#include "core/player-redraw-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
+#include "effect/attribute-types.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-monster-switcher.h"
#include "effect/effect-monster-util.h"
+#include "effect/spells-effect-util.h"
#include "floor/cave.h"
#include "floor/floor-object.h"
#include "game-option/play-record-options.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
+#include "monster-race/race-resistance-mask.h"
#include "monster/monster-damage.h"
#include "monster/monster-describer.h"
#include "monster/monster-description-types.h"
#include "monster/monster-info.h"
+#include "monster/monster-pain-describer.h"
#include "monster/monster-status-setter.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
#include "spell-kind/blood-curse.h"
#include "spell-kind/spells-polymorph.h"
#include "spell-kind/spells-teleport.h"
-#include "spell/spell-types.h"
-#include "spells-effect-util.h"
#include "sv-definition/sv-other-types.h"
+#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
#include "util/bit-flags-calculator.h"
+#include "util/string-processor.h"
#include "view/display-messages.h"
+#include <algorithm>
/*!
* @brief ビーム/ボルト/ボール系魔法によるモンスターへの効果があるかないかを判定する
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return 効果が何もないならFALSE、何かあるならTRUE
*/
-static process_result is_affective(player_type *player_ptr, effect_monster_type *em_ptr)
+static ProcessResult is_affective(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (!em_ptr->g_ptr->m_idx)
- return PROCESS_FALSE;
- if (em_ptr->who && (em_ptr->g_ptr->m_idx == em_ptr->who))
- return PROCESS_FALSE;
- if (sukekaku && ((em_ptr->m_ptr->r_idx == MON_SUKE) || (em_ptr->m_ptr->r_idx == MON_KAKU)))
- return PROCESS_FALSE;
- if (em_ptr->m_ptr->hp < 0)
- return PROCESS_FALSE;
- if (em_ptr->who || em_ptr->g_ptr->m_idx != player_ptr->riding)
- return PROCESS_TRUE;
-
- switch (em_ptr->effect_type) {
- case GF_OLD_HEAL:
- case GF_OLD_SPEED:
- case GF_STAR_HEAL:
- return PROCESS_TRUE;
- case GF_OLD_SLOW:
- case GF_OLD_SLEEP:
- case GF_OLD_CLONE:
- case GF_OLD_CONF:
- case GF_OLD_POLY:
- case GF_GENOCIDE:
- case GF_E_GENOCIDE:
- return PROCESS_CONTINUE;
+ if (!em_ptr->g_ptr->m_idx) {
+ return ProcessResult::PROCESS_FALSE;
+ }
+ if (em_ptr->who && (em_ptr->g_ptr->m_idx == em_ptr->who)) {
+ return ProcessResult::PROCESS_FALSE;
+ }
+ if (sukekaku && ((em_ptr->m_ptr->r_idx == MonsterRaceId::SUKE) || (em_ptr->m_ptr->r_idx == MonsterRaceId::KAKU))) {
+ return ProcessResult::PROCESS_FALSE;
+ }
+ if (em_ptr->m_ptr->hp < 0) {
+ return ProcessResult::PROCESS_FALSE;
+ }
+ if (em_ptr->who || em_ptr->g_ptr->m_idx != player_ptr->riding) {
+ return ProcessResult::PROCESS_TRUE;
+ }
+
+ switch (em_ptr->attribute) {
+ case AttributeType::OLD_HEAL:
+ case AttributeType::OLD_SPEED:
+ case AttributeType::STAR_HEAL:
+ return ProcessResult::PROCESS_TRUE;
+ case AttributeType::OLD_SLOW:
+ case AttributeType::OLD_SLEEP:
+ case AttributeType::OLD_CLONE:
+ case AttributeType::OLD_CONF:
+ case AttributeType::OLD_POLY:
+ case AttributeType::GENOCIDE:
+ case AttributeType::E_GENOCIDE:
+ return ProcessResult::PROCESS_CONTINUE;
default:
break;
}
- return PROCESS_FALSE;
+ return ProcessResult::PROCESS_FALSE;
}
/*!
* @brief 魔法の効果やモンスター種別(MAKE/FEMALE/なし)に応じて表示するメッセージを変更する
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void make_description_of_affecred_monster(player_type *player_ptr, effect_monster_type *em_ptr)
+static void make_description_of_affecred_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
em_ptr->dam = (em_ptr->dam + em_ptr->r) / (em_ptr->r + 1);
- monster_desc(player_ptr, em_ptr->m_name, em_ptr->m_ptr, 0);
- monster_desc(player_ptr, em_ptr->m_poss, em_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, 0).data(), sizeof(em_ptr->m_name));
+ angband_strcpy(em_ptr->m_poss, monster_desc(player_ptr, em_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE).data(), sizeof(em_ptr->m_poss));
}
/*!
