2 * @brief プレイヤーの食べるコマンド実装
7 #include "cmd-item/cmd-eat.h"
8 #include "avatar/avatar.h"
9 #include "core/player-update-types.h"
10 #include "core/window-redrawer.h"
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "floor/floor-object.h"
14 #include "hpmp/hp-mp-processor.h"
15 #include "inventory/inventory-object.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "monster-race/monster-race.h"
19 #include "object-enchant/special-object-flags.h"
20 #include "object-hook/hook-expendable.h"
21 #include "object/item-tester-hooker.h"
22 #include "object/item-use-flags.h"
23 #include "object/object-info.h"
24 #include "object/object-kind-hook.h"
25 #include "object/object-kind.h"
26 #include "perception/object-perception.h"
27 #include "player-base/player-class.h"
28 #include "player-base/player-race.h"
29 #include "player-info/class-info.h"
30 #include "player-info/mimic-info-table.h"
31 #include "player-info/samurai-data-type.h"
32 #include "player-status/player-energy.h"
33 #include "player/attack-defense-types.h"
34 #include "player/digestion-processor.h"
35 #include "player/player-damage.h"
36 #include "player/player-status-flags.h"
37 #include "player/special-defense-types.h"
38 #include "spell-realm/spells-hex.h"
39 #include "spell-realm/spells-song.h"
40 #include "spell/spells-status.h"
41 #include "status/action-setter.h"
42 #include "status/bad-status-setter.h"
43 #include "status/base-status.h"
44 #include "status/element-resistance.h"
45 #include "status/experience.h"
46 #include "sv-definition/sv-food-types.h"
47 #include "sv-definition/sv-other-types.h"
48 #include "system/monster-race-definition.h"
49 #include "system/object-type-definition.h"
50 #include "system/player-type-definition.h"
51 #include "util/string-processor.h"
52 #include "view/display-messages.h"
53 #include "view/object-describer.h"
56 * @brief 食料タイプの食料を食べたときの効果を発動
57 * @param player_ptr プレイヤー情報への参照ポインタ
58 * @param o_ptr 食べるオブジェクト
59 * @return 鑑定されるならTRUE、されないならFALSE
61 bool exe_eat_food_type_object(player_type *player_ptr, object_type *o_ptr)
63 if (o_ptr->tval != ItemPrimaryType::TV_FOOD)
66 BadStatusSetter bss(player_ptr);
67 switch (o_ptr->sval) {
69 return (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr))) && bss.mod_poison(randint0(10) + 10);
70 case SV_FOOD_BLINDNESS:
71 return !has_resist_blind(player_ptr) && bss.mod_blindness(randint0(200) + 200);
72 case SV_FOOD_PARANOIA:
73 return !has_resist_fear(player_ptr) && bss.mod_afraidness(randint0(10) + 10);
74 case SV_FOOD_CONFUSION:
75 return !has_resist_conf(player_ptr) && bss.mod_confusion(randint0(10) + 10);
76 case SV_FOOD_HALLUCINATION:
77 return !has_resist_chaos(player_ptr) && bss.mod_hallucination(randint0(250) + 250);
78 case SV_FOOD_PARALYSIS:
79 return !player_ptr->free_act && bss.mod_paralysis(randint0(10) + 10);
80 case SV_FOOD_WEAKNESS:
81 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
82 (void)do_dec_stat(player_ptr, A_STR);
84 case SV_FOOD_SICKNESS:
85 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
86 (void)do_dec_stat(player_ptr, A_CON);
88 case SV_FOOD_STUPIDITY:
89 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
90 (void)do_dec_stat(player_ptr, A_INT);
93 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
94 (void)do_dec_stat(player_ptr, A_WIS);
96 case SV_FOOD_UNHEALTH:
97 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
98 (void)do_dec_stat(player_ptr, A_CON);
100 case SV_FOOD_DISEASE:
101 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
102 (void)do_dec_stat(player_ptr, A_STR);
