/*!
+ * 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
+ * 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
* @brief 魔法種別による各種処理切り替え
* @date 2020/04/29
* @author Hourier
*/
-#include "angband.h"
-#include "effect-monster-util.h"
#include "effect/effect-monster-switcher.h"
-#include "player-damage.h"
-#include "world.h"
-#include "avatar.h"
-#include "monster-spell.h"
-#include "quest.h"
-#include "monster-status.h"
-#include "effect/spells-effect-util.h"
-#include "player-effects.h"
-#include "spells-diceroll.h"
-#include "monsterrace-hook.h"
-#include "combat/melee.h"
-#include "cmd/cmd-pet.h" // 暫定、後で消すかも.
-#include "spell/spells-type.h"
+#include "cmd-action/cmd-attack.h"
+#include "effect/effect-monster-charm.h"
+#include "effect/effect-monster-curse.h"
+#include "effect/effect-monster-evil.h"
+#include "effect/effect-monster-lite-dark.h"
+#include "effect/effect-monster-oldies.h"
+#include "effect/effect-monster-psi.h"
#include "effect/effect-monster-resist-hurt.h"
-
-/*!
- * @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
- * @param em_ptr モンスター効果構造体への参照ポインタ
- * @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
- */
-gf_switch_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
+#include "effect/effect-monster-spirit.h"
+#include "effect/effect-monster-util.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags2.h"
+#include "monster-race/race-flags3.h"
+#include "monster-race/monster-race-hook.h"
+#include "monster-floor/monster-death.h"
+#include "monster/monster-status-setter.h"
+#include "monster/monster-status.h"
+#include "monster/monster-info.h"
+#include "player-info/avatar.h"
+#include "player/player-damage.h"
+#include "spell-kind/spells-genocide.h"
+#include "spell/spell-types.h"
+#include "view/display-messages.h"
+
+process_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- switch (em_ptr->effect_type)
- {
- case GF_PSY_SPEAR:
- case GF_MISSILE:
- case GF_ARROW:
- case GF_MANA:
- case GF_METEOR:
- case GF_BLOOD_CURSE:
- case GF_SEEKER:
- case GF_SUPER_RAY:
- return effect_monster_void(em_ptr);
- case GF_ACID:
- return effect_monster_acid(caster_ptr, em_ptr);
- case GF_ELEC:
- return effect_monster_elec(caster_ptr, em_ptr);
- case GF_FIRE:
- return effect_monster_fire(caster_ptr, em_ptr);
- case GF_COLD:
- return effect_monster_cold(caster_ptr, em_ptr);
- case GF_POIS:
- return effect_monster_pois(caster_ptr, em_ptr);
- case GF_NUKE:
- return effect_monster_nuke(caster_ptr, em_ptr);
- case GF_HELL_FIRE:
- return effect_monster_hell_fire(caster_ptr, em_ptr);
- case GF_HOLY_FIRE:
- return effect_monster_holy_fire(caster_ptr, em_ptr);
- case GF_PLASMA:
- return effect_monster_plasma(caster_ptr, em_ptr);
- case GF_NETHER:
- return effect_monster_nether(caster_ptr, em_ptr);
- case GF_WATER:
- return effect_monster_water(caster_ptr, em_ptr);
- case GF_CHAOS:
- return effect_monster_chaos(caster_ptr, em_ptr);
- case GF_SHARDS:
- return effect_monster_shards(caster_ptr, em_ptr);
- case GF_ROCKET:
- return effect_monster_rocket(caster_ptr, em_ptr);
- case GF_SOUND:
- return effect_monster_sound(caster_ptr, em_ptr);
- case GF_CONFUSION:
- return effect_monster_confusion(caster_ptr, em_ptr);
- case GF_DISENCHANT:
- return effect_monster_disenchant(caster_ptr, em_ptr);
- case GF_NEXUS:
- return effect_monster_nexus(caster_ptr, em_ptr);
- case GF_FORCE:
- return effect_monster_force(caster_ptr, em_ptr);
- case GF_INERTIAL:
- return effect_monster_inertial(caster_ptr, em_ptr);
- case GF_TIME:
- return effect_monster_time(caster_ptr, em_ptr);
- case GF_GRAVITY:
- return effect_monster_gravity(caster_ptr, em_ptr);
- case GF_DISINTEGRATE:
- return effect_monster_disintegration(caster_ptr, em_ptr);
- case GF_PSI:
- {
- 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;
- break;
- }
+ 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.");
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ if (monster_living(em_ptr->m_ptr->r_idx))
+ {
+ em_ptr->do_time = (em_ptr->dam + 7) / 8;
+ return PROCESS_CONTINUE;
+ }
- }
- 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)))
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam /= 3;
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ {
+ if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
+ if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
+ }
- /*
- * Powerful demons & undead can turn a mindcrafter's
- * attacks back on them
- */
- if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
- (em_ptr->r_ptr->level > caster_ptr->lev / 2) &&
- one_in_(2))
- {
- 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);
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
+}
- 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!"));
- }
- else
- {
- /* 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); /* has already been /3 */
- if (one_in_(4) && !CHECK_MULTISHADOW(caster_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;
- }
- }
- }
- em_ptr->dam = 0;
- }
- }
+// 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.