* @brief モンスターへの効果属性による耐性及び効果を処理する( / Proccess affecting to monster by effect.
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return 完全な耐性が発動したらCONTINUE、そうでないなら効果処理の結果
* @details
* 完全な耐性を持っていたら、一部属性を除いて影響は及ぼさない
- * 射撃属性 (デバッグ用)であれば貫通する
+ * デバッグ属性、モンスター打撃、モンスター射撃であれば貫通する
*/
-static process_result exe_affect_monster_by_effect(player_type *player_ptr, effect_monster_type *em_ptr)
+static ProcessResult exe_affect_monster_by_effect(PlayerType *player_ptr, effect_monster_type *em_ptr, std::optional<CapturedMonsterType *> cap_mon_ptr)
{
- process_result result = is_affective(player_ptr, em_ptr);
- if (result != PROCESS_TRUE) {
- if (result == PROCESS_CONTINUE) {
+ const std::vector<AttributeType> effect_arrtibute = {
+ AttributeType::OLD_CLONE,
+ AttributeType::STAR_HEAL,
+ AttributeType::OLD_HEAL,
+ AttributeType::OLD_SPEED,
+ AttributeType::CAPTURE,
+ AttributeType::PHOTO,
+ };
+ const auto check = [em_ptr](const AttributeType attribute) {
+ return em_ptr->attribute == attribute;
+ };
+
+ ProcessResult result = is_affective(player_ptr, em_ptr);
+ if (result != ProcessResult::PROCESS_TRUE) {
+ if (result == ProcessResult::PROCESS_CONTINUE) {
em_ptr->note = _("には効果がなかった。", " is unaffected.");
em_ptr->dam = 0;
}
return result;
}
- if (none_bits(em_ptr->r_ptr->flagsr, RFR_RES_ALL) || em_ptr->effect_type == GF_OLD_CLONE || em_ptr->effect_type == GF_STAR_HEAL
- || em_ptr->effect_type == GF_OLD_HEAL || em_ptr->effect_type == GF_OLD_SPEED || em_ptr->effect_type == GF_CAPTURE || em_ptr->effect_type == GF_PHOTO)
- return switch_effects_monster(player_ptr, em_ptr);
+ bool do_effect = em_ptr->r_ptr->resistance_flags.has_not(MonsterResistanceType::RESIST_ALL);
+ do_effect |= std::any_of(effect_arrtibute.cbegin(), effect_arrtibute.cend(), check);
+
+ if (do_effect) {
+ return switch_effects_monster(player_ptr, em_ptr, cap_mon_ptr);
+ }
- if (any_bits(em_ptr->r_ptr->flagsr, RFR_RES_ALL) && (em_ptr->effect_type == GF_ARROW))
+ bool ignore_res_all = (em_ptr->attribute == AttributeType::DEBUG);
+ ignore_res_all |= (em_ptr->attribute == AttributeType::MONSTER_MELEE);
+ ignore_res_all |= (em_ptr->attribute == AttributeType::MONSTER_SHOOT);
+
+ if (em_ptr->r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_ALL) && ignore_res_all) {
return switch_effects_monster(player_ptr, em_ptr);
+ }
em_ptr->note = _("には完全な耐性がある!", " is immune.");
em_ptr->dam = 0;
- if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr))
- em_ptr->r_ptr->r_flagsr |= (RFR_RES_ALL);
+ if (is_original_ap_and_seen(player_ptr, em_ptr->m_ptr)) {
+ em_ptr->r_ptr->r_resistance_flags.set(MonsterResistanceType::RESIST_ALL);
+ }
- if (em_ptr->effect_type == GF_LITE_WEAK || em_ptr->effect_type == GF_KILL_WALL)
+ if (em_ptr->attribute == AttributeType::LITE_WEAK || em_ptr->attribute == AttributeType::KILL_WALL) {
em_ptr->skipped = true;
+ }
- return PROCESS_CONTINUE;
+ return ProcessResult::PROCESS_CONTINUE;
}
/*!
