OSDN Git Service

58b18d6b231ed4460df3343d5a35dcca1b4046f1
[hengbandforosx/hengbandosx.git] / src / hpmp / hp-mp-processor.cpp
1 #include "hpmp/hp-mp-processor.h"
2 #include "avatar/avatar.h"
3 #include "cmd-action/cmd-pet.h"
4 #include "core/player-redraw-types.h"
5 #include "core/window-redrawer.h"
6 #include "dungeon/dungeon.h"
7 #include "flavor/flavor-describer.h"
8 #include "flavor/object-flavor-types.h"
9 #include "floor/pattern-walk.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "hpmp/hp-mp-regenerator.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "main/sound-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags2.h"
18 #include "monster-race/race-flags3.h"
19 #include "object-enchant/object-ego.h"
20 #include "object-enchant/tr-types.h"
21 #include "object-enchant/trc-types.h"
22 #include "object/object-flags.h"
23 #include "pet/pet-util.h"
24 #include "player-base/player-class.h"
25 #include "player-base/player-race.h"
26 #include "player-info/monk-data-type.h"
27 #include "player-info/race-info.h"
28 #include "player-info/race-types.h"
29 #include "player-info/samurai-data-type.h"
30 #include "player/attack-defense-types.h"
31 #include "player/digestion-processor.h"
32 #include "player/player-damage.h"
33 #include "player/player-status-flags.h"
34 #include "player/player-status-resist.h"
35 #include "player/player-status.h"
36 #include "player/special-defense-types.h"
37 #include "status/bad-status-setter.h"
38 #include "status/element-resistance.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/monster-race-definition.h"
42 #include "system/monster-type-definition.h"
43 #include "system/object-type-definition.h"
44 #include "system/player-type-definition.h"
45 #include "timed-effect/player-cut.h"
46 #include "timed-effect/timed-effects.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-messages.h"
49 #include "world/world.h"
50 #include <functional>
51
52 /*!
53  * @brief 地形によるダメージを与える / Deal damage from feature.
54  * @param player_ptr プレイヤー情報への参照ポインタ
55  * @param g_ptr 現在の床の情報への参照ポインタ
56  * @param msg_levitation 浮遊時にダメージを受けた場合に表示するメッセージ
57  * @param msg_normal 通常時にダメージを受けた場合に表示するメッセージの述部
58  * @param 耐性等によるダメージレートを計算する関数
59  * @param ダメージを受けた際の追加処理を行う関数
60  * @return ダメージを与えたらTRUE、なければFALSE
61  * @details
62  * ダメージを受けた場合、自然回復できない。
63  */
64 static bool deal_damege_by_feat(player_type *player_ptr, grid_type *g_ptr, concptr msg_levitation, concptr msg_normal,
65     std::function<PERCENTAGE(player_type *)> damage_rate, std::function<void(player_type *, int)> additional_effect)
66 {
67     feature_type *f_ptr = &f_info[g_ptr->feat];
68     int damage = 0;
69
70     if (f_ptr->flags.has(FF::DEEP)) {
71         damage = 6000 + randint0(4000);
72     } else if (!player_ptr->levitation) {
73         damage = 3000 + randint0(2000);
74     }
75
76     damage *= damage_rate(player_ptr);
77     damage /= 100;
78     if (player_ptr->levitation)
79         damage /= 5;
80
81     damage = damage / 100 + (randint0(100) < (damage % 100));
82
83     if (damage == 0)
84         return false;
85
86     if (player_ptr->levitation) {
87         msg_print(msg_levitation);
88
89         take_hit(player_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), f_info[g_ptr->get_feat_mimic()].name.c_str()));
90
91         if (additional_effect != nullptr)
92             additional_effect(player_ptr, damage);
93     } else {
94         concptr name = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].get_feat_mimic()].name.c_str();
95         msg_format(_("%s%s!", "The %s %s!"), name, msg_normal);
96         take_hit(player_ptr, DAMAGE_NOESCAPE, damage, name);
97
98         if (additional_effect != nullptr)
99             additional_effect(player_ptr, damage);
100     }
101
102     return true;
103 }
104
105 /*!
