1 #include "hpmp/hp-mp-processor.h"
2 #include "avatar/avatar.h"
3 #include "cmd-action/cmd-pet.h"
4 #include "core/window-redrawer.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "floor/pattern-walk.h"
9 #include "hpmp/hp-mp-regenerator.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "main/sound-definitions-table.h"
12 #include "main/sound-of-music.h"
13 #include "monster-race/monster-race.h"
14 #include "monster-race/race-flags2.h"
15 #include "monster-race/race-flags3.h"
16 #include "object-enchant/object-ego.h"
17 #include "object-enchant/tr-types.h"
18 #include "object-enchant/trc-types.h"
19 #include "object/object-flags.h"
20 #include "object/tval-types.h"
21 #include "pet/pet-util.h"
22 #include "player-base/player-class.h"
23 #include "player-base/player-race.h"
24 #include "player-info/monk-data-type.h"
25 #include "player-info/race-info.h"
26 #include "player-info/race-types.h"
27 #include "player-info/samurai-data-type.h"
28 #include "player/attack-defense-types.h"
29 #include "player/digestion-processor.h"
30 #include "player/player-damage.h"
31 #include "player/player-status-flags.h"
32 #include "player/player-status-resist.h"
33 #include "player/player-status.h"
34 #include "player/special-defense-types.h"
35 #include "status/bad-status-setter.h"
36 #include "status/element-resistance.h"
37 #include "system/dungeon-info.h"
38 #include "system/floor-type-definition.h"
39 #include "system/grid-type-definition.h"
40 #include "system/item-entity.h"
41 #include "system/monster-entity.h"
42 #include "system/monster-race-info.h"
43 #include "system/player-type-definition.h"
44 #include "system/redrawing-flags-updater.h"
45 #include "system/terrain-type-definition.h"
46 #include "timed-effect/player-cut.h"
47 #include "timed-effect/player-poison.h"
48 #include "timed-effect/timed-effects.h"
49 #include "util/bit-flags-calculator.h"
50 #include "view/display-messages.h"
51 #include "world/world.h"
56 * @brief 地形によるダメージを与える / Deal damage from feature.
57 * @param player_ptr プレイヤー情報への参照ポインタ
58 * @param g_ptr 現在の床の情報への参照ポインタ
59 * @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
60 * @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
61 * @param 耐性等によるダメージレートを計算する関数
62 * @param ダメージを受けた際の追加処理を行う関数
63 * @return ダメージを与えたらTRUE、なければFALSE
65 * ダメージを受けた場合、自然回復できない。
67 static bool deal_damege_by_feat(PlayerType *player_ptr, grid_type *g_ptr, concptr msg_levitation, concptr msg_normal,
68 std::function<PERCENTAGE(PlayerType *)> damage_rate, std::function<void(PlayerType *, int)> additional_effect)
70 auto *f_ptr = &terrains_info[g_ptr->feat];
73 if (f_ptr->flags.has(TerrainCharacteristics::DEEP)) {
74 damage = 6000 + randint0(4000);
75 } else if (!player_ptr->levitation) {
76 damage = 3000 + randint0(2000);
79 damage *= damage_rate(player_ptr);
81 if (player_ptr->levitation) {
85 damage = damage / 100 + (randint0(100) < (damage % 100));
91 if (player_ptr->levitation) {
92 msg_print(msg_levitation);
93 constexpr auto mes = _("%sの上に浮遊したダメージ", "flying over %s");
94 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, format(mes, terrains_info[g_ptr->get_feat_mimic()].name.data()).data());
96 if (additional_effect != nullptr) {
97 additional_effect(player_ptr, damage);
100 concptr name = terrains_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].get_feat_mimic()].name.data();
101 msg_format(_("%s%s!", "The %s %s!"), name, msg_normal);
102 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, name);
104 if (additional_effect != nullptr) {
105 additional_effect(player_ptr, damage);
113 * @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。
114 * / Handle timed damage and regeneration every 10 game turns
116 void process_player_hp_mp(PlayerType *player_ptr)
118 auto &floor_ref = *player_ptr->current_floor_ptr;
119 auto *g_ptr = &floor_ref.grid_array[player_ptr->y][player_ptr->x];
120 auto *f_ptr = &terrains_info[g_ptr->feat];
121 bool cave_no_regen = false;
122 int upkeep_factor = 0;
123 int regen_amount = PY_REGEN_NORMAL;
124 const auto effects = player_ptr->effects();
125 const auto player_poison = effects->poison();
126 if (player_poison->is_poisoned() && !is_invuln(player_ptr)) {
127 if (take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison")) > 0) {
128 sound(SOUND_DAMAGE_OVER_TIME);
132 const auto player_cut = effects->cut();
133 if (player_cut->is_cut() && !is_invuln(player_ptr)) {
134 auto dam = player_cut->get_damage();
135 if (take_hit(player_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a mortal wound")) > 0) {
136 sound(SOUND_DAMAGE_OVER_TIME);
140 const PlayerRace race(player_ptr);
141 if (race.life() == PlayerRaceLifeType::UNDEAD && race.tr_flags().has(TR_VUL_LITE)) {
142 if (!floor_ref.is_in_dungeon() && !has_resist_lite(player_ptr) && !is_invuln(player_ptr) && is_daytime()) {
143 if ((floor_ref.grid_array[player_ptr->y][player_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) {
144 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!"));
145 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"));
146 cave_no_regen = true;
151 o_ptr = &player_ptr->inventory_list[INVEN_LITE];
152 auto flags = object_flags(o_ptr);
154 if ((player_ptr->inventory_list[INVEN_LITE].bi_key.tval() != ItemKindType::NONE) && flags.has_not(TR_DARK_SOURCE) && !has_resist_lite(player_ptr)) {
155 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
156 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