104 case SV_FOOD_CURE_POISON:
105 return bss.poison(0);
106 case SV_FOOD_CURE_BLINDNESS:
107 return bss.blindness(0);
108 case SV_FOOD_CURE_PARANOIA:
109 return bss.afraidness(0);
110 case SV_FOOD_CURE_CONFUSION:
111 return bss.confusion(0);
112 case SV_FOOD_CURE_SERIOUS:
113 return cure_serious_wounds(player_ptr, 4, 8);
114 case SV_FOOD_RESTORE_STR:
115 return do_res_stat(player_ptr, A_STR);
116 case SV_FOOD_RESTORE_CON:
117 return do_res_stat(player_ptr, A_CON);
118 case SV_FOOD_RESTORING:
119 return restore_all_status(player_ptr);
120 case SV_FOOD_BISCUIT:
121 msg_print(_("甘くてサクサクしてとてもおいしい。", "That is sweetly and shortly delicious."));
124 msg_print(_("歯ごたえがあっておいしい。", "That is chewy and delicious."));
126 case SV_FOOD_SLIME_MOLD:
127 msg_print(_("これはなんとも形容しがたい味だ。", "That is an indescribable taste."));
130 msg_print(_("これはおいしい。", "That tastes good."));
132 case SV_FOOD_WAYBREAD:
133 msg_print(_("これはひじょうに美味だ。", "That tastes very good."));
135 (void)hp_player(player_ptr, damroll(4, 8));
137 case SV_FOOD_PINT_OF_ALE:
138 case SV_FOOD_PINT_OF_WINE:
139 msg_print(_("のどごし爽やかだ。", "That is refreshing through the throat."));
147 * @brief 魔法道具のチャージをの食料として食べたときの効果を発動
148 * @param player_ptr プレイヤー情報への参照ポインタ
149 * @param o_ptr 食べるオブジェクト
150 * @param item オブジェクトのインベントリ番号
151 * @return 食べようとしたらTRUE、しなかったらFALSE
153 bool exe_eat_charge_of_magic_device(player_type *player_ptr, object_type *o_ptr, INVENTORY_IDX item)
155 if (o_ptr->tval != ItemPrimaryType::TV_STAFF && o_ptr->tval != ItemPrimaryType::TV_WAND)
158 if (PlayerRace(player_ptr).food() == PlayerRaceFood::MANA) {
161 if (o_ptr->tval == ItemPrimaryType::TV_STAFF && (item < 0) && (o_ptr->number > 1)) {
162 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
166 staff = (o_ptr->tval == ItemPrimaryType::TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
169 if (o_ptr->pval == 0) {
170 msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff);
171 o_ptr->ident |= (IDENT_EMPTY);
172 player_ptr->window_flags |= (PW_INVEN);
176 msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff);
178 /* Use a single charge */
182 set_food(player_ptr, player_ptr->food + 5000);
184 /* XXX Hack -- unstack if necessary */
185 if (o_ptr->tval == ItemPrimaryType::TV_STAFF && (item >= 0) && (o_ptr->number > 1)) {
189 q_ptr->copy_from(o_ptr);
191 /* Modify quantity */
194 /* Restore the charges */
197 /* Unstack the used item */
199 item = store_item_to_inventory(player_ptr, q_ptr);
201 msg_format(_("杖をまとめなおした。", "You unstack your staff."));
205 inven_item_charges(player_ptr, item);
207 floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
210 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
218 * @brief 食料を食べるコマンドのサブルーチン
219 * @param item 食べるオブジェクトの所持品ID
221 void exe_eat_food(player_type *player_ptr, INVENTORY_IDX item)
223 if (music_singing_any(player_ptr))
224 stop_singing(player_ptr);
226 SpellHex spell_hex(player_ptr);
227 if (spell_hex.is_spelling_any()) {
228 (void)spell_hex.stop_all_spells();
231 object_type *o_ptr = ref_item(player_ptr, item);
235 PlayerEnergy(player_ptr).set_player_turn_energy(100);
238 int lev = k_info[o_ptr->k_idx].level;
240 /* Identity not known yet */
241 int ident = exe_eat_food_type_object(player_ptr, o_ptr);
244 * Store what may have to be updated for the inventory (including
245 * autodestroy if set by something else). Then turn off those flags
246 * so that updates triggered by calling gain_exp() or set_food() below
247 * do not rearrange the inventory before the food item is destroyed in