106  * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
107  *  / Handle timed damage and regeneration every 10 game turns
108  */
109 void process_player_hp_mp(player_type *player_ptr)
110 {
111     grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
112     feature_type *f_ptr = &f_info[g_ptr->feat];
113     bool cave_no_regen = false;
114     int upkeep_factor = 0;
115     int regen_amount = PY_REGEN_NORMAL;
116     if (player_ptr->poisoned && !is_invuln(player_ptr)) {
117         if (take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison")) > 0) {
118             sound(SOUND_DAMAGE_OVER_TIME);
119         }
120     }
121     
122     auto player_cut = player_ptr->effects()->cut();
123     if (player_cut->is_cut() && !is_invuln(player_ptr)) {
124         auto dam = player_cut->get_damage();
125         if (take_hit(player_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a mortal wound")) > 0) {
126             sound(SOUND_DAMAGE_OVER_TIME);
127         }
128     }
129
130     const PlayerRace race(player_ptr);
131     if (race.life() == PlayerRaceLife::UNDEAD && race.tr_flags().has(TR_VUL_LITE)) {
132         if (!is_in_dungeon(player_ptr) && !has_resist_lite(player_ptr) && !is_invuln(player_ptr) && is_daytime()) {
133             if ((player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) {
134                 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
135                 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"));
136                 cave_no_regen = true;
137             }
138         }
139
140         object_type *o_ptr;
141         o_ptr = &player_ptr->inventory_list[INVEN_LITE];
142         auto flgs = object_flags(o_ptr);
143
144         if ((player_ptr->inventory_list[INVEN_LITE].tval != ItemKindType::NONE) && flgs.has_not(TR_DARK_SOURCE) && !has_resist_lite(player_ptr)) {
145             GAME_TEXT o_name[MAX_NLEN];
146             char ouch[MAX_NLEN + 40];
147             describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
148             msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
149
150             cave_no_regen = true;
151             describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
152             sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
153
154             if (!is_invuln(player_ptr))
155                 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, ouch);
156         }
157     }
158
159     if (f_ptr->flags.has(FF::LAVA) && !is_invuln(player_ptr) && !has_immune_fire(player_ptr)) {
160         if (deal_damege_by_feat(
161                 player_ptr, g_ptr, _("熱で火傷した!", "The heat burns you!"), _("で火傷した!", "burns you!"), calc_fire_damage_rate, nullptr)) {
162             cave_no_regen = true;
163             sound(SOUND_TERRAIN_DAMAGE);
164         }
165     }
166
167     if (f_ptr->flags.has(FF::COLD_PUDDLE) && !is_invuln(player_ptr) && !has_immune_cold(player_ptr)) {
168         if (deal_damege_by_feat(
169                 player_ptr, g_ptr, _("冷気に覆われた!", "The cold engulfs you!"), _("に凍えた!", "frostbites you!"), calc_cold_damage_rate, nullptr)) {
170             cave_no_regen = true;
171             sound(SOUND_TERRAIN_DAMAGE);
172         }
173     }
174
175     if (f_ptr->flags.has(FF::ELEC_PUDDLE) && !is_invuln(player_ptr) && !has_immune_elec(player_ptr)) {
176         if (deal_damege_by_feat(
177                 player_ptr, g_ptr, _("電撃を受けた!", "The electricity shocks you!"), _("に感電した!", "shocks you!"), calc_elec_damage_rate, nullptr)) {
178             cave_no_regen = true;
179             sound(SOUND_TERRAIN_DAMAGE);
180         }
181     }
182
