1 #include "spell-kind/blood-curse.h"
2 #include "effect/attribute-types.h"
3 #include "effect/effect-characteristics.h"
4 #include "effect/effect-processor.h"
5 #include "monster-floor/monster-summon.h"
6 #include "monster-floor/place-monster-types.h"
7 #include "monster-race/monster-race.h"
8 #include "spell-kind/earthquake.h"
9 #include "spell-kind/spells-sight.h"
10 #include "spell-kind/spells-teleport.h"
11 #include "spell/spells-summon.h"
12 #include "spell/summon-types.h"
13 #include "status/base-status.h"
14 #include "status/experience.h"
15 #include "system/floor-type-definition.h"
16 #include "system/grid-type-definition.h"
17 #include "system/monster-entity.h"
18 #include "system/player-type-definition.h"
19 #include "view/display-messages.h"
21 void blood_curse_to_enemy(PlayerType *player_ptr, MONSTER_IDX m_idx)
23 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
24 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx];
25 BIT_FLAGS curse_flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
27 bool is_first_loop = true;
28 while (is_first_loop || one_in_(5)) {
29 is_first_loop = false;
30 switch (randint1(28)) {
34 msg_print(_("地面が揺れた...", "The ground trembles..."));
35 earthquake(player_ptr, m_ptr->fy, m_ptr->fx, 4 + randint0(4), 0);
46 int extra_dam = damroll(10, 10);
47 msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
48 project(player_ptr, 0, 8, m_ptr->fy, m_ptr->fx, extra_dam, AttributeType::MANA, curse_flg);
57 msg_print(_("空間が歪んだ!", "Space warps about you!"));
58 if (MonsterRace(m_ptr->r_idx).is_valid()) {
59 teleport_away(player_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
62 count += activate_hi_summon(player_ptr, m_ptr->fy, m_ptr->fx, true);
72 msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
73 project(player_ptr, 0, 7, m_ptr->fy, m_ptr->fx, 50, AttributeType::DISINTEGRATE, curse_flg);
83 aggravate_monsters(player_ptr, 0);
90 count += activate_hi_summon(player_ptr, m_ptr->fy, m_ptr->fx, true);
99 bool pet = !one_in_(3);
100 BIT_FLAGS mode = PM_ALLOW_GROUP;
103 mode |= PM_FORCE_PET;
105 mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
108 count += summon_specific(player_ptr, (pet ? -1 : 0), player_ptr->y, player_ptr->x,
109 (pet ? player_ptr->lev * 2 / 3 + randint1(player_ptr->lev / 2) : player_ptr->current_floor_ptr->dun_level), SUMMON_NONE, mode);
118 if (player_ptr->hold_exp && (randint0(100) < 75)) {
122 msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
123 if (player_ptr->hold_exp) {
124 lose_exp(player_ptr, player_ptr->exp / 160);
126 lose_exp(player_ptr, player_ptr->exp / 16);
137 for (int i = 0; i < A_MAX; i++) {
139 (void)do_dec_stat(player_ptr, i);
140 } while (one_in_(2));
143 (void)do_dec_stat(player_ptr, randint0(6));