2 * @brief 魔法種別による各種処理切り替え
8 #include "effect-monster-util.h"
9 #include "effect/effect-monster-switcher.h"
10 #include "player-damage.h"
13 #include "monster-status.h"
14 #include "effect/spells-effect-util.h"
15 #include "player-effects.h"
16 #include "monsterrace-hook.h"
17 #include "combat/melee.h"
18 #include "cmd/cmd-pet.h" // 暫定、後で消すかも.
19 #include "spell/spells-type.h"
20 #include "effect/effect-monster-resist-hurt.h"
21 #include "effect/effect-monster-psi.h"
22 #include "effect/effect-monster-domination.h"
23 #include "effect/effect-monster-oldies.h"
24 #include "effect/effect-monster-charm.h"
25 #include "effect/effect-monster-lite-dark.h"
26 #include "effect/effect-monster-evil.h"
27 #include "effect/effect-monster-spirit.h"
28 #include "effect/effect-monster-curse.h"
30 gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
32 if (em_ptr->seen) em_ptr->obvious = TRUE;
33 if (monster_living(em_ptr->m_ptr->r_idx))
35 em_ptr->do_time = (em_ptr->dam + 7) / 8;
36 return GF_SWITCH_CONTINUE;
39 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
41 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
42 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
43 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
46 em_ptr->note = _("には効果がなかった。", " is unaffected.");
47 em_ptr->obvious = FALSE;
49 return GF_SWITCH_CONTINUE;
53 // todo リファクタリング前のコード時点で、単に耐性があるだけでもダメージ0だった.
54 gf_switch_result effect_monster_death_ray(player_type *caster_ptr, effect_monster_type *em_ptr)
56 if (em_ptr->seen) em_ptr->obvious = TRUE;
58 if (!monster_living(em_ptr->m_ptr->r_idx))
60 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
62 if (em_ptr->r_ptr->flags3 & RF3_DEMON) em_ptr->r_ptr->r_flags3 |= (RF3_DEMON);
63 if (em_ptr->r_ptr->flags3 & RF3_UNDEAD) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
64 if (em_ptr->r_ptr->flags3 & RF3_NONLIVING) em_ptr->r_ptr->r_flags3 |= (RF3_NONLIVING);
67 em_ptr->note = _("には完全な耐性がある!", " is immune.");
68 em_ptr->obvious = FALSE;
70 return GF_SWITCH_CONTINUE;
73 if (((em_ptr->r_ptr->flags1 & RF1_UNIQUE) &&
74 (randint1(888) != 666)) ||
75 (((em_ptr->r_ptr->level + randint1(20)) > randint1((em_ptr->caster_lev / 2) + randint1(10))) &&
78 em_ptr->note = _("には耐性がある!", " resists!");
79 em_ptr->obvious = FALSE;
83 return GF_SWITCH_CONTINUE;
87 gf_switch_result effect_monster_stasis(effect_monster_type *em_ptr, bool to_evil)
89 if (em_ptr->seen) em_ptr->obvious = TRUE;
91 int stasis_damage = (em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10);
92 bool has_resistance = (em_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0;
93 has_resistance |= em_ptr->r_ptr->level > randint1(stasis_damage) + 10;
94 if (to_evil) has_resistance |= (em_ptr->r_ptr->flags3 & RF3_EVIL) == 0;
98 em_ptr->note = _("には効果がなかった。", " is unaffected.");
99 em_ptr->obvious = FALSE;
103 em_ptr->note = _("は動けなくなった!", " is suspended!");
104 em_ptr->do_sleep = 500;
108 return GF_SWITCH_CONTINUE;
112 gf_switch_result effect_monster_stun(effect_monster_type *em_ptr)
114 if (em_ptr->seen) em_ptr->obvious = TRUE;
116 em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, (em_ptr->dam)) + 1;
117 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
118 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
121 em_ptr->note = _("には効果がなかった。", " is unaffected.");
122 em_ptr->obvious = FALSE;
126 return GF_SWITCH_CONTINUE;
130 gf_switch_result effect_monster_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
132 if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
135 return GF_SWITCH_CONTINUE;
138 if (em_ptr->seen) em_ptr->obvious = TRUE;
140 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
142 em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
143 em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
144 return GF_SWITCH_CONTINUE;