+process_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
- if ((em_ptr->dam > 0) && one_in_(4))
+ if (!monster_living(em_ptr->m_ptr->r_idx))
+ {
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
{
- 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->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
+ if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
}
- 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.");
- break;
+ em_ptr->note = _("には完全な耐性がある!", " is immune.");
+ em_ptr->obvious = FALSE;
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
- case GF_PSI_DRAIN:
- {
- 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)))
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam /= 3;
- /*
- * Powerful demons & undead can turn a mindcrafter's
- * attacks back on them
- */
- if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
- (em_ptr->r_ptr->level > caster_ptr->lev / 2) &&
- (one_in_(2)))
- {
- 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);
- 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!"));
- }
- else
- {
- monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_ptr, MD_WRONGDOER_NAME);
- if (!CHECK_MULTISHADOW(caster_ptr))
- {
- 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 |= (PW_SPELL);
- }
- take_hit(caster_ptr, DAMAGE_ATTACK, em_ptr->dam, em_ptr->killer, -1); /* has already been /3 */
- }
+ if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
+ (randint1(888) != 666)) ||
+ (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
+ randint1(100) != 66))
+ {
+ em_ptr->note = _("には耐性がある!", " resists!");
+ em_ptr->obvious = FALSE;
+ em_ptr->dam = 0;
+ }
- em_ptr->dam = 0;
- }
- }
- else if (em_ptr->dam > 0)
- {
- 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);
+ return PROCESS_CONTINUE;
+}
- b = MIN(caster_ptr->msp, caster_ptr->csp + b);
- caster_ptr->csp = b;
- caster_ptr->redraw |= PR_MANA;
- caster_ptr->window |= (PW_SPELL);
- }
- 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.");
- break;
- }
- case GF_TELEKINESIS:
+process_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
{
- 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->dam = 0;
+ return PROCESS_CONTINUE;
+ }
- 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;
- }
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
- break;
- }
- case GF_DOMINATION:
- {
- if (!is_hostile(em_ptr->m_ptr)) break;
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_CONF) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & RF3_NO_CONF)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
- em_ptr->do_conf = 0;
+ em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
+ em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
+ return PROCESS_CONTINUE;
+}
- /*
- * Powerful demons & undead can turn a mindcrafter's
- * attacks back on them
- */
- if ((em_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
- (em_ptr->r_ptr->level > caster_ptr->lev / 2) &&
- (one_in_(2)))
- {
- 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);
- /* Saving throw */
- if (randint0(100 + em_ptr->r_ptr->level / 2) < caster_ptr->skill_sav)
- {
- msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
- }
- else
- {
- /* Confuse, stun, terrify */
- switch (randint1(4))
- {
- case 1:
- set_stun(caster_ptr, caster_ptr->stun + em_ptr->dam / 2);
- break;
- case 2:
- set_confused(caster_ptr, caster_ptr->confused + em_ptr->dam / 2);
- break;
- default:
- {
- 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 + em_ptr->dam);
- }
- }
- }
- }
- else
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- }
- else
- {
- if (!common_saving_throw_charm(caster_ptr, em_ptr->dam, em_ptr->m_ptr))
- {
- em_ptr->note = _("があなたに隷属した。", " is in your thrall!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- }
- else
- {
- switch (randint1(4))
- {
- case 1:
- em_ptr->do_stun = em_ptr->dam / 2;
- break;
- case 2:
- em_ptr->do_conf = em_ptr->dam / 2;
- break;
- default:
- em_ptr->do_fear = em_ptr->dam;
- }
- }
- }
+process_result effect_monster_hand_doom(effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+ if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
+ {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
em_ptr->dam = 0;
- break;
+ return PROCESS_CONTINUE;
}
- case GF_ICE:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- em_ptr->do_stun = (randint1(15) + 1) / (em_ptr->r + 1);
- if (em_ptr->r_ptr->flagsr & RFR_IM_COLD)
- {
- em_ptr->note = _("にはかなり耐性がある!", " resists a lot.");
- em_ptr->dam /= 9;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_IM_COLD);
- }
- else if (em_ptr->r_ptr->flags3 & (RF3_HURT_COLD))
- {
- em_ptr->note = _("はひどい痛手をうけた。", " is hit hard.");
- em_ptr->dam *= 2;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_COLD);
- }
- break;
- }
- case GF_HYPODYNAMIA:
+ if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
+ (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!monster_living(em_ptr->m_ptr->r_idx))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- {
- if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
- if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
- if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
- }
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- em_ptr->dam = 0;
- }
- else
- em_ptr->do_time = (em_ptr->dam + 7) / 8;
-
- break;
+ em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
+ if (em_ptr->m_ptr->hp < em_ptr->dam)
+ em_ptr->dam = em_ptr->m_ptr->hp - 1;
}
- case GF_DEATH_RAY:
+ else
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!monster_living(em_ptr->m_ptr->r_idx))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- {
- if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
- if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
- if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
- }
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- em_ptr->obvious = FALSE;
- em_ptr->dam = 0;
- }
- else if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
- (randint1(888) != 666)) ||
- (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
- randint1(100) != 66))
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->obvious = FALSE;
- em_ptr->dam = 0;
- }
-
- break;
+ em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
+ em_ptr->dam = 0;
}
- case GF_OLD_POLY:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- em_ptr->do_polymorph = TRUE;
- /* Powerful monsters can resist */
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags1 & RF1_QUESTOR) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->do_polymorph = FALSE;
- em_ptr->obvious = FALSE;
- }
+ return PROCESS_CONTINUE;
+}
- em_ptr->dam = 0;
- break;
- }
- case GF_OLD_CLONE:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if ((floor_ptr->inside_arena) || is_pet(em_ptr->m_ptr) || (em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (em_ptr->r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- }
- else
- {
- em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
- if (multiply_monster(caster_ptr, em_ptr->g_ptr->m_idx, TRUE, 0L))
- {
- em_ptr->note = _("が分裂した!", " spawns!");
- }
- }
+process_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ int effect = 0;
+ bool done = TRUE;
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+ if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
+ {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
em_ptr->dam = 0;
- break;
+ em_ptr->skipped = TRUE;
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ return PROCESS_CONTINUE;
}
- case GF_STAR_HEAL:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-
- if (em_ptr->m_ptr->maxhp < em_ptr->m_ptr->max_maxhp)
- {
- if (em_ptr->seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), em_ptr->m_name, em_ptr->m_poss);
- em_ptr->m_ptr->maxhp = em_ptr->m_ptr->max_maxhp;
- }
- if (!em_ptr->dam)
- {
- if (caster_ptr->health_who == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
- if (caster_ptr->riding == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
- break;
- }
- }
- /* Fall through */
- case GF_OLD_HEAL:
+ if (monster_csleep_remaining(em_ptr->m_ptr))
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Wake up */
- (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- if (MON_STUNNED(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), em_ptr->m_name);
- (void)set_monster_stunned(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
- if (MON_CONFUSED(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), em_ptr->m_name);
- (void)set_monster_confused(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
- if (MON_MONFEAR(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), em_ptr->m_name, em_ptr->m_poss);
- (void)set_monster_monfear(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
-
- if (em_ptr->m_ptr->hp < 30000) em_ptr->m_ptr->hp += em_ptr->dam;
- if (em_ptr->m_ptr->hp > em_ptr->m_ptr->maxhp) em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
-
- if (!em_ptr->who)
- {
- chg_virtue(caster_ptr, V_VITALITY, 1);
-
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
-
- if (is_friendly(em_ptr->m_ptr))
- chg_virtue(caster_ptr, V_HONOUR, 1);
- else if (!(em_ptr->r_ptr->flags3 & RF3_EVIL))
- {
- if (em_ptr->r_ptr->flags3 & RF3_GOOD)
- chg_virtue(caster_ptr, V_COMPASSION, 2);
- else
- chg_virtue(caster_ptr, V_COMPASSION, 1);
- }
-
- if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(caster_ptr, V_NATURE, 1);
- }
-
- if (em_ptr->m_ptr->r_idx == MON_LEPER)
- {
- em_ptr->heal_leper = TRUE;
- if (!em_ptr->who) chg_virtue(caster_ptr, V_COMPASSION, 5);
- }
-
- if (caster_ptr->health_who == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
- if (caster_ptr->riding == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
-
- em_ptr->note = _("は体力を回復したようだ。", " looks healthier.");
-
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
em_ptr->dam = 0;
- break;
+ em_ptr->skipped = TRUE;
+ return PROCESS_CONTINUE;
}
- case GF_OLD_SPEED:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100))
- {
- em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
- }
- if (!em_ptr->who)
- {
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
- if (is_friendly(em_ptr->m_ptr))
- chg_virtue(caster_ptr, V_HONOUR, 1);
- }
+ if (one_in_(5)) effect = 1;
+ else if (one_in_(4)) effect = 2;
+ else if (one_in_(3)) effect = 3;
+ else done = FALSE;
- em_ptr->dam = 0;
- break;
- }
- case GF_OLD_SLOW:
+ if (effect == 1)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Powerful monsters can resist */
if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
(em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
{
}
else
{
- if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
+ if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
{
em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
}
}
-
- em_ptr->dam = 0;
- break;
}
- case GF_OLD_SLEEP:
+ else if (effect == 2)
+ {
+ em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
+ if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
