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/race-flags1.h"
20 #include "monster-race/race-flags2.h"
21 #include "monster-race/race-flags3.h"
22 #include "monster-race/monster-race-hook.h"
23 #include "monster-floor/monster-death.h"
24 #include "monster/monster-status.h"
25 #include "monster/monster-info.h"
26 #include "player/avatar.h"
27 #include "player/player-damage.h"
28 #include "spell-kind/spells-genocide.h"
29 #include "spell/spell-types.h"
30 #include "view/display-messages.h"
32 gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
34 if (em_ptr->seen) em_ptr->obvious = TRUE;
36 if (monster_living(em_ptr->m_ptr->r_idx))
38 em_ptr->do_time = (em_ptr->dam + 7) / 8;
39 return GF_SWITCH_CONTINUE;
42 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
44 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
45 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
46 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
49 em_ptr->note = _("には効果がなかった。", " is unaffected.");
50 em_ptr->obvious = FALSE;
52 return GF_SWITCH_CONTINUE;
56 // 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.
57 gf_switch_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
59 if (em_ptr->seen) em_ptr->obvious = TRUE;
61 if (!monster_living(em_ptr->m_ptr->r_idx))
63 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
65 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
66 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
67 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
70 em_ptr->note = _("には完全な耐性がある!", " is immune.");
71 em_ptr->obvious = FALSE;
73 return GF_SWITCH_CONTINUE;
76 if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
77 (randint1(888) != 666)) ||
78 (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
81 em_ptr->note = _("には耐性がある!", " resists!");
82 em_ptr->obvious = FALSE;
86 return GF_SWITCH_CONTINUE;
90 gf_switch_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
92 if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
95 return GF_SWITCH_CONTINUE;
98 if (em_ptr->seen) em_ptr->obvious = TRUE;
100 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
102 em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
103 em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
104 return GF_SWITCH_CONTINUE;
108 gf_switch_result effect_monster_hand_doom(effect_monster_type *em_ptr)
110 if (em_ptr->seen) em_ptr->obvious = TRUE;
112 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
114 em_ptr->note = _("には効果がなかった。", " is unaffected.");
116 return GF_SWITCH_CONTINUE;
119 if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
120 (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
122 em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
123 if (em_ptr->m_ptr->hp < em_ptr->dam)
124 em_ptr->dam = em_ptr->m_ptr->hp - 1;
128 em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
132 return GF_SWITCH_CONTINUE;
136 gf_switch_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
141 if (em_ptr->seen) em_ptr->obvious = TRUE;
142 if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
144 em_ptr->note = _("には効果がなかった。", " is unaffected.");
146 em_ptr->skipped = TRUE;
147 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
148 return GF_SWITCH_CONTINUE;
151 if (monster_csleep_remaining(em_ptr->m_ptr))
153 em_ptr->note = _("には効果がなかった。", " is unaffected.");
155 em_ptr->skipped = TRUE;
156 return GF_SWITCH_CONTINUE;
159 if (one_in_(5)) effect = 1;
160 else if (one_in_(4)) effect = 2;
161 else if (one_in_(3)) effect = 3;
166 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
167 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
169 em_ptr->note = _("には効果がなかった。", " is unaffected.");
170 em_ptr->obvious = FALSE;
174 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
176 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
180 else if (effect == 2)
182 em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
183 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
184 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
187 em_ptr->note = _("には効果がなかった。", " is unaffected.");
188 em_ptr->obvious = FALSE;
191 else if (effect == 3)
193 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
194 (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
195 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
197 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
199 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
202 em_ptr->note = _("には効果がなかった。", " is unaffected.");
203 em_ptr->obvious = FALSE;
207 /* Go to sleep (much) later */
208 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
209 em_ptr->do_sleep = 500;
215 em_ptr->note = _("には効果がなかった。", " is unaffected.");
219 return GF_SWITCH_CONTINUE;
223 gf_switch_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
225 if (em_ptr->seen) em_ptr->obvious = TRUE;
226 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")))
228 if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
229 chg_virtue(caster_ptr, V_VITALITY, -1);
230 return GF_SWITCH_TRUE;
233 em_ptr->skipped = TRUE;
234 return GF_SWITCH_CONTINUE;
238 gf_switch_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
241 msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
243 if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
