1 #include "effect/effect-monster-oldies.h"
2 #include "core/player-redraw-types.h"
3 #include "effect/effect-monster-util.h"
4 #include "monster-floor/monster-generator.h"
5 #include "monster-race/monster-race.h"
6 #include "monster-race/race-flags1.h"
7 #include "monster-race/race-flags3.h"
8 #include "monster-race/race-flags7.h"
9 #include "monster-race/race-indice-types.h"
10 #include "monster/monster-info.h"
11 #include "monster/monster-status-setter.h"
12 #include "monster/monster-status.h"
13 #include "player-info/avatar.h"
14 #include "system/floor-type-definition.h"
15 #include "view/display-messages.h"
17 // Powerful monsters can resist.
18 process_result effect_monster_old_poly(effect_monster_type *em_ptr)
21 em_ptr->obvious = TRUE;
22 em_ptr->do_polymorph = TRUE;
24 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags1 & RF1_QUESTOR)
25 || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
26 em_ptr->note = _("には効果がなかった。", " is unaffected.");
27 em_ptr->do_polymorph = FALSE;
28 em_ptr->obvious = FALSE;
32 return PROCESS_CONTINUE;
35 process_result effect_monster_old_clone(player_type *caster_ptr, effect_monster_type *em_ptr)
38 em_ptr->obvious = TRUE;
40 if ((caster_ptr->current_floor_ptr->inside_arena) || is_pet(em_ptr->m_ptr) || (em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR))
41 || (em_ptr->r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))) {
42 em_ptr->note = _("には効果がなかった。", " is unaffected.");
44 return PROCESS_CONTINUE;
47 em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
48 if (multiply_monster(caster_ptr, em_ptr->g_ptr->m_idx, TRUE, 0L))
49 em_ptr->note = _("が分裂した!", " spawns!");
52 return PROCESS_CONTINUE;
55 process_result effect_monster_star_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
58 em_ptr->obvious = TRUE;
60 (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
62 if (em_ptr->m_ptr->maxhp < em_ptr->m_ptr->max_maxhp) {
64 msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), em_ptr->m_name, em_ptr->m_poss);
65 em_ptr->m_ptr->maxhp = em_ptr->m_ptr->max_maxhp;
69 if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
70 caster_ptr->redraw |= (PR_HEALTH);
71 if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
72 caster_ptr->redraw |= (PR_UHEALTH);
77 effect_monster_old_heal(caster_ptr, em_ptr);
81 // who == 0ならばプレーヤーなので、それの判定.
82 static void effect_monster_old_heal_check_player(player_type *caster_ptr, effect_monster_type *em_ptr)
87 chg_virtue(caster_ptr, V_VITALITY, 1);
88 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
89 chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
91 if (is_friendly(em_ptr->m_ptr))
92 chg_virtue(caster_ptr, V_HONOUR, 1);
93 else if (!(em_ptr->r_ptr->flags3 & RF3_EVIL)) {
94 if (em_ptr->r_ptr->flags3 & RF3_GOOD)
95 chg_virtue(caster_ptr, V_COMPASSION, 2);
97 chg_virtue(caster_ptr, V_COMPASSION, 1);
100 if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
101 chg_virtue(caster_ptr, V_NATURE, 1);
104 static void effect_monster_old_heal_recovery(player_type *caster_ptr, effect_monster_type *em_ptr)
106 if (monster_stunned_remaining(em_ptr->m_ptr)) {
107 if (em_ptr->seen_msg)
108 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), em_ptr->m_name);
110 (void)set_monster_stunned(caster_ptr, em_ptr->g_ptr->m_idx, 0);
113 if (monster_confused_remaining(em_ptr->m_ptr)) {
114 if (em_ptr->seen_msg)
115 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), em_ptr->m_name);
117 (void)set_monster_confused(caster_ptr, em_ptr->g_ptr->m_idx, 0);
120 if (monster_fear_remaining(em_ptr->m_ptr)) {
121 if (em_ptr->seen_msg)
122 msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), em_ptr->m_name, em_ptr->m_poss);
124 (void)set_monster_monfear(caster_ptr, em_ptr->g_ptr->m_idx, 0);
128 // todo サーペントのHPがマジックナンバー扱いになっている
129 process_result effect_monster_old_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
132 em_ptr->obvious = TRUE;
135 (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
136 effect_monster_old_heal_recovery(caster_ptr, em_ptr);
