2 * todo どうしても「その他」に分類せざるを得ない魔法種別が残った
3 * 本ファイル内の行数はまともなレベルに落ち着いているので、一旦ここに留め置くこととする
4 * @brief 魔法種別による各種処理切り替え
10 #include "effect-monster-util.h"
11 #include "effect/effect-monster-switcher.h"
12 #include "player-damage.h"
14 #include "monster-status.h"
15 #include "monsterrace-hook.h"
16 #include "combat/melee.h"
17 #include "spell/spells-type.h"
18 #include "spell/spells2.h"
19 #include "effect/effect-monster-resist-hurt.h"
20 #include "effect/effect-monster-psi.h"
21 #include "effect/effect-monster-domination.h"
22 #include "effect/effect-monster-oldies.h"
23 #include "effect/effect-monster-charm.h"
24 #include "effect/effect-monster-lite-dark.h"
25 #include "effect/effect-monster-evil.h"
26 #include "effect/effect-monster-spirit.h"
27 #include "effect/effect-monster-curse.h"
29 gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
31 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_kill_wall(player_type *caster_ptr, effect_monster_type *em_ptr)
89 if ((em_ptr->r_ptr->flags3 & (RF3_HURT_ROCK)) == 0)
92 return GF_SWITCH_CONTINUE;
95 if (em_ptr->seen) em_ptr->obvious = TRUE;
97 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_ROCK);
99 em_ptr->note = _("の皮膚がただれた!", " loses some skin!");
100 em_ptr->note_dies = _("はドロドロに溶けた!", " dissolves!");
101 return GF_SWITCH_CONTINUE;
105 gf_switch_result effect_monster_hand_doom(effect_monster_type *em_ptr)
107 if (em_ptr->seen) em_ptr->obvious = TRUE;
109 if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
111 em_ptr->note = _("には効果がなかった。", " is unaffected.");
113 return GF_SWITCH_CONTINUE;
116 if ((em_ptr->who > 0) ? ((em_ptr->caster_lev + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + 10 + randint1(20))) :
117 (((em_ptr->caster_lev / 2) + randint1(em_ptr->dam)) > (em_ptr->r_ptr->level + randint1(200))))
119 em_ptr->dam = ((40 + randint1(20)) * em_ptr->m_ptr->hp) / 100;
120 if (em_ptr->m_ptr->hp < em_ptr->dam)
121 em_ptr->dam = em_ptr->m_ptr->hp - 1;
125 em_ptr->note = _("は破滅の手に耐え切った!", "resists!");
129 return GF_SWITCH_CONTINUE;
133 gf_switch_result effect_monster_engetsu(player_type *caster_ptr, effect_monster_type *em_ptr)
138 if (em_ptr->seen) em_ptr->obvious = TRUE;
139 if (em_ptr->r_ptr->flags2 & RF2_EMPTY_MIND)
141 em_ptr->note = _("には効果がなかった。", " is unaffected.");
143 em_ptr->skipped = TRUE;
144 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
145 return GF_SWITCH_CONTINUE;
148 if (MON_CSLEEP(em_ptr->m_ptr))
150 em_ptr->note = _("には効果がなかった。", " is unaffected.");
152 em_ptr->skipped = TRUE;
153 return GF_SWITCH_CONTINUE;
156 if (one_in_(5)) effect = 1;
157 else if (one_in_(4)) effect = 2;
158 else if (one_in_(3)) effect = 3;
163 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
164 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
166 em_ptr->note = _("には効果がなかった。", " is unaffected.");
167 em_ptr->obvious = FALSE;
171 if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
173 em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
177 else if (effect == 2)
179 em_ptr->do_stun = damroll((caster_ptr->lev / 10) + 3, (em_ptr->dam)) + 1;
180 if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
181 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
184 em_ptr->note = _("には効果がなかった。", " is unaffected.");
185 em_ptr->obvious = FALSE;
188 else if (effect == 3)
