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
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-race/monster-race.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster-race/race-flags2.h"
23 #include "monster-race/race-flags3.h"
24 #include "monster-race/monster-race-hook.h"
25 #include "monster-floor/monster-death.h"
26 #include "monster/monster-status-setter.h"
27 #include "monster/monster-status.h"
28 #include "monster/monster-info.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"
35 process_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
37 if (em_ptr->seen) em_ptr->obvious = TRUE;
39 if (monster_living(em_ptr->m_ptr->r_idx))
41 em_ptr->do_time = (em_ptr->dam + 7) / 8;
42 return PROCESS_CONTINUE;
45 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
47 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
48 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
49 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
52 em_ptr->note = _("には効果がなかった。", " is unaffected.");
53 em_ptr->obvious = FALSE;
55 return PROCESS_CONTINUE;
59 // 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.
60 process_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
62 if (em_ptr->seen) em_ptr->obvious = TRUE;
64 if (!monster_living(em_ptr->m_ptr->r_idx))
66 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
68 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
69 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
70 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
73 em_ptr->note = _("には完全な耐性がある!", " is immune.");
74 em_ptr->obvious = FALSE;
76 return PROCESS_CONTINUE;
79 if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
80 (randint1(888) != 666)) ||
81 (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
84 em_ptr->note = _("には耐性がある!", " resists!");
85 em_ptr->obvious = FALSE;
89 return PROCESS_CONTINUE;
93 process_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
95 if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
98 return PROCESS_CONTINUE;
101 if (em_ptr->seen) em_ptr->obvious = TRUE;
103 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
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;
111 process_result effect_monster_hand_doom(effect_monster_type *em_ptr)
113 if (em_ptr->seen) em_ptr->obvious = TRUE;
115 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
117 em_ptr->note = _("には効果がなかった。", " is unaffected.");
119 return PROCESS_CONTINUE;
122 if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
123 (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
125 em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
126 if (em_ptr->m_ptr->hp < em_ptr->dam)
127 em_ptr->dam = em_ptr->m_ptr->hp - 1;
131 em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
135 return PROCESS_CONTINUE;
139 process_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
144 if (em_ptr->seen) em_ptr->obvious = TRUE;
145 if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
147 em_ptr->note = _("には効果がなかった。", " is unaffected.");
149 em_ptr->skipped = TRUE;
150 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
151 return PROCESS_CONTINUE;
154 if (monster_csleep_remaining(em_ptr->m_ptr))
156 em_ptr->note = _("には効果がなかった。", " is unaffected.");
158 em_ptr->skipped = TRUE;
159 return PROCESS_CONTINUE;
162 if (one_in_(5)) effect = 1;
163 else if (one_in_(4)) effect = 2;
164 else if (one_in_(3)) effect = 3;
169 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
170 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
172 em_ptr->note = _("には効果がなかった。", " is unaffected.");
173 em_ptr->obvious = FALSE;
177 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
179 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
183 else if (effect == 2)
185 em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
186 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
187 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
190 em_ptr->note = _("には効果がなかった。", " is unaffected.");
191 em_ptr->obvious = FALSE;
194 else if (effect == 3)
196 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
197 (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
198 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
200 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
202 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
205 em_ptr->note = _("には効果がなかった。", " is unaffected.");
206 em_ptr->obvious = FALSE;
210 /* Go to sleep (much) later */
211 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
212 em_ptr->do_sleep = 500;
218 em_ptr->note = _("には効果がなかった。", " is unaffected.");
222 return PROCESS_CONTINUE;
226 process_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
228 if (em_ptr->seen) em_ptr->obvious = TRUE;
229 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")))
231 if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
232 chg_virtue(caster_ptr, V_VITALITY, -1);
236 em_ptr->skipped = TRUE;
237 return PROCESS_CONTINUE;
241 process_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
244 msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
246 if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
248 if (em_ptr->seen) em_ptr->obvious = TRUE;
