2 * @brief モンスターから直接攻撃を受けた時に、プレー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/effect-characteristics.h"
9 #include "effect/effect-processor.h"
10 #include "grid/grid.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-flags-resistance.h"
14 #include "monster-race/race-flags3.h"
15 #include "monster/monster-info.h"
16 #include "monster/monster-status.h"
17 #include "object-hook/hook-armor.h"
18 #include "object-hook/hook-checker.h"
19 #include "player/player-status-flags.h"
20 #include "realm/realm-hex-numbers.h"
21 #include "spell-kind/spells-teleport.h"
22 #include "spell-realm/spells-hex.h"
23 #include "spell/spell-types.h"
24 #include "system/floor-type-definition.h"
25 #include "system/object-type-definition.h"
26 #include "view/display-messages.h"
28 static void aura_fire_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
30 if (!has_sh_fire(target_ptr) || !monap_ptr->alive || target_ptr->is_dead)
33 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
34 if ((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) != 0) {
35 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
36 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
41 HIT_POINT dam = damroll(2, 6);
42 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
43 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), monap_ptr->m_name);
44 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は灰の山になった。", " turns into a pile of ash."))) {
45 monap_ptr->blinked = FALSE;
46 monap_ptr->alive = FALSE;
50 static void aura_elec_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
52 if (!has_sh_elec(target_ptr) || !monap_ptr->alive || target_ptr->is_dead)
55 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
56 if ((r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) != 0) {
57 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
58 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
63 HIT_POINT dam = damroll(2, 6);
64 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
65 msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
66 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は燃え殻の山になった。", " turns into a pile of cinders."))) {
67 monap_ptr->blinked = FALSE;
68 monap_ptr->alive = FALSE;
72 static void aura_cold_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
74 if (!has_sh_cold(target_ptr) || !monap_ptr->alive || target_ptr->is_dead)
77 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
78 if ((r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) != 0) {
79 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
80 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
85 HIT_POINT dam = damroll(2, 6);
86 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
87 msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), monap_ptr->m_name);
88 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は凍りついた。", " was frozen."))) {
89 monap_ptr->blinked = FALSE;
90 monap_ptr->alive = FALSE;
94 static void aura_shards_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
96 if (!target_ptr->dustrobe || !monap_ptr->alive || target_ptr->is_dead)
99 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
100 if ((r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK) != 0) {
101 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
102 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
104 HIT_POINT dam = damroll(2, 6);
105 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
106 msg_format(_("%^sは鏡の破片をくらった!", "%^s gets sliced!"), monap_ptr->m_name);
107 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("はズタズタになった。", " is torn to pieces."))) {
108 monap_ptr->blinked = FALSE;
109 monap_ptr->alive = FALSE;
113 if (is_mirror_grid(&target_ptr->current_floor_ptr->grid_array[target_ptr->y][target_ptr->x]))
114 teleport_player(target_ptr, 10, TELEPORT_SPONTANEOUS);
117 static void aura_holy_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
119 if (!target_ptr->tim_sh_holy || !monap_ptr->alive || target_ptr->is_dead)
122 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
123 if ((r_ptr->flags3 & RF3_EVIL) == 0)
126 if ((r_ptr->flagsr & RFR_RES_ALL) != 0) {
127 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
128 r_ptr->r_flagsr |= RFR_RES_ALL;
133 HIT_POINT dam = damroll(2, 6);
134 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
135 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);
136 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
137 monap_ptr->blinked = FALSE;
138 monap_ptr->alive = FALSE;
141 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
142 r_ptr->r_flags3 |= RF3_EVIL;
145 static void aura_force_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
147 if (!target_ptr->tim_sh_touki || !monap_ptr->alive || target_ptr->is_dead)
150 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
151 if ((r_ptr->flagsr & RFR_RES_ALL) != 0) {
152 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
153 r_ptr->r_flagsr |= RFR_RES_ALL;
158 HIT_POINT dam = damroll(2, 6);
159 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
160 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);
161 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
162 monap_ptr->blinked = FALSE;
163 monap_ptr->alive = FALSE;
167 static void aura_shadow_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
169 if (!hex_spelling(target_ptr, HEX_SHADOW_CLOAK) || !monap_ptr->alive || target_ptr->is_dead)
173 object_type *o_armed_ptr = &target_ptr->inventory_list[INVEN_MAIN_HAND];
174 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
175 if (((r_ptr->flagsr & RFR_RES_ALL) != 0) || ((r_ptr->flagsr & RFR_RES_DARK) != 0)) {
176 if (is_original_ap_and_seen(target_ptr, monap_ptr->m_ptr))
177 r_ptr->r_flagsr |= (RFR_RES_ALL | RFR_RES_DARK);
182 if (o_armed_ptr->k_idx) {
183 int basedam = ((o_armed_ptr->dd + target_ptr->to_dd[0]) * (o_armed_ptr->ds + target_ptr->to_ds[0] + 1));
184 dam = basedam / 2 + o_armed_ptr->to_d + target_ptr->to_d[0];
187 o_armed_ptr = &target_ptr->inventory_list[INVEN_BODY];
188 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr))
191 dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
192 msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), monap_ptr->m_name);
193 if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
194 monap_ptr->blinked = FALSE;
195 monap_ptr->alive = FALSE;
199 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
200 EFFECT_ID typ[4][2] = { { INVEN_HEAD, GF_OLD_CONF }, { INVEN_SUB_HAND, GF_OLD_SLEEP }, { INVEN_ARMS, GF_TURN_ALL }, { INVEN_FEET, GF_OLD_SLOW } };
202 /* Some cursed armours gives an extra effect */
203 for (int j = 0; j < 4; j++) {
204 o_armed_ptr = &target_ptr->inventory_list[typ[j][0]];
205 if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(target_ptr, o_armed_ptr))
206 project(target_ptr, 0, 0, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, (target_ptr->lev * 2), typ[j][1], flg);
210 void process_aura_counterattack(player_type *target_ptr, monap_type *monap_ptr)
212 if (!monap_ptr->touched)
215 aura_fire_by_monster_attack(target_ptr, monap_ptr);
216 aura_elec_by_monster_attack(target_ptr, monap_ptr);
217 aura_cold_by_monster_attack(target_ptr, monap_ptr);
218 aura_shards_by_monster_attack(target_ptr, monap_ptr);
219 aura_holy_by_monster_attack(target_ptr, monap_ptr);
220 aura_force_by_monster_attack(target_ptr, monap_ptr);
221 aura_shadow_by_monster_attack(target_ptr, monap_ptr);