#include "core/window-redrawer.h"
#include "effect/effect-monster-util.h"
#include "floor/line-of-sight.h"
+#include "grid/grid.h"
#include "mind/mind-mirror-master.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-describer.h"
#include "monster/monster-description-types.h"
#include "monster/monster-info.h"
-#include "status/bad-status-setter.h"
#include "player/player-damage.h"
+#include "status/bad-status-setter.h"
+#include "system/monster-race-definition.h"
+#include "system/monster-type-definition.h"
+#include "system/player-type-definition.h"
+#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
#include "world/world.h"
-static bool effect_monster_psi_empty_mind(player_type *caster_ptr, effect_monster_type *em_ptr)
+/*!
+ * @brief 精神のないモンスターのPsi攻撃に対する完全な耐性を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return 完全な耐性を発動した場合TRUE、そうでなければFALSE
+ */
+static bool resisted_psi_because_empty_mind(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND) == 0) return FALSE;
+ if (none_bits(em_ptr->r_ptr->flags2, RF2_EMPTY_MIND))
+ return FALSE;
- em_ptr->dam = 0;
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ em_ptr->dam = 0;
+ em_ptr->note = _("には完全な耐性がある!", " is immune.");
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ set_bits(em_ptr->r_ptr->r_flags2, RF2_EMPTY_MIND);
- return TRUE;
+ return TRUE;
}
-
-static bool effect_monster_psi_weird_mind(effect_monster_type *em_ptr)
+/*!
+ * @brief 異質な精神のモンスター及び強力なモンスターのPsi攻撃に対する耐性を発動する
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return 耐性を発動した場合TRUE、そうでなければFALSE
+ * @details
+ * 以下のいずれかの場合は耐性がある
+ * 1) STUPIDまたはWIERD_MINDである
+ * 2) ANIMALである
+ * 3) レベルが d(3*ダメージ) より大きい
+ */
+static bool resisted_psi_because_weird_mind_or_powerful(effect_monster_type *em_ptr)
{
- bool has_resistance = ((em_ptr->r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) != 0) ||
- ((em_ptr->r_ptr->flags3 & RF3_ANIMAL) != 0) ||
- (em_ptr->r_ptr->level > randint1(3 * em_ptr->dam));
- if (!has_resistance) return FALSE;
-
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam /= 3;
- return TRUE;
+ bool has_resistance = any_bits(em_ptr->r_ptr->flags2, RF2_STUPID | RF2_WEIRD_MIND) || any_bits(em_ptr->r_ptr->flags3, RF3_ANIMAL)
+ || (em_ptr->r_ptr->level > randint1(3 * em_ptr->dam));
+ if (!has_resistance)
+ return FALSE;
+
+ em_ptr->note = _("には耐性がある!", " resists!");
+ em_ptr->dam /= 3;
+ return TRUE;
}
-
-static bool effect_monster_psi_corrupted(player_type *caster_ptr, effect_monster_type *em_ptr)
+/*!
+ * @brief 堕落した精神のモンスターへのPsi攻撃のダメージ反射を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return ダメージ反射を発動した場合TRUE、そうでなければFALSE
+ * @details
+ * 以下の条件を満たす場合に 1/2 の確率でダメージ反射する
+ * 1) UNDEADまたはDEMONである
+ * 2) レベルが詠唱者の レベル/2 より大きい
+ */
+static bool reflects_psi_with_currupted_mind(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- bool is_powerful = ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) != 0) &&
- (em_ptr->r_ptr->level > caster_ptr->lev / 2) &&
- one_in_(2);
- if (!is_powerful) return FALSE;
-
- em_ptr->note = NULL;
- msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
- (em_ptr->seen ? "%^s's corrupted mind backlashes your attack!" :
- "%^ss corrupted mind backlashes your attack!")), em_ptr->m_name);
- return TRUE;
+ bool is_corrupted = any_bits(em_ptr->r_ptr->flags3, RF3_UNDEAD | RF3_DEMON) && (em_ptr->r_ptr->level > caster_ptr->lev / 2) && one_in_(2);
+ if (!is_corrupted)
+ return FALSE;
+
+ em_ptr->note = NULL;
+ msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+ (em_ptr->seen ? "%^s's corrupted mind backlashes your attack!" : "%^ss corrupted mind backlashes your attack!")),
+ em_ptr->m_name);
+ return TRUE;
}
-
-static void effect_monster_psi_resist_addition(player_type *caster_ptr, effect_monster_type *em_ptr)
+/*!