245 if (em_ptr->seen) em_ptr->obvious = TRUE;
247 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
249 em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
250 em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
257 em_ptr->photo = em_ptr->m_ptr->r_idx;
258 return GF_SWITCH_CONTINUE;
262 gf_switch_result effect_monster_wounds(effect_monster_type *em_ptr)
264 if (em_ptr->seen) em_ptr->obvious = TRUE;
266 if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
268 em_ptr->note = _("には効果がなかった。", " is unaffected.");
272 return GF_SWITCH_CONTINUE;
277 * @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
278 * @param em_ptr モンスター効果構造体への参照ポインタ
279 * @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
281 gf_switch_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
283 switch (em_ptr->effect_type)
293 return effect_monster_void(em_ptr);
295 return effect_monster_acid(caster_ptr, em_ptr);
297 return effect_monster_elec(caster_ptr, em_ptr);
299 return effect_monster_fire(caster_ptr, em_ptr);
301 return effect_monster_cold(caster_ptr, em_ptr);
303 return effect_monster_pois(caster_ptr, em_ptr);
305 return effect_monster_nuke(caster_ptr, em_ptr);
307 return effect_monster_hell_fire(caster_ptr, em_ptr);
309 return effect_monster_holy_fire(caster_ptr, em_ptr);
311 return effect_monster_plasma(caster_ptr, em_ptr);
313 return effect_monster_nether(caster_ptr, em_ptr);
315 return effect_monster_water(caster_ptr, em_ptr);
317 return effect_monster_chaos(caster_ptr, em_ptr);
319 return effect_monster_shards(caster_ptr, em_ptr);
321 return effect_monster_rocket(caster_ptr, em_ptr);
323 return effect_monster_sound(caster_ptr, em_ptr);
325 return effect_monster_confusion(caster_ptr, em_ptr);
327 return effect_monster_disenchant(caster_ptr, em_ptr);
329 return effect_monster_nexus(caster_ptr, em_ptr);
331 return effect_monster_force(caster_ptr, em_ptr);
333 return effect_monster_inertial(caster_ptr, em_ptr);
335 return effect_monster_time(caster_ptr, em_ptr);
337 return effect_monster_gravity(caster_ptr, em_ptr);
338 case GF_DISINTEGRATE:
339 return effect_monster_disintegration(caster_ptr, em_ptr);
341 return effect_monster_psi(caster_ptr, em_ptr);
343 return effect_monster_psi_drain(caster_ptr, em_ptr);
345 return effect_monster_telekinesis(caster_ptr, em_ptr);
347 return effect_monster_domination(caster_ptr, em_ptr);
349 return effect_monster_icee_bolt(caster_ptr, em_ptr);
351 return effect_monster_hypodynamia(caster_ptr, em_ptr);
353 return effect_monster_death_ray(caster_ptr, em_ptr);
355 return effect_monster_old_poly(em_ptr);
357 return effect_monster_old_clone(caster_ptr, em_ptr);
359 if (effect_monster_old_clone(caster_ptr, em_ptr) == GF_SWITCH_TRUE)
360 return GF_SWITCH_CONTINUE;
363 return effect_monster_old_heal(caster_ptr, em_ptr);
365 return effect_monster_old_speed(caster_ptr, em_ptr);
367 return effect_monster_old_slow(caster_ptr, em_ptr);
369 return effect_monster_old_sleep(caster_ptr, em_ptr);
371 return effect_monster_stasis(em_ptr, TRUE);
373 return effect_monster_stasis(em_ptr, FALSE);
375 return effect_monster_charm(caster_ptr, em_ptr);
376 case GF_CONTROL_UNDEAD:
377 return effect_monster_control_undead(caster_ptr, em_ptr);
378 case GF_CONTROL_DEMON:
379 return effect_monster_control_demon(caster_ptr, em_ptr);
380 case GF_CONTROL_ANIMAL:
381 return effect_monster_control_animal(caster_ptr, em_ptr);
382 case GF_CHARM_LIVING:
383 return effect_monster_charm_living(caster_ptr, em_ptr);
385 return effect_monster_old_conf(caster_ptr, em_ptr);
387 return effect_monster_stun(em_ptr);
389 return effect_monster_lite_weak(caster_ptr, em_ptr);
391 return effect_monster_lite(caster_ptr, em_ptr);
393 return effect_monster_dark(caster_ptr, em_ptr);
395 return effect_monster_kill_wall(caster_ptr, em_ptr);
397 return effect_monster_away_undead(caster_ptr, em_ptr);
399 return effect_monster_away_evil(caster_ptr, em_ptr);
401 return effect_monster_away_all(caster_ptr, em_ptr);
403 return effect_monster_turn_undead(caster_ptr, em_ptr);
405 return effect_monster_turn_evil(caster_ptr, em_ptr);
407 return effect_monster_turn_all(em_ptr);
409 return effect_monster_disp_undead(caster_ptr, em_ptr);
411 return effect_monster_disp_evil(caster_ptr, em_ptr);
413 return effect_monster_disp_good(caster_ptr, em_ptr);
415 return effect_monster_disp_living(em_ptr);
417 return effect_monster_disp_demon(caster_ptr, em_ptr);
419 return effect_monster_disp_all(em_ptr);
421 return effect_monster_drain_mana(caster_ptr, em_ptr);
423 return effect_monster_mind_blast(caster_ptr, em_ptr);
425 return effect_monster_brain_smash(caster_ptr, em_ptr);
427 return effect_monster_curse_1(em_ptr);
429 return effect_monster_curse_2(em_ptr);
431 return effect_monster_curse_3(em_ptr);
433 return effect_monster_curse_4(em_ptr);
435 return effect_monster_hand_doom(em_ptr);
437 return effect_monster_capture(caster_ptr, em_ptr);
439 return (gf_switch_result)do_cmd_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
441 return effect_monster_engetsu(caster_ptr, em_ptr);
443 return effect_monster_genocide(caster_ptr, em_ptr);
445 return effect_monster_photo(caster_ptr, em_ptr);
447 return effect_monster_crusade(caster_ptr, em_ptr);
449 return effect_monster_wounds(em_ptr);
452 em_ptr->skipped = TRUE;
454 return GF_SWITCH_CONTINUE;