-#include "angband.h"
-#include "effect/effect-player-util.h"
-#include "effect/effect-player-resist-hurt.h"
-#include "player-damage.h"
+#include "effect/effect-player-resist-hurt.h"
+#include "art-definition/art-sword-types.h"
+#include "blue-magic/blue-magic-checker.h"
+#include "core/hp-mp-processor.h"
+#include "core/player-redraw-types.h"
+#include "core/player-update-types.h"
+#include "core/window-redrawer.h"
+#include "inventory/inventory-damage.h"
+#include "inventory/inventory-slot-types.h"
+#include "mind/mind-mirror-master.h"
+#include "monster-race/race-indice-types.h"
+#include "mutation/mutation-investor-remover.h"
+#include "object/object-broken.h"
+#include "player/player-damage.h"
+#include "player/player-race-types.h"
+#include "player/player-race.h"
+#include "player/player-status-flags.h"
+#include "player/player-status-resist.h"
+#include "spell-kind/spells-equipment.h"
+#include "spell-kind/spells-teleport.h"
+#include "spell/spells-status.h"
+#include "status/bad-status-setter.h"
+#include "status/base-status.h"
+#include "status/element-resistance.h"
+#include "status/experience.h"
+#include "status/shape-changer.h"
+#include "system/object-type-definition.h"
+#include "view/display-messages.h"
#include "world/world.h"
-#include "object-broken.h"
-#include "artifact.h"
-#include "player-effects.h"
-#include "mutation/mutation.h"
-#include "monster-spell.h"
-#include "spells-status.h"
-#include "spell/spells3.h"
// 毒を除く4元素.
-void effect_player_elements(player_type *target_ptr, effect_player_type *ep_ptr,
- concptr attack_message,
- HIT_POINT (*damage_func)(player_type *, HIT_POINT,
- concptr, int, bool)) {
- if (target_ptr->blind)
- msg_print(attack_message);
-
- ep_ptr->get_damage = (*damage_func)(target_ptr, ep_ptr->dam, ep_ptr->killer,
- ep_ptr->monspell, FALSE);
+void effect_player_elements(
+ player_type *target_ptr, effect_player_type *ep_ptr, concptr attack_message, HIT_POINT (*damage_func)(player_type *, HIT_POINT, concptr, int, bool))
+{
+ if (target_ptr->blind)
+ msg_print(attack_message);
+
+ ep_ptr->get_damage = (*damage_func)(target_ptr, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell, FALSE);
}
-void effect_player_poison(player_type *target_ptr, effect_player_type *ep_ptr) {
- bool double_resist = is_oppose_pois(target_ptr);
- if (target_ptr->blind)
- msg_print(_("毒で攻撃された!", "You are hit by poison!"));
+void effect_player_poison(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ bool double_resist = is_oppose_pois(target_ptr);
+ if (target_ptr->blind)
+ msg_print(_("毒で攻撃された!", "You are hit by poison!"));
- if (target_ptr->resist_pois)
- ep_ptr->dam = (ep_ptr->dam + 2) / 3;
- if (double_resist)
- ep_ptr->dam = (ep_ptr->dam + 2) / 3;
+ if (target_ptr->resist_pois)
+ ep_ptr->dam = (ep_ptr->dam + 2) / 3;
+ if (double_resist)
+ ep_ptr->dam = (ep_ptr->dam + 2) / 3;
- if ((!(double_resist || target_ptr->resist_pois)) && one_in_(HURT_CHANCE) &&
- !CHECK_MULTISHADOW(target_ptr)) {
- do_dec_stat(target_ptr, A_CON);
- }
+ if ((!(double_resist || target_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !check_multishadow(target_ptr)) {
+ do_dec_stat(target_ptr, A_CON);
+ }
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
- if (!(double_resist || target_ptr->resist_pois) &&
- !CHECK_MULTISHADOW(target_ptr))
- set_poisoned(target_ptr, target_ptr->poisoned + randint0(ep_ptr->dam) + 10);
+ if (!(double_resist || target_ptr->resist_pois) && !check_multishadow(target_ptr))
+ set_poisoned(target_ptr, target_ptr->poisoned + randint0(ep_ptr->dam) + 10);
}
-void effect_player_nuke(player_type *target_ptr, effect_player_type *ep_ptr) {
- bool double_resist = is_oppose_pois(target_ptr);
- if (target_ptr->blind)
- msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
-
- if (target_ptr->resist_pois)
- ep_ptr->dam = (2 * ep_ptr->dam + 2) / 5;
- if (double_resist)
- ep_ptr->dam = (2 * ep_ptr->dam + 2) / 5;