+ (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
+ {
+ em_ptr->do_stun = 0;
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ }
+ }
+ else if (effect == 3)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
(em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
(em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
}
else
{
+ /* Go to sleep (much) later */
em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
em_ptr->do_sleep = 500;
}
-
- em_ptr->dam = 0;
- break;
}
- case GF_STASIS_EVIL:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- !(em_ptr->r_ptr->flags3 & RF3_EVIL) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- em_ptr->note = _("は動けなくなった!", " is suspended!");
- em_ptr->do_sleep = 500;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_STASIS:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- em_ptr->note = _("は動けなくなった!", " is suspended!");
- em_ptr->do_sleep = 500;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_CHARM:
- {
- int vir = virtue_number(caster_ptr, V_HARMONY);
- if (vir)
- {
- em_ptr->dam += caster_ptr->virtues[vir - 1] / 10;
- }
-
- vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 20;
- }
-
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (common_saving_throw_charm(caster_ptr, em_ptr->dam, em_ptr->m_ptr))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
-
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else if (caster_ptr->cursed & TRC_AGGRAVATE)
- {
- em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
- set_pet(caster_ptr, em_ptr->m_ptr);
-
- chg_virtue(caster_ptr, V_INDIVIDUALISM, -1);
- if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(caster_ptr, V_NATURE, 1);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_CONTROL_UNDEAD:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- int vir = virtue_number(caster_ptr, V_UNLIFE);
- if (vir)
- {
- em_ptr->dam += caster_ptr->virtues[vir - 1] / 10;
- }
-
- vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 20;
- }
-
- if (common_saving_throw_control(caster_ptr, em_ptr->dam, em_ptr->m_ptr) ||
- !(em_ptr->r_ptr->flags3 & RF3_UNDEAD))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else if (caster_ptr->cursed & TRC_AGGRAVATE)
- {
- em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_CONTROL_DEMON:
- {
- int vir;
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- vir = virtue_number(caster_ptr, V_UNLIFE);
- if (vir)
- {
- em_ptr->dam += caster_ptr->virtues[vir - 1] / 10;
- }
-
- vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 20;
- }
-
- if (common_saving_throw_control(caster_ptr, em_ptr->dam, em_ptr->m_ptr) ||
- !(em_ptr->r_ptr->flags3 & RF3_DEMON))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else if (caster_ptr->cursed & TRC_AGGRAVATE)
- {
- em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("は既にあなたの奴隷だ!", " is in your thrall!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_CONTROL_ANIMAL:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- int vir = virtue_number(caster_ptr, V_NATURE);
- if (vir)
- {
- em_ptr->dam += caster_ptr->virtues[vir - 1] / 10;
- }
-
- vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 20;
- }
-
- if (common_saving_throw_control(caster_ptr, em_ptr->dam, em_ptr->m_ptr) ||
- !(em_ptr->r_ptr->flags3 & RF3_ANIMAL))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else if (caster_ptr->cursed & TRC_AGGRAVATE)
- {
- em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("はなついた。", " is tamed!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(caster_ptr, V_NATURE, 1);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_CHARM_LIVING:
- {
- int vir = virtue_number(caster_ptr, V_UNLIFE);
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- vir = virtue_number(caster_ptr, V_UNLIFE);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 10;
- }
-
- vir = virtue_number(caster_ptr, V_INDIVIDUALISM);
- if (vir)
- {
- em_ptr->dam -= caster_ptr->virtues[vir - 1] / 20;
- }
-
- msg_format(_("%sを見つめた。", "You stare into %s."), em_ptr->m_name);
-
- if (common_saving_throw_charm(caster_ptr, em_ptr->dam, em_ptr->m_ptr) ||
- !monster_living(em_ptr->m_ptr->r_idx))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else if (caster_ptr->cursed & TRC_AGGRAVATE)
- {
- em_ptr->note = _("はあなたに敵意を抱いている!", " hates you too much!");
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("を支配した。", " is tamed!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(caster_ptr, V_NATURE, 1);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_OLD_CONF:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->do_conf = damroll(3, (em_ptr->dam / 2)) + 1;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-
- em_ptr->do_conf = 0;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_STUN:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- 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 > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->do_stun = 0;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_LITE_WEAK:
- {
- if (!em_ptr->dam)
- {
- em_ptr->skipped = TRUE;
- break;
- }
-
- if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
-
- em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
- em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
- }
- else
- {
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_LITE:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_LITE)
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_RES_LITE);
- }