* @brief ペットの死亡を処理する
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_killed_pet(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_killed_pet(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- bool sad = is_pet(em_ptr->m_ptr) && !(em_ptr->m_ptr->ml);
+ bool sad = em_ptr->m_ptr->is_pet() && !(em_ptr->m_ptr->ml);
if (em_ptr->known && em_ptr->note) {
- monster_desc(player_ptr, em_ptr->m_name, em_ptr->m_ptr, MD_TRUE_NAME);
- if (em_ptr->see_s_msg)
- msg_format("%^s%s", em_ptr->m_name, em_ptr->note);
- else
+ angband_strcpy(em_ptr->m_name, monster_desc(player_ptr, em_ptr->m_ptr, MD_TRUE_NAME).data(), sizeof(em_ptr->m_name));
+ if (em_ptr->see_s_msg) {
+ msg_format("%s^%s", em_ptr->m_name, em_ptr->note);
+ } else {
player_ptr->current_floor_ptr->monster_noise = true;
+ }
}
- if (em_ptr->who > 0)
+ if (em_ptr->who > 0) {
monster_gain_exp(player_ptr, em_ptr->who, em_ptr->m_ptr->r_idx);
+ }
- monster_death(player_ptr, em_ptr->g_ptr->m_idx, false);
+ monster_death(player_ptr, em_ptr->g_ptr->m_idx, false, em_ptr->attribute);
delete_monster_idx(player_ptr, em_ptr->g_ptr->m_idx);
- if (sad)
+ if (sad) {
msg_print(_("少し悲しい気分がした。", "You feel sad for a moment."));
+ }
}
/*!
* @brief モンスターの睡眠を処理する
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_sleep(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_sleep(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->note && em_ptr->seen_msg)
- msg_format("%^s%s", em_ptr->m_name, em_ptr->note);
- else if (em_ptr->see_s_msg)
- message_pain(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam);
- else
+ if (em_ptr->note && em_ptr->seen_msg) {
+ msg_format("%s^%s", em_ptr->m_name, em_ptr->note);
+ } else if (em_ptr->see_s_msg) {
+ const auto pain_message = MonsterPainDescriber(player_ptr, em_ptr->g_ptr->m_idx).describe(em_ptr->dam);
+ if (!pain_message.empty()) {
+ msg_print(pain_message);
+ }
+ } else {
player_ptr->current_floor_ptr->monster_noise = true;
+ }
- if (em_ptr->do_sleep)
+ if (em_ptr->do_sleep) {
(void)set_monster_csleep(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->do_sleep);
+ }
}
/*!
* @details
* モンスターIDがプレイヤー(0)の場合は処理しない。
*/
-static bool deal_effect_damage_from_monster(player_type *player_ptr, effect_monster_type *em_ptr)
+static bool deal_effect_damage_from_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->who <= 0)
+ if (em_ptr->who <= 0) {
return false;
+ }
- if (player_ptr->health_who == em_ptr->g_ptr->m_idx)
+ if (player_ptr->health_who == em_ptr->g_ptr->m_idx) {
player_ptr->redraw |= (PR_HEALTH);
- if (player_ptr->riding == em_ptr->g_ptr->m_idx)
+ }
+ if (player_ptr->riding == em_ptr->g_ptr->m_idx) {
player_ptr->redraw |= (PR_UHEALTH);
+ }
(void)set_monster_csleep(player_ptr, em_ptr->g_ptr->m_idx, 0);
em_ptr->m_ptr->hp -= em_ptr->dam;
- if (em_ptr->m_ptr->hp < 0)
+ if (em_ptr->m_ptr->hp < 0) {
effect_damage_killed_pet(player_ptr, em_ptr);
- else
+ } else {
effect_damage_makes_sleep(player_ptr, em_ptr);
+ }
return true;
}
/*!
* @brief 不潔な病人の治療処理
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return 大賞モンスターが不潔な病人だった場合はTRUE、それ以外はFALSE
*/
-static bool heal_leaper(player_type *player_ptr, effect_monster_type *em_ptr)
+static bool heal_leaper(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (!em_ptr->heal_leper)
+ if (!em_ptr->heal_leper) {
return false;
+ }
- if (em_ptr->seen_msg)
+ if (em_ptr->seen_msg) {
msg_print(_("不潔な病人は病気が治った!", "The Mangy looking leper is healed!"));
+ }
- if (record_named_pet && is_pet(em_ptr->m_ptr) && em_ptr->m_ptr->nickname) {
- char m2_name[MAX_NLEN];
- monster_desc(player_ptr, m2_name, em_ptr->m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
+ if (record_named_pet && em_ptr->m_ptr->is_named_pet()) {
+ const auto m2_name = monster_desc(player_ptr, em_ptr->m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name.data());
}
delete_monster_idx(player_ptr, em_ptr->g_ptr->m_idx);
/*!
