OSDN Git Service

Merge pull request #429 from iks3/fix-display-lore-exp-with-format
[hengbandforosx/hengbandosx.git] / src / effect / effect-monster-switcher.c
1 /*!
2  * todo どうしても「その他」に分類せざるを得ない魔法種別が残った
3  * 本ファイル内の行数はまともなレベルに落ち着いているので、一旦ここに留め置くこととする
4  * @brief 魔法種別による各種処理切り替え
5  * @date 2020/04/29
6  * @author Hourier
7  */
8
9 #include "effect/effect-monster-switcher.h"
10 #include "cmd-action/cmd-attack.h"
11 #include "effect/effect-monster-charm.h"
12 #include "effect/effect-monster-curse.h"
13 #include "effect/effect-monster-evil.h"
14 #include "effect/effect-monster-lite-dark.h"
15 #include "effect/effect-monster-oldies.h"
16 #include "effect/effect-monster-psi.h"
17 #include "effect/effect-monster-resist-hurt.h"
18 #include "effect/effect-monster-spirit.h"
19 #include "effect/effect-monster-util.h"
20 #include "monster-floor/monster-death.h"
21 #include "monster-race/monster-race-hook.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags1.h"
24 #include "monster-race/race-flags2.h"
25 #include "monster-race/race-flags3.h"
26 #include "monster/monster-info.h"
27 #include "monster/monster-status-setter.h"
28 #include "monster/monster-status.h"
29 #include "player-info/avatar.h"
30 #include "player/player-damage.h"
31 #include "spell-kind/spells-genocide.h"
32 #include "spell/spell-types.h"
33 #include "view/display-messages.h"
34
35 process_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
36 {
37     if (em_ptr->seen)
38         em_ptr->obvious = TRUE;
39
40     if (monster_living(em_ptr->m_ptr->r_idx)) {
41         em_ptr->do_time = (em_ptr->dam + 7) / 8;
42         return PROCESS_CONTINUE;
43     }
44
45     if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) {
46         if (em_ptr->r_ptr->flags3 & RF3_DEMON)
47             em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
48         if (em_ptr->r_ptr->flags3 & RF3_UNDEAD)
49             em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
50         if (em_ptr->r_ptr->flags3 & RF3_NONLIVING)
51             em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
52     }
53
54     em_ptr->note = _("には効果がなかった。", " is unaffected.");
55     em_ptr->obvious = FALSE;
56     em_ptr->dam = 0;
57     return PROCESS_CONTINUE;
58 }
59
60 // todo リファクタリング前のコード時点で、単に耐性があるだけでもダメージ0だった.
61 process_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
62 {
63     if (em_ptr->seen)
64         em_ptr->obvious = TRUE;
65
66     if (!monster_living(em_ptr->m_ptr->r_idx)) {
67         if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) {
68             if (em_ptr->r_ptr->flags3 & RF3_DEMON)
69                 em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
70             if (em_ptr->r_ptr->flags3 & RF3_UNDEAD)
71                 em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
72             if (em_ptr->r_ptr->flags3 & RF3_NONLIVING)
73                 em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
74         }
75
76         em_ptr->note = _("には完全な耐性がある!", " is immune.");
77         em_ptr->obvious = FALSE;
78         em_ptr->dam = 0;
79         return PROCESS_CONTINUE;
80     }
81
82     if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) && (randint1(888) != 666))
83         || (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) && randint1(100) != 66)) {
84         em_ptr->note = _("には耐性がある!", " resists!");
85         em_ptr->obvious = FALSE;
86         em_ptr->dam = 0;
87     }
88
89     return PROCESS_CONTINUE;
90 }
91
92 process_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
93 {
94     if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0) {
95         em_ptr->dam = 0;
96         return PROCESS_CONTINUE;
97     }
98
99     if (em_ptr->seen)
100         em_ptr->obvious = TRUE;
101
102     if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
103         em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
104
105     em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
106     em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
107     return PROCESS_CONTINUE;
108 }
109
110 process_result effect_monster_hand_doom(effect_monster_type *em_ptr)
111 {
112     if (em_ptr->seen)
113         em_ptr->obvious = TRUE;
114
115     if (em_ptr->r_ptr->flags1 & RF1_UNIQUE) {
116         em_ptr->note = _("には効果がなかった。", " is unaffected.");
117         em_ptr->dam = 0;
118         return PROCESS_CONTINUE;
119     }
120
121     if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20)))
122                           : (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200)))) {
123         em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
