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 "monster-race/monster-race-hook.h"
20 #include "monster/monster-status.h"
21 #include "player/avatar.h"
22 #include "player/player-damage.h"
23 #include "spell-kind/spells-genocide.h"
24 #include "spell/spells-type.h"
26 gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
28 if (em_ptr->seen) em_ptr->obvious = TRUE;
30 if (monster_living(em_ptr->m_ptr->r_idx))
32 em_ptr->do_time = (em_ptr->dam + 7) / 8;
33 return GF_SWITCH_CONTINUE;
36 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
38 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
39 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
40 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
43 em_ptr->note = _("には効果がなかった。", " is unaffected.");
44 em_ptr->obvious = FALSE;
46 return GF_SWITCH_CONTINUE;
50 // 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.
51 gf_switch_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
53 if (em_ptr->seen) em_ptr->obvious = TRUE;
55 if (!monster_living(em_ptr->m_ptr->r_idx))
57 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
59 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
60 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
61 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
64 em_ptr->note = _("には完全な耐性がある!", " is immune.");
65 em_ptr->obvious = FALSE;
67 return GF_SWITCH_CONTINUE;
70 if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
71 (randint1(888) != 666)) ||
72 (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
75 em_ptr->note = _("には耐性がある!", " resists!");
76 em_ptr->obvious = FALSE;
80 return GF_SWITCH_CONTINUE;
84 gf_switch_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
86 if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
89 return GF_SWITCH_CONTINUE;
92 if (em_ptr->seen) em_ptr->obvious = TRUE;
94 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
96 em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
97 em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
98 return GF_SWITCH_CONTINUE;
102 gf_switch_result effect_monster_hand_doom(effect_monster_type *em_ptr)
104 if (em_ptr->seen) em_ptr->obvious = TRUE;
106 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
108 em_ptr->note = _("には効果がなかった。", " is unaffected.");
110 return GF_SWITCH_CONTINUE;
113 if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
114 (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
116 em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
117 if (em_ptr->m_ptr->hp < em_ptr->dam)
118 em_ptr->dam = em_ptr->m_ptr->hp - 1;
122 em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
126 return GF_SWITCH_CONTINUE;
130 gf_switch_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
135 if (em_ptr->seen) em_ptr->obvious = TRUE;
136 if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
138 em_ptr->note = _("には効果がなかった。", " is unaffected.");
140 em_ptr->skipped = TRUE;
141 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
142 return GF_SWITCH_CONTINUE;
145 if (MON_CSLEEP(em_ptr->m_ptr))
147 em_ptr->note = _("には効果がなかった。", " is unaffected.");
149 em_ptr->skipped = TRUE;
150 return GF_SWITCH_CONTINUE;
153 if (one_in_(5)) effect = 1;
154 else if (one_in_(4)) effect = 2;
155 else if (one_in_(3)) effect = 3;
160 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
161 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
163 em_ptr->note = _("には効果がなかった。", " is unaffected.");
164 em_ptr->obvious = FALSE;
168 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
170 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
174 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)) ||
178 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
181 em_ptr->note = _("には効果がなかった。", " is unaffected.");
182 em_ptr->obvious = FALSE;
185 else if (effect == 3)
187 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
188 (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
189 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
191 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
193 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
196 em_ptr->note = _("には効果がなかった。", " is unaffected.");
197 em_ptr->obvious = FALSE;
201 /* Go to sleep (much) later */
202 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
203 em_ptr->do_sleep = 500;
209 em_ptr->note = _("には効果がなかった。", " is unaffected.");
213 return GF_SWITCH_CONTINUE;
217 gf_switch_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
219 if (em_ptr->seen) em_ptr->obvious = TRUE;
220 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")))
222 if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
223 chg_virtue(caster_ptr, V_VITALITY, -1);
224 return GF_SWITCH_TRUE;
227 em_ptr->skipped = TRUE;
228 return GF_SWITCH_CONTINUE;
232 gf_switch_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
235 msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
237 if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
239 if (em_ptr->seen) em_ptr->obvious = TRUE;
241 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
243 em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