* @brief プレイヤー起因の効果によるダメージを処理 / Deal damages from player and fear by them.
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @return モンスターが死んだらTRUE、生きていたらFALSE
* @details
* em_ptr->do_fearによる恐怖メッセージもここで表示。
*/
-static bool deal_effect_damage_from_player(player_type *player_ptr, effect_monster_type *em_ptr)
+static bool deal_effect_damage_from_player(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
bool fear = false;
- MonsterDamageProcessor mdp(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, &fear);
- if (mdp.mon_take_hit(em_ptr->note_dies))
+ MonsterDamageProcessor mdp(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam, &fear, em_ptr->attribute);
+ if (mdp.mon_take_hit(em_ptr->note_dies)) {
return true;
+ }
- if (em_ptr->do_sleep)
+ if (em_ptr->do_sleep) {
anger_monster(player_ptr, em_ptr->m_ptr);
+ }
- if (em_ptr->note && em_ptr->seen)
- msg_format(_("%s%s", "%^s%s"), em_ptr->m_name, em_ptr->note);
- else if (em_ptr->known && (em_ptr->dam || !em_ptr->do_fear))
- message_pain(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->dam);
+ if (em_ptr->note && em_ptr->seen) {
+ msg_format(_("%s%s", "%s^%s"), em_ptr->m_name, em_ptr->note);
+ } else if (em_ptr->known && (em_ptr->dam || !em_ptr->do_fear)) {
+ const auto pain_message = MonsterPainDescriber(player_ptr, em_ptr->g_ptr->m_idx).describe(em_ptr->dam);
+ if (!pain_message.empty()) {
+ msg_print(pain_message);
+ }
+ }
- if (((em_ptr->dam > 0) || em_ptr->get_angry) && !em_ptr->do_sleep)
+ if (((em_ptr->dam > 0) || em_ptr->get_angry) && !em_ptr->do_sleep) {
anger_monster(player_ptr, em_ptr->m_ptr);
+ }
if ((fear || em_ptr->do_fear) && em_ptr->seen) {
sound(SOUND_FLEE);
- msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), em_ptr->m_name);
+ msg_format(_("%s^は恐怖して逃げ出した!", "%s^ flees in terror!"), em_ptr->m_name);
}
return false;
/*!
* @brief モンスターに効果のダメージを与える / Deal effect damage to monster.
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @details
* 以下のいずれかの処理を行う。
* 3.プレイヤーによる効果ダメージの処理
* 4.睡眠する処理
*/
-static void deal_effect_damage_to_monster(player_type *player_ptr, effect_monster_type *em_ptr)
+static void deal_effect_damage_to_monster(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->effect_type == GF_DRAIN_MANA)
+ if (em_ptr->attribute == AttributeType::DRAIN_MANA) {
return;
+ }
// モンスターによる効果
- if (deal_effect_damage_from_monster(player_ptr, em_ptr))
+ if (deal_effect_damage_from_monster(player_ptr, em_ptr)) {
return;
+ }
- //プレイヤーによる効果
- if (heal_leaper(player_ptr, em_ptr))
+ // プレイヤーによる効果
+ if (heal_leaper(player_ptr, em_ptr)) {
return;
- if (deal_effect_damage_from_player(player_ptr, em_ptr))
+ }
+ if (deal_effect_damage_from_player(player_ptr, em_ptr)) {
return;
+ }
- if (em_ptr->do_sleep)
+ if (em_ptr->do_sleep) {
(void)set_monster_csleep(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->do_sleep);
+ }
}
/*!
* @brief プレイヤーが眠っている敵に効果を及ぼした場合の徳の変化
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_makes_change_virtues(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_makes_change_virtues(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->who > 0) || !em_ptr->slept)
+ if ((em_ptr->who > 0) || !em_ptr->slept) {
return;
+ }
- if (!(em_ptr->r_ptr->flags3 & RF3_EVIL) || one_in_(5))
- chg_virtue(player_ptr, V_COMPASSION, -1);
- if (!(em_ptr->r_ptr->flags3 & RF3_EVIL) || one_in_(5))
- chg_virtue(player_ptr, V_HONOUR, -1);
+ if (em_ptr->r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5)) {
+ chg_virtue(player_ptr, Virtue::COMPASSION, -1);
+ }
+ if (em_ptr->r_ptr->kind_flags.has_not(MonsterKindType::EVIL) || one_in_(5)) {
+ chg_virtue(player_ptr, Virtue::HONOUR, -1);
+ }
}
/*!
