include "spell-kind/spells-teleport.h"
24 #include "spell-realm/spells-hex.h"
25 #include "system/floor-type-definition.h"
26 #include "system/grid-type-definition.h"
27 #include "system/monster-race-definition.h"
28 #include "system/monster-type-definition.h"
29 #include "system/object-type-definition.h"
30 #include "system/player-type-definition.h"
31 #include "view/display-messages.h"
33 static void aura_fire_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
35 if (!has_sh_fire(player_ptr) || !monap_ptr->alive || player_ptr->is_dead)
38 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
39 if ((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) != 0) {
40 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
41 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
46 HIT_POINT dam = damroll(2, 6);
47 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
48 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), monap_ptr->m_name);
49 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::FIRE);
50 if (mdp.mon_take_hit(_("は灰の山になった。", " turns into a pile of ash."))) {
51 monap_ptr->blinked = false;
52 monap_ptr->alive = false;
56 static void aura_elec_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
58 if (!has_sh_elec(player_ptr) || !monap_ptr->alive || player_ptr->is_dead)
61 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
62 if ((r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) != 0) {
63 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
64 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
69 HIT_POINT dam = damroll(2, 6);
70 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
71 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
72 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::ELEC);
73 if (mdp.mon_take_hit(_("は燃え殻の山になった。", " turns into a pile of cinders."))) {
74 monap_ptr->blinked = false;
75 monap_ptr->alive = false;
79 static void aura_cold_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
81 if (!has_sh_cold(player_ptr) || !monap_ptr->alive || player_ptr->is_dead)
84 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
85 if ((r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) != 0) {
86 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
87 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
92 HIT_POINT dam = damroll(2, 6);
93 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
94 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), monap_ptr->m_name);
95 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::COLD);
96 if (mdp.mon_take_hit(_("は凍りついた。", " was frozen."))) {
97 monap_ptr->blinked = false;
98 monap_ptr->alive = false;
102 static void aura_shards_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
104 if (!player_ptr->dustrobe || !monap_ptr->alive || player_ptr->is_dead)
107 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
108 if ((r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK) != 0) {
109 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
110 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
112 HIT_POINT dam = damroll(2, 6);
113 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
114 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets sliced!"), monap_ptr->m_name);
115 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::SHARDS);
116 if (mdp.mon_take_hit(_("はズタズタになった。", " is torn to pieces."))) {
117 monap_ptr->blinked = false;
118 monap_ptr->alive = false;
122 if (player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].is_mirror())
123 teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
126 static void aura_holy_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
128 if (!player_ptr->tim_sh_holy || !monap_ptr->alive || player_ptr->is_dead)
131 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
132 if (r_ptr->kind_flags.has_not(MonsterKindType::EVIL))
135 if ((r_ptr->flagsr & RFR_RES_ALL) != 0) {
136 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
137 r_ptr->r_flagsr |= RFR_RES_ALL;
142 HIT_POINT dam = damroll(2, 6);
143 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
144 msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), monap_ptr->m_name);
145 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::HOLY_FIRE);
146 if (mdp.mon_take_hit(_("は倒れた。", " is destroyed."))) {
147 monap_ptr->blinked = false;
148 monap_ptr->alive = false;
151 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
152 r_ptr->r_kind_flags.set(MonsterKindType::EVIL);
155 static void aura_force_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
157 if (!player_ptr->tim_sh_touki || !monap_ptr->alive || player_ptr->is_dead)
160 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
161 if ((r_ptr->flagsr & RFR_RES_ALL) != 0) {
162 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
163 r_ptr->r_flagsr |= RFR_RES_ALL;
168 HIT_POINT dam = damroll(2, 6);
169 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
170 msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), monap_ptr->m_name);
171 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::MANA);
172 if (mdp.mon_take_hit(_("は倒れた。", " is destroyed."))) {
173 monap_ptr->blinked = false;
174 monap_ptr->alive = false;
178 static void aura_shadow_by_monster_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
180 if (!SpellHex(player_ptr).is_spelling_specific(HEX_SHADOW_CLOAK) || !monap_ptr->alive || player_ptr->is_dead)
184 ObjectType *o_armed_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
185 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
186 if (((r_ptr->flagsr & RFR_RES_ALL) != 0) || ((r_ptr->flagsr & RFR_RES_DARK) != 0)) {
187 if (is_original_ap_and_seen(player_ptr, monap_ptr->m_ptr))
188 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
193 if (o_armed_ptr->k_idx) {
194 int basedam = ((o_armed_ptr->dd + player_ptr->to_dd[0]) * (o_armed_ptr->ds + player_ptr->to_ds[0] + 1));
195 dam = basedam / 2 + o_armed_ptr->to_d + player_ptr->to_d[0];
198 o_armed_ptr = &player_ptr->inventory_list[INVEN_BODY];
199 if ((o_armed_ptr->k_idx) && o_armed_ptr->is_cursed())
202 dam = mon_damage_mod(player_ptr, monap_ptr->m_ptr, dam, false);
203 msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), monap_ptr->m_name);
204 MonsterDamageProcessor mdp(player_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, AttributeType::DARK);
205 if (mdp.mon_take_hit(_("は倒れた。", " is destroyed."))) {
206 monap_ptr->blinked = false;
207 monap_ptr->alive = false;
211 struct attribute_table {
212 inventory_slot_type slot;
216 const int TABLE_SIZE = 4;
217 attribute_table table[TABLE_SIZE] = { { INVEN_HEAD, AttributeType::OLD_CONF }, { INVEN_SUB_HAND, AttributeType::OLD_SLEEP },
218 { INVEN_ARMS, AttributeType::TURN_ALL }, { INVEN_FEET, AttributeType::OLD_SLOW } };
220 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
222 /* Some cursed armours gives an extra effect */
223 for (int j = 0; j < TABLE_SIZE; j++) {
224 o_armed_ptr = &player_ptr->inventory_list[table[j].slot];
225 if ((o_armed_ptr->k_idx) && o_armed_ptr->is_cursed() && o_armed_ptr->is_armour())
226 project(player_ptr, 0, 0, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, (player_ptr->lev * 2), table[j].type, flg);
230 void process_aura_counterattack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
232 if (!monap_ptr->touched)
235 aura_fire_by_monster_attack(player_ptr, monap_ptr);
236 aura_elec_by_monster_attack(player_ptr, monap_ptr);
237 aura_cold_by_monster_attack(player_ptr, monap_ptr);
238 aura_shards_by_monster_attack(player_ptr, monap_ptr);
239 aura_holy_by_monster_attack(player_ptr, monap_ptr);
240 aura_force_by_monster_attack(player_ptr, monap_ptr);
241 aura_shadow_by_monster_attack(player_ptr, monap_ptr);