1 #include "effect/effect-monster-charm.h"
2 #include "avatar/avatar.h"
3 #include "dungeon/quest.h"
4 #include "effect/effect-monster-util.h"
5 #include "effect/spells-effect-util.h"
6 #include "monster-floor/monster-remover.h"
7 #include "monster-race/monster-race-hook.h"
8 #include "monster-race/monster-race.h"
9 #include "monster-race/race-flags1.h"
10 #include "monster-race/race-flags3.h"
11 #include "monster-race/race-flags7.h"
12 #include "monster-race/race-indice-types.h"
13 #include "monster/monster-flag-types.h"
14 #include "monster/monster-info.h"
15 #include "monster/monster-list.h"
16 #include "monster/monster-status-setter.h"
17 #include "monster/monster-status.h"
18 #include "object-enchant/trc-types.h"
19 #include "pet/pet-fall-off.h"
20 #include "pet/pet-util.h"
21 #include "player-base/player-class.h"
22 #include "player/player-status-flags.h"
23 #include "spell/spells-diceroll.h"
24 #include "status/bad-status-setter.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/player-type-definition.h"
30 #include "util/bit-flags-calculator.h"
31 #include "view/display-messages.h"
33 static void effect_monster_charm_resist(PlayerType *player_ptr, effect_monster_type *em_ptr)
35 if (common_saving_throw_charm(player_ptr, em_ptr->dam, em_ptr->m_ptr)) {
36 em_ptr->note = _("には効果がなかった。", " is unaffected.");
37 em_ptr->obvious = false;
40 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
41 } else if (has_aggravate(player_ptr)) {
42 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
44 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
46 em_ptr->note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
47 set_pet(player_ptr, em_ptr->m_ptr);
49 chg_virtue(player_ptr, V_INDIVIDUALISM, -1);
50 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
51 chg_virtue(player_ptr, V_NATURE, 1);
55 process_result effect_monster_charm(PlayerType *player_ptr, effect_monster_type *em_ptr)
57 int vir = virtue_number(player_ptr, V_HARMONY);
59 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
62 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
64 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
68 em_ptr->obvious = true;
70 effect_monster_charm_resist(player_ptr, em_ptr);
72 return PROCESS_CONTINUE;
75 process_result effect_monster_control_undead(PlayerType *player_ptr, effect_monster_type *em_ptr)
78 em_ptr->obvious = true;
80 int vir = virtue_number(player_ptr, V_UNLIFE);
82 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
85 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
87 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
90 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_UNDEAD)) {
91 em_ptr->note = _("には効果がなかった。", " is unaffected.");
92 em_ptr->obvious = false;
94 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
95 } else if (has_aggravate(player_ptr)) {
96 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
98 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
100 em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
101 set_pet(player_ptr, em_ptr->m_ptr);
105 return PROCESS_CONTINUE;
108 process_result effect_monster_control_demon(PlayerType *player_ptr, effect_monster_type *em_ptr)
111 em_ptr->obvious = true;
113 int vir = virtue_number(player_ptr, V_UNLIFE);
115 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
118 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
120 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
123 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_DEMON)) {
124 em_ptr->note = _("には効果がなかった。", " is unaffected.");
125 em_ptr->obvious = false;
127 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
128 } else if (has_aggravate(player_ptr)) {
129 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
131 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
133 em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
134 set_pet(player_ptr, em_ptr->m_ptr);
138 return PROCESS_CONTINUE;
141 process_result effect_monster_control_animal(PlayerType *player_ptr, effect_monster_type *em_ptr)
144 em_ptr->obvious = true;
146 int vir = virtue_number(player_ptr, V_NATURE);