124         if (em_ptr->m_ptr->hp < em_ptr->dam)
125             em_ptr->dam = em_ptr->m_ptr->hp - 1;
126     } else {
127         em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
128         em_ptr->dam = 0;
129     }
130
131     return PROCESS_CONTINUE;
132 }
133
134 process_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
135 {
136     int effect = 0;
137     bool done = TRUE;
138
139     if (em_ptr->seen)
140         em_ptr->obvious = TRUE;
141     if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND) {
142         em_ptr->note = _("には効果がなかった。", " is unaffected.");
143         em_ptr->dam = 0;
144         em_ptr->skipped = TRUE;
145         if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
146             em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
147         return PROCESS_CONTINUE;
148     }
149
150     if (monster_csleep_remaining(em_ptr->m_ptr)) {
151         em_ptr->note = _("には効果がなかった。", " is unaffected.");
152         em_ptr->dam = 0;
153         em_ptr->skipped = TRUE;
154         return PROCESS_CONTINUE;
155     }
156
157     if (one_in_(5))
158         effect = 1;
159     else if (one_in_(4))
160         effect = 2;
161     else if (one_in_(3))
162         effect = 3;
163     else
164         done = FALSE;
165
166     if (effect == 1) {
167         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)) {
168             em_ptr->note = _("には効果がなかった。", " is unaffected.");
169             em_ptr->obvious = FALSE;
170         } else {
171             if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50)) {
172                 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
173             }
174         }
175     } else if (effect == 2) {
176         em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
177         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)) {
178             em_ptr->do_stun = 0;
179             em_ptr->note = _("には効果がなかった。", " is unaffected.");
180             em_ptr->obvious = FALSE;
181         }
182     } else if (effect == 3) {
183         if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
184             || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
185             if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) {
186                 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
187                     em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
188             }
189
190             em_ptr->note = _("には効果がなかった。", " is unaffected.");
191             em_ptr->obvious = FALSE;
192         } else {
193             /* Go to sleep (much) later */
194             em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
195             em_ptr->do_sleep = 500;
196         }
197     }
198
199     if (!done) {
200         em_ptr->note = _("には効果がなかった。", " is unaffected.");
201     }
202
203     em_ptr->dam = 0;
204     return PROCESS_CONTINUE;
205 }
206
207 process_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
208 {
209     if (em_ptr->seen)
210         em_ptr->obvious = TRUE;
211     if (genocide_aux(caster_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, !em_ptr->who, (em_ptr->r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One"))) {
212         if (em_ptr->seen_msg)
213             msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
214         chg_virtue(caster_ptr, V_VITALITY, -1);
215         return PROCESS_TRUE;
216     }
217
218     em_ptr->skipped = TRUE;
219     return PROCESS_CONTINUE;
220 }
221
222 process_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
223 {
224     if (!em_ptr->who)
225         msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
226
227     if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE)) {
228         if (em_ptr->seen)
229             em_ptr->obvious = TRUE;
230
231         if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
232             em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
233
234         em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
235         em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
236     } else {
237         em_ptr->dam = 0;
238     }
239
240     em_ptr->photo = em_ptr->m_ptr->r_idx;
241     return PROCESS_CONTINUE;
242 }
243
244 process_result effect_monster_wounds(effect_monster_type *em_ptr)
245 {
246     if (em_ptr->seen)
247         em_ptr->obvious = TRUE;
248
249     if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50)) {
250         em_ptr->note = _("には効果がなかった。", " is unaffected.");
251         em_ptr->dam = 0;
252     }
253
254     return PROCESS_CONTINUE;
255 }
256
257 /*!