- else if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
- em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
- em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
- em_ptr->dam *= 2;
- }
- break;
- }
- case GF_DARK:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_DARK)
- {
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam *= 2; em_ptr->dam /= (randint1(6) + 6);
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_RES_DARK);
- }
-
- break;
- }
- case GF_KILL_WALL:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
-
- em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_AWAY_UNDEAD:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_UNDEAD))
- {
- bool resists_tele = FALSE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_TELE)
- {
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flagsr & RFR_RES_ALL))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- resists_tele = TRUE;
- }
- else if (em_ptr->r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には耐性がある!", " resists!");
- resists_tele = TRUE;
- }
- }
-
- if (!resists_tele)
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
- em_ptr->do_dist = em_ptr->dam;
- }
- }
- else
- {
- em_ptr->skipped = TRUE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_AWAY_EVIL:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_EVIL))
- {
- bool resists_tele = FALSE;
-
- if (em_ptr->r_ptr->flagsr & RFR_RES_TELE)
- {
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flagsr & RFR_RES_ALL))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- resists_tele = TRUE;
- }
- else if (em_ptr->r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には耐性がある!", " resists!");
- resists_tele = TRUE;
- }
- }
-
- if (!resists_tele)
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_EVIL);
- em_ptr->do_dist = em_ptr->dam;
- }
- }
- else
- {
- em_ptr->skipped = TRUE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_AWAY_ALL:
- {
- bool resists_tele = FALSE;
- if (em_ptr->r_ptr->flagsr & RFR_RES_TELE)
- {
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flagsr & RFR_RES_ALL))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- resists_tele = TRUE;
- }
- else if (em_ptr->r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= RFR_RES_TELE;
- em_ptr->note = _("には耐性がある!", " resists!");
- resists_tele = TRUE;
- }
- }
-
- if (!resists_tele)
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->do_dist = em_ptr->dam;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_TURN_UNDEAD:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_UNDEAD))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
-
- em_ptr->do_fear = damroll(3, (em_ptr->dam / 2)) + 1;
- if (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- em_ptr->do_fear = 0;
- }
- }
- else
- {
- em_ptr->skipped = TRUE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_TURN_EVIL:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_EVIL))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_EVIL);
-
- em_ptr->do_fear = damroll(3, (em_ptr->dam / 2)) + 1;
- if (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- em_ptr->do_fear = 0;
- }
- }
- else
- {
- em_ptr->skipped = TRUE;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_TURN_ALL:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->do_fear = damroll(3, (em_ptr->dam / 2)) + 1;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->r_ptr->flags3 & (RF3_NO_FEAR)) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- em_ptr->do_fear = 0;
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_DISP_UNDEAD:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_UNDEAD))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Learn about em_ptr->effect_type */
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
-
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->skipped = TRUE;
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_DISP_EVIL:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_EVIL))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_EVIL);
-
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->skipped = TRUE;
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_DISP_GOOD:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_GOOD))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_GOOD);
-
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->skipped = TRUE;
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_DISP_LIVING:
- {
- if (monster_living(em_ptr->m_ptr->r_idx))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->skipped = TRUE;
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_DISP_DEMON:
- {
- if (em_ptr->r_ptr->flags3 & (RF3_DEMON))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
-
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- }
- else
- {
- em_ptr->skipped = TRUE;
- em_ptr->dam = 0;
- }
-
- break;
- }
- case GF_DISP_ALL:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- em_ptr->note = _("は身震いした。", " shudders.");
- em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
- break;
- }
- case GF_DRAIN_MANA:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if ((em_ptr->r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (em_ptr->r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (em_ptr->r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
- {
- if (em_ptr->who > 0)
- {
- if (em_ptr->m_caster_ptr->hp < em_ptr->m_caster_ptr->maxhp)
- {
- em_ptr->m_caster_ptr->hp += em_ptr->dam;
- if (em_ptr->m_caster_ptr->hp > em_ptr->m_caster_ptr->maxhp) em_ptr->m_caster_ptr->hp = em_ptr->m_caster_ptr->maxhp;