137 if (em_ptr->m_ptr->hp < 30000)
138 em_ptr->m_ptr->hp += em_ptr->dam;
139 if (em_ptr->m_ptr->hp > em_ptr->m_ptr->maxhp)
140 em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
142 effect_monster_old_heal_check_player(caster_ptr, em_ptr);
143 if (em_ptr->m_ptr->r_idx == MON_LEPER) {
144 em_ptr->heal_leper = TRUE;
146 chg_virtue(caster_ptr, V_COMPASSION, 5);
149 if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
150 caster_ptr->redraw |= (PR_HEALTH);
151 if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
152 caster_ptr->redraw |= (PR_UHEALTH);
154 em_ptr->note = _("は体力を回復したようだ。", " looks healthier.");
156 return PROCESS_CONTINUE;
159 process_result effect_monster_old_speed(player_type *caster_ptr, effect_monster_type *em_ptr)
162 em_ptr->obvious = TRUE;
164 if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100)) {
165 em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
169 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
170 chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
171 if (is_friendly(em_ptr->m_ptr))
172 chg_virtue(caster_ptr, V_HONOUR, 1);
176 return PROCESS_CONTINUE;
179 process_result effect_monster_old_slow(player_type *caster_ptr, effect_monster_type *em_ptr)
182 em_ptr->obvious = TRUE;
184 /* Powerful monsters can resist */
185 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
186 em_ptr->note = _("には効果がなかった。", " is unaffected.");
187 em_ptr->obvious = FALSE;
189 return PROCESS_CONTINUE;
192 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
193 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
196 return PROCESS_CONTINUE;
200 * todo 「ユニークは (魔法では)常に眠らない」はr_infoの趣旨に反すると思われる
201 * 眠る確率を半分にするとかしておいた方が良さそう
203 process_result effect_monster_old_sleep(player_type *caster_ptr, effect_monster_type *em_ptr)
206 em_ptr->obvious = TRUE;
208 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
209 || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
210 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) {
211 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
212 em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
215 em_ptr->note = _("には効果がなかった。", " is unaffected.");
216 em_ptr->obvious = FALSE;
218 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
219 em_ptr->do_sleep = 500;
223 return PROCESS_CONTINUE;
227 * todo 「ユニークは (魔法では)常に混乱しない」はr_infoの趣旨に反すると思われる
228 * 眠る確率を半分にするとかしておいた方が良さそう
230 process_result effect_monster_old_conf(player_type *caster_ptr, effect_monster_type *em_ptr)
233 em_ptr->obvious = TRUE;
235 em_ptr->do_conf = damroll(3, (em_ptr->dam / 2)) + 1;
236 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
237 || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
238 if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) {
239 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
240 em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
244 em_ptr->note = _("には効果がなかった。", " is unaffected.");
245 em_ptr->obvious = FALSE;
249 return PROCESS_CONTINUE;
252 process_result effect_monster_stasis(effect_monster_type *em_ptr, bool to_evil)
255 em_ptr->obvious = TRUE;
257 int stasis_damage = (em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10);
258 bool has_resistance = (em_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0;
259 has_resistance |= em_ptr->r_ptr->level > randint1(stasis_damage) + 10;
261 has_resistance |= (em_ptr->r_ptr->flags3 & RF3_EVIL) == 0;
263 if (has_resistance) {
264 em_ptr->note = _("には効果がなかった。", " is unaffected.");
265 em_ptr->obvious = FALSE;
267 em_ptr->note = _("は動けなくなった!", " is suspended!");
268 em_ptr->do_sleep = 500;
272 return PROCESS_CONTINUE;
275 process_result effect_monster_stun(effect_monster_type *em_ptr)
278 em_ptr->obvious = TRUE;
280 em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, (em_ptr->dam)) + 1;
281 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
283 em_ptr->note = _("には効果がなかった。", " is unaffected.");
284 em_ptr->obvious = FALSE;
288 return PROCESS_CONTINUE;