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-race.h"
28 #include "player-info/class-info.h"
29 #include "player-info/mimic-info-table.h"
30 #include "player-status/player-energy.h"
31 #include "player/attack-defense-types.h"
32 #include "player/digestion-processor.h"
33 #include "player/player-damage.h"
34 #include "player/player-status-flags.h"
35 #include "player/special-defense-types.h"
36 #include "spell-realm/spells-hex.h"
37 #include "spell-realm/spells-song.h"
38 #include "spell/spells-status.h"
39 #include "status/action-setter.h"
40 #include "status/bad-status-setter.h"
41 #include "status/base-status.h"
42 #include "status/element-resistance.h"
43 #include "status/experience.h"
44 #include "sv-definition/sv-food-types.h"
45 #include "sv-definition/sv-other-types.h"
46 #include "system/monster-race-definition.h"
47 #include "system/object-type-definition.h"
48 #include "system/player-type-definition.h"
49 #include "util/string-processor.h"
50 #include "view/display-messages.h"
51 #include "view/object-describer.h"
54 * @brief 食料タイプの食料を食べたときの効果を発動
55 * @param player_ptr プレイヤー情報への参照ポインタ
56 * @param o_ptr 食べるオブジェクト
57 * @return 鑑定されるならTRUE、されないならFALSE
59 bool exe_eat_food_type_object(player_type *player_ptr, object_type *o_ptr)
61 if (o_ptr->tval != TV_FOOD)
64 BadStatusSetter bss(player_ptr);
65 switch (o_ptr->sval) {
67 return (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr))) && bss.mod_poison(randint0(10) + 10);
68 case SV_FOOD_BLINDNESS:
69 return !has_resist_blind(player_ptr) && bss.mod_blindness(randint0(200) + 200);
70 case SV_FOOD_PARANOIA:
71 return !has_resist_fear(player_ptr) && bss.mod_afraidness(randint0(10) + 10);
72 case SV_FOOD_CONFUSION:
73 return !has_resist_conf(player_ptr) && bss.mod_confusion(randint0(10) + 10);
74 case SV_FOOD_HALLUCINATION:
75 return !has_resist_chaos(player_ptr) && bss.hallucination(player_ptr->hallucinated + randint0(250) + 250);
76 case SV_FOOD_PARALYSIS:
77 return !player_ptr->free_act && bss.mod_paralysis(randint0(10) + 10);
78 case SV_FOOD_WEAKNESS:
79 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
80 (void)do_dec_stat(player_ptr, A_STR);
82 case SV_FOOD_SICKNESS:
83 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
84 (void)do_dec_stat(player_ptr, A_CON);
86 case SV_FOOD_STUPIDITY:
87 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
88 (void)do_dec_stat(player_ptr, A_INT);
91 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
92 (void)do_dec_stat(player_ptr, A_WIS);
94 case SV_FOOD_UNHEALTH:
95 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
96 (void)do_dec_stat(player_ptr, A_CON);
99 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
100 (void)do_dec_stat(player_ptr, A_STR);
102 case SV_FOOD_CURE_POISON:
103 return bss.poison(0);
104 case SV_FOOD_CURE_BLINDNESS:
105 return bss.blindness(0);
106 case SV_FOOD_CURE_PARANOIA:
107 return bss.afraidness(0);
108 case SV_FOOD_CURE_CONFUSION:
109 return bss.confusion(0);
110 case SV_FOOD_CURE_SERIOUS:
111 return cure_serious_wounds(player_ptr, 4, 8);
112 case SV_FOOD_RESTORE_STR:
113 return do_res_stat(player_ptr, A_STR);
114 case SV_FOOD_RESTORE_CON:
115 return do_res_stat(player_ptr, A_CON);
116 case SV_FOOD_RESTORING:
117 return restore_all_status(player_ptr);
118 case SV_FOOD_BISCUIT:
119 msg_print(_("甘くてサクサクしてとてもおいしい。", "That is sweetly and shortly delicious."));
122 msg_print(_("歯ごたえがあっておいしい。", "That is chewy and delicious."));
124 case SV_FOOD_SLIME_MOLD:
125 msg_print(_("これはなんとも形容しがたい味だ。", "That is an indescribable taste."));
128 msg_print(_("これはおいしい。", "That tastes good."));
130 case SV_FOOD_WAYBREAD:
131 msg_print(_("これはひじょうに美味だ。", "That tastes very good."));
133 (void)hp_player(player_ptr, damroll(4, 8));
135 case SV_FOOD_PINT_OF_ALE:
136 case SV_FOOD_PINT_OF_WINE:
137 msg_print(_("のどごし爽やかだ。", "That is refreshing through the throat."));
145 * @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
146 * @param player_ptr プレイヤー情報への参照ポインタ
147 * @param o_ptr 食べるオブジェクト
148 * @param item オブジェクトのインベントリ番号
149 * @return 食べようとしたらTRUE、しなかったらFALSE
151 bool exe_eat_charge_of_magic_device(player_type *player_ptr, object_type *o_ptr, INVENTORY_IDX item)
153 if (o_ptr->tval != TV_STAFF && o_ptr->tval != TV_WAND)
156 if (player_race_food(player_ptr) == PlayerRaceFood::MANA) {
159 if (o_ptr->tval == TV_STAFF && (item < 0) && (o_ptr->number > 1)) {
160 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
164 staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
167 if (o_ptr->pval == 0) {
168 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);
169 o_ptr->ident |= (IDENT_EMPTY);