- if (caster_ptr->health_who == em_ptr->who) caster_ptr->redraw |= (PR_HEALTH);
- if (caster_ptr->riding == em_ptr->who) caster_ptr->redraw |= (PR_UHEALTH);
-
- if (em_ptr->see_s_msg)
- {
- monster_desc(caster_ptr, em_ptr->killer, em_ptr->m_caster_ptr, 0);
- msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), em_ptr->killer);
- }
- }
- }
- else
- {
- msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), em_ptr->m_name);
- (void)hp_player(caster_ptr, em_ptr->dam);
- }
- }
- else
- {
- if (em_ptr->see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), em_ptr->m_name);
- }
-
- em_ptr->dam = 0;
- break;
- }
- case GF_MIND_BLAST:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), em_ptr->m_name);
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_CONF) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->caster_lev - 10) < 1 ? 1 : (em_ptr->caster_lev - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- else if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- em_ptr->dam = 0;
- }
- else if (em_ptr->r_ptr->flags2 & RF2_WEIRD_MIND)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
- em_ptr->note = _("には耐性がある。", " resists.");
- em_ptr->dam /= 3;
- }
- else
- {
- em_ptr->note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
- 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.");
-
- if (em_ptr->who > 0) em_ptr->do_conf = randint0(4) + 4;
- else em_ptr->do_conf = randint0(8) + 8;
- }
-
- break;
- }
- case GF_BRAIN_SMASH:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), em_ptr->m_name);
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_CONF) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->caster_lev - 10) < 1 ? 1 : (em_ptr->caster_lev - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- else if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- em_ptr->dam = 0;
- }
- else if (em_ptr->r_ptr->flags2 & RF2_WEIRD_MIND)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
- em_ptr->note = _("には耐性がある!", " resists!");
- em_ptr->dam /= 3;
- }
- else
- {
- em_ptr->note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
- 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.");
- if (em_ptr->who > 0)
- {
- em_ptr->do_conf = randint0(4) + 4;
- em_ptr->do_stun = randint0(4) + 4;
- }
- else
- {
- em_ptr->do_conf = randint0(8) + 8;
- em_ptr->do_stun = randint0(8) + 8;
- }
- (void)set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 10);
- }
-
- break;
- }
- case GF_CAUSE_1:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), em_ptr->m_name);
- if (randint0(100 + (em_ptr->caster_lev / 2)) < (em_ptr->r_ptr->level + 35))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- break;
- }
- case GF_CAUSE_2:
+ if (!done)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), em_ptr->m_name);
-
- if (randint0(100 + (em_ptr->caster_lev / 2)) < (em_ptr->r_ptr->level + 35))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
-
- break;
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
}
- case GF_CAUSE_3:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), em_ptr->m_name);
- if (randint0(100 + (em_ptr->caster_lev / 2)) < (em_ptr->r_ptr->level + 35))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
+}
- break;
- }
- case GF_CAUSE_4:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (!em_ptr->who)
- msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
- "You point at %s, screaming the word, 'DIE!'."), em_ptr->m_name);
- if ((randint0(100 + (em_ptr->caster_lev / 2)) < (em_ptr->r_ptr->level + 35)) && ((em_ptr->who <= 0) || (em_ptr->m_caster_ptr->r_idx != MON_KENSHIROU)))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- break;
- }
- case GF_HAND_DOOM:
+process_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+ 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")))
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- else
- {
- if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
- (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
- {
- em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
-
- if (em_ptr->m_ptr->hp < em_ptr->dam) em_ptr->dam = em_ptr->m_ptr->hp - 1;
- }
- else
- {
- /* todo 乱数で破滅のを弾いた結果が「耐性を持っている」ことになるのはおかしい */
- em_ptr->note = _("は耐性を持っている!", "resists!");
- em_ptr->dam = 0;
- }
- }
-
- break;
+ if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
+ chg_virtue(caster_ptr, V_VITALITY, -1);
+ return PROCESS_TRUE;
}
- case GF_CAPTURE:
- {
- int nokori_hp;
- if ((floor_ptr->inside_quest && (quest[floor_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(em_ptr->m_ptr)) ||
- (em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flags7 & (RF7_NAZGUL)) || (em_ptr->r_ptr->flags7 & (RF7_UNIQUE2)) || (em_ptr->r_ptr->flags1 & RF1_QUESTOR) || em_ptr->m_ptr->parent_m_idx)
- {
- msg_format(_("%sには効果がなかった。", "%s is unaffected."), em_ptr->m_name);
- em_ptr->skipped = TRUE;
- break;
- }
-
- if (is_pet(em_ptr->m_ptr)) nokori_hp = em_ptr->m_ptr->maxhp * 4L;
- else if ((caster_ptr->pclass == CLASS_BEASTMASTER) && monster_living(em_ptr->m_ptr->r_idx))
- nokori_hp = em_ptr->m_ptr->maxhp * 3 / 10;
- else
- nokori_hp = em_ptr->m_ptr->maxhp * 3 / 20;
- if (em_ptr->m_ptr->hp >= nokori_hp)
- {
- msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), em_ptr->m_name);
- em_ptr->skipped = TRUE;
- }
- else if (em_ptr->m_ptr->hp < randint0(nokori_hp))
- {
- if (em_ptr->m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(caster_ptr, em_ptr->g_ptr->m_idx, FALSE, MON_CHAMELEON);