190 if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
191 (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
192 (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
194 if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
196 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
199 em_ptr->note = _("には効果がなかった。", " is unaffected.");
200 em_ptr->obvious = FALSE;
204 /* Go to sleep (much) later */
205 em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
206 em_ptr->do_sleep = 500;
212 em_ptr->note = _("には効果がなかった。", " is unaffected.");
216 return GF_SWITCH_CONTINUE;
220 gf_switch_result effect_monster_genocide(player_type *caster_ptr, effect_monster_type *em_ptr)
222 if (em_ptr->seen) em_ptr->obvious = TRUE;
223 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")))
225 if (em_ptr->seen_msg) msg_format(_("%sは消滅した!", "%^s disappeared!"), em_ptr->m_name);
226 chg_virtue(caster_ptr, V_VITALITY, -1);
227 return GF_SWITCH_TRUE;
230 em_ptr->skipped = TRUE;
231 return GF_SWITCH_CONTINUE;
235 gf_switch_result effect_monster_photo(player_type *caster_ptr, effect_monster_type *em_ptr)
238 msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), em_ptr->m_name);
240 if (em_ptr->r_ptr->flags3 & (RF3_HURT_LITE))
242 if (em_ptr->seen) em_ptr->obvious = TRUE;
244 if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_HURT_LITE);
246 em_ptr->note = _("は光に身をすくめた!", " cringes from the light!");
247 em_ptr->note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
254 em_ptr->photo = em_ptr->m_ptr->r_idx;
255 return GF_SWITCH_CONTINUE;
259 gf_switch_result effect_monster_wounds(effect_monster_type *em_ptr)
261 if (em_ptr->seen) em_ptr->obvious = TRUE;
263 if (randint0(100 + em_ptr->dam) < (em_ptr->r_ptr->level + 50))
265 em_ptr->note = _("には効果がなかった。", " is unaffected.");
269 return GF_SWITCH_CONTINUE;
274 * @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
275 * @param em_ptr モンスター効果構造体への参照ポインタ
276 * @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
278 gf_switch_result switch_effects_monster(player_type *caster_ptr, effect_monster_type *em_ptr)
280 switch (em_ptr->effect_type)
290 return effect_monster_void(em_ptr);
292 return effect_monster_acid(caster_ptr, em_ptr);
294 return effect_monster_elec(caster_ptr, em_ptr);
296 return effect_monster_fire(caster_ptr, em_ptr);
298 return effect_monster_cold(caster_ptr, em_ptr);
300 return effect_monster_pois(caster_ptr, em_ptr);
302 return effect_monster_nuke(caster_ptr, em_ptr);
304 return effect_monster_hell_fire(caster_ptr, em_ptr);
306 return effect_monster_holy_fire(caster_ptr, em_ptr);
308 return effect_monster_plasma(caster_ptr, em_ptr);
310 return effect_monster_nether(caster_ptr, em_ptr);
312 return effect_monster_water(caster_ptr, em_ptr);
314 return effect_monster_chaos(caster_ptr, em_ptr);
316 return effect_monster_shards(caster_ptr, em_ptr);
318 return effect_monster_rocket(caster_ptr, em_ptr);
320 return effect_monster_sound(caster_ptr, em_ptr);
322 return effect_monster_confusion(caster_ptr, em_ptr);
324 return effect_monster_disenchant(caster_ptr, em_ptr);
326 return effect_monster_nexus(caster_ptr, em_ptr);
328 return effect_monster_force(caster_ptr, em_ptr);
330 return effect_monster_inertial(caster_ptr, em_ptr);
332 return effect_monster_time(caster_ptr, em_ptr);