+ * @brief モンスターがPsi攻撃をダメージ反射した場合のプレイヤーへの追加効果を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @details
+ * 効果は、混乱、朦朧、恐怖、麻痺
+ * 3/4の確率または影分身時はダメージ及び追加効果はない。
+ */
+static void effect_monster_psi_reflect_extra_effect(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- switch (randint1(4))
- {
- case 1:
- set_confused(caster_ptr, caster_ptr->confused + 3 + randint1(em_ptr->dam));
- break;
- case 2:
- set_stun(caster_ptr, caster_ptr->stun + randint1(em_ptr->dam));
- break;
- case 3:
- {
- if (em_ptr->r_ptr->flags3 & RF3_NO_FEAR)
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- else
- set_afraid(caster_ptr, caster_ptr->afraid + 3 + randint1(em_ptr->dam));
-
- break;
- }
- default:
- if (!caster_ptr->free_act)
- (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(em_ptr->dam));
-
- break;
- }
+ if (!one_in_(4) || check_multishadow(caster_ptr))
+ return;
+
+ switch (randint1(4)) {
+ case 1:
+ set_confused(caster_ptr, caster_ptr->confused + 3 + randint1(em_ptr->dam));
+ break;
+ case 2:
+ set_stun(caster_ptr, caster_ptr->stun + randint1(em_ptr->dam));
+ break;
+ case 3: {
+ if (any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR))
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ else
+ set_afraid(caster_ptr, caster_ptr->afraid + 3 + randint1(em_ptr->dam));
+
+ break;
+ }
+ default:
+ if (!caster_ptr->free_act)
+ (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(em_ptr->dam));
+
+ break;
+ }
}
-
-// Powerful demons & undead can turn a mindcrafter's attacks back on them.
+/*!
+ * @brief モンスターのPsi攻撃に対する耐性を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @details
+ * 耐性を発動した精神の堕落したモンスターは効力を跳ね返すことがある。
+ */
static void effect_monster_psi_resist(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (effect_monster_psi_empty_mind(caster_ptr, em_ptr)) return;
- if (effect_monster_psi_weird_mind(em_ptr)) return;
- if (!effect_monster_psi_corrupted(caster_ptr, em_ptr)) return;
-
- if ((randint0(100 + em_ptr->r_ptr->level / 2) < caster_ptr->skill_sav) && !check_multishadow(caster_ptr))
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- em_ptr->dam = 0;
- return;
- }
-
- /* Injure +/- confusion */
- monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_ptr, MD_WRONGDOER_NAME);
- take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer, -1);
- if (!one_in_(4) || check_multishadow(caster_ptr))
- {
- em_ptr->dam = 0;
- return;
- }
-
- effect_monster_psi_resist_addition(caster_ptr, em_ptr);
- em_ptr->dam = 0;
+ if (resisted_psi_because_empty_mind(caster_ptr, em_ptr))
+ return;
+ if (!resisted_psi_because_weird_mind_or_powerful(em_ptr))
+ return;
+ if (!reflects_psi_with_currupted_mind(caster_ptr, em_ptr))
+ return;
+
+ /* プレイヤーの反射判定 */
+ if ((randint0(100 + em_ptr->r_ptr->level / 2) < caster_ptr->skill_sav) && !check_multishadow(caster_ptr)) {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ em_ptr->dam = 0;
+ return;
+ }
+
+ /* Injure +/- confusion */
+ monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_ptr, MD_WRONGDOER_NAME);
+ take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer);
+ effect_monster_psi_reflect_extra_effect(caster_ptr, em_ptr);
+ em_ptr->dam = 0;
}
-
-static void effect_monster_psi_addition(effect_monster_type *em_ptr)
+/*!
+ * @brief モンスターへのPsi攻撃の追加効果を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @details
+ * 効果は、混乱、朦朧、恐怖、麻痺(各耐性無効)
+ * ダメージがないか3/4の確率で効果なし
+ */
+static void effect_monster_psi_extra_effect(effect_monster_type *em_ptr)
{
- if ((em_ptr->dam <= 0) || !one_in_(4)) return;
-
- switch (randint1(4))
- {
- case 1:
- em_ptr->do_conf = 3 + randint1(em_ptr->dam);
- break;
- case 2:
- em_ptr->do_stun = 3 + randint1(em_ptr->dam);
- break;
- case 3:
- em_ptr->do_fear = 3 + randint1(em_ptr->dam);
- break;
- default:
- em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
- em_ptr->do_sleep = 3 + randint1(em_ptr->dam);
- break;
- }
+ if ((em_ptr->dam <= 0) || !one_in_(4))
+ return;
+
+ switch (randint1(4)) {
+ case 1:
+ em_ptr->do_conf = 3 + randint1(em_ptr->dam);
+ break;
+ case 2:
+ em_ptr->do_stun = 3 + randint1(em_ptr->dam);
+ break;
+ case 3:
+ em_ptr->do_fear = 3 + randint1(em_ptr->dam);
+ break;
+ default:
+ em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
+ em_ptr->do_sleep = 3 + randint1(em_ptr->dam);
+ break;
+ }
}
-
+/*!
