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/player-status-flags.h"
22 #include "spell/spells-diceroll.h"
23 #include "status/bad-status-setter.h"
24 #include "system/floor-type-definition.h"
25 #include "system/grid-type-definition.h"
26 #include "system/monster-race-definition.h"
27 #include "system/monster-type-definition.h"
28 #include "system/player-type-definition.h"
29 #include "util/bit-flags-calculator.h"
30 #include "view/display-messages.h"
32 static void effect_monster_charm_resist(player_type *player_ptr, effect_monster_type *em_ptr)
34 if (common_saving_throw_charm(player_ptr, em_ptr->dam, em_ptr->m_ptr)) {
35 em_ptr->note = _("には効果がなかった。", " is unaffected.");
36 em_ptr->obvious = false;
39 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
40 } else if (has_aggravate(player_ptr)) {
41 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
43 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
45 em_ptr->note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
46 set_pet(player_ptr, em_ptr->m_ptr);
48 chg_virtue(player_ptr, V_INDIVIDUALISM, -1);
49 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
50 chg_virtue(player_ptr, V_NATURE, 1);
54 process_result effect_monster_charm(player_type *player_ptr, effect_monster_type *em_ptr)
56 int vir = virtue_number(player_ptr, V_HARMONY);
58 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
61 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
63 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
67 em_ptr->obvious = true;
69 effect_monster_charm_resist(player_ptr, em_ptr);
71 return PROCESS_CONTINUE;
74 process_result effect_monster_control_undead(player_type *player_ptr, effect_monster_type *em_ptr)
77 em_ptr->obvious = true;
79 int vir = virtue_number(player_ptr, V_UNLIFE);
81 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
84 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
86 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
89 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_UNDEAD)) {
90 em_ptr->note = _("には効果がなかった。", " is unaffected.");
91 em_ptr->obvious = false;
93 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
94 } else if (has_aggravate(player_ptr)) {
95 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
97 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
99 em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
100 set_pet(player_ptr, em_ptr->m_ptr);
104 return PROCESS_CONTINUE;
107 process_result effect_monster_control_demon(player_type *player_ptr, effect_monster_type *em_ptr)
110 em_ptr->obvious = true;
112 int vir = virtue_number(player_ptr, V_UNLIFE);
114 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
117 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
119 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
122 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_DEMON)) {
123 em_ptr->note = _("には効果がなかった。", " is unaffected.");
124 em_ptr->obvious = false;
126 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
127 } else if (has_aggravate(player_ptr)) {
128 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
130 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
132 em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
133 set_pet(player_ptr, em_ptr->m_ptr);
137 return PROCESS_CONTINUE;
140 process_result effect_monster_control_animal(player_type *player_ptr, effect_monster_type *em_ptr)
143 em_ptr->obvious = true;
145 int vir = virtue_number(player_ptr, V_NATURE);
147 em_ptr->dam += player_ptr->virtues[vir - 1] / 10;
150 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
152 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
155 if (common_saving_throw_control(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !(em_ptr->r_ptr->flags3 & RF3_ANIMAL)) {
156 em_ptr->note = _("には効果がなかった。", " is unaffected.");
157 em_ptr->obvious = false;
159 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
160 } else if (has_aggravate(player_ptr)) {
161 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
163 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
165 em_ptr->note = _("はなついた。", " is tamed!");
166 set_pet(player_ptr, em_ptr->m_ptr);
167 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
168 chg_virtue(player_ptr, V_NATURE, 1);
172 return PROCESS_CONTINUE;
175 process_result effect_monster_charm_living(player_type *player_ptr, effect_monster_type *em_ptr)
177 int vir = virtue_number(player_ptr, V_UNLIFE);
179 em_ptr->obvious = true;
181 vir = virtue_number(player_ptr, V_UNLIFE);
183 em_ptr->dam -= player_ptr->virtues[vir - 1] / 10;
186 vir = virtue_number(player_ptr, V_INDIVIDUALISM);
188 em_ptr->dam -= player_ptr->virtues[vir - 1] / 20;
191 msg_format(_("%sを見つめた。", "You stare at %s."), em_ptr->m_name);
193 if (common_saving_throw_charm(player_ptr, em_ptr->dam, em_ptr->m_ptr) || !monster_living(em_ptr->m_ptr->r_idx)) {
194 em_ptr->note = _("には効果がなかった。", " is unaffected.");
195 em_ptr->obvious = false;
197 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
198 } else if (has_aggravate(player_ptr)) {
199 em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
201 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
203 em_ptr->note = _("を支配した。", " is tamed!");
204 set_pet(player_ptr, em_ptr->m_ptr);
205 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
206 chg_virtue(player_ptr, V_NATURE, 1);
210 return PROCESS_CONTINUE;
213 static void effect_monster_domination_corrupted_addition(player_type *player_ptr, effect_monster_type *em_ptr)
215 BadStatusSetter bss(player_ptr);
216 switch (randint1(4)) {
218 (void)bss.mod_stun(em_ptr->dam / 2);
221 (void)bss.mod_confusion(em_ptr->dam / 2);
224 if (any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR)) {
225 em_ptr->note = _("には効果がなかった。", " is unaffected.");
227 (void)bss.mod_afraidness(static_cast<TIME_EFFECT>(em_ptr->dam));
234 // Powerful demons & undead can turn a mindcrafter's attacks back on them.