148 gf_switch_result effect_monster_hand_doom(effect_monster_type *em_ptr)
150 if (em_ptr->seen) em_ptr->obvious = TRUE;
152 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
154 em_ptr->note = _("には効果がなかった。", " is unaffected.");
156 return GF_SWITCH_CONTINUE;
159 if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
160 (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
162 em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
163 if (em_ptr->m_ptr->hp < em_ptr->dam)
164 em_ptr->dam = em_ptr->m_ptr->hp - 1;
168 em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
172 return GF_SWITCH_CONTINUE;
176 static bool effect_monster_check_capturability(player_type *caster_ptr, effect_monster_type *em_ptr, int capturable_hp)
178 if (em_ptr->m_ptr->hp >= randint0(capturable_hp)) return FALSE;
180 if (em_ptr->m_ptr->mflag2 & MFLAG2_CHAMELEON)
181 choose_new_monster(caster_ptr, em_ptr->g_ptr->m_idx, FALSE, MON_CHAMELEON);
183 msg_format(_("%sを捕えた!", "You capture %^s!"), em_ptr->m_name);
184 cap_mon = em_ptr->m_ptr->r_idx;
185 cap_mspeed = em_ptr->m_ptr->mspeed;
186 cap_hp = em_ptr->m_ptr->hp;
187 cap_maxhp = em_ptr->m_ptr->max_maxhp;
188 cap_nickname = em_ptr->m_ptr->nickname;
189 if ((em_ptr->g_ptr->m_idx == caster_ptr->riding) && rakuba(caster_ptr, -1, FALSE))
190 msg_format(_("地面に落とされた。", "You have fallen from %s."), em_ptr->m_name);
192 delete_monster_idx(caster_ptr, em_ptr->g_ptr->m_idx);
197 gf_switch_result effect_monster_capture(player_type *caster_ptr, effect_monster_type *em_ptr)
199 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
201 if ((floor_ptr->inside_quest && (quest[floor_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(em_ptr->m_ptr)) ||
202 (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)
204 msg_format(_("%sには効果がなかった。", "%s is unaffected."), em_ptr->m_name);
205 em_ptr->skipped = TRUE;
206 return GF_SWITCH_CONTINUE;
209 if (is_pet(em_ptr->m_ptr)) capturable_hp = em_ptr->m_ptr->maxhp * 4L;
210 else if ((caster_ptr->pclass == CLASS_BEASTMASTER) && monster_living(em_ptr->m_ptr->r_idx))
211 capturable_hp = em_ptr->m_ptr->maxhp * 3 / 10;
213 capturable_hp = em_ptr->m_ptr->maxhp * 3 / 20;
215 if (em_ptr->m_ptr->hp >= capturable_hp)
217 msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), em_ptr->m_name);
218 em_ptr->skipped = TRUE;
219 return GF_SWITCH_CONTINUE;
222 if (effect_monster_check_capturability(caster_ptr, em_ptr, capturable_hp))
223 return GF_SWITCH_TRUE;
225 msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), em_ptr->m_name);
226 em_ptr->skipped = TRUE;
227 return GF_SWITCH_CONTINUE;
231 gf_switch_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
236 if (em_ptr->seen) em_ptr->obvious = TRUE;
237 if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
239 em_ptr->note = _("には効果がなかった。", " is unaffected.");
241 em_ptr->skipped = TRUE;
242 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
243 return GF_SWITCH_CONTINUE;
246 if (MON_CSLEEP(em_ptr->m_ptr))
248 em_ptr->note = _("には効果がなかった。", " is unaffected.");
250 em_ptr->skipped = TRUE;
251 return GF_SWITCH_CONTINUE;
254 if (one_in_(5)) effect = 1;
255 else if (one_in_(4)) effect = 2;
256 else if (one_in_(3)) effect = 3;
261 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
262 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
264 em_ptr->note = _("には効果がなかった。", " is unaffected.");
265 em_ptr->obvious = FALSE;
269 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
271 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
275 else if (effect == 2)
277 em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
278 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
279 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
282 em_ptr->note = _("には効果がなかった。", " is unaffected.");
283 em_ptr->obvious = FALSE;
286 else if (effect == 3)
288 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
