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/player-redraw-types.h"
11 #include "core/stuff-handler.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "main/sound-definitions-table.h"
14 #include "main/sound-of-music.h"
15 #include "object-enchant/tr-types.h"
16 #include "object/object-flags.h"
17 #include "player-attack/player-attack-util.h"
18 #include "player/player-damage.h"
19 #include "player/player-race.h"
20 #include "status/element-resistance.h"
21 #include "system/object-type-definition.h"
22 #include "system/player-type-definition.h"
23 #include "util/bit-flags-calculator.h"
24 #include "view/display-messages.h"
25 #include "player/player-status-flags.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 attacker_ptr プレー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(player_type *attacker_ptr)
34 switch (attacker_ptr->prace) {
35 case player_race_type::YEEK:
36 case player_race_type::KLACKON:
37 case player_race_type::HUMAN:
38 case player_race_type::AMBERITE:
39 case player_race_type::DUNADAN:
40 case player_race_type::BARBARIAN:
41 case player_race_type::BEASTMAN:
43 case player_race_type::HALF_ORC:
44 case player_race_type::HALF_TROLL:
45 case player_race_type::HALF_OGRE:
46 case player_race_type::HALF_GIANT:
47 case player_race_type::HALF_TITAN:
48 case player_race_type::CYCLOPS:
49 case player_race_type::IMP:
50 case player_race_type::SKELETON:
51 case player_race_type::ZOMBIE:
52 case player_race_type::VAMPIRE:
53 case player_race_type::SPECTRE:
54 case player_race_type::BALROG:
55 case player_race_type::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 attacker_ptr プレー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(player_type *attacker_ptr)
69 switch (attacker_ptr->mimic_form) {
71 return calc_death_scythe_reflection_magnification_mimic_none(attacker_ptr);
73 case MIMIC_DEMON_LORD:
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 attacker_ptr プレー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(player_type *attacker_ptr, int *magnification, BIT_FLAGS *death_scythe_flags)
89 if ((attacker_ptr->alignment < 0) && (*magnification < 20))
92 if (!(has_resist_acid(attacker_ptr) || is_oppose_acid(attacker_ptr) || has_immune_acid(attacker_ptr)) && (*magnification < 25))
95 if (!(has_resist_elec(attacker_ptr) || is_oppose_elec(attacker_ptr) || has_immune_elec(attacker_ptr)) && (*magnification < 25))
98 if (!(has_resist_fire(attacker_ptr) || is_oppose_fire(attacker_ptr) || has_immune_fire(attacker_ptr)) && (*magnification < 25))
101 if (!(has_resist_cold(attacker_ptr) || is_oppose_cold(attacker_ptr) || has_immune_cold(attacker_ptr)) && (*magnification < 25))
104 if (!(has_resist_pois(attacker_ptr) || is_oppose_pois(attacker_ptr)) && (*magnification < 25))
107 if ((attacker_ptr->pclass != CLASS_SAMURAI) && (has_flag(death_scythe_flags, TR_FORCE_WEAPON)) && (attacker_ptr->csp > (attacker_ptr->msp / 30))) {
108 attacker_ptr->csp -= (1 + (attacker_ptr->msp / 30));
109 attacker_ptr->redraw |= (PR_MANA);
110 *magnification = *magnification * 3 / 2 + 20;
115 * @brief 死の大鎌による反射ダメージ倍率を更に上げる
116 * @param pa_ptr 直接攻撃構造体への参照ポインタ
118 static void death_scythe_reflection_critial_hit(player_attack_type *pa_ptr)
123 int more_magnification = 2;
124 msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
126 more_magnification++;
128 pa_ptr->attack_damage *= (HIT_POINT)more_magnification;
132 * @brief 死の大鎌によるダメージ反射のメインルーチン
133 * @param attacker_ptr プレーヤーへの参照ポインタ
134 * @param pa_ptr 直接攻撃構造体への参照ポインタ
136 void process_death_scythe_reflection(player_type *attacker_ptr, player_attack_type *pa_ptr)
138 BIT_FLAGS death_scythe_flags[TR_FLAG_SIZE];
140 msg_format(_("ミス! %sにかわされた。", "You miss %s."), pa_ptr->m_name);
141 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!"));
143 object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
144 object_flags(attacker_ptr, o_ptr, death_scythe_flags);
145 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]);
146 int magnification = calc_death_scythe_reflection_magnification(attacker_ptr);
147 compensate_death_scythe_reflection_magnification(attacker_ptr, &magnification, death_scythe_flags);
148 pa_ptr->attack_damage *= (HIT_POINT)magnification;
149 pa_ptr->attack_damage /= 10;
150 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);
151 death_scythe_reflection_critial_hit(pa_ptr);
152 pa_ptr->attack_damage += (attacker_ptr->to_d[pa_ptr->hand] + o_ptr->to_d);
153 if (pa_ptr->attack_damage < 0)
154 pa_ptr->attack_damage = 0;
156 take_hit(attacker_ptr, DAMAGE_FORCE, pa_ptr->attack_damage, _("死の大鎌", "Death scythe"));
157 handle_stuff(attacker_ptr);