235 static void effect_monster_domination_corrupted(player_type *player_ptr, effect_monster_type *em_ptr)
237 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));
239 em_ptr->note = _("には効果がなかった。", " is unaffected.");
240 em_ptr->obvious = false;
244 em_ptr->note = nullptr;
245 msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
246 (em_ptr->seen ? "%^s's corrupted mind backlashes your attack!" : "%^ss corrupted mind backlashes your attack!")),
248 if (randint0(100 + em_ptr->r_ptr->level / 2) < player_ptr->skill_sav) {
249 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
253 effect_monster_domination_corrupted_addition(player_ptr, em_ptr);
256 static void effect_monster_domination_addition(effect_monster_type *em_ptr)
258 switch (randint1(4)) {
260 em_ptr->do_stun = em_ptr->dam / 2;
263 em_ptr->do_conf = em_ptr->dam / 2;
266 em_ptr->do_fear = em_ptr->dam;
270 process_result effect_monster_domination(player_type *player_ptr, effect_monster_type *em_ptr)
272 if (!is_hostile(em_ptr->m_ptr))
273 return PROCESS_CONTINUE;
276 em_ptr->obvious = true;
278 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (em_ptr->r_ptr->flags3 & RF3_NO_CONF)
279 || (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(player_type *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(MFLAG2::NOPET) || has_aggravate(player_ptr)
318 || ((em_ptr->r_ptr->level + 10) > randint1(em_ptr->dam))) {
320 em_ptr->m_ptr->mflag2.set(MFLAG2::NOPET);
325 em_ptr->note = _("を支配した。", " is tamed!");
326 set_pet(player_ptr, em_ptr->m_ptr);
327 (void)set_monster_fast(player_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100);
328 if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
329 em_ptr->r_ptr->r_flags3 |= RF3_GOOD;
334 process_result effect_monster_crusade(player_type *player_ptr, effect_monster_type *em_ptr)
337 em_ptr->obvious = true;
338 bool success = effect_monster_crusade_domination(player_ptr, em_ptr);
341 return PROCESS_CONTINUE;
344 if ((em_ptr->r_ptr->flags3 & RF3_NO_FEAR) == 0)
345 em_ptr->do_fear = randint1(90) + 10;
346 else if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
347 em_ptr->r_ptr->r_flags3 |= RF3_NO_FEAR;
350 return PROCESS_CONTINUE;
354 * @brief モンスターボールで捕まえられる最大HPを計算する
355 * @param player_ptr プレイヤー情報への参照ポインタ
356 * @param m_ptr モンスター情報への参照ポインタ
360 static HIT_POINT calcutate_capturable_hp(player_type *player_ptr, monster_type *m_ptr, HIT_POINT hp)
365 if ((player_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
372 * @brief モンスターボールで捕らえた処理
373 * @param player_ptr プレイヤー情報への参照ポインタ
374 * @param em_ptr 効果情報への参照ポインタ
376 static void effect_monster_captured(player_type *player_ptr, effect_monster_type *em_ptr)
378 if (em_ptr->m_ptr->mflag2.has(MFLAG2::CHAMELEON))
379 choose_new_monster(player_ptr, em_ptr->g_ptr->m_idx, false, MON_CHAMELEON);
381 msg_format(_("%sを捕えた!", "You capture %^s!"), em_ptr->m_name);
382 cap_mon = em_ptr->m_ptr->r_idx;
383 cap_mspeed = em_ptr->m_ptr->mspeed;
384 cap_hp = em_ptr->m_ptr->hp;
385 cap_maxhp = em_ptr->m_ptr->max_maxhp;
386 cap_nickname = em_ptr->m_ptr->nickname;
387 if ((em_ptr->g_ptr->m_idx == player_ptr->riding) && process_fall_off_horse(player_ptr, -1, false))
388 msg_format(_("地面に落とされた。", "You have fallen from %s."), em_ptr->m_name);
390 delete_monster_idx(player_ptr, em_ptr->g_ptr->m_idx);
391 calculate_upkeep(player_ptr);
395 * @brief モンスターボールで捕らえる効果(GF_CAPTURE)
396 * @param player_ptr プレイヤー情報への参照ポインタ
397 * @param em_ptr 効果情報への参照ポインタ
400 process_result effect_monster_capture(player_type *player_ptr, effect_monster_type *em_ptr)
402 floor_type *floor_ptr = player_ptr->current_floor_ptr;
403 if ((floor_ptr->inside_quest && (quest[floor_ptr->inside_quest].type == QuestKindType::KILL_ALL) && !is_pet(em_ptr->m_ptr))
404 || any_bits(em_ptr->r_ptr->flags1, RF1_UNIQUE | RF1_QUESTOR) || any_bits(em_ptr->r_ptr->flags7, RF7_NAZGUL | RF7_UNIQUE2)
405 || em_ptr->m_ptr->parent_m_idx) {
406 msg_format(_("%sには効果がなかった。", "%s is unaffected."), em_ptr->m_name);
407 em_ptr->skipped = true;
408 return PROCESS_CONTINUE;
411 auto r_max_hp = em_ptr->r_ptr->hdice * em_ptr->r_ptr->hside;
412 auto threshold_hp = calcutate_capturable_hp(player_ptr, em_ptr->m_ptr, r_max_hp);
413 auto capturable_hp = MAX(2, calcutate_capturable_hp(player_ptr, em_ptr->m_ptr, em_ptr->m_ptr->max_maxhp));
415 if (threshold_hp < 2 || em_ptr->m_ptr->hp >= capturable_hp) {
416 msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), em_ptr->m_name);
417 em_ptr->skipped = true;
418 return PROCESS_CONTINUE;
421 if (em_ptr->m_ptr->hp <= randint1(capturable_hp)) {
422 effect_monster_captured(player_ptr, em_ptr);
426 msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), em_ptr->m_name);
427 em_ptr->skipped = true;
428 return PROCESS_CONTINUE;