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- if ((double_resist || target_ptr->resist_pois) ||
- CHECK_MULTISHADOW(target_ptr))
- return;
-
- set_poisoned(target_ptr, target_ptr->poisoned + randint0(ep_ptr->dam) + 10);
- if (one_in_(5)) /* 6 */
- {
- msg_print(
- _("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
- if (one_in_(4)) /* 4 */
- do_poly_self(target_ptr);
- else
- status_shuffle(target_ptr);
- }
-
- if (one_in_(6))
- inventory_damage(target_ptr, set_acid_destroy, 2);
+void effect_player_nuke(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ bool double_resist = is_oppose_pois(target_ptr);
+ if (target_ptr->blind)
+ msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
+
+ if (target_ptr->resist_pois)
+ ep_ptr->dam = (2 * ep_ptr->dam + 2) / 5;
+ if (double_resist)
+ ep_ptr->dam = (2 * ep_ptr->dam + 2) / 5;
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ if ((double_resist || target_ptr->resist_pois) || check_multishadow(target_ptr))
+ return;
+
+ set_poisoned(target_ptr, target_ptr->poisoned + randint0(ep_ptr->dam) + 10);
+ if (one_in_(5)) /* 6 */
+ {
+ msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
+ if (one_in_(4)) /* 4 */
+ do_poly_self(target_ptr);
+ else
+ status_shuffle(target_ptr);
+ }
+
+ if (one_in_(6))
+ inventory_damage(target_ptr, set_acid_destroy, 2);
}
-void effect_player_missile(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
+void effect_player_missile(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_holy_fire(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
+void effect_player_holy_fire(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
- if (target_ptr->align > 10)
- ep_ptr->dam /= 2;
- else if (target_ptr->align < -10)
- ep_ptr->dam *= 2;
+ if (target_ptr->align > 10)
+ ep_ptr->dam /= 2;
+ else if (target_ptr->align < -10)
+ ep_ptr->dam *= 2;
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_hell_fire(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
+void effect_player_hell_fire(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
- if (target_ptr->align > 10)
- ep_ptr->dam *= 2;
+ if (target_ptr->align > 10)
+ ep_ptr->dam *= 2;
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_arrow(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind) {
- msg_print(
- _("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- if ((target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) ||
- (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU)) {
- msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
- return;
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_arrow(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind) {
+ msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
+
+ if ((target_ptr->inventory_list[INVEN_RARM].name1 == ART_ZANTETSU) || (target_ptr->inventory_list[INVEN_LARM].name1 == ART_ZANTETSU)) {
+ msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
+ return;
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_plasma(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かとても熱いもので攻撃された!",
- "You are hit by something *HOT*!"));
+void effect_player_plasma(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
- if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr)) {
- int plus_stun =
- (randint1((ep_ptr->dam > 40) ? 35 : (ep_ptr->dam * 3 / 4 + 5)));
- (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
- }
+ if (!target_ptr->resist_sound && !check_multishadow(target_ptr)) {
+ int plus_stun = (randint1((ep_ptr->dam > 40) ? 35 : (ep_ptr->dam * 3 / 4 + 5)));
+ (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
+ }
- if (!(target_ptr->resist_fire || is_oppose_fire(target_ptr) ||
- target_ptr->immune_fire))
- inventory_damage(target_ptr, set_acid_destroy, 3);
+ if (!(target_ptr->resist_fire || is_oppose_fire(target_ptr) || is_immune_fire(target_ptr)))
+ inventory_damage(target_ptr, set_acid_destroy, 3);
}