- msg_format(_("%sを捕えた!", "You capture %^s!"), em_ptr->m_name);
- cap_mon = em_ptr->m_ptr->r_idx;
- cap_mspeed = em_ptr->m_ptr->mspeed;
- cap_hp = em_ptr->m_ptr->hp;
- cap_maxhp = em_ptr->m_ptr->max_maxhp;
- cap_nickname = em_ptr->m_ptr->nickname;
- if (em_ptr->g_ptr->m_idx == caster_ptr->riding)
- {
- if (rakuba(caster_ptr, -1, FALSE))
- {
- msg_format(_("地面に落とされた。", "You have fallen from %s."), em_ptr->m_name);
- }
- }
+ em_ptr->skipped = TRUE;
+ return PROCESS_CONTINUE;
+}
- delete_monster_idx(caster_ptr, em_ptr->g_ptr->m_idx);
- return GF_SWITCH_TRUE;
- }
- else
- {
- msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), em_ptr->m_name);
- em_ptr->skipped = TRUE;
- }
+process_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (!em_ptr->who)
+ msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
- break;
- }
- case GF_ATTACK:
+ if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
{
- return (gf_switch_result)py_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
- }
- case GF_ENGETSU:
- {
- int effect = 0;
- bool done = TRUE;
-
if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- em_ptr->skipped = TRUE;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
- break;
- }
- if (MON_CSLEEP(em_ptr->m_ptr))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- em_ptr->skipped = TRUE;
- break;
- }
-
- if (one_in_(5)) effect = 1;
- else if (one_in_(4)) effect = 2;
- else if (one_in_(3)) effect = 3;
- else done = FALSE;
-
- if (effect == 1)
- {
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
- {
- em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
- }
- }
- }
- else if (effect == 2)
- {
- em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->do_stun = 0;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- }
- else if (effect == 3)
- {
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
- }
-
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- /* Go to sleep (much) later */
- em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
- em_ptr->do_sleep = 500;
- }
- }
- if (!done)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- }
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
- em_ptr->dam = 0;
- break;
+ em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
+ em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
}
- case GF_GENOCIDE:
+ else
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- 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")))
- {
- if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
- chg_virtue(caster_ptr, V_VITALITY, -1);
- return GF_SWITCH_TRUE;
- }
-
- em_ptr->skipped = TRUE;
- break;
+ em_ptr->dam = 0;
}
- case GF_PHOTO:
- {
- if (!em_ptr->who)
- msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
- if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
+ em_ptr->photo = em_ptr->m_ptr->r_idx;
+ return PROCESS_CONTINUE;
+}
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
- em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
- em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
- }
- else
- {
- em_ptr->dam = 0;
- }
+process_result effect_monster_wounds(effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
- em_ptr->photo = em_ptr->m_ptr->r_idx;
- break;
- }
- case GF_CRUSADE:
+ if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
{
- bool success = FALSE;
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((em_ptr->r_ptr->flags3 & (RF3_GOOD)) && !floor_ptr->inside_arena)
- {
- if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) em_ptr->dam -= 50;
- if (em_ptr->dam < 1) em_ptr->dam = 1;
-
- if (is_pet(em_ptr->m_ptr))
- {
- em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
- (void)set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100);
- success = TRUE;
- }
- else if ((em_ptr->r_ptr->flags1 & (RF1_QUESTOR)) ||
- (em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->m_ptr->mflag2 & MFLAG2_NOPET) ||
- (caster_ptr->cursed & TRC_AGGRAVATE) ||
- ((em_ptr->r_ptr->level + 10) > randint1(em_ptr->dam)))
- {
- if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
- }
- else
- {
- em_ptr->note = _("を支配した。", " is tamed!");
- set_pet(caster_ptr, em_ptr->m_ptr);
- (void)set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100);
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->dam = 0;
+ }
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_GOOD);
- success = TRUE;
- }
- }
+ return PROCESS_CONTINUE;
+}
- if (!success)
- {
- if (!(em_ptr->r_ptr->flags3 & RF3_NO_FEAR))
- {
- em_ptr->do_fear = randint1(90) + 10;
- }
- else if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- em_ptr->r_ptr->r_flags3 |= (RF3_NO_FEAR);
- }
- em_ptr->dam = 0;
- break;
- }
- case GF_WOUNDS:
+/*!
+ * @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
+ * @param em_ptr モンスター効果構造体への参照ポインタ
+ * @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
+ */
+process_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ switch (em_ptr->effect_type)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- }
- break;
- }
+ case GF_PSY_SPEAR:
+ case GF_MISSILE:
+ case GF_ARROW:
+ case GF_MANA:
+ case GF_METEOR:
+ case GF_BLOOD_CURSE:
+ case GF_SEEKER:
+ case GF_SUPER_RAY:
+ return effect_monster_void(em_ptr);
+ case GF_ACID:
+ return effect_monster_acid(caster_ptr, em_ptr);
+ case GF_ELEC:
+ return effect_monster_elec(caster_ptr, em_ptr);
+ case GF_FIRE:
+ return effect_monster_fire(caster_ptr, em_ptr);
+ case GF_COLD:
+ return effect_monster_cold(caster_ptr, em_ptr);
