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 "inventory/inventory-slot-types.h"
12 #include "main/sound-definitions-table.h"
13 #include "main/sound-of-music.h"
14 #include "object-enchant/tr-types.h"
15 #include "player-attack/player-attack.h"
16 #include "player-base/player-class.h"
17 #include "player-info/race-info.h"
18 #include "player/player-damage.h"
19 #include "player/player-status-flags.h"
20 #include "status/element-resistance.h"
21 #include "system/item-entity.h"
22 #include "system/player-type-definition.h"
23 #include "system/redrawing-flags-updater.h"
24 #include "util/bit-flags-calculator.h"
25 #include "view/display-messages.h"
28 * @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
29 * @param player_ptr プレイヤーへの参照ポインタ
30 * @return 倍率 (実際は1/10になる)
32 static int calc_death_scythe_reflection_magnification_mimic_none(PlayerType *player_ptr)
34 switch (player_ptr->prace) {
35 case PlayerRaceType::YEEK:
36 case PlayerRaceType::KLACKON:
37 case PlayerRaceType::HUMAN:
38 case PlayerRaceType::AMBERITE:
39 case PlayerRaceType::DUNADAN:
40 case PlayerRaceType::BARBARIAN:
41 case PlayerRaceType::BEASTMAN:
43 case PlayerRaceType::HALF_ORC:
44 case PlayerRaceType::HALF_TROLL:
45 case PlayerRaceType::HALF_OGRE:
46 case PlayerRaceType::HALF_GIANT:
47 case PlayerRaceType::HALF_TITAN:
48 case PlayerRaceType::CYCLOPS:
49 case PlayerRaceType::IMP:
50 case PlayerRaceType::SKELETON:
51 case PlayerRaceType::ZOMBIE:
52 case PlayerRaceType::VAMPIRE:
53 case PlayerRaceType::SPECTRE:
54 case PlayerRaceType::BALROG:
55 case PlayerRaceType::DRACONIAN:
63 * @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
64 * @param player_ptr プレイヤーへの参照ポインタ
65 * @return 倍率 (実際は1/10になる)
67 static int calc_death_scythe_reflection_magnification(PlayerType *player_ptr)
69 switch (player_ptr->mimic_form) {
70 case MimicKindType::NONE:
71 return calc_death_scythe_reflection_magnification_mimic_none(player_ptr);
72 case MimicKindType::DEMON:
73 case MimicKindType::DEMON_LORD:
74 case MimicKindType::VAMPIRE:
82 * @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
83 * @param player_ptr プレイヤーへの参照ポインタ
84 * @param magnification ダメージ倍率
85 * @param death_scythe_flags 死の大鎌に関するオブジェクトフラグ配列
87 static void compensate_death_scythe_reflection_magnification(PlayerType *player_ptr, int *magnification, const TrFlags &death_scythe_flags)
89 if ((player_ptr->alignment < 0) && (*magnification < 20)) {
93 if (!(has_resist_acid(player_ptr) || is_oppose_acid(player_ptr) || has_immune_acid(player_ptr)) && (*magnification < 25)) {
97 if (!(has_resist_elec(player_ptr) || is_oppose_elec(player_ptr) || has_immune_elec(player_ptr)) && (*magnification < 25)) {
101 if (!(has_resist_fire(player_ptr) || is_oppose_fire(player_ptr) || has_immune_fire(player_ptr)) && (*magnification < 25)) {
105 if (!(has_resist_cold(player_ptr) || is_oppose_cold(player_ptr) || has_immune_cold(player_ptr)) && (*magnification < 25)) {
109 if (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr)) && (*magnification < 25)) {
113 if (!PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI) && (death_scythe_flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
114 player_ptr->csp -= (1 + (player_ptr->msp / 30));
115 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
116 *magnification = *magnification * 3 / 2 + 20;
121 * @brief 死の大鎌による反射ダメージ倍率を更に上げる
122 * @param pa_ptr 直接攻撃構造体への参照ポインタ
124 static void death_scythe_reflection_critial_hit(player_attack_type *pa_ptr)
130 int more_magnification = 2;
131 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
133 more_magnification++;
136 pa_ptr->attack_damage *= (int)more_magnification;
140 * @brief 死の大鎌によるダメージ反射のメインルーチン
141 * @param player_ptr プレイヤーへの参照ポインタ
142 * @param pa_ptr 直接攻撃構造体への参照ポインタ
144 void process_death_scythe_reflection(PlayerType *player_ptr, player_attack_type *pa_ptr)
147 msg_format(_("ミス! %sにかわされた。", "You miss %s."), pa_ptr->m_name);
148 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!"));
150 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
151 const auto death_scythe_flags = o_ptr->get_flags();
152 pa_ptr->attack_damage = damroll(o_ptr->dd + player_ptr->to_dd[pa_ptr->hand], o_ptr->ds + player_ptr->to_ds[pa_ptr->hand]);
153 int magnification = calc_death_scythe_reflection_magnification(player_ptr);
154 compensate_death_scythe_reflection_magnification(player_ptr, &magnification, death_scythe_flags);
155 pa_ptr->attack_damage *= (int)magnification;
156 pa_ptr->attack_damage /= 10;
157 pa_ptr->attack_damage = critical_norm(player_ptr, o_ptr->weight, o_ptr->to_h, pa_ptr->attack_damage, player_ptr->to_h[pa_ptr->hand], pa_ptr->mode);
158 death_scythe_reflection_critial_hit(pa_ptr);
159 pa_ptr->attack_damage += (player_ptr->to_d[pa_ptr->hand] + o_ptr->to_d);
160 if (pa_ptr->attack_damage < 0) {
161 pa_ptr->attack_damage = 0;
164 take_hit(player_ptr, DAMAGE_FORCE, pa_ptr->attack_damage, _("死の大鎌", "Death scythe"));
165 handle_stuff(player_ptr);