-void effect_player_nether(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
-
- if (target_ptr->resist_neth) {
- if (!PRACE_IS_(target_ptr, RACE_SPECTRE))
- ep_ptr->dam *= 6;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr))
- drain_exp(target_ptr, 200 + (target_ptr->exp / 100),
- 200 + (target_ptr->exp / 1000), 75);
-
- if (!PRACE_IS_(target_ptr, RACE_SPECTRE) || CHECK_MULTISHADOW(target_ptr)) {
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- msg_print(_("気分がよくなった。", "You feel invigorated!"));
- hp_player(target_ptr, ep_ptr->dam / 4);
- learn_spell(target_ptr, ep_ptr->monspell);
-}
+void effect_player_nether(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
+
+ if (target_ptr->resist_neth) {
+ if (!is_specific_player_race(target_ptr, RACE_SPECTRE))
+ ep_ptr->dam *= 6;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr))
+ drain_exp(target_ptr, 200 + (target_ptr->exp / 100), 200 + (target_ptr->exp / 1000), 75);
+
+ if (!is_specific_player_race(target_ptr, RACE_SPECTRE) || check_multishadow(target_ptr)) {
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
-void effect_player_water(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か湿ったもので攻撃された!", "You are hit by something wet!"));
- if (CHECK_MULTISHADOW(target_ptr)) {
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- if (!target_ptr->resist_sound && !target_ptr->resist_water) {
- set_stun(target_ptr, target_ptr->stun + randint1(40));
- }
- if (!target_ptr->resist_conf && !target_ptr->resist_water) {
- set_confused(target_ptr, target_ptr->confused + randint1(5) + 5);
- }
-
- if (one_in_(5) && !target_ptr->resist_water) {
- inventory_damage(target_ptr, set_cold_destroy, 3);
- }
-
- if (target_ptr->resist_water)
- ep_ptr->get_damage /= 4;
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ msg_print(_("気分がよくなった。", "You feel invigorated!"));
+ hp_player(target_ptr, ep_ptr->dam / 4);
+ learn_spell(target_ptr, ep_ptr->monspell);
}
-void effect_player_chaos(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
- if (target_ptr->resist_chaos) {
- ep_ptr->dam *= 6;
- ep_ptr->dam /= (randint1(4) + 7);
- }
-
- if (CHECK_MULTISHADOW(target_ptr)) {
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- if (!target_ptr->resist_conf) {
- (void)set_confused(target_ptr, target_ptr->confused + randint0(20) + 10);
- }
- if (!target_ptr->resist_chaos) {
- (void)set_image(target_ptr, target_ptr->image + randint1(10));
- if (one_in_(3)) {
- msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!",
- "Your body is twisted by chaos!"));
- (void)gain_mutation(target_ptr, 0);
- }
- }
- if (!target_ptr->resist_neth && !target_ptr->resist_chaos) {
- drain_exp(target_ptr, 5000 + (target_ptr->exp / 100),
- 500 + (target_ptr->exp / 1000), 75);
- }
-
- if (!target_ptr->resist_chaos || one_in_(9)) {
- inventory_damage(target_ptr, set_elec_destroy, 2);
- inventory_damage(target_ptr, set_fire_destroy, 2);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_water(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
+ if (check_multishadow(target_ptr)) {
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
+
+ if (!target_ptr->resist_sound && !target_ptr->resist_water) {
+ set_stun(target_ptr, target_ptr->stun + randint1(40));
+ }
+ if (!target_ptr->resist_conf && !target_ptr->resist_water) {
+ set_confused(target_ptr, target_ptr->confused + randint1(5) + 5);
+ }
+
+ if (one_in_(5) && !target_ptr->resist_water) {
+ inventory_damage(target_ptr, set_cold_destroy, 3);
+ }
+
+ if (target_ptr->resist_water)
+ ep_ptr->get_damage /= 4;
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_shards(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
- if (target_ptr->resist_shard) {
- ep_ptr->dam *= 6;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- (void)set_cut(target_ptr, target_ptr->cut + ep_ptr->dam);
- }
-
- if (!target_ptr->resist_shard || one_in_(13))
- inventory_damage(target_ptr, set_cold_destroy, 2);