148 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
151 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
153 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
156 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_ANIMAL)) {
157 em_ptr->note = _("には効果がなかった。", " is unaffected.");
158 em_ptr->obvious = false;
160 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
161 } else if (has_aggravate(player_ptr)) {
162 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
164 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
166 em_ptr->note = _("はなついた。", " is tamed!");
167 set_pet(player_ptr, em_ptr->m_ptr);
168 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
169 chg_virtue(player_ptr, V_NATURE, 1);
173 return PROCESS_CONTINUE;
176 process_result effect_monster_charm_living(PlayerType *player_ptr, effect_monster_type *em_ptr)
178 int vir = virtue_number(player_ptr, V_UNLIFE);
180 em_ptr->obvious = true;
182 vir = virtue_number(player_ptr, V_UNLIFE);
184 em_ptr->dam -= player_ptr->virtues[vir - 1] / 10;
187 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
189 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
192 msg_format(_("%sを見つめた。", "You stare at %s."), em_ptr->m_name);
194 if (common_saving_throw_charm(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !monster_living(em_ptr->m_ptr->r_idx)) {
195 em_ptr->note = _("には効果がなかった。", " is unaffected.");
196 em_ptr->obvious = false;
198 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
199 } else if (has_aggravate(player_ptr)) {
200 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
202 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
204 em_ptr->note = _("を支配した。", " is tamed!");
205 set_pet(player_ptr, em_ptr->m_ptr);
206 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
207 chg_virtue(player_ptr, V_NATURE, 1);
211 return PROCESS_CONTINUE;
214 static void effect_monster_domination_corrupted_addition(PlayerType *player_ptr, effect_monster_type *em_ptr)
216 BadStatusSetter bss(player_ptr);
217 switch (randint1(4)) {
219 (void)bss.mod_stun(em_ptr->dam / 2);
222 (void)bss.mod_confusion(em_ptr->dam / 2);
225 if (any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR)) {
226 em_ptr->note = _("には効果がなかった。", " is unaffected.");
228 (void)bss.mod_afraidness(static_cast<TIME_EFFECT>(em_ptr->dam));
235 // Powerful demons & undead can turn a mindcrafter's attacks back on them.
236 static void effect_monster_domination_corrupted(PlayerType *player_ptr, effect_monster_type *em_ptr)
238 bool is_corrupted = ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) != 0) && (em_ptr->r_ptr->level > player_ptr->lev / 2) && (one_in_(2));
240 em_ptr->note = _("には効果がなかった。", " is unaffected.");
241 em_ptr->obvious = false;
245 em_ptr->note = nullptr;
246 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
247 (em_ptr->seen ? "%^s's corrupted mind backlashes your attack!" : "%^ss corrupted mind backlashes your attack!")),
249 if (randint0(100 + em_ptr->r_ptr->level / 2) < player_ptr->skill_sav) {
250 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
254 effect_monster_domination_corrupted_addition(player_ptr, em_ptr);
257 static void effect_monster_domination_addition(effect_monster_type *em_ptr)
259 switch (randint1(4)) {
261 em_ptr->do_stun = em_ptr->dam / 2;
264 em_ptr->do_conf = em_ptr->dam / 2;
267 em_ptr->do_fear = em_ptr->dam;
271 process_result effect_monster_domination(PlayerType *player_ptr, effect_monster_type *em_ptr)
273 if (!is_hostile(em_ptr->m_ptr))
274 return PROCESS_CONTINUE;
277 em_ptr->obvious = true;
279 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (em_ptr->r_ptr->flags3 & RF3_NO_CONF) || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
280 if (((em_ptr->r_ptr->flags3 & RF3_NO_CONF) != 0) && is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
281 em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
284 effect_monster_domination_corrupted(player_ptr, em_ptr);
286 return PROCESS_CONTINUE;
289 if (!common_saving_throw_charm(player_ptr, em_ptr->dam, em_ptr->m_ptr)) {
290 em_ptr->note = _("があなたに隷属した。", " is in your thrall!");
291 set_pet(player_ptr, em_ptr->m_ptr);
293 return PROCESS_CONTINUE;