183     if (f_ptr->flags.has(FF::ACID_PUDDLE) && !is_invuln(player_ptr) && !has_immune_acid(player_ptr)) {
184         if (deal_damege_by_feat(
185                 player_ptr, g_ptr, _("酸が飛び散った!", "The acid melts you!"), _("に溶かされた!", "melts you!"), calc_acid_damage_rate, nullptr)) {
186             cave_no_regen = true;
187             sound(SOUND_TERRAIN_DAMAGE);
188         }
189     }
190
191     if (f_ptr->flags.has(FF::POISON_PUDDLE) && !is_invuln(player_ptr)) {
192         if (deal_damege_by_feat(player_ptr, g_ptr, _("毒気を吸い込んだ!", "The gas poisons you!"), _("に毒された!", "poisons you!"), calc_acid_damage_rate,
193                 [](player_type *player_ptr, int damage) {
194                     if (!has_resist_pois(player_ptr))
195                         (void)BadStatusSetter(player_ptr).mod_poison(static_cast<TIME_EFFECT>(damage));
196                 })) {
197             cave_no_regen = true;
198             sound(SOUND_TERRAIN_DAMAGE);
199         }
200     }
201
202     if (f_ptr->flags.has_all_of({ FF::WATER, FF::DEEP }) && !player_ptr->levitation && !player_ptr->can_swim && !has_resist_water(player_ptr)) {
203         if (calc_inventory_weight(player_ptr) > calc_weight_limit(player_ptr)) {
204             msg_print(_("溺れている!", "You are drowning!"));
205             take_hit(player_ptr, DAMAGE_NOESCAPE, randint1(player_ptr->lev), _("溺れ", "drowning"));
206             cave_no_regen = true;
207             sound(SOUND_TERRAIN_DAMAGE);
208         }
209     }
210
211     if (player_ptr->riding) {
212         HIT_POINT damage;
213         if ((r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !has_immune_fire(player_ptr)) {
214             damage = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level / 2;
215             if (race.tr_flags().has(TR_VUL_FIRE))
216                 damage += damage / 3;
217             if (has_resist_fire(player_ptr))
218                 damage = damage / 3;
219             if (is_oppose_fire(player_ptr))
220                 damage = damage / 3;
221             msg_print(_("熱い!", "It's hot!"));
222             take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"));
223         }
224         if ((r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !has_immune_elec(player_ptr)) {
225             damage = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level / 2;
226             if (race.tr_flags().has(TR_VUL_ELEC))
227                 damage += damage / 3;
228             if (has_resist_elec(player_ptr))
229                 damage = damage / 3;
230             if (is_oppose_elec(player_ptr))
231                 damage = damage / 3;
232             msg_print(_("痛い!", "It hurts!"));
233             take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"));
234         }
235         if ((r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !has_immune_cold(player_ptr)) {
236             damage = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level / 2;
237             if (race.tr_flags().has(TR_VUL_COLD))
238                 damage += damage / 3;
239             if (has_resist_cold(player_ptr))
240                 damage = damage / 3;
241             if (is_oppose_cold(player_ptr))
242                 damage = damage / 3;
243             msg_print(_("冷たい!", "It's cold!"));
244             take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"));
245         }
246     }
247
248     /* Spectres -- take damage when moving through walls */
249     /*
250      * Added: ANYBODY takes damage if inside through walls
251      * without wraith form -- NOTE: Spectres will never be
252      * reduced below 0 hp by being inside a stone wall; others
253      * WILL BE!