* @brief 魔法効果に対する強制処理(変身の強制解除、死なない処理)
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void affected_monster_prevents_bad_status(player_type *player_ptr, effect_monster_type *em_ptr)
+static void affected_monster_prevents_bad_status(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags1 & RF1_QUESTOR) || (player_ptr->riding && (em_ptr->g_ptr->m_idx == player_ptr->riding)))
+ if (em_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || any_bits(em_ptr->r_ptr->flags1, RF1_QUESTOR) || (player_ptr->riding && (em_ptr->g_ptr->m_idx == player_ptr->riding))) {
em_ptr->do_polymorph = false;
+ }
- if (((em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (em_ptr->r_ptr->flags7 & RF7_NAZGUL)) && !player_ptr->phase_out && (em_ptr->who > 0)
- && (em_ptr->dam > em_ptr->m_ptr->hp))
+ if ((em_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || any_bits(em_ptr->r_ptr->flags1, RF1_QUESTOR) || (em_ptr->r_ptr->population_flags.has(MonsterPopulationType::NAZGUL))) && !player_ptr->phase_out && (em_ptr->who > 0) && (em_ptr->dam > em_ptr->m_ptr->hp)) {
em_ptr->dam = em_ptr->m_ptr->hp;
+ }
}
/*!
* @brief モンスターの朦朧値を蓄積させる
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @param stun_damage 朦朧値
*/
-static void effect_damage_piles_stun(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_stun(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->do_stun == 0) || (em_ptr->r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) || (em_ptr->r_ptr->flags3 & RF3_NO_STUN))
+ if ((em_ptr->do_stun == 0) || em_ptr->r_ptr->resistance_flags.has_any_of({ MonsterResistanceType::RESIST_SOUND, MonsterResistanceType::RESIST_FORCE }) || (em_ptr->r_ptr->flags3 & RF3_NO_STUN)) {
return;
+ }
- if (em_ptr->seen)
+ if (em_ptr->seen) {
em_ptr->obvious = true;
+ }
int turns = 0;
- if (monster_stunned_remaining(em_ptr->m_ptr)) {
+ if (em_ptr->m_ptr->get_remaining_stun()) {
em_ptr->note = _("はひどくもうろうとした。", " is more dazed.");
- turns = monster_stunned_remaining(em_ptr->m_ptr) + (em_ptr->do_stun / 2);
+ turns = em_ptr->m_ptr->get_remaining_stun() + (em_ptr->do_stun / 2);
} else {
em_ptr->note = _("はもうろうとした。", " is dazed.");
turns = em_ptr->do_stun;
/*!
* @brief モンスターの混乱値を蓄積させる
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @param stun_damage 混乱値
*/
-static void effect_damage_piles_confusion(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_confusion(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->do_conf == 0) || (em_ptr->r_ptr->flags3 & RF3_NO_CONF) || (em_ptr->r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
+ if ((em_ptr->do_conf == 0) || (em_ptr->r_ptr->flags3 & RF3_NO_CONF) || em_ptr->r_ptr->resistance_flags.has_any_of(RFR_EFF_RESIST_CHAOS_MASK)) {
return;
+ }
- if (em_ptr->seen)
+ if (em_ptr->seen) {
em_ptr->obvious = true;
+ }
int turns = 0;
- if (monster_confused_remaining(em_ptr->m_ptr)) {
+ if (em_ptr->m_ptr->is_confused()) {
em_ptr->note = _("はさらに混乱したようだ。", " looks more confused.");
- turns = monster_confused_remaining(em_ptr->m_ptr) + (em_ptr->do_conf / 2);
+ turns = em_ptr->m_ptr->get_remaining_confusion() + (em_ptr->do_conf / 2);
} else {
em_ptr->note = _("は混乱したようだ。", " looks confused.");
turns = em_ptr->do_conf;
/*!