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_chaos(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
+ if (target_ptr->resist_chaos) {
+ ep_ptr->dam *= 6;
+ ep_ptr->dam /= (randint1(4) + 7);
+ }
+
+ if (check_multishadow(target_ptr)) {
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
+
+ if (!target_ptr->resist_conf) {
+ (void)set_confused(target_ptr, target_ptr->confused + randint0(20) + 10);
+ }
+ if (!target_ptr->resist_chaos) {
+ (void)set_image(target_ptr, target_ptr->image + randint1(10));
+ if (one_in_(3)) {
+ msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
+ (void)gain_mutation(target_ptr, 0);
+ }
+ }
+ if (!target_ptr->resist_neth && !target_ptr->resist_chaos) {
+ drain_exp(target_ptr, 5000 + (target_ptr->exp / 100), 500 + (target_ptr->exp / 1000), 75);
+ }
+
+ if (!target_ptr->resist_chaos || one_in_(9)) {
+ inventory_damage(target_ptr, set_elec_destroy, 2);
+ inventory_damage(target_ptr, set_fire_destroy, 2);
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_sound(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
- if (target_ptr->resist_sound) {
- ep_ptr->dam *= 5;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- int plus_stun = (randint1((ep_ptr->dam > 90) ? 35 : (ep_ptr->dam / 3 + 5)));
- (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
- }
-
- if (!target_ptr->resist_sound || one_in_(13))
- inventory_damage(target_ptr, set_cold_destroy, 2);
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_shards(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
+ if (target_ptr->resist_shard) {
+ ep_ptr->dam *= 6;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr)) {
+ (void)set_cut(target_ptr, target_ptr->cut + ep_ptr->dam);
+ }
+
+ if (!target_ptr->resist_shard || one_in_(13))
+ inventory_damage(target_ptr, set_cold_destroy, 2);
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_confusion(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何か混乱するもので攻撃された!",
- "You are hit by something puzzling!"));
- if (target_ptr->resist_conf) {
- ep_ptr->dam *= 5;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- (void)set_confused(target_ptr, target_ptr->confused + randint1(20) + 10);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_sound(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
+ if (target_ptr->resist_sound) {
+ ep_ptr->dam *= 5;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr)) {
+ int plus_stun = (randint1((ep_ptr->dam > 90) ? 35 : (ep_ptr->dam / 3 + 5)));
+ (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
+ }
+
+ if (!target_ptr->resist_sound || one_in_(13))
+ inventory_damage(target_ptr, set_cold_destroy, 2);
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_disenchant(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かさえないもので攻撃された!",
- "You are hit by something static!"));
- if (target_ptr->resist_disen) {
- ep_ptr->dam *= 6;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- (void)apply_disenchant(target_ptr, 0);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_confusion(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
+ if (target_ptr->resist_conf) {
+ ep_ptr->dam *= 5;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr)) {
+ (void)set_confused(target_ptr, target_ptr->confused + randint1(20) + 10);
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_nexus(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
- if (target_ptr->resist_nexus) {
- ep_ptr->dam *= 6;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- apply_nexus(ep_ptr->m_ptr, target_ptr);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_disenchant(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
+ if (target_ptr->resist_disen) {
+ ep_ptr->dam *= 6;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr)) {
+ (void)apply_disenchant(target_ptr, 0);
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_force(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
