5 * @details 現時点ではダメージ反射のみ。行数に注意して関数を追加しても良い.
8 #include "specific-object/death-scythe.h"
9 #include "combat/attack-criticality.h"
10 #include "core/stuff-handler.h"
11 #include "main/sound-definitions-table.h"
12 #include "main/sound-of-music.h"
13 #include "object-enchant/tr-types.h"
14 #include "object/object-flags.h"
15 #include "player/player-damage.h"
16 #include "util/bit-flags-calculator.h"
17 #include "view/display-messages.h"
20 * @brief 死の大鎌ダメージが跳ね返ってきた時の、種族ごとのダメージ倍率を返す
21 * @param attacker_ptr プレーヤーへの参照ポインタ
22 * @return 倍率 (実際は1/10になる)
24 static int calc_death_scythe_reflection_magnification_mimic_none(player_type *attacker_ptr)
26 switch (attacker_ptr->prace) {
55 * @brief 死の大鎌ダメージが跳ね返ってきた時の、変身中の種族も考慮したダメージ倍率を返す
56 * @param attacker_ptr プレーヤーへの参照ポインタ
57 * @return 倍率 (実際は1/10になる)
59 static int calc_death_scythe_reflection_magnification(player_type *attacker_ptr)
61 switch (attacker_ptr->mimic_form) {
63 return calc_death_scythe_reflection_magnification_mimic_none(attacker_ptr);
65 case MIMIC_DEMON_LORD:
74 * @brief 耐性等に応じて死の大鎌による反射ダメージ倍率を補正する
75 * @param attacker_ptr プレーヤーへの参照ポインタ
76 * @param magnification ダメージ倍率
77 * @param death_scythe_flags 死の大鎌に関するオブジェクトフラグ配列
80 static void compensate_death_scythe_reflection_magnification(player_type *attacker_ptr, int *magnification, BIT_FLAGS *death_scythe_flags)
82 if ((attacker_ptr->align < 0) && (*magnification < 20))
85 if (!(attacker_ptr->resist_acid || is_oppose_acid(attacker_ptr) || attacker_ptr->immune_acid) && (*magnification < 25))
88 if (!(attacker_ptr->resist_elec || is_oppose_elec(attacker_ptr) || attacker_ptr->immune_elec) && (*magnification < 25))
91 if (!(attacker_ptr->resist_fire || is_oppose_fire(attacker_ptr) || attacker_ptr->immune_fire) && (*magnification < 25))
94 if (!(attacker_ptr->resist_cold || is_oppose_cold(attacker_ptr) || attacker_ptr->immune_cold) && (*magnification < 25))
97 if (!(attacker_ptr->resist_pois || is_oppose_pois(attacker_ptr)) && (*magnification < 25))
100 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (have_flag(death_scythe_flags, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (attacker_ptr->msp / 30))) {
101 attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
102 attacker_ptr->redraw |= (PR_MANA);
103 *magnification = *magnification * 3 / 2 + 20;
108 * @brief 死の大鎌による反射ダメージ倍率を更に上げる
109 * @param pa_ptr 直接攻撃構造体への参照ポインタ
112 static void death_scythe_reflection_critial_hit(player_attack_type *pa_ptr)
117 int more_magnification = 2;
118 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
120 more_magnification++;
122 pa_ptr->attack_damage *= (HIT_POINT)more_magnification;
126 * @brief 死の大鎌によるダメージ反射のメインルーチン
127 * @param attacker_ptr プレーヤーへの参照ポインタ
128 * @param pa_ptr 直接攻撃構造体への参照ポインタ
131 void process_death_scythe_reflection(player_type *attacker_ptr, player_attack_type *pa_ptr)
133 BIT_FLAGS death_scythe_flags[TR_FLAG_SIZE];
135 msg_format(_("ミス! %sにかわされた。", "You miss %s."), pa_ptr->m_name);
136 msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
138 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_RARM + pa_ptr->hand];
139 object_flags(o_ptr, death_scythe_flags);
140 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]);
141 int magnification = calc_death_scythe_reflection_magnification(attacker_ptr);
142 compensate_death_scythe_reflection_magnification(attacker_ptr, &magnification, death_scythe_flags);
143 pa_ptr->attack_damage *= (HIT_POINT)magnification;
144 pa_ptr->attack_damage /= 10;
145 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);
146 death_scythe_reflection_critial_hit(pa_ptr);
147 pa_ptr->attack_damage += (attacker_ptr->to_d[pa_ptr->hand] + o_ptr->to_d);
148 if (pa_ptr->attack_damage < 0)
149 pa_ptr->attack_damage = 0;
151 take_hit(attacker_ptr, DAMAGE_FORCE, pa_ptr->attack_damage, _("死の大鎌", "Death scythe"), -1);
152 handle_stuff(attacker_ptr);