* @brief モンスターの恐怖値を蓄積させる
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @param stun_damage 恐怖値
* @details
* 打撃ダメージによる恐怖もあるため、メッセージは後で表示。
*/
-static void effect_damage_piles_fear(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_piles_fear(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->do_fear == 0 || any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR))
+ if (em_ptr->do_fear == 0 || any_bits(em_ptr->r_ptr->flags3, RF3_NO_FEAR)) {
return;
+ }
- (void)set_monster_monfear(player_ptr, em_ptr->g_ptr->m_idx, monster_fear_remaining(em_ptr->m_ptr) + em_ptr->do_fear);
+ (void)set_monster_monfear(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->m_ptr->get_remaining_fear() + em_ptr->do_fear);
em_ptr->get_angry = true;
}
*/
static void effect_damage_makes_weak(effect_monster_type *em_ptr)
{
- if (em_ptr->do_time == 0)
+ if (em_ptr->do_time == 0) {
return;
+ }
- if (em_ptr->seen)
+ if (em_ptr->seen) {
em_ptr->obvious = true;
+ }
- if (em_ptr->do_time >= em_ptr->m_ptr->maxhp)
+ if (em_ptr->do_time >= em_ptr->m_ptr->maxhp) {
em_ptr->do_time = em_ptr->m_ptr->maxhp - 1;
+ }
if (em_ptr->do_time) {
em_ptr->note = _("は弱くなったようだ。", " seems weakened.");
em_ptr->m_ptr->maxhp -= em_ptr->do_time;
- if ((em_ptr->m_ptr->hp - em_ptr->dam) > em_ptr->m_ptr->maxhp)
+ if ((em_ptr->m_ptr->hp - em_ptr->dam) > em_ptr->m_ptr->maxhp) {
em_ptr->dam = em_ptr->m_ptr->hp - em_ptr->m_ptr->maxhp;
+ }
}
em_ptr->get_angry = true;
/*!
* @brief モンスターを変身させる
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_polymorph(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_polymorph(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (!em_ptr->do_polymorph || (randint1(90) <= em_ptr->r_ptr->level))
+ if (!em_ptr->do_polymorph || (randint1(90) <= em_ptr->r_ptr->level)) {
return;
+ }
if (polymorph_monster(player_ptr, em_ptr->y, em_ptr->x)) {
- if (em_ptr->seen)
+ if (em_ptr->seen) {
em_ptr->obvious = true;
+ }
em_ptr->note = _("が変身した!", " changes!");
em_ptr->dam = 0;
}
em_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[em_ptr->g_ptr->m_idx];
- em_ptr->r_ptr = &r_info[em_ptr->m_ptr->r_idx];
+ em_ptr->r_ptr = &monraces_info[em_ptr->m_ptr->r_idx];
}
/*!
* @brief モンスターをテレポートさせる
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void effect_damage_makes_teleport(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_makes_teleport(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->do_dist == 0)
+ if (em_ptr->do_dist == 0) {
return;
+ }
- if (em_ptr->seen)
+ if (em_ptr->seen) {
em_ptr->obvious = true;
+ }
em_ptr->note = _("が消え去った!", " disappears!");
- if (!em_ptr->who)
- chg_virtue(player_ptr, V_VALOUR, -1);
+ if (!em_ptr->who) {
+ chg_virtue(player_ptr, Virtue::VALOUR, -1);
+ }
- teleport_flags tflag = static_cast<teleport_flags>((!em_ptr->who ? TELEPORT_DEC_VALOUR : TELEPORT_SPONTANEOUS) | TELEPORT_PASSIVE);
+ teleport_flags tflag = i2enum<teleport_flags>((!em_ptr->who ? TELEPORT_DEC_VALOUR : TELEPORT_SPONTANEOUS) | TELEPORT_PASSIVE);
teleport_away(player_ptr, em_ptr->g_ptr->m_idx, em_ptr->do_dist, tflag);
em_ptr->y = em_ptr->m_ptr->fy;
/*!
* @brief モンスターへのダメージに応じたメッセージを表示させ、異常状態を与える
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @details
* 以下の判定と処理を行う。
* 2.ダメージ量が現HPを上回る場合
* 3.通常時(デバフをかける)
*/
-static void effect_damage_gives_bad_status(player_type *player_ptr, effect_monster_type *em_ptr)
+static void effect_damage_gives_bad_status(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
int tmp_damage = em_ptr->dam;
- em_ptr->dam = mon_damage_mod(player_ptr, em_ptr->m_ptr, em_ptr->dam, (bool)(em_ptr->effect_type == GF_PSY_SPEAR));
- if ((tmp_damage > 0) && (em_ptr->dam == 0) && em_ptr->seen)
+ em_ptr->dam = mon_damage_mod(player_ptr, em_ptr->m_ptr, em_ptr->dam, (bool)(em_ptr->attribute == AttributeType::PSY_SPEAR));
+ if ((tmp_damage > 0) && (em_ptr->dam == 0) && em_ptr->seen) {
em_ptr->note = _("はダメージを受けていない。", " is unharmed.");
+ }
- if (em_ptr->dam > em_ptr->m_ptr->hp)
+ if (em_ptr->dam > em_ptr->m_ptr->hp) {
em_ptr->note = em_ptr->note_dies;
- else {
+ } else {
effect_damage_piles_stun(player_ptr, em_ptr);
effect_damage_piles_confusion(player_ptr, em_ptr);
effect_damage_piles_fear(player_ptr, em_ptr);
/*!