- if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr)) {
- (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
- }
+void effect_player_nexus(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
+ if (target_ptr->resist_nexus) {
+ ep_ptr->dam *= 6;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!check_multishadow(target_ptr)) {
+ apply_nexus(ep_ptr->m_ptr, target_ptr);
+ }
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_rocket(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("爆発があった!", "There is an explosion!"));
- if (!target_ptr->resist_sound && !CHECK_MULTISHADOW(target_ptr)) {
- (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
- }
-
- if (target_ptr->resist_shard) {
- ep_ptr->dam /= 2;
- } else if (!CHECK_MULTISHADOW(target_ptr)) {
- (void)set_cut(target_ptr, target_ptr->cut + (ep_ptr->dam / 2));
- }
-
- if (!target_ptr->resist_shard || one_in_(12)) {
- inventory_damage(target_ptr, set_cold_destroy, 3);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_force(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
+ if (!target_ptr->resist_sound && !check_multishadow(target_ptr)) {
+ (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_inertial(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か遅いもので攻撃された!", "You are hit by something slow!"));
- if (!CHECK_MULTISHADOW(target_ptr))
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+void effect_player_rocket(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("爆発があった!", "There is an explosion!"));
+ if (!target_ptr->resist_sound && !check_multishadow(target_ptr)) {
+ (void)set_stun(target_ptr, target_ptr->stun + randint1(20));
+ }
+
+ if (target_ptr->resist_shard) {
+ ep_ptr->dam /= 2;
+ } else if (!check_multishadow(target_ptr)) {
+ (void)set_cut(target_ptr, target_ptr->cut + (ep_ptr->dam / 2));
+ }
+
+ if (!target_ptr->resist_shard || one_in_(12)) {
+ inventory_damage(target_ptr, set_cold_destroy, 3);
+ }
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_lite(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
- if (target_ptr->resist_lite) {
- ep_ptr->dam *= 4;
- ep_ptr->dam /= (randint1(4) + 7);
- } else if (!target_ptr->blind && !target_ptr->resist_blind &&
- !CHECK_MULTISHADOW(target_ptr)) {
- (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
- }
-
- if (PRACE_IS_(target_ptr, RACE_VAMPIRE) ||
- (target_ptr->mimic_form == MIMIC_VAMPIRE)) {
- if (!CHECK_MULTISHADOW(target_ptr))
- msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
- ep_ptr->dam *= 2;
- } else if (PRACE_IS_(target_ptr, RACE_S_FAIRY)) {
- ep_ptr->dam = ep_ptr->dam * 4 / 3;
- }
-
- if (target_ptr->wraith_form)
- ep_ptr->dam *= 2;
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
-
- if (!target_ptr->wraith_form || CHECK_MULTISHADOW(target_ptr))
- return;
-
- target_ptr->wraith_form = 0;
- msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
- "The light forces you out of your incorporeal shadow form."));
-
- target_ptr->redraw |= (PR_MAP | PR_STATUS);
- target_ptr->update |= (PU_MONSTERS);
- target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+void effect_player_inertial(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
+ if (!check_multishadow(target_ptr))
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_dark(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("何かで攻撃された!", "You are hit by something!"));
- if (target_ptr->resist_dark) {
- ep_ptr->dam *= 4;
- ep_ptr->dam /= (randint1(4) + 7);
-
- if (PRACE_IS_(target_ptr, RACE_VAMPIRE) ||
- (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form)
- ep_ptr->dam = 0;
- } else if (!target_ptr->blind && !target_ptr->resist_blind &&
- !CHECK_MULTISHADOW(target_ptr)) {
- (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_lite(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
+ if (target_ptr->resist_lite) {
+ ep_ptr->dam *= 4;
+ ep_ptr->dam /= (randint1(4) + 7);