250 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
252 em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
253 em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
260 em_ptr->photo = em_ptr->m_ptr->r_idx;
261 return PROCESS_CONTINUE;
265 process_result effect_monster_wounds(effect_monster_type *em_ptr)
267 if (em_ptr->seen) em_ptr->obvious = TRUE;
269 if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
271 em_ptr->note = _("には効果がなかった。", " is unaffected.");
275 return PROCESS_CONTINUE;
280 * @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
281 * @param em_ptr モンスター効果構造体への参照ポインタ
282 * @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
284 process_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
286 switch (em_ptr->effect_type)
296 return effect_monster_void(em_ptr);
298 return effect_monster_acid(caster_ptr, em_ptr);
300 return effect_monster_elec(caster_ptr, em_ptr);
302 return effect_monster_fire(caster_ptr, em_ptr);
304 return effect_monster_cold(caster_ptr, em_ptr);
306 return effect_monster_pois(caster_ptr, em_ptr);
308 return effect_monster_nuke(caster_ptr, em_ptr);
310 return effect_monster_hell_fire(caster_ptr, em_ptr);
312 return effect_monster_holy_fire(caster_ptr, em_ptr);
314 return effect_monster_plasma(caster_ptr, em_ptr);
316 return effect_monster_nether(caster_ptr, em_ptr);
318 return effect_monster_water(caster_ptr, em_ptr);
320 return effect_monster_chaos(caster_ptr, em_ptr);
322 return effect_monster_shards(caster_ptr, em_ptr);
324 return effect_monster_rocket(caster_ptr, em_ptr);
326 return effect_monster_sound(caster_ptr, em_ptr);
328 return effect_monster_confusion(caster_ptr, em_ptr);
330 return effect_monster_disenchant(caster_ptr, em_ptr);
332 return effect_monster_nexus(caster_ptr, em_ptr);
334 return effect_monster_force(caster_ptr, em_ptr);
336 return effect_monster_inertial(caster_ptr, em_ptr);
338 return effect_monster_time(caster_ptr, em_ptr);
340 return effect_monster_gravity(caster_ptr, em_ptr);
341 case GF_DISINTEGRATE:
342 return effect_monster_disintegration(caster_ptr, em_ptr);
344 return effect_monster_psi(caster_ptr, em_ptr);
346 return effect_monster_psi_drain(caster_ptr, em_ptr);
348 return effect_monster_telekinesis(caster_ptr, em_ptr);
350 return effect_monster_domination(caster_ptr, em_ptr);
352 return effect_monster_icee_bolt(caster_ptr, em_ptr);
354 return effect_monster_hypodynamia(caster_ptr, em_ptr);
356 return effect_monster_death_ray(caster_ptr, em_ptr);
358 return effect_monster_old_poly(em_ptr);
360 return effect_monster_old_clone(caster_ptr, em_ptr);
362 if (effect_monster_old_clone(caster_ptr, em_ptr) == PROCESS_TRUE)
363 return PROCESS_CONTINUE;
366 return effect_monster_old_heal(caster_ptr, em_ptr);
368 return effect_monster_old_speed(caster_ptr, em_ptr);
370 return effect_monster_old_slow(caster_ptr, em_ptr);
372 return effect_monster_old_sleep(caster_ptr, em_ptr);
374 return effect_monster_stasis(em_ptr, TRUE);
376 return effect_monster_stasis(em_ptr, FALSE);
378 return effect_monster_charm(caster_ptr, em_ptr);
379 case GF_CONTROL_UNDEAD:
380 return effect_monster_control_undead(caster_ptr, em_ptr);
381 case GF_CONTROL_DEMON:
382 return effect_monster_control_demon(caster_ptr, em_ptr);
383 case GF_CONTROL_ANIMAL:
384 return effect_monster_control_animal(caster_ptr, em_ptr);
385 case GF_CHARM_LIVING:
386 return effect_monster_charm_living(caster_ptr, em_ptr);
388 return effect_monster_old_conf(caster_ptr, em_ptr);
390 return effect_monster_stun(em_ptr);
392 return effect_monster_lite_weak(caster_ptr, em_ptr);
394 return effect_monster_lite(caster_ptr, em_ptr);
396 return effect_monster_dark(caster_ptr, em_ptr);
398 return effect_monster_kill_wall(caster_ptr, em_ptr);
400 return effect_monster_away_undead(caster_ptr, em_ptr);
402 return effect_monster_away_evil(caster_ptr, em_ptr);
404 return effect_monster_away_all(caster_ptr, em_ptr);
406 return effect_monster_turn_undead(caster_ptr, em_ptr);
408 return effect_monster_turn_evil(caster_ptr, em_ptr);
410 return effect_monster_turn_all(em_ptr);
412 return effect_monster_disp_undead(caster_ptr, em_ptr);
414 return effect_monster_disp_evil(caster_ptr, em_ptr);
416 return effect_monster_disp_good(caster_ptr, em_ptr);
418 return effect_monster_disp_living(em_ptr);
420 return effect_monster_disp_demon(caster_ptr, em_ptr);
422 return effect_monster_disp_all(em_ptr);
424 return effect_monster_drain_mana(caster_ptr, em_ptr);
426 return effect_monster_mind_blast(caster_ptr, em_ptr);
428 return effect_monster_brain_smash(caster_ptr, em_ptr);
430 return effect_monster_curse_1(em_ptr);
432 return effect_monster_curse_2(em_ptr);
434 return effect_monster_curse_3(em_ptr);
436 return effect_monster_curse_4(em_ptr);
438 return effect_monster_hand_doom(em_ptr);
440 return effect_monster_capture(caster_ptr, em_ptr);
442 return (process_result)do_cmd_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
444 return effect_monster_engetsu(caster_ptr, em_ptr);
446 return effect_monster_genocide(caster_ptr, em_ptr);
448 return effect_monster_photo(caster_ptr, em_ptr);
450 return effect_monster_crusade(caster_ptr, em_ptr);
452 return effect_monster_wounds(em_ptr);
455 em_ptr->skipped = TRUE;
457 return PROCESS_CONTINUE;