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[Refactor] #39963 Separated effect-monster-oldies.c/h from effect-monster-switcher.c
[hengband/hengband.git] / src / effect / effect-monster-switcher.c
index cd0b088..669c0f1 100644 (file)
@@ -22,6 +22,7 @@
 #include "effect/effect-monster-resist-hurt.h"
 #include "effect/effect-monster-psi.h"
 #include "effect/effect-monster-domination.h"
+#include "effect/effect-monster-oldies.h"
 
 gf_switch_result effect_monster_hypodynamia(player_type *caster_ptr, effect_monster_type *em_ptr)
 {
@@ -79,226 +80,6 @@ gf_switch_result effect_monster_death_ray(player_type *caster_ptr, effect_monste
 }
 
 
-// Powerful monsters can resist.
-gf_switch_result effect_monster_old_poly(effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-       em_ptr->do_polymorph = TRUE;
-
-       if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
-               (em_ptr->r_ptr->flags1 & RF1_QUESTOR) ||
-               (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
-       {
-               em_ptr->note = _("には効果がなかった。", " is unaffected.");
-               em_ptr->do_polymorph = FALSE;
-               em_ptr->obvious = FALSE;
-       }
-
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
-gf_switch_result effect_monster_old_clone(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       if ((caster_ptr->current_floor_ptr->inside_arena) ||
-               is_pet(em_ptr->m_ptr) ||
-               (em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
-               (em_ptr->r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
-       {
-               em_ptr->note = _("には効果がなかった。", " is unaffected.");
-               em_ptr->dam = 0;
-               return GF_SWITCH_CONTINUE;
-       }
-
-       em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
-       if (multiply_monster(caster_ptr, em_ptr->g_ptr->m_idx, TRUE, 0L))
-               em_ptr->note = _("が分裂した!", " spawns!");
-
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
-gf_switch_result effect_monster_star_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-
-       if (em_ptr->m_ptr->maxhp < em_ptr->m_ptr->max_maxhp)
-       {
-               if (em_ptr->seen_msg)
-                       msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), em_ptr->m_name, em_ptr->m_poss);
-               em_ptr->m_ptr->maxhp = em_ptr->m_ptr->max_maxhp;
-       }
-
-       if (!em_ptr->dam)
-       {
-               if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
-                       caster_ptr->redraw |= (PR_HEALTH);
-               if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
-                       caster_ptr->redraw |= (PR_UHEALTH);
-               
-               return GF_SWITCH_FALSE;
-       }
-
-       return GF_SWITCH_TRUE;
-}
-
-
-// who == 0ならばプレーヤーなので、それの判定.
-static void effect_monster_old_heal_check_player(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->who != 0) return;
-
-       chg_virtue(caster_ptr, V_VITALITY, 1);
-       if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
-               chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
-
-       if (is_friendly(em_ptr->m_ptr))
-               chg_virtue(caster_ptr, V_HONOUR, 1);
-       else if (!(em_ptr->r_ptr->flags3 & RF3_EVIL))
-       {
-               if (em_ptr->r_ptr->flags3 & RF3_GOOD)
-                       chg_virtue(caster_ptr, V_COMPASSION, 2);
-               else
-                       chg_virtue(caster_ptr, V_COMPASSION, 1);
-       }
-
-       if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
-               chg_virtue(caster_ptr, V_NATURE, 1);
-}
-
-
-static void effect_monster_old_heal_recovery(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (MON_STUNNED(em_ptr->m_ptr))
-       {
-               if (em_ptr->seen_msg)
-                       msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), em_ptr->m_name);
-
-               (void)set_monster_stunned(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-       }
-
-       if (MON_CONFUSED(em_ptr->m_ptr))
-       {
-               if (em_ptr->seen_msg)
-                       msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), em_ptr->m_name);
-
-               (void)set_monster_confused(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-       }
-
-       if (MON_MONFEAR(em_ptr->m_ptr))
-       {
-               if (em_ptr->seen_msg)
-                       msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), em_ptr->m_name, em_ptr->m_poss);
-
-               (void)set_monster_monfear(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-       }
-}
-
-
-// todo サーペントのHPがマジックナンバー扱いになっている
-gf_switch_result effect_monster_old_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       /* Wake up */
-       (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
-       effect_monster_old_heal_recovery(caster_ptr, em_ptr);
-       if (em_ptr->m_ptr->hp < 30000) em_ptr->m_ptr->hp += em_ptr->dam;
-       if (em_ptr->m_ptr->hp > em_ptr->m_ptr->maxhp) em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
-
-       effect_monster_old_heal_check_player(caster_ptr, em_ptr);
-       if (em_ptr->m_ptr->r_idx == MON_LEPER)
-       {
-               em_ptr->heal_leper = TRUE;
-               if (!em_ptr->who) chg_virtue(caster_ptr, V_COMPASSION, 5);
-       }
-
-       if (caster_ptr->health_who == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
-       if (caster_ptr->riding == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
-
-       em_ptr->note = _("は体力を回復したようだ。", " looks healthier.");
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
-gf_switch_result effect_monster_old_speed(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, MON_FAST(em_ptr->m_ptr) + 100))
-       {
-               em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
-       }
-
-       if (!em_ptr->who)
-       {
-               if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
-                       chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
-               if (is_friendly(em_ptr->m_ptr))
-                       chg_virtue(caster_ptr, V_HONOUR, 1);
-       }
-
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
-gf_switch_result effect_monster_old_slow(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       /* Powerful monsters can resist */
-       if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
-               (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
-       {
-               em_ptr->note = _("には効果がなかった。", " is unaffected.");
-               em_ptr->obvious = FALSE;
-               em_ptr->dam = 0;
-               return GF_SWITCH_CONTINUE;
-       }
-
-       if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, MON_SLOW(em_ptr->m_ptr) + 50))
-               em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
-
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
-gf_switch_result effect_monster_old_sleep(player_type *caster_ptr, effect_monster_type *em_ptr)
-{
-       if (em_ptr->seen) em_ptr->obvious = TRUE;
-
-       if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
-               (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
-               (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
-       {
-               if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
-               {
-                       if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
-               }
-
-               em_ptr->note = _("には効果がなかった。", " is unaffected.");
-               em_ptr->obvious = FALSE;
-       }
-       else
-       {
-               em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
-               em_ptr->do_sleep = 500;
-       }
-
-       em_ptr->dam = 0;
-       return GF_SWITCH_CONTINUE;
-}
-
-
 /*!
  * @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
  * @param em_ptr モンスター効果構造体への参照ポインタ