+ * @brief モンスターへのPsi攻撃(GF_PSI)の効果を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return PROICESS_CONTINUE
+ * @details
+ * 視界による影響を発動する。
+ * モンスターの耐性とそれに不随した効果を発動する。
+ */
process_result effect_monster_psi(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!(los(caster_ptr, em_ptr->m_ptr->fy, em_ptr->m_ptr->fx, caster_ptr->y, caster_ptr->x)))
- {
- if (em_ptr->seen_msg)
- msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), em_ptr->m_name);
-
- em_ptr->skipped = TRUE;
- return PROCESS_CONTINUE;
- }
-
- effect_monster_psi_resist(caster_ptr, em_ptr);
- effect_monster_psi_addition(em_ptr);
- em_ptr->note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
- return PROCESS_CONTINUE;
-}
-
-
-static bool effect_monster_psi_drain_corrupted(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
- bool is_corrupted = ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) != 0) &&
- (em_ptr->r_ptr->level > caster_ptr->lev / 2) &&
- (one_in_(2));
- if (!is_corrupted) return FALSE;
-
- em_ptr->note = NULL;
- msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
- (em_ptr->seen ? "%^s's corrupted mind backlashes your attack!" :
- "%^ss corrupted mind backlashes your attack!")), em_ptr->m_name);
- return TRUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+ if (!(los(caster_ptr, em_ptr->m_ptr->fy, em_ptr->m_ptr->fx, caster_ptr->y, caster_ptr->x))) {
+ if (em_ptr->seen_msg)
+ msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), em_ptr->m_name);
+
+ em_ptr->skipped = TRUE;
+ return PROCESS_CONTINUE;
+ }
+
+ effect_monster_psi_resist(caster_ptr, em_ptr);
+ effect_monster_psi_extra_effect(em_ptr);
+ em_ptr->note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+ return PROCESS_CONTINUE;
}
-
-// Powerful demons & undead can turn a mindcrafter's attacks back on them.
+/*!
+ * @brief モンスターのPsi攻撃(GF_PSI_DRAIN)に対する耐性を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @details
+ * 耐性を発動した精神の堕落したモンスターは効力を跳ね返すことがある。
+ */
static void effect_monster_psi_drain_resist(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam /= 3;
- if (effect_monster_psi_drain_corrupted(caster_ptr, em_ptr)) return;
-
- if ((randint0(100 + em_ptr->r_ptr->level / 2) < caster_ptr->skill_sav) && !check_multishadow(caster_ptr))
- {
- msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
- em_ptr->dam = 0;
- return;
- }
-
- monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_ptr, MD_WRONGDOER_NAME);
- if (check_multishadow(caster_ptr))
- {
- take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer, -1);
- em_ptr->dam = 0;
- return;
- }
-
- msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
- caster_ptr->csp -= damroll(5, em_ptr->dam) / 2;
- if (caster_ptr->csp < 0) caster_ptr->csp = 0;
-
- caster_ptr->redraw |= PR_MANA;
- caster_ptr->window_flags |= (PW_SPELL);
- take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer, -1);
- em_ptr->dam = 0;
+ if (resisted_psi_because_empty_mind(caster_ptr, em_ptr))
+ return;
+ if (!resisted_psi_because_weird_mind_or_powerful(em_ptr))
+ return;
+ if (!reflects_psi_with_currupted_mind(caster_ptr, em_ptr))
+ return;
+
+ /* プレイヤーの反射判定 */
+ if ((randint0(100 + em_ptr->r_ptr->level / 2) < caster_ptr->skill_sav) && !check_multishadow(caster_ptr)) {
+ msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
+ em_ptr->dam = 0;
+ return;
+ }
+
+ monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_ptr, MD_WRONGDOER_NAME);
+ if (check_multishadow(caster_ptr)) {
+ take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer);
+ em_ptr->dam = 0;
+ return;
+ }
+
+ msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
+ caster_ptr->csp -= damroll(5, em_ptr->dam) / 2;
+ if (caster_ptr->csp < 0)
+ caster_ptr->csp = 0;
+
+ set_bits(caster_ptr->redraw, PR_MANA);
+ set_bits(caster_ptr->window_flags, PW_SPELL);
+ take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer);
+ em_ptr->dam = 0;
}
-
+/*!