* @brief 効果によるモンスターへのダメージと付随効果を処理する
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @details
* 以下の処理を行う。
* 4.ダメージ処理及び恐怖メッセージ
* 5.悪魔領域血の呪いによる事後処理
*/
-static void exe_affect_monster_by_damage(player_type *player_ptr, effect_monster_type *em_ptr)
+static void exe_affect_monster_by_damage(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
effect_makes_change_virtues(player_ptr, em_ptr);
affected_monster_prevents_bad_status(player_ptr, em_ptr);
effect_damage_gives_bad_status(player_ptr, em_ptr);
deal_effect_damage_to_monster(player_ptr, em_ptr);
- if ((em_ptr->effect_type == GF_BLOOD_CURSE) && one_in_(4))
+ if ((em_ptr->attribute == AttributeType::BLOOD_CURSE) && one_in_(4)) {
blood_curse_to_enemy(player_ptr, em_ptr->who);
+ }
}
/*!
* @brief モンスター闘技場にいる場合の画面更新処理
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void update_phase_out_stat(player_type *player_ptr, effect_monster_type *em_ptr)
+static void update_phase_out_stat(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (!player_ptr->phase_out)
+ if (!player_ptr->phase_out) {
return;
+ }
player_ptr->health_who = em_ptr->g_ptr->m_idx;
player_ptr->redraw |= (PR_HEALTH);
/*!
* @brief 魔法効果がペットに及んだ時の処理
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void postprocess_by_effected_pet(player_type *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_effected_pet(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if ((em_ptr->dam <= 0) || is_pet(em_ptr->m_ptr) || is_friendly(em_ptr->m_ptr))
+ auto *m_ptr = em_ptr->m_ptr;
+ if ((em_ptr->dam <= 0) || m_ptr->is_pet() || m_ptr->is_friendly()) {
return;
+ }
if (em_ptr->who == 0) {
- if (!(em_ptr->flag & PROJECT_NO_HANGEKI))
- set_target(em_ptr->m_ptr, monster_target_y, monster_target_x);
+ if (!(em_ptr->flag & PROJECT_NO_HANGEKI)) {
+ set_target(m_ptr, monster_target_y, monster_target_x);
+ }
return;
}
- if ((em_ptr->who > 0) && is_pet(em_ptr->m_caster_ptr) && !player_bold(player_ptr, em_ptr->m_ptr->target_y, em_ptr->m_ptr->target_x))
- set_target(em_ptr->m_ptr, em_ptr->m_caster_ptr->fy, em_ptr->m_caster_ptr->fx);
+ const auto &m_caster_ref = *em_ptr->m_caster_ptr;
+ if ((em_ptr->who > 0) && m_caster_ref.is_pet() && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x)) {
+ set_target(m_ptr, m_caster_ref.fy, m_caster_ref.fx);
+ }
}
/*!
* @brief 魔法効果が騎乗モンスターに及んだ時の処理
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void postprocess_by_riding_pet_effected(player_type *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_riding_pet_effected(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (!player_ptr->riding || (player_ptr->riding != em_ptr->g_ptr->m_idx) || (em_ptr->dam <= 0))
+ if (!player_ptr->riding || (player_ptr->riding != em_ptr->g_ptr->m_idx) || (em_ptr->dam <= 0)) {
return;
+ }
- if (em_ptr->m_ptr->hp > (em_ptr->m_ptr->maxhp / 3))
+ if (em_ptr->m_ptr->hp > (em_ptr->m_ptr->maxhp / 3)) {
em_ptr->dam = (em_ptr->dam + 1) / 2;
+ }
rakubadam_m = (em_ptr->dam > 200) ? 200 : em_ptr->dam;
}
/*!