170 player_ptr->window_flags |= (PW_INVEN);
174 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);
176 /* Use a single charge */
180 set_food(player_ptr, player_ptr->food + 5000);
182 /* XXX Hack -- unstack if necessary */
183 if (o_ptr->tval == TV_STAFF && (item >= 0) && (o_ptr->number > 1)) {
187 q_ptr->copy_from(o_ptr);
189 /* Modify quantity */
192 /* Restore the charges */
195 /* Unstack the used item */
197 item = store_item_to_inventory(player_ptr, q_ptr);
199 msg_format(_("杖をまとめなおした。", "You unstack your staff."));
203 inven_item_charges(player_ptr, item);
205 floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
208 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
216 * @brief 食料を食べるコマンドのサブルーチン
217 * @param item 食べるオブジェクトの所持品ID
219 void exe_eat_food(player_type *player_ptr, INVENTORY_IDX item)
221 if (music_singing_any(player_ptr))
222 stop_singing(player_ptr);
224 SpellHex spell_hex(player_ptr);
225 if (spell_hex.is_spelling_any()) {
226 (void)spell_hex.stop_all_spells();
229 object_type *o_ptr = ref_item(player_ptr, item);
233 PlayerEnergy(player_ptr).set_player_turn_energy(100);
236 int lev = k_info[o_ptr->k_idx].level;
238 /* Identity not known yet */
239 int ident = exe_eat_food_type_object(player_ptr, o_ptr);
242 * Store what may have to be updated for the inventory (including
243 * autodestroy if set by something else). Then turn off those flags
244 * so that updates triggered by calling gain_exp() or set_food() below
245 * do not rearrange the inventory before the food item is destroyed in
248 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
249 player_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
251 if (!(o_ptr->is_aware())) {
252 chg_virtue(player_ptr, V_KNOWLEDGE, -1);
253 chg_virtue(player_ptr, V_PATIENCE, -1);
254 chg_virtue(player_ptr, V_CHANCE, 1);
257 /* We have tried it */
258 if (o_ptr->tval == TV_FOOD)
261 /* The player is now aware of the object */
262 if (ident && !o_ptr->is_aware()) {
263 object_aware(player_ptr, o_ptr);
264 gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
267 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
269 /* Undeads drain recharge of magic device */
270 if (exe_eat_charge_of_magic_device(player_ptr, o_ptr, item)) {
271 player_ptr->update |= inventory_flags;
275 auto food_type = player_race_food(player_ptr);
277 /* Balrogs change humanoid corpses to energy */
278 if (food_type == PlayerRaceFood::CORPSE && (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char))) {
279 GAME_TEXT o_name[MAX_NLEN];
280 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
281 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);
282 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
284 player_ptr->update |= inventory_flags;
285 vary_item(player_ptr, item, -1);
289 if (PlayerRace(player_ptr).equals(player_race_type::SKELETON)) {
290 if (!((o_ptr->sval == SV_FOOD_WAYBREAD) || (o_ptr->sval < SV_FOOD_BISCUIT))) {
292 object_type *q_ptr = &forge;
294 msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
295 q_ptr->prep(lookup_kind(o_ptr->tval, o_ptr->sval));
297 /* Drop the object from heaven */
298 (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
300 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!"));
302 } else if (food_type == PlayerRaceFood::BLOOD) {
303 /* Vampires are filled only by bloods, so reduced nutritional benefit */
304 (void)set_food(player_ptr, player_ptr->food + (o_ptr->pval / 10));
305 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."));
307 if (player_ptr->food < PY_FOOD_ALERT) /* Hungry */
308 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!"));
309 } else if (food_type == PlayerRaceFood::WATER) {
310 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."));
311 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
312 } else if (food_type != PlayerRaceFood::RATION) {
313 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."));
314 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
316 if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD) {
317 /* Waybread is always fully satisfying. */
318 set_food(player_ptr, MAX(player_ptr->food, PY_FOOD_MAX - 1));
320 /* Food can feed the player */
321 (void)set_food(player_ptr, player_ptr->food + o_ptr->pval);
325 player_ptr->update |= inventory_flags;
326 vary_item(player_ptr, item, -1);
330 * @brief 食料を食べるコマンドのメインルーチン /
331 * Eat some food (from the pack or floor)
333 void do_cmd_eat_food(player_type *player_ptr)
338 if (player_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
339 set_action(player_ptr, ACTION_NONE);
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);