334 return effect_monster_gravity(caster_ptr, em_ptr);
335 case GF_DISINTEGRATE:
336 return effect_monster_disintegration(caster_ptr, em_ptr);
338 return effect_monster_psi(caster_ptr, em_ptr);
340 return effect_monster_psi_drain(caster_ptr, em_ptr);
342 return effect_monster_telekinesis(caster_ptr, em_ptr);
344 return effect_monster_domination(caster_ptr, em_ptr);
346 return effect_monster_icee_bolt(caster_ptr, em_ptr);
348 return effect_monster_hypodynamia(caster_ptr, em_ptr);
350 return effect_monster_death_ray(caster_ptr, em_ptr);
352 return effect_monster_old_poly(em_ptr);
354 return effect_monster_old_clone(caster_ptr, em_ptr);
356 if (effect_monster_old_clone(caster_ptr, em_ptr) == GF_SWITCH_TRUE)
357 return GF_SWITCH_CONTINUE;
360 return effect_monster_old_heal(caster_ptr, em_ptr);
362 return effect_monster_old_speed(caster_ptr, em_ptr);
364 return effect_monster_old_slow(caster_ptr, em_ptr);
366 return effect_monster_old_sleep(caster_ptr, em_ptr);
368 return effect_monster_stasis(em_ptr, TRUE);
370 return effect_monster_stasis(em_ptr, FALSE);
372 return effect_monster_charm(caster_ptr, em_ptr);
373 case GF_CONTROL_UNDEAD:
374 return effect_monster_control_undead(caster_ptr, em_ptr);
375 case GF_CONTROL_DEMON:
376 return effect_monster_control_demon(caster_ptr, em_ptr);
377 case GF_CONTROL_ANIMAL:
378 return effect_monster_control_animal(caster_ptr, em_ptr);
379 case GF_CHARM_LIVING:
380 return effect_monster_charm_living(caster_ptr, em_ptr);
382 return effect_monster_old_conf(caster_ptr, em_ptr);
384 return effect_monster_stun(em_ptr);
386 return effect_monster_lite_weak(caster_ptr, em_ptr);
388 return effect_monster_lite(caster_ptr, em_ptr);
390 return effect_monster_dark(caster_ptr, em_ptr);
392 return effect_monster_kill_wall(caster_ptr, em_ptr);
394 return effect_monster_away_undead(caster_ptr, em_ptr);
396 return effect_monster_away_evil(caster_ptr, em_ptr);
398 return effect_monster_away_all(caster_ptr, em_ptr);
400 return effect_monster_turn_undead(caster_ptr, em_ptr);
402 return effect_monster_turn_evil(caster_ptr, em_ptr);
404 return effect_monster_turn_all(em_ptr);
406 return effect_monster_disp_undead(caster_ptr, em_ptr);
408 return effect_monster_disp_evil(caster_ptr, em_ptr);
410 return effect_monster_disp_good(caster_ptr, em_ptr);
412 return effect_monster_disp_living(em_ptr);
414 return effect_monster_disp_demon(caster_ptr, em_ptr);
416 return effect_monster_disp_all(em_ptr);
418 return effect_monster_drain_mana(caster_ptr, em_ptr);
420 return effect_monster_mind_blast(caster_ptr, em_ptr);
422 return effect_monster_brain_smash(caster_ptr, em_ptr);
424 return effect_monster_curse_1(em_ptr);
426 return effect_monster_curse_2(em_ptr);
428 return effect_monster_curse_3(em_ptr);
430 return effect_monster_curse_4(em_ptr);
432 return effect_monster_hand_doom(em_ptr);
434 return effect_monster_capture(caster_ptr, em_ptr);
436 return (gf_switch_result)py_attack(caster_ptr, em_ptr->y, em_ptr->x, em_ptr->dam);
438 return effect_monster_engetsu(caster_ptr, em_ptr);
440 return effect_monster_genocide(caster_ptr, em_ptr);
442 return effect_monster_photo(caster_ptr, em_ptr);
444 return effect_monster_crusade(caster_ptr, em_ptr);
446 return effect_monster_wounds(em_ptr);
449 em_ptr->skipped = TRUE;
451 return GF_SWITCH_CONTINUE;