296 effect_monster_domination_addition(em_ptr);
298 return PROCESS_CONTINUE;
301 static bool effect_monster_crusade_domination(PlayerType *player_ptr, effect_monster_type *em_ptr)
303 if (((em_ptr->r_ptr->flags3 & RF3_GOOD) == 0) || player_ptr->current_floor_ptr->inside_arena)
306 if (em_ptr->r_ptr->flags3 & RF3_NO_CONF)
311 if (is_pet(em_ptr->m_ptr)) {
312 em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
313 (void)set_monster_fast(player_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100);
317 if ((em_ptr->r_ptr->flags1 & RF1_QUESTOR) || (em_ptr->r_ptr->flags1 & RF1_UNIQUE) || em_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::NOPET) || has_aggravate(player_ptr) || ((em_ptr->r_ptr->level + 10) > randint1(em_ptr->dam))) {
319 em_ptr->m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
324 em_ptr->note = _("を支配した。", " is tamed!");
325 set_pet(player_ptr, em_ptr->m_ptr);
326 (void)set_monster_fast(player_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100);
327 if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
328 em_ptr->r_ptr->r_flags3 |= RF3_GOOD;
333 process_result effect_monster_crusade(PlayerType *player_ptr, effect_monster_type *em_ptr)
336 em_ptr->obvious = true;
337 bool success = effect_monster_crusade_domination(player_ptr, em_ptr);
340 return PROCESS_CONTINUE;
343 if ((em_ptr->r_ptr->flags3 & RF3_NO_FEAR) == 0)
344 em_ptr->do_fear = randint1(90) + 10;
345 else if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
346 em_ptr->r_ptr->r_flags3 |= RF3_NO_FEAR;
349 return PROCESS_CONTINUE;
353 * @brief モンスターボールで捕まえられる最大HPを計算する
354 * @param player_ptr プレイヤー情報への参照ポインタ
355 * @param m_ptr モンスター情報への参照ポインタ
359 static HIT_POINT calcutate_capturable_hp(PlayerType *player_ptr, monster_type *m_ptr, HIT_POINT hp)
364 if (PlayerClass(player_ptr).equals(PlayerClassType::BEASTMASTER) && monster_living(m_ptr->r_idx))
371 * @brief モンスターボールで捕らえた処理
372 * @param player_ptr プレイヤー情報への参照ポインタ
373 * @param em_ptr 効果情報への参照ポインタ
375 static void effect_monster_captured(PlayerType *player_ptr, effect_monster_type *em_ptr)
377 if (em_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON))
378 choose_new_monster(player_ptr, em_ptr->g_ptr->m_idx, false, MON_CHAMELEON);
380 msg_format(_("%sを捕えた!", "You capture %^s!"), em_ptr->m_name);
381 cap_mon = em_ptr->m_ptr->r_idx;
382 cap_mspeed = em_ptr->m_ptr->mspeed;
383 cap_hp = em_ptr->m_ptr->hp;
384 cap_maxhp = em_ptr->m_ptr->max_maxhp;
385 cap_nickname = em_ptr->m_ptr->nickname;
386 if ((em_ptr->g_ptr->m_idx == player_ptr->riding) && process_fall_off_horse(player_ptr, -1, false))
387 msg_format(_("地面に落とされた。", "You have fallen from %s."), em_ptr->m_name);
389 delete_monster_idx(player_ptr, em_ptr->g_ptr->m_idx);
390 calculate_upkeep(player_ptr);
394 * @brief モンスターボールで捕らえる効果(CAPTURE)
395 * @param player_ptr プレイヤー情報への参照ポインタ
396 * @param em_ptr 効果情報への参照ポインタ
399 process_result effect_monster_capture(PlayerType *player_ptr, effect_monster_type *em_ptr)
401 auto *floor_ptr = player_ptr->current_floor_ptr;
402 if ((inside_quest(floor_ptr->quest_number) && (quest[enum2i(floor_ptr->quest_number)].type == QuestKindType::KILL_ALL) && !is_pet(em_ptr->m_ptr)) || any_bits(em_ptr->r_ptr->flags1, RF1_UNIQUE | RF1_QUESTOR) || any_bits(em_ptr->r_ptr->flags7, RF7_NAZGUL | RF7_UNIQUE2) || em_ptr->m_ptr->parent_m_idx) {
403 msg_format(_("%sには効果がなかった。", "%s is unaffected."), em_ptr->m_name);
404 em_ptr->skipped = true;
405 return PROCESS_CONTINUE;
408 auto r_max_hp = em_ptr->r_ptr->hdice * em_ptr->r_ptr->hside;
409 auto threshold_hp = calcutate_capturable_hp(player_ptr, em_ptr->m_ptr, r_max_hp);
410 auto capturable_hp = std::max(2, calcutate_capturable_hp(player_ptr, em_ptr->m_ptr, em_ptr->m_ptr->max_maxhp));
412 if (threshold_hp < 2 || em_ptr->m_ptr->hp >= capturable_hp) {
413 msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), em_ptr->m_name);
414 em_ptr->skipped = true;
415 return PROCESS_CONTINUE;
418 if (em_ptr->m_ptr->hp <= randint1(capturable_hp)) {
419 effect_monster_captured(player_ptr, em_ptr);
423 msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), em_ptr->m_name);
424 em_ptr->skipped = true;
425 return PROCESS_CONTINUE;