258  * @brief 魔法の効果によって様々なメッセーを出力したり与えるダメージの増減を行ったりする
259  * @param em_ptr モンスター効果構造体への参照ポインタ
260  * @return ここのスイッチングで終るならTRUEかFALSE、後続処理を実行するならCONTINUE
261  */
262 process_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
263 {
264     switch (em_ptr->effect_type) {
265     case GF_PSY_SPEAR:
266     case GF_MISSILE:
267     case GF_ARROW:
268     case GF_MANA:
269     case GF_METEOR:
270     case GF_BLOOD_CURSE:
271     case GF_SEEKER:
272     case GF_SUPER_RAY:
273         return effect_monster_void(em_ptr);
274     case GF_ACID:
275         return effect_monster_acid(caster_ptr, em_ptr);
276     case GF_ELEC:
277         return effect_monster_elec(caster_ptr, em_ptr);
278     case GF_FIRE:
279         return effect_monster_fire(caster_ptr, em_ptr);
280     case GF_COLD:
281         return effect_monster_cold(caster_ptr, em_ptr);
282     case GF_POIS:
283         return effect_monster_pois(caster_ptr, em_ptr);
284     case GF_NUKE:
285         return effect_monster_nuke(caster_ptr, em_ptr);
286     case GF_HELL_FIRE:
287         return effect_monster_hell_fire(caster_ptr, em_ptr);
288     case GF_HOLY_FIRE:
289         return effect_monster_holy_fire(caster_ptr, em_ptr);
290     case GF_PLASMA:
291         return effect_monster_plasma(caster_ptr, em_ptr);
292     case GF_NETHER:
293         return effect_monster_nether(caster_ptr, em_ptr);
294     case GF_WATER:
295         return effect_monster_water(caster_ptr, em_ptr);
296     case GF_CHAOS:
297         return effect_monster_chaos(caster_ptr, em_ptr);
298     case GF_SHARDS:
299         return effect_monster_shards(caster_ptr, em_ptr);
300     case GF_ROCKET:
301         return effect_monster_rocket(caster_ptr, em_ptr);
302     case GF_SOUND:
303         return effect_monster_sound(caster_ptr, em_ptr);
304     case GF_CONFUSION:
305         return effect_monster_confusion(caster_ptr, em_ptr);
306     case GF_DISENCHANT:
307         return effect_monster_disenchant(caster_ptr, em_ptr);
308     case GF_NEXUS:
309         return effect_monster_nexus(caster_ptr, em_ptr);
310     case GF_FORCE:
311         return effect_monster_force(caster_ptr, em_ptr);
312     case GF_INERTIAL:
313         return effect_monster_inertial(caster_ptr, em_ptr);
314     case GF_TIME:
315         return effect_monster_time(caster_ptr, em_ptr);
316     case GF_GRAVITY:
317         return effect_monster_gravity(caster_ptr, em_ptr);
318     case GF_DISINTEGRATE:
319         return effect_monster_disintegration(caster_ptr, em_ptr);
320     case GF_PSI:
321         return effect_monster_psi(caster_ptr, em_ptr);
322     case GF_PSI_DRAIN:
323         return effect_monster_psi_drain(caster_ptr, em_ptr);
324     case GF_TELEKINESIS:
325         return effect_monster_telekinesis(caster_ptr, em_ptr);
326     case GF_DOMINATION:
327         return effect_monster_domination(caster_ptr, em_ptr);
328     case GF_ICE:
329         return effect_monster_icee_bolt(caster_ptr, em_ptr);
330     case GF_HYPODYNAMIA:
331         return effect_monster_hypodynamia(caster_ptr, em_ptr);
332     case GF_DEATH_RAY:
333         return effect_monster_death_ray(caster_ptr, em_ptr);
334     case GF_OLD_POLY:
335         return effect_monster_old_poly(em_ptr);
336     case GF_OLD_CLONE:
337         return effect_monster_old_clone(caster_ptr, em_ptr);
338     case GF_STAR_HEAL:
339         return effect_monster_star_heal(caster_ptr, em_ptr);
340     case GF_OLD_HEAL:
341         return effect_monster_old_heal(caster_ptr, em_ptr);
342     case GF_OLD_SPEED:
343         return effect_monster_old_speed(caster_ptr, em_ptr);
344     case GF_OLD_SLOW:
345         return effect_monster_old_slow(caster_ptr, em_ptr);
346     case GF_OLD_SLEEP:
347         return effect_monster_old_sleep(caster_ptr, em_ptr);
348     case GF_STASIS_EVIL:
349         return effect_monster_stasis(em_ptr, TRUE);
350     case GF_STASIS:
351         return effect_monster_stasis(em_ptr, FALSE);
352     case GF_CHARM:
353         return effect_monster_charm(caster_ptr, em_ptr);
354     case GF_CONTROL_UNDEAD:
355         return effect_monster_control_undead(caster_ptr, em_ptr);
356     case GF_CONTROL_DEMON:
357         return effect_monster_control_demon(caster_ptr, em_ptr);
358     case GF_CONTROL_ANIMAL:
359         return effect_monster_control_animal(caster_ptr, em_ptr);
360     case GF_CHARM_LIVING:
361         return effect_monster_charm_living(caster_ptr, em_ptr);
362     case GF_OLD_CONF:
363         return effect_monster_old_conf(caster_ptr, em_ptr);
364     case GF_STUN:
365         return effect_monster_stun(em_ptr);
366     case GF_LITE_WEAK:
367         return effect_monster_lite_weak(caster_ptr, em_ptr);
368     case GF_LITE:
369         return effect_monster_lite(caster_ptr, em_ptr);
370     case GF_DARK:
371         return effect_monster_dark(caster_ptr, em_ptr);
372     case GF_KILL_WALL:
373         return effect_monster_kill_wall(caster_ptr, em_ptr);
374     case GF_AWAY_UNDEAD:
375         return effect_monster_away_undead(caster_ptr, em_ptr);
376     case GF_AWAY_EVIL:
377         return effect_monster_away_evil(caster_ptr, em_ptr);
378     case GF_AWAY_ALL:
379         return effect_monster_away_all(caster_ptr, em_ptr);
380     case GF_TURN_UNDEAD:
381         return effect_monster_turn_undead(caster_ptr, em_ptr);
382     case GF_TURN_EVIL:
383         return effect_monster_turn_evil(caster_ptr, em_ptr);
384     case GF_TURN_ALL:
385         return effect_monster_turn_all(em_ptr);
386     case GF_DISP_UNDEAD:
387         return effect_monster_disp_undead(caster_ptr, em_ptr);
388     case GF_DISP_EVIL:
389         return effect_monster_disp_evil(caster_ptr, em_ptr);
390     case GF_DISP_GOOD:
391         return effect_monster_disp_good(caster_ptr, em_ptr);
392     case GF_DISP_LIVING:
393         return effect_monster_disp_living(em_ptr);
394     case GF_DISP_DEMON:
395         return effect_monster_disp_demon(caster_ptr, em_ptr);
396     case GF_DISP_ALL:
397         return effect_monster_disp_all(em_ptr);
398     case GF_DRAIN_MANA:
399         return effect_monster_drain_mana(caster_ptr, em_ptr);
400     case GF_MIND_BLAST:
401         return effect_monster_mind_blast(caster_ptr, em_ptr);
402     case GF_BRAIN_SMASH:
403         return effect_monster_brain_smash(caster_ptr, em_ptr);
404     case GF_CAUSE_1:
405         return effect_monster_curse_1(em_ptr);
406     case GF_CAUSE_2:
407         return effect_monster_curse_2(em_ptr);
408     case GF_CAUSE_3:
409         return effect_monster_curse_3(em_ptr);
410     case GF_CAUSE_4:
411         return effect_monster_curse_4(em_ptr);
412     case GF_HAND_DOOM:
413         return effect_monster_hand_doom(em_ptr);
414     case GF_CAPTURE:
415         return effect_monster_capture(caster_ptr, em_ptr);
416     case GF_ATTACK:
417         return (process_result)do_cmd_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
418     case GF_ENGETSU:
419         return effect_monster_engetsu(caster_ptr, em_ptr);
420     case GF_GENOCIDE:
421         return effect_monster_genocide(caster_ptr, em_ptr);
422     case GF_PHOTO:
423         return effect_monster_photo(caster_ptr, em_ptr);
424     case GF_CRUSADE:
425         return effect_monster_crusade(caster_ptr, em_ptr);
426     case GF_WOUNDS:
427         return effect_monster_wounds(em_ptr);
428     default: {
429         em_ptr->skipped = TRUE;
430         em_ptr->dam = 0;
431         return PROCESS_CONTINUE;
432     }
433     }
434 }