+ } else if (!target_ptr->blind && !target_ptr->resist_blind && !check_multishadow(target_ptr)) {
+ (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
+ }
+
+ ep_ptr->dam = ep_ptr->dam * calc_vuln_lite_rate(target_ptr) / 100;
+
+ if (is_specific_player_race(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE)) {
+ if (!check_multishadow(target_ptr))
+ msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
+ }
+
+ if (target_ptr->wraith_form)
+ ep_ptr->dam *= 2;
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+
+ if (!target_ptr->wraith_form || check_multishadow(target_ptr))
+ return;
+
+ target_ptr->wraith_form = 0;
+ msg_print(_("閃光のため非物質的な影の存在でいられなくなった。", "The light forces you out of your incorporeal shadow form."));
+
+ target_ptr->redraw |= (PR_MAP | PR_STATUS);
+ target_ptr->update |= (PU_MONSTERS);
+ target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
-static void effect_player_time_one_disability(player_type *target_ptr) {
- int k = 0;
- concptr act = NULL;
- switch (randint1(6)) {
- case 1:
- k = A_STR;
- act = _("強く", "strong");
- break;
- case 2:
- k = A_INT;
- act = _("聡明で", "bright");
- break;
- case 3:
- k = A_WIS;
- act = _("賢明で", "wise");
- break;
- case 4:
- k = A_DEX;
- act = _("器用で", "agile");
- break;
- case 5:
- k = A_CON;
- act = _("健康で", "hale");
- break;
- case 6:
- k = A_CHR;
- act = _("美しく", "beautiful");
- break;
- }
-
- msg_format(_("あなたは以前ほど%sなくなってしまった...。",
- "You're not as %s as you used to be..."),
- act);
- target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 3) / 4;
- if (target_ptr->stat_cur[k] < 3)
- target_ptr->stat_cur[k] = 3;
-
- target_ptr->update |= (PU_BONUS);
+void effect_player_dark(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何かで攻撃された!", "You are hit by something!"));
+ if (target_ptr->resist_dark) {
+ ep_ptr->dam *= 4;
+ ep_ptr->dam /= (randint1(4) + 7);
+
+ if (is_specific_player_race(target_ptr, RACE_VAMPIRE) || (target_ptr->mimic_form == MIMIC_VAMPIRE) || target_ptr->wraith_form)
+ ep_ptr->dam = 0;
+ } else if (!target_ptr->blind && !target_ptr->resist_blind && !check_multishadow(target_ptr)) {
+ (void)set_blind(target_ptr, target_ptr->blind + randint1(5) + 2);
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-static void effect_player_time_all_disabilities(player_type *target_ptr) {
- msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
- "You're not as powerful as you used to be..."));
- for (int k = 0; k < A_MAX; k++) {
- target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
+static void effect_player_time_one_disability(player_type *target_ptr)
+{
+ int k = 0;
+ concptr act = NULL;
+ switch (randint1(6)) {
+ case 1:
+ k = A_STR;
+ act = _("強く", "strong");
+ break;
+ case 2:
+ k = A_INT;
+ act = _("聡明で", "bright");
+ break;
+ case 3:
+ k = A_WIS;
+ act = _("賢明で", "wise");
+ break;
+ case 4:
+ k = A_DEX;
+ act = _("器用で", "agile");
+ break;
+ case 5:
+ k = A_CON;
+ act = _("健康で", "hale");
+ break;
+ case 6:
+ k = A_CHR;
+ act = _("美しく", "beautiful");
+ break;
+ }
+
+ msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), act);
+ target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 3) / 4;
if (target_ptr->stat_cur[k] < 3)
- target_ptr->stat_cur[k] = 3;
- }
+ target_ptr->stat_cur[k] = 3;
+
+ target_ptr->update |= (PU_BONUS);
+}
+
+static void effect_player_time_all_disabilities(player_type *target_ptr)
+{
+ msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
+ for (int k = 0; k < A_MAX; k++) {
+ target_ptr->stat_cur[k] = (target_ptr->stat_cur[k] * 7) / 8;
+ if (target_ptr->stat_cur[k] < 3)
+ target_ptr->stat_cur[k] = 3;
+ }
- target_ptr->update |= (PU_BONUS);
+ target_ptr->update |= (PU_BONUS);
}
-static void effect_player_time_addition(player_type *target_ptr) {
- switch (randint1(10)) {
- case 1:
- case 2:
- case 3:
- case 4:
- case 5: {
- if (target_ptr->prace == RACE_ANDROID)
- break;
-
- msg_print(_("人生が逆戻りした気がする。",
- "You feel like a chunk of the past has been ripped away."));
- lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
- break;
- }
- case 6:
- case 7:
- case 8:
- case 9:
- effect_player_time_one_disability(target_ptr);
- break;
- case 10:
- effect_player_time_all_disabilities(target_ptr);
- break;
- }
+static void effect_player_time_addition(player_type *target_ptr)
+{
+ switch (randint1(10)) {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5: {
+ if (target_ptr->prace == RACE_ANDROID)
+ break;
+
+ msg_print(_("人生が逆戻りした気がする。", "You feel like a chunk of the past has been ripped away."));
+ lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
+ break;
+ }
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ effect_player_time_one_disability(target_ptr);
+ break;
+ case 10:
+ effect_player_time_all_disabilities(target_ptr);
+ break;
+ }
}
-void effect_player_time(player_type *target_ptr, effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(_("過去からの衝撃に攻撃された!",
- "You are hit by a blast from the past!"));
-
- if (target_ptr->resist_time) {
- ep_ptr->dam *= 4;
- ep_ptr->dam /= (randint1(4) + 7);
- msg_print(_("時間が通り過ぎていく気がする。",
- "You feel as if time is passing you by."));
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- if (CHECK_MULTISHADOW(target_ptr)) {
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
- return;
- }
-
- effect_player_time_addition(target_ptr);
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_time(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
+
+ if (target_ptr->resist_time) {
+ ep_ptr->dam *= 4;
+ ep_ptr->dam /= (randint1(4) + 7);
+ msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
+
+ if (check_multishadow(target_ptr)) {
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
+ return;
+ }
+
+ effect_player_time_addition(target_ptr);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_gravity(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("何か重いもので攻撃された!", "You are hit by something heavy!"));
- msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
-
- if (!CHECK_MULTISHADOW(target_ptr)) {
- teleport_player(target_ptr, 5, TELEPORT_PASSIVE);
- if (!target_ptr->levitation)
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
- if (!(target_ptr->resist_sound || target_ptr->levitation)) {
- int plus_stun =
- (randint1((ep_ptr->dam > 90) ? 35 : (ep_ptr->dam / 3 + 5)));
- (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
- }
- }
-
- if (target_ptr->levitation) {
- ep_ptr->dam = (ep_ptr->dam * 2) / 3;
- }
-
- if (!target_ptr->levitation || one_in_(13)) {
- inventory_damage(target_ptr, set_cold_destroy, 2);
- }
-
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+void effect_player_gravity(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
+ msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
+
+ if (!check_multishadow(target_ptr)) {
+ teleport_player(target_ptr, 5, TELEPORT_PASSIVE);
+ if (!target_ptr->levitation)
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ if (!(target_ptr->resist_sound || target_ptr->levitation)) {
+ int plus_stun = (randint1((ep_ptr->dam > 90) ? 35 : (ep_ptr->dam / 3 + 5)));
+ (void)set_stun(target_ptr, target_ptr->stun + plus_stun);
+ }
+ }
+
+ if (target_ptr->levitation) {
+ ep_ptr->dam = (ep_ptr->dam * 2) / 3;
+ }
+
+ if (!target_ptr->levitation || one_in_(13)) {
+ inventory_damage(target_ptr, set_cold_destroy, 2);
+ }
+
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}
-void effect_player_disintegration(player_type *target_ptr,
- effect_player_type *ep_ptr) {
- if (target_ptr->blind)
- msg_print(
- _("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
+void effect_player_disintegration(player_type *target_ptr, effect_player_type *ep_ptr)
+{
+ if (target_ptr->blind)
+ msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
- ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam,
- ep_ptr->killer, ep_ptr->monspell);
+ ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer, ep_ptr->monspell);
}