+ case GF_POIS:
+ return effect_monster_pois(caster_ptr, em_ptr);
+ case GF_NUKE:
+ return effect_monster_nuke(caster_ptr, em_ptr);
+ case GF_HELL_FIRE:
+ return effect_monster_hell_fire(caster_ptr, em_ptr);
+ case GF_HOLY_FIRE:
+ return effect_monster_holy_fire(caster_ptr, em_ptr);
+ case GF_PLASMA:
+ return effect_monster_plasma(caster_ptr, em_ptr);
+ case GF_NETHER:
+ return effect_monster_nether(caster_ptr, em_ptr);
+ case GF_WATER:
+ return effect_monster_water(caster_ptr, em_ptr);
+ case GF_CHAOS:
+ return effect_monster_chaos(caster_ptr, em_ptr);
+ case GF_SHARDS:
+ return effect_monster_shards(caster_ptr, em_ptr);
+ case GF_ROCKET:
+ return effect_monster_rocket(caster_ptr, em_ptr);
+ case GF_SOUND:
+ return effect_monster_sound(caster_ptr, em_ptr);
+ case GF_CONFUSION:
+ return effect_monster_confusion(caster_ptr, em_ptr);
+ case GF_DISENCHANT:
+ return effect_monster_disenchant(caster_ptr, em_ptr);
+ case GF_NEXUS:
+ return effect_monster_nexus(caster_ptr, em_ptr);
+ case GF_FORCE:
+ return effect_monster_force(caster_ptr, em_ptr);
+ case GF_INERTIAL:
+ return effect_monster_inertial(caster_ptr, em_ptr);
+ case GF_TIME:
+ return effect_monster_time(caster_ptr, em_ptr);
+ case GF_GRAVITY:
+ return effect_monster_gravity(caster_ptr, em_ptr);
+ case GF_DISINTEGRATE:
+ return effect_monster_disintegration(caster_ptr, em_ptr);
+ case GF_PSI:
+ return effect_monster_psi(caster_ptr, em_ptr);
+ case GF_PSI_DRAIN:
+ return effect_monster_psi_drain(caster_ptr, em_ptr);
+ case GF_TELEKINESIS:
+ return effect_monster_telekinesis(caster_ptr, em_ptr);
+ case GF_DOMINATION:
+ return effect_monster_domination(caster_ptr, em_ptr);
+ case GF_ICE:
+ return effect_monster_icee_bolt(caster_ptr, em_ptr);
+ case GF_HYPODYNAMIA:
+ return effect_monster_hypodynamia(caster_ptr, em_ptr);
+ case GF_DEATH_RAY:
+ return effect_monster_death_ray(caster_ptr, em_ptr);
+ case GF_OLD_POLY:
+ return effect_monster_old_poly(em_ptr);
+ case GF_OLD_CLONE:
+ return effect_monster_old_clone(caster_ptr, em_ptr);
+ case GF_STAR_HEAL:
+ if (effect_monster_old_clone(caster_ptr, em_ptr) == PROCESS_TRUE)
+ return PROCESS_CONTINUE;
+ /* Fall through */
+ case GF_OLD_HEAL:
+ return effect_monster_old_heal(caster_ptr, em_ptr);
+ case GF_OLD_SPEED:
+ return effect_monster_old_speed(caster_ptr, em_ptr);
+ case GF_OLD_SLOW:
+ return effect_monster_old_slow(caster_ptr, em_ptr);
+ case GF_OLD_SLEEP:
+ return effect_monster_old_sleep(caster_ptr, em_ptr);
+ case GF_STASIS_EVIL:
+ return effect_monster_stasis(em_ptr, TRUE);
+ case GF_STASIS:
+ return effect_monster_stasis(em_ptr, FALSE);
+ case GF_CHARM:
+ return effect_monster_charm(caster_ptr, em_ptr);
+ case GF_CONTROL_UNDEAD:
+ return effect_monster_control_undead(caster_ptr, em_ptr);
+ case GF_CONTROL_DEMON:
+ return effect_monster_control_demon(caster_ptr, em_ptr);
+ case GF_CONTROL_ANIMAL:
+ return effect_monster_control_animal(caster_ptr, em_ptr);
+ case GF_CHARM_LIVING:
+ return effect_monster_charm_living(caster_ptr, em_ptr);
+ case GF_OLD_CONF:
+ return effect_monster_old_conf(caster_ptr, em_ptr);
+ case GF_STUN:
+ return effect_monster_stun(em_ptr);
+ case GF_LITE_WEAK:
+ return effect_monster_lite_weak(caster_ptr, em_ptr);
+ case GF_LITE:
+ return effect_monster_lite(caster_ptr, em_ptr);
+ case GF_DARK:
+ return effect_monster_dark(caster_ptr, em_ptr);
+ case GF_KILL_WALL:
+ return effect_monster_kill_wall(caster_ptr, em_ptr);
+ case GF_AWAY_UNDEAD:
+ return effect_monster_away_undead(caster_ptr, em_ptr);
+ case GF_AWAY_EVIL:
+ return effect_monster_away_evil(caster_ptr, em_ptr);
+ case GF_AWAY_ALL:
+ return effect_monster_away_all(caster_ptr, em_ptr);
+ case GF_TURN_UNDEAD:
+ return effect_monster_turn_undead(caster_ptr, em_ptr);
+ case GF_TURN_EVIL:
+ return effect_monster_turn_evil(caster_ptr, em_ptr);
+ case GF_TURN_ALL:
+ return effect_monster_turn_all(em_ptr);
+ case GF_DISP_UNDEAD:
+ return effect_monster_disp_undead(caster_ptr, em_ptr);
+ case GF_DISP_EVIL:
+ return effect_monster_disp_evil(caster_ptr, em_ptr);
+ case GF_DISP_GOOD:
+ return effect_monster_disp_good(caster_ptr, em_ptr);
+ case GF_DISP_LIVING:
+ return effect_monster_disp_living(em_ptr);
+ case GF_DISP_DEMON:
+ return effect_monster_disp_demon(caster_ptr, em_ptr);
+ case GF_DISP_ALL:
+ return effect_monster_disp_all(em_ptr);
+ case GF_DRAIN_MANA:
+ return effect_monster_drain_mana(caster_ptr, em_ptr);
+ case GF_MIND_BLAST:
+ return effect_monster_mind_blast(caster_ptr, em_ptr);
+ case GF_BRAIN_SMASH:
+ return effect_monster_brain_smash(caster_ptr, em_ptr);
+ case GF_CAUSE_1:
+ return effect_monster_curse_1(em_ptr);
+ case GF_CAUSE_2:
+ return effect_monster_curse_2(em_ptr);
+ case GF_CAUSE_3:
+ return effect_monster_curse_3(em_ptr);
+ case GF_CAUSE_4:
+ return effect_monster_curse_4(em_ptr);
+ case GF_HAND_DOOM:
+ return effect_monster_hand_doom(em_ptr);
+ case GF_CAPTURE:
+ return effect_monster_capture(caster_ptr, em_ptr);
+ case GF_ATTACK:
+ return (process_result)do_cmd_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
+ case GF_ENGETSU:
+ return effect_monster_engetsu(caster_ptr, em_ptr);
+ case GF_GENOCIDE:
+ return effect_monster_genocide(caster_ptr, em_ptr);
+ case GF_PHOTO:
+ return effect_monster_photo(caster_ptr, em_ptr);
+ case GF_CRUSADE:
+ return effect_monster_crusade(caster_ptr, em_ptr);
+ case GF_WOUNDS:
+ return effect_monster_wounds(em_ptr);
default:
{
em_ptr->skipped = TRUE;
em_ptr->dam = 0;
- break;
+ return PROCESS_CONTINUE;
}
}
-
- return GF_SWITCH_CONTINUE;
}