#include "effect/effect-monster-switcher.h"
#include "player-damage.h"
#include "avatar.h"
-#include "monster-spell.h"
#include "quest.h"
#include "monster-status.h"
#include "effect/spells-effect-util.h"
#include "effect/effect-monster-domination.h"
#include "effect/effect-monster-oldies.h"
#include "effect/effect-monster-charm.h"
+#include "effect/effect-monster-lite-dark.h"
+#include "effect/effect-monster-evil.h"
+#include "effect/effect-monster-spirit.h"
+#include "effect/effect-monster-curse.h"
gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
{
}
-gf_switch_result effect_monster_lite_weak(player_type *caster_ptr, effect_monster_type *em_ptr)
+gf_switch_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (!em_ptr->dam)
+ if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
{
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ 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!");
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_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;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ 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
+ {
+ em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
+ em_ptr->dam = 0;
+ }
+
+ return GF_SWITCH_CONTINUE;
+}
+
+
+static bool effect_monster_check_capturability(player_type *caster_ptr, effect_monster_type *em_ptr, int capturable_hp)
+{
+ if (em_ptr->m_ptr->hp >= randint0(capturable_hp)) return FALSE;
+
+ 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) && rakuba(caster_ptr, -1, FALSE))
+ msg_format(_("地面に落とされた。", "You have fallen from %s."), em_ptr->m_name);
+
+ delete_monster_idx(caster_ptr, em_ptr->g_ptr->m_idx);
+ return TRUE;
+}
+
+
+gf_switch_result effect_monster_capture(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ int capturable_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;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if (is_pet(em_ptr->m_ptr)) capturable_hp = em_ptr->m_ptr->maxhp * 4L;
+ else if ((caster_ptr->pclass == CLASS_BEASTMASTER) && monster_living(em_ptr->m_ptr->r_idx))
+ capturable_hp = em_ptr->m_ptr->maxhp * 3 / 10;
+ else
+ capturable_hp = em_ptr->m_ptr->maxhp * 3 / 20;
+
+ if (em_ptr->m_ptr->hp >= capturable_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;
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if (effect_monster_check_capturability(caster_ptr, em_ptr, capturable_hp))
+ return GF_SWITCH_TRUE;
+
+ 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;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_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;
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 GF_SWITCH_CONTINUE;
}
- if ((em_ptr->r_ptr->flags3 & RF3_HURT_LITE) == 0)
+ 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;
return GF_SWITCH_CONTINUE;
}
+ 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.");
+ }
+
+ em_ptr->dam = 0;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_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_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;
+ }
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
- em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
+ em_ptr->skipped = TRUE;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_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);
+
+ 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;
+ }
+
+ em_ptr->photo = em_ptr->m_ptr->r_idx;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_crusade(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ bool success = FALSE;
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+
+ if ((em_ptr->r_ptr->flags3 & (RF3_GOOD)) && !caster_ptr->current_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);
+
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_GOOD);
+ success = TRUE;
+ }
+ }
+
+ 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;
+ return GF_SWITCH_CONTINUE;
+}
+
+
+gf_switch_result effect_monster_wounds(effect_monster_type *em_ptr)
+{
+ 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;
+ }
- 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!");
return GF_SWITCH_CONTINUE;
}
*/
gf_switch_result switch_effects_monster(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_LITE_WEAK:
return effect_monster_lite_weak(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_lite(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_dark(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_kill_wall(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_away_undead(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_away_evil(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_away_all(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_turn_undead(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_turn_evil(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_turn_all(em_ptr);
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;
- }
+ return effect_monster_disp_undead(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_disp_evil(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_disp_good(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_disp_living(em_ptr);
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;
- }
+ return effect_monster_disp_demon(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_disp_all(em_ptr);
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;
- }
+ return effect_monster_drain_mana(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_mind_blast(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_brain_smash(caster_ptr, em_ptr);
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;
- }
+ return effect_monster_curse_1(em_ptr);
case GF_CAUSE_2:
- {
- 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;
- }
+ return effect_monster_curse_2(em_ptr);
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;
- }
-
- break;
- }
+ return effect_monster_curse_3(em_ptr);
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;
- }
+ return effect_monster_curse_4(em_ptr);
case GF_HAND_DOOM:
- {
- 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
- {
- em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
- em_ptr->dam = 0;
- }
- }
-
- break;
- }
+ return effect_monster_hand_doom(em_ptr);
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);
- }
- }
-
- 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;
- }
-
- break;
- }
+ return effect_monster_capture(caster_ptr, em_ptr);
case GF_ATTACK:
- {
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.");
- }
-
- em_ptr->dam = 0;
- break;
- }
+ return effect_monster_engetsu(caster_ptr, em_ptr);
case GF_GENOCIDE:
- {
- 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;
- }
+ return effect_monster_genocide(caster_ptr, em_ptr);
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;
-
- 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;
- }
-
- em_ptr->photo = em_ptr->m_ptr->r_idx;
- break;
- }
+ return effect_monster_photo(caster_ptr, em_ptr);
case GF_CRUSADE:
- {
- 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);
-
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_GOOD);
- success = TRUE;
- }
- }
-
- 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;
- }
+ return effect_monster_crusade(caster_ptr, em_ptr);
case GF_WOUNDS:
- {
- 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;
- }
+ return effect_monster_wounds(em_ptr);
default:
{
em_ptr->skipped = TRUE;
em_ptr->dam = 0;
- break;
+ return GF_SWITCH_CONTINUE;
}
}
-
- return GF_SWITCH_CONTINUE;
}