254      */
255     if (f_ptr->flags.has_none_of({ FF::MOVE, FF::CAN_FLY })) {
256         if (!is_invuln(player_ptr) && !player_ptr->wraith_form && !player_ptr->tim_pass_wall
257             && ((player_ptr->chp > (player_ptr->lev / 5)) || !has_pass_wall(player_ptr))) {
258             concptr dam_desc;
259             cave_no_regen = true;
260
261             if (has_pass_wall(player_ptr)) {
262                 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
263                 dam_desc = _("密度", "density");
264             } else {
265                 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
266                 dam_desc = _("硬い岩", "solid rock");
267             }
268
269             take_hit(player_ptr, DAMAGE_NOESCAPE, 1 + (player_ptr->lev / 5), dam_desc);
270         }
271     }
272
273     if (player_ptr->food < PY_FOOD_WEAK) {
274         if (player_ptr->food < PY_FOOD_STARVE) {
275             regen_amount = 0;
276         } else if (player_ptr->food < PY_FOOD_FAINT) {
277             regen_amount = PY_REGEN_FAINT;
278         } else {
279             regen_amount = PY_REGEN_WEAK;
280         }
281     }
282
283     if (pattern_effect(player_ptr)) {
284         cave_no_regen = true;
285     } else {
286         if (player_ptr->regenerate) {
287             regen_amount = regen_amount * 2;
288         }
289         if (!PlayerClass(player_ptr).monk_stance_is(MonkStance::NONE) || !PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::NONE)) {
290             regen_amount /= 2;
291         }
292         if (player_ptr->cursed.has(TRC::SLOW_REGEN)) {
293             regen_amount /= 5;
294         }
295     }
296
297     if ((player_ptr->action == ACTION_SEARCH) || (player_ptr->action == ACTION_REST)) {
298         regen_amount = regen_amount * 2;
299     }
300
301     upkeep_factor = calculate_upkeep(player_ptr);
302     if ((player_ptr->action == ACTION_LEARN) || (player_ptr->action == ACTION_HAYAGAKE) || PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::KOUKIJIN)) {
303         upkeep_factor += 100;
304     }
305
306     regenmana(player_ptr, upkeep_factor, regen_amount);
307     if (player_ptr->pclass == CLASS_MAGIC_EATER) {
308         regenmagic(player_ptr, regen_amount);
309     }
310
311     if ((player_ptr->csp == 0) && (player_ptr->csp_frac == 0)) {
312         while (upkeep_factor > 100) {
313             msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
314             msg_print(nullptr);
315             do_cmd_pet_dismiss(player_ptr);
316
317             upkeep_factor = calculate_upkeep(player_ptr);
318
319             msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
320             msg_print(nullptr);
321         }
322     }
323
324     if (player_ptr->poisoned)
325         regen_amount = 0;
326     if (player_cut->is_cut())
327         regen_amount = 0;
328     if (cave_no_regen)
329         regen_amount = 0;
330
331     regen_amount = (regen_amount * player_ptr->mutant_regenerate_mod) / 100;
332     if ((player_ptr->chp < player_ptr->mhp) && !cave_no_regen) {
333         regenhp(player_ptr, regen_amount);
334     }
335 }
336
337 /*
338  * Increase players hit points, notice effects
339  */
340 bool hp_player(player_type *player_ptr, int num)
341 {
342     int vir;
343     vir = virtue_number(player_ptr, V_VITALITY);
344
345     if (num <= 0)
346         return false;
347
348     if (vir) {
349         num = num * (player_ptr->virtues[vir - 1] + 1250) / 1250;
350     }
351
352     if (player_ptr->chp < player_ptr->mhp) {
353         if ((num > 0) && (player_ptr->chp < (player_ptr->mhp / 3)))
354             chg_virtue(player_ptr, V_TEMPERANCE, 1);
355
356         player_ptr->chp += num;
357         if (player_ptr->chp >= player_ptr->mhp) {
358             player_ptr->chp = player_ptr->mhp;
359             player_ptr->chp_frac = 0;
360         }
361
362         player_ptr->redraw |= (PR_HP);
363         player_ptr->window_flags |= (PW_PLAYER);
364         if (num < 5) {
365             msg_print(_("少し気分が良くなった。", "You feel a little better."));
366         } else if (num < 15) {
367             msg_print(_("気分が良くなった。", "You feel better."));
368         } else if (num < 35) {
369             msg_print(_("とても気分が良くなった。", "You feel much better."));
370         } else {
371             msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
372         }
373
374         return true;
375     }
376
377     return false;
378 }