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 "view/display-messages.h"
22 void process_blind_attack(player_type *player_ptr, monap_type *monap_ptr)
24 if (has_resist_blind(player_ptr) || check_multishadow(player_ptr)) {
28 auto is_dio = monap_ptr->m_ptr->r_idx == MON_DIO;
29 auto dio_msg = _("どうだッ!この血の目潰しはッ!", "How is it! This blood-blinding!");
30 if (is_dio && player_ptr->prace == player_race_type::SKELETON) {
32 msg_print(_("しかし、あなたには元々目はなかった!", "However, you don't have eyes!"));
36 if (!set_blind(player_ptr, player_ptr->blind + 10 + randint1(monap_ptr->rlev))) {
44 monap_ptr->obvious = true;
47 void process_terrify_attack(player_type *player_ptr, monap_type *monap_ptr)
49 if (check_multishadow(player_ptr)) {
53 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
54 if (has_resist_fear(player_ptr)) {
55 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
56 monap_ptr->obvious = true;
60 if (randint0(100 + r_ptr->level / 2) < player_ptr->skill_sav) {
61 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
62 monap_ptr->obvious = true;
66 if (set_afraid(player_ptr, player_ptr->afraid + 3 + randint1(monap_ptr->rlev))) {
67 monap_ptr->obvious = true;
71 void process_paralyze_attack(player_type *player_ptr, monap_type *monap_ptr)
73 if (check_multishadow(player_ptr)) {
77 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
78 if (player_ptr->free_act) {
79 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
80 monap_ptr->obvious = true;
84 if (randint0(100 + r_ptr->level / 2) < player_ptr->skill_sav) {
85 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
86 monap_ptr->obvious = true;
90 if (!player_ptr->paralyzed && set_paralyzed(player_ptr, 3 + randint1(monap_ptr->rlev))) {
91 monap_ptr->obvious = true;
95 void process_lose_all_attack(player_type *player_ptr, monap_type *monap_ptr)
97 if (do_dec_stat(player_ptr, A_STR)) {
98 monap_ptr->obvious = true;
101 if (do_dec_stat(player_ptr, A_DEX)) {
102 monap_ptr->obvious = true;
105 if (do_dec_stat(player_ptr, A_CON)) {
106 monap_ptr->obvious = true;
109 if (do_dec_stat(player_ptr, A_INT)) {
110 monap_ptr->obvious = true;
113 if (do_dec_stat(player_ptr, A_WIS)) {
114 monap_ptr->obvious = true;
117 if (do_dec_stat(player_ptr, A_CHR)) {
118 monap_ptr->obvious = true;
122 void process_stun_attack(player_type *player_ptr, monap_type *monap_ptr)
124 if (has_resist_sound(player_ptr) || check_multishadow(player_ptr)) {
128 auto *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
129 if (set_stun(player_ptr, player_ptr->stun + 10 + randint1(r_ptr->level / 4)))
130 monap_ptr->obvious = true;
134 * @brief 時間逆転攻撃による能力低下
135 * @param player_ptr プレイヤーへの参照ポインタ
136 * @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
138 static void describe_disability(player_type *player_ptr, monap_type *monap_ptr)
140 int stat = randint0(6);
143 monap_ptr->act = _("強く", "strong");
146 monap_ptr->act = _("聡明で", "bright");
149 monap_ptr->act = _("賢明で", "wise");
152 monap_ptr->act = _("器用で", "agile");
155 monap_ptr->act = _("健康で", "hale");
158 monap_ptr->act = _("美しく", "beautiful");
162 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);
163 player_ptr->stat_cur[stat] = (player_ptr->stat_cur[stat] * 3) / 4;
164 if (player_ptr->stat_cur[stat] < 3) {
165 player_ptr->stat_cur[stat] = 3;
169 void process_monster_attack_time(player_type *player_ptr, monap_type *monap_ptr)
171 if (has_resist_time(player_ptr) || check_multishadow(player_ptr)) {
175 switch (randint1(10)) {
181 if (player_ptr->prace == player_race_type::ANDROID) {
185 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."));
186 lose_exp(player_ptr, 100 + (player_ptr->exp / 100) * MON_DRAIN_LIFE);
192 describe_disability(player_ptr, monap_ptr);
193 player_ptr->update |= (PU_BONUS);
196 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..."));
197 for (auto i = 0; i < A_MAX; i++) {
198 player_ptr->stat_cur[i] = (player_ptr->stat_cur[i] * 7) / 8;
199 if (player_ptr->stat_cur[i] < 3) {
200 player_ptr->stat_cur[i] = 3;
204 player_ptr->update |= PU_BONUS;