289 (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
290 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
292 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
294 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
297 em_ptr->note = _("には効果がなかった。", " is unaffected.");
298 em_ptr->obvious = FALSE;
302 /* Go to sleep (much) later */
303 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
304 em_ptr->do_sleep = 500;
310 em_ptr->note = _("には効果がなかった。", " is unaffected.");
314 return GF_SWITCH_CONTINUE;
318 gf_switch_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
320 if (em_ptr->seen) em_ptr->obvious = TRUE;
321 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")))
323 if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
324 chg_virtue(caster_ptr, V_VITALITY, -1);
325 return GF_SWITCH_TRUE;
328 em_ptr->skipped = TRUE;
329 return GF_SWITCH_CONTINUE;
333 gf_switch_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
336 msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
338 if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
340 if (em_ptr->seen) em_ptr->obvious = TRUE;
342 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
344 em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
345 em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
352 em_ptr->photo = em_ptr->m_ptr->r_idx;
353 return GF_SWITCH_CONTINUE;
357 gf_switch_result effect_monster_crusade(player_type *caster_ptr, effect_monster_type *em_ptr)
359 bool success = FALSE;
360 if (em_ptr->seen) em_ptr->obvious = TRUE;
362 if ((em_ptr->r_ptr->flags3 & (RF3_GOOD)) && !caster_ptr->current_floor_ptr->inside_arena)
364 if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) em_ptr->dam -= 50;
365 if (em_ptr->dam < 1) em_ptr->dam = 1;
367 if (is_pet(em_ptr->m_ptr))
369 em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
370 (void)set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100);
373 else if ((em_ptr->r_ptr->flags1 & (RF1_QUESTOR)) ||
374 (em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
375 (em_ptr->m_ptr->mflag2 & MFLAG2_NOPET) ||
376 (caster_ptr->cursed & TRC_AGGRAVATE) ||
377 ((em_ptr->r_ptr->level + 10) > randint1(em_ptr->dam)))
379 if (one_in_(4)) em_ptr->m_ptr->mflag2 |= MFLAG2_NOPET;
383 em_ptr->note = _("を支配した。", " is tamed!");
384 set_pet(caster_ptr, em_ptr->m_ptr);
385 (void)set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100);
387 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_GOOD);
394 if (!(em_ptr->r_ptr->flags3 & RF3_NO_FEAR))
396 em_ptr->do_fear = randint1(90) + 10;
398 else if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
399 em_ptr->r_ptr->r_flags3 |= (RF3_NO_FEAR);
403 return GF_SWITCH_CONTINUE;
407 gf_switch_result effect_monster_wounds(effect_monster_type *em_ptr)
409 if (em_ptr->seen) em_ptr->obvious = TRUE;
411 if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
413 em_ptr->note = _("には効果がなかった。", " is unaffected.");
417 return GF_SWITCH_CONTINUE;
422 * @brief 魔法の効果によって様々なメッセーを出力したり与えるダメージの増減を行ったりする
423 * @param em_ptr モンスター効果構造体への参照ポインタ
424 * @return ここのスイッチングで終るならTRUEかFALSE、後続処理を実行するならCONTINUE
426 gf_switch_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
428 switch (em_ptr->effect_type)
438 return effect_monster_void(em_ptr);
440 return effect_monster_acid(caster_ptr, em_ptr);
442 return effect_monster_elec(caster_ptr, em_ptr);
444 return effect_monster_fire(caster_ptr, em_ptr);
446 return effect_monster_cold(caster_ptr, em_ptr);
448 return effect_monster_pois(caster_ptr, em_ptr);
450 return effect_monster_nuke(caster_ptr, em_ptr);
452 return effect_monster_hell_fire(caster_ptr, em_ptr);
454 return effect_monster_holy_fire(caster_ptr, em_ptr);
456 return effect_monster_plasma(caster_ptr, em_ptr);
458 return effect_monster_nether(caster_ptr, em_ptr);
460 return effect_monster_water(caster_ptr, em_ptr);
