2 * @brief プレイヤーのステータス (麻痺等)に影響を与えるモンスターの打撃処理
7 #include "monster-attack/monster-attack-status.h"
8 #include "core/player-update-types.h"
9 #include "mind/mind-mirror-master.h"
10 #include "monster-attack/monster-attack-util.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-indice-types.h"
13 #include "player/player-status-flags.h"
14 #include "status/bad-status-setter.h"
15 #include "status/base-status.h"
16 #include "status/experience.h"
17 #include "system/monster-race-definition.h"
18 #include "system/monster-type-definition.h"
19 #include "system/player-type-definition.h"
20 #include "timed-effect/timed-effects.h"
21 #include "view/display-messages.h"
23 void process_blind_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
25 if (has_resist_blind(player_ptr) || check_multishadow(player_ptr)) {
29 auto is_dio = monap_ptr->m_ptr->r_idx == MON_DIO;
30 auto dio_msg = _("どうだッ!この血の目潰しはッ!", "How is it! This blood-blinding!");
31 if (is_dio && player_ptr->prace == PlayerRaceType::SKELETON) {
33 msg_print(_("しかし、あなたには元々目はなかった!", "However, you don't have eyes!"));
37 if (!BadStatusSetter(player_ptr).mod_blindness(10 + randint1(monap_ptr->rlev))) {
45 monap_ptr->obvious = true;
48 void process_terrify_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
50 if (check_multishadow(player_ptr)) {
54 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
55 if (has_resist_fear(player_ptr)) {
56 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
57 monap_ptr->obvious = true;
61 if (randint0(100 + r_ptr->level / 2) < player_ptr->skill_sav) {
62 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
63 monap_ptr->obvious = true;
67 if (BadStatusSetter(player_ptr).mod_afraidness(3 + randint1(monap_ptr->rlev))) {
68 monap_ptr->obvious = true;
72 void process_paralyze_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
74 if (check_multishadow(player_ptr)) {
78 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
79 if (player_ptr->free_act) {
80 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
81 monap_ptr->obvious = true;
85 if (randint0(100 + r_ptr->level / 2) < player_ptr->skill_sav) {
86 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
87 monap_ptr->obvious = true;
91 if (!player_ptr->paralyzed && BadStatusSetter(player_ptr).paralysis(3 + randint1(monap_ptr->rlev))) {
92 monap_ptr->obvious = true;
96 void process_lose_all_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
98 if (do_dec_stat(player_ptr, A_STR)) {
99 monap_ptr->obvious = true;
102 if (do_dec_stat(player_ptr, A_DEX)) {
103 monap_ptr->obvious = true;
106 if (do_dec_stat(player_ptr, A_CON)) {
107 monap_ptr->obvious = true;
110 if (do_dec_stat(player_ptr, A_INT)) {
111 monap_ptr->obvious = true;
114 if (do_dec_stat(player_ptr, A_WIS)) {
115 monap_ptr->obvious = true;
118 if (do_dec_stat(player_ptr, A_CHR)) {
119 monap_ptr->obvious = true;
123 void process_stun_attack(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
125 if (has_resist_sound(player_ptr) || check_multishadow(player_ptr)) {
129 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
130 if (BadStatusSetter(player_ptr).mod_stun(10 + randint1(r_ptr->level / 4))) {
131 monap_ptr->obvious = true;
136 * @brief 時間逆転攻撃による能力低下
137 * @param player_ptr プレイヤーへの参照ポインタ
138 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
140 static void describe_disability(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
142 int stat = randint0(6);
145 monap_ptr->act = _("強く", "strong");
148 monap_ptr->act = _("聡明で", "bright");
151 monap_ptr->act = _("賢明で", "wise");
154 monap_ptr->act = _("器用で", "agile");
157 monap_ptr->act = _("健康で", "hale");
160 monap_ptr->act = _("美しく", "beautiful");
164 msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), monap_ptr->act);
165 player_ptr->stat_cur[stat] = (player_ptr->stat_cur[stat] * 3) / 4;
166 if (player_ptr->stat_cur[stat] < 3) {
167 player_ptr->stat_cur[stat] = 3;
171 void process_monster_attack_time(PlayerType *player_ptr, MonsterAttackPlayer *monap_ptr)
173 if (has_resist_time(player_ptr) || check_multishadow(player_ptr)) {
177 switch (randint1(10)) {
183 if (player_ptr->prace == PlayerRaceType::ANDROID) {
187 msg_print(_("人生が逆戻りした気がする。", "You feel like a chunk of the past has been ripped away."));
188 lose_exp(player_ptr, 100 + (player_ptr->exp / 100) * MON_DRAIN_LIFE);
194 describe_disability(player_ptr, monap_ptr);
195 player_ptr->update |= (PU_BONUS);
198 msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
199 for (auto i = 0; i < A_MAX; i++) {
200 player_ptr->stat_cur[i] = (player_ptr->stat_cur[i] * 7) / 8;
201 if (player_ptr->stat_cur[i] < 3) {
202 player_ptr->stat_cur[i] = 3;
206 player_ptr->update |= PU_BONUS;