244 em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
251 em_ptr->photo = em_ptr->m_ptr->r_idx;
252 return GF_SWITCH_CONTINUE;
256 gf_switch_result effect_monster_wounds(effect_monster_type *em_ptr)
258 if (em_ptr->seen) em_ptr->obvious = TRUE;
260 if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
262 em_ptr->note = _("には効果がなかった。", " is unaffected.");
266 return GF_SWITCH_CONTINUE;
271 * @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
272 * @param em_ptr モンスター効果構造体への参照ポインタ
273 * @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
275 gf_switch_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
277 switch (em_ptr->effect_type)
287 return effect_monster_void(em_ptr);
289 return effect_monster_acid(caster_ptr, em_ptr);
291 return effect_monster_elec(caster_ptr, em_ptr);
293 return effect_monster_fire(caster_ptr, em_ptr);
295 return effect_monster_cold(caster_ptr, em_ptr);
297 return effect_monster_pois(caster_ptr, em_ptr);
299 return effect_monster_nuke(caster_ptr, em_ptr);
301 return effect_monster_hell_fire(caster_ptr, em_ptr);
303 return effect_monster_holy_fire(caster_ptr, em_ptr);
305 return effect_monster_plasma(caster_ptr, em_ptr);
307 return effect_monster_nether(caster_ptr, em_ptr);
309 return effect_monster_water(caster_ptr, em_ptr);
311 return effect_monster_chaos(caster_ptr, em_ptr);
313 return effect_monster_shards(caster_ptr, em_ptr);
315 return effect_monster_rocket(caster_ptr, em_ptr);
317 return effect_monster_sound(caster_ptr, em_ptr);
319 return effect_monster_confusion(caster_ptr, em_ptr);
321 return effect_monster_disenchant(caster_ptr, em_ptr);
323 return effect_monster_nexus(caster_ptr, em_ptr);
325 return effect_monster_force(caster_ptr, em_ptr);
327 return effect_monster_inertial(caster_ptr, em_ptr);
329 return effect_monster_time(caster_ptr, em_ptr);
331 return effect_monster_gravity(caster_ptr, em_ptr);
332 case GF_DISINTEGRATE:
333 return effect_monster_disintegration(caster_ptr, em_ptr);
335 return effect_monster_psi(caster_ptr, em_ptr);
337 return effect_monster_psi_drain(caster_ptr, em_ptr);
339 return effect_monster_telekinesis(caster_ptr, em_ptr);
341 return effect_monster_domination(caster_ptr, em_ptr);
343 return effect_monster_icee_bolt(caster_ptr, em_ptr);
345 return effect_monster_hypodynamia(caster_ptr, em_ptr);
347 return effect_monster_death_ray(caster_ptr, em_ptr);
349 return effect_monster_old_poly(em_ptr);
351 return effect_monster_old_clone(caster_ptr, em_ptr);
353 if (effect_monster_old_clone(caster_ptr, em_ptr) == GF_SWITCH_TRUE)
354 return GF_SWITCH_CONTINUE;
357 return effect_monster_old_heal(caster_ptr, em_ptr);
359 return effect_monster_old_speed(caster_ptr, em_ptr);
361 return effect_monster_old_slow(caster_ptr, em_ptr);
363 return effect_monster_old_sleep(caster_ptr, em_ptr);
365 return effect_monster_stasis(em_ptr, TRUE);
367 return effect_monster_stasis(em_ptr, FALSE);
369 return effect_monster_charm(caster_ptr, em_ptr);
370 case GF_CONTROL_UNDEAD:
371 return effect_monster_control_undead(caster_ptr, em_ptr);
372 case GF_CONTROL_DEMON:
373 return effect_monster_control_demon(caster_ptr, em_ptr);
374 case GF_CONTROL_ANIMAL:
375 return effect_monster_control_animal(caster_ptr, em_ptr);
376 case GF_CHARM_LIVING:
377 return effect_monster_charm_living(caster_ptr, em_ptr);
379 return effect_monster_old_conf(caster_ptr, em_ptr);
381 return effect_monster_stun(em_ptr);
383 return effect_monster_lite_weak(caster_ptr, em_ptr);
385 return effect_monster_lite(caster_ptr, em_ptr);
387 return effect_monster_dark(caster_ptr, em_ptr);
389 return effect_monster_kill_wall(caster_ptr, em_ptr);
391 return effect_monster_away_undead(caster_ptr, em_ptr);
393 return effect_monster_away_evil(caster_ptr, em_ptr);
395 return effect_monster_away_all(caster_ptr, em_ptr);
397 return effect_monster_turn_undead(caster_ptr, em_ptr);
399 return effect_monster_turn_evil(caster_ptr, em_ptr);
401 return effect_monster_turn_all(em_ptr);
403 return effect_monster_disp_undead(caster_ptr, em_ptr);
405 return effect_monster_disp_evil(caster_ptr, em_ptr);
407 return effect_monster_disp_good(caster_ptr, em_ptr);
409 return effect_monster_disp_living(em_ptr);
411 return effect_monster_disp_demon(caster_ptr, em_ptr);
413 return effect_monster_disp_all(em_ptr);
415 return effect_monster_drain_mana(caster_ptr, em_ptr);
417 return effect_monster_mind_blast(caster_ptr, em_ptr);
419 return effect_monster_brain_smash(caster_ptr, em_ptr);
421 return effect_monster_curse_1(em_ptr);
423 return effect_monster_curse_2(em_ptr);
425 return effect_monster_curse_3(em_ptr);
427 return effect_monster_curse_4(em_ptr);
429 return effect_monster_hand_doom(em_ptr);
431 return effect_monster_capture(caster_ptr, em_ptr);
433 return (gf_switch_result)do_cmd_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
435 return effect_monster_engetsu(caster_ptr, em_ptr);
437 return effect_monster_genocide(caster_ptr, em_ptr);
439 return effect_monster_photo(caster_ptr, em_ptr);
441 return effect_monster_crusade(caster_ptr, em_ptr);
443 return effect_monster_wounds(em_ptr);
446 em_ptr->skipped = TRUE;
448 return GF_SWITCH_CONTINUE;