250 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
251 player_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
253 if (!(o_ptr->is_aware())) {
254 chg_virtue(player_ptr, V_KNOWLEDGE, -1);
255 chg_virtue(player_ptr, V_PATIENCE, -1);
256 chg_virtue(player_ptr, V_CHANCE, 1);
259 /* We have tried it */
260 if (o_ptr->tval == ItemPrimaryType::TV_FOOD)
263 /* The player is now aware of the object */
264 if (ident && !o_ptr->is_aware()) {
265 object_aware(player_ptr, o_ptr);
266 gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
269 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
271 /* Undeads drain recharge of magic device */
272 if (exe_eat_charge_of_magic_device(player_ptr, o_ptr, item)) {
273 player_ptr->update |= inventory_flags;
277 auto food_type = PlayerRace(player_ptr).food();
279 /* Balrogs change humanoid corpses to energy */
280 if (food_type == PlayerRaceFood::CORPSE && (o_ptr->tval == ItemPrimaryType::TV_CORPSE && o_ptr->sval == SV_CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char))) {
281 GAME_TEXT o_name[MAX_NLEN];
282 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
283 msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes. You absorb its vitality!"), o_name);
284 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
286 player_ptr->update |= inventory_flags;
287 vary_item(player_ptr, item, -1);
291 if (PlayerRace(player_ptr).equals(PlayerRaceType::SKELETON)) {
292 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) || (o_ptr->sval < SV_FOOD_BISCUIT))) {
294 object_type *q_ptr = &forge;
296 msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
297 q_ptr->prep(lookup_kind(o_ptr->tval, o_ptr->sval));
299 /* Drop the object from heaven */
300 (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
302 msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!"));
304 } else if (food_type == PlayerRaceFood::BLOOD) {
305 /* Vampires are filled only by bloods, so reduced nutritional benefit */
306 (void)set_food(player_ptr, player_ptr->food + (o_ptr->pval / 10));
307 msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。", "Mere victuals hold scant sustenance for a being such as yourself."));
309 if (player_ptr->food < PY_FOOD_ALERT) /* Hungry */
310 msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!", "Your hunger can only be satisfied with fresh blood!"));
311 } else if (food_type == PlayerRaceFood::WATER) {
312 msg_print(_("動物の食物はあなたにとってほとんど栄養にならない。", "The food of animals is poor sustenance for you."));
313 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
314 } else if (food_type != PlayerRaceFood::RATION) {
315 msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you."));
316 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
318 if (o_ptr->tval == ItemPrimaryType::TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD) {
319 /* Waybread is always fully satisfying. */
320 set_food(player_ptr, MAX(player_ptr->food, PY_FOOD_MAX - 1));
322 /* Food can feed the player */
323 (void)set_food(player_ptr, player_ptr->food + o_ptr->pval);
327 player_ptr->update |= inventory_flags;
328 vary_item(player_ptr, item, -1);
332 * @brief 食料を食べるコマンドのメインルーチン /
333 * Eat some food (from the pack or floor)
335 void do_cmd_eat_food(player_type *player_ptr)
340 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU, SamuraiStance::KOUKIJIN });
342 q = _("どれを食べますか? ", "Eat which item? ");
343 s = _("食べ物がない。", "You have nothing to eat.");
345 if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_eatable, player_ptr)))
348 exe_eat_food(player_ptr, item);