* @brief 写真を撮った時の処理
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
* @details 写真のフラッシュは弱閃光属性
*/
-static void postprocess_by_taking_photo(player_type *player_ptr, effect_monster_type *em_ptr)
+static void postprocess_by_taking_photo(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->photo == 0)
+ if (em_ptr->photo == 0) {
return;
+ }
- object_type *q_ptr;
- object_type forge;
+ ItemEntity *q_ptr;
+ ItemEntity forge;
q_ptr = &forge;
- q_ptr->prep(lookup_kind(TV_STATUE, SV_PHOTO));
+ q_ptr->prep(lookup_baseitem_id({ ItemKindType::STATUE, SV_PHOTO }));
q_ptr->pval = em_ptr->photo;
q_ptr->ident |= (IDENT_FULL_KNOWN);
(void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
/*!
* @brief モンスター効果の後処理 (ペット関係、記念撮影、グローバル変数更新)
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param em_ptr モンスター効果構造体への参照ポインタ
*/
-static void exe_affect_monster_postprocess(player_type *player_ptr, effect_monster_type *em_ptr)
+static void exe_affect_monster_postprocess(PlayerType *player_ptr, effect_monster_type *em_ptr)
{
postprocess_by_effected_pet(player_ptr, em_ptr);
postprocess_by_riding_pet_effected(player_ptr, em_ptr);
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
- * @param player_ptr ã\83\97ã\83¬ã\83¼ヤーへの参照ポインタ
+ * @param player_ptr ã\83\97ã\83¬ã\82¤ヤーへの参照ポインタ
* @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
* @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
* @param y 目標y座標 / Target y location (or location to travel "towards")
* @param x 目標x座標 / Target x location (or location to travel "towards")
* @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
- * @param effect_type 効果属性 / Type of damage to apply to monsters (and objects)
+ * @param attribute 効果属性 / Type of damage to apply to monsters (and objects)
* @param flag 効果フラグ
* @param see_s_msg TRUEならばメッセージを表示する
* @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
* 3.ペット及び撮影による事後効果
*/
bool affect_monster(
- player_type *player_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID effect_type, BIT_FLAGS flag, bool see_s_msg)
+ PlayerType *player_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, int dam, AttributeType attribute, BIT_FLAGS flag, bool see_s_msg, std::optional<CapturedMonsterType *> cap_mon_ptr)
{
effect_monster_type tmp_effect;
- effect_monster_type *em_ptr = initialize_effect_monster(player_ptr, &tmp_effect, who, r, y, x, dam, effect_type, flag, see_s_msg);
+ effect_monster_type *em_ptr = initialize_effect_monster(player_ptr, &tmp_effect, who, r, y, x, dam, attribute, flag, see_s_msg);
make_description_of_affecred_monster(player_ptr, em_ptr);
- if (player_ptr->riding && (em_ptr->g_ptr->m_idx == player_ptr->riding))
+ if (player_ptr->riding && (em_ptr->g_ptr->m_idx == player_ptr->riding)) {
disturb(player_ptr, true, true);
+ }
- process_result result = exe_affect_monster_by_effect(player_ptr, em_ptr);
- if (result != PROCESS_CONTINUE)
- return (bool)result;
+ ProcessResult result = exe_affect_monster_by_effect(player_ptr, em_ptr, cap_mon_ptr);
+ if (result != ProcessResult::PROCESS_CONTINUE) {
+ return result == ProcessResult::PROCESS_TRUE;
+ }
- if (em_ptr->skipped)
+ if (em_ptr->skipped) {
return false;
+ }
exe_affect_monster_by_damage(player_ptr, em_ptr);
update_phase_out_stat(player_ptr, em_ptr);
- if (em_ptr->m_ptr->r_idx)
+ const auto monster_is_valid = MonsterRace(em_ptr->m_ptr->r_idx).is_valid();
+ if (monster_is_valid) {
update_monster(player_ptr, em_ptr->g_ptr->m_idx, false);
+ }
lite_spot(player_ptr, em_ptr->y, em_ptr->x);
- if ((player_ptr->monster_race_idx == em_ptr->m_ptr->r_idx) && (em_ptr->seen || !em_ptr->m_ptr->r_idx))
- player_ptr->window_flags |= (PW_MONSTER);
+ if ((player_ptr->monster_race_idx == em_ptr->m_ptr->r_idx) && (em_ptr->seen || !monster_is_valid)) {
+ player_ptr->window_flags |= (PW_MONSTER_LORE);
+ }
exe_affect_monster_postprocess(player_ptr, em_ptr);
return em_ptr->obvious;