+ * @brief モンスターへのPsi攻撃(GF_PSI_DRAIN)のダメージをMPに変換する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ */
static void effect_monster_psi_drain_change_power(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- int b = damroll(5, em_ptr->dam) / 4;
- concptr str = (caster_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
- concptr msg = _("あなたは%sの苦痛を%sに変換した!",
- (em_ptr->seen ? "You convert %s's pain into %s!" : "You convert %ss pain into %s!"));
- msg_format(msg, em_ptr->m_name, str);
-
- b = MIN(caster_ptr->msp, caster_ptr->csp + b);
- caster_ptr->csp = b;
- caster_ptr->redraw |= PR_MANA;
- caster_ptr->window_flags |= (PW_SPELL);
+ int b = damroll(5, em_ptr->dam) / 4;
+ concptr str = (caster_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
+ concptr msg = _("あなたは%sの苦痛を%sに変換した!", (em_ptr->seen ? "You convert %s's pain into %s!" : "You convert %ss pain into %s!"));
+ msg_format(msg, em_ptr->m_name, str);
+
+ b = MIN(caster_ptr->msp, caster_ptr->csp + b);
+ caster_ptr->csp = b;
+ set_bits(caster_ptr->redraw, PR_MANA);
+ set_bits(caster_ptr->window_flags, PW_SPELL);
}
-
+/*!
+ * @brief モンスターへのPsi攻撃(GF_PSI_DRAIN)の効果を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return PROICESS_CONTINUE
+ * @details
+ * ダメージがないか3/4の確率で追加効果なし
+ */
process_result effect_monster_psi_drain(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
- {
- em_ptr->dam = 0;
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- }
- else if ((em_ptr->r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
- (em_ptr->r_ptr->flags3 & RF3_ANIMAL) ||
- (em_ptr->r_ptr->level > randint1(3 * em_ptr->dam)))
- {
- effect_monster_psi_drain_resist(caster_ptr, em_ptr);
- }
- else if (em_ptr->dam > 0)
- {
- effect_monster_psi_drain_change_power(caster_ptr, em_ptr);
- }
-
- em_ptr->note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
- return PROCESS_CONTINUE;
-}
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+ effect_monster_psi_drain_resist(caster_ptr, em_ptr);
+ if (em_ptr->dam > 0)
+ effect_monster_psi_drain_change_power(caster_ptr, em_ptr);
+
+ em_ptr->note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
+ return PROCESS_CONTINUE;
+}
+/*!
+ * @brief モンスターへのテレキネシス(GF_TELEKINESIS)の効果を発動する
+ * @param caster_ptr プレイヤーへの参照ポインタ
+ * @param em_ptr モンスター効果への参照ポインタ
+ * @return PROICESS_CONTINUE
+ * @details
+ * 朦朧+ショートテレポートアウェイ
+ */
process_result effect_monster_telekinesis(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (one_in_(4))
- {
- if (caster_ptr->riding && (em_ptr->g_ptr->m_idx == caster_ptr->riding)) em_ptr->do_dist = 0;
- else em_ptr->do_dist = 7;
- }
-
- em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, em_ptr->dam) + 1;
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->level > 5 + randint1(em_ptr->dam)))
- {
- em_ptr->do_stun = 0;
- em_ptr->obvious = FALSE;
- }
-
- return PROCESS_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+ if (one_in_(4)) {
+ if (caster_ptr->riding && (em_ptr->g_ptr->m_idx == caster_ptr->riding))
+ em_ptr->do_dist = 0;
+ else
+ em_ptr->do_dist = 7;
+ }
+
+ em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, em_ptr->dam) + 1;
+ if (any_bits(em_ptr->r_ptr->flags1, RF1_UNIQUE) || (em_ptr->r_ptr->level > 5 + randint1(em_ptr->dam))) {
+ em_ptr->do_stun = 0;
+ em_ptr->obvious = FALSE;
+ }
+
+ return PROCESS_CONTINUE;
}