462 return effect_monster_chaos(caster_ptr, em_ptr);
464 return effect_monster_shards(caster_ptr, em_ptr);
466 return effect_monster_rocket(caster_ptr, em_ptr);
468 return effect_monster_sound(caster_ptr, em_ptr);
470 return effect_monster_confusion(caster_ptr, em_ptr);
472 return effect_monster_disenchant(caster_ptr, em_ptr);
474 return effect_monster_nexus(caster_ptr, em_ptr);
476 return effect_monster_force(caster_ptr, em_ptr);
478 return effect_monster_inertial(caster_ptr, em_ptr);
480 return effect_monster_time(caster_ptr, em_ptr);
482 return effect_monster_gravity(caster_ptr, em_ptr);
483 case GF_DISINTEGRATE:
484 return effect_monster_disintegration(caster_ptr, em_ptr);
486 return effect_monster_psi(caster_ptr, em_ptr);
488 return effect_monster_psi_drain(caster_ptr, em_ptr);
490 return effect_monster_telekinesis(caster_ptr, em_ptr);
492 return effect_monster_domination(caster_ptr, em_ptr);
494 return effect_monster_icee_bolt(caster_ptr, em_ptr);
496 return effect_monster_hypodynamia(caster_ptr, em_ptr);
498 return effect_monster_death_ray(caster_ptr, em_ptr);
500 return effect_monster_old_poly(em_ptr);
502 return effect_monster_old_clone(caster_ptr, em_ptr);
504 if (effect_monster_old_clone(caster_ptr, em_ptr) == GF_SWITCH_TRUE)
505 return GF_SWITCH_CONTINUE;
508 return effect_monster_old_heal(caster_ptr, em_ptr);
510 return effect_monster_old_speed(caster_ptr, em_ptr);
512 return effect_monster_old_slow(caster_ptr, em_ptr);
514 return effect_monster_old_sleep(caster_ptr, em_ptr);
516 return effect_monster_stasis(em_ptr, TRUE);
518 return effect_monster_stasis(em_ptr, FALSE);
520 return effect_monster_charm(caster_ptr, em_ptr);
521 case GF_CONTROL_UNDEAD:
522 return effect_monster_control_undead(caster_ptr, em_ptr);
523 case GF_CONTROL_DEMON:
524 return effect_monster_control_demon(caster_ptr, em_ptr);
525 case GF_CONTROL_ANIMAL:
526 return effect_monster_control_animal(caster_ptr, em_ptr);
527 case GF_CHARM_LIVING:
528 return effect_monster_charm_living(caster_ptr, em_ptr);
530 return effect_monster_old_conf(caster_ptr, em_ptr);
532 return effect_monster_stun(em_ptr);
534 return effect_monster_lite_weak(caster_ptr, em_ptr);
536 return effect_monster_lite(caster_ptr, em_ptr);
538 return effect_monster_dark(caster_ptr, em_ptr);
540 return effect_monster_kill_wall(caster_ptr, em_ptr);
542 return effect_monster_away_undead(caster_ptr, em_ptr);
544 return effect_monster_away_evil(caster_ptr, em_ptr);
546 return effect_monster_away_all(caster_ptr, em_ptr);
548 return effect_monster_turn_undead(caster_ptr, em_ptr);
550 return effect_monster_turn_evil(caster_ptr, em_ptr);
552 return effect_monster_turn_all(em_ptr);
554 return effect_monster_disp_undead(caster_ptr, em_ptr);
556 return effect_monster_disp_evil(caster_ptr, em_ptr);
558 return effect_monster_disp_good(caster_ptr, em_ptr);
560 return effect_monster_disp_living(em_ptr);
562 return effect_monster_disp_demon(caster_ptr, em_ptr);
564 return effect_monster_disp_all(em_ptr);
566 return effect_monster_drain_mana(caster_ptr, em_ptr);
568 return effect_monster_mind_blast(caster_ptr, em_ptr);
570 return effect_monster_brain_smash(caster_ptr, em_ptr);
572 return effect_monster_curse_1(em_ptr);
574 return effect_monster_curse_2(em_ptr);
576 return effect_monster_curse_3(em_ptr);
578 return effect_monster_curse_4(em_ptr);
580 return effect_monster_hand_doom(em_ptr);
582 return effect_monster_capture(caster_ptr, em_ptr);
584 return (gf_switch_result)py_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
586 return effect_monster_engetsu(caster_ptr, em_ptr);
588 return effect_monster_genocide(caster_ptr, em_ptr);
590 return effect_monster_photo(caster_ptr, em_ptr);
592 return effect_monster_crusade(caster_ptr, em_ptr);
594 return effect_monster_wounds(em_ptr);
597 em_ptr->skipped = TRUE;
599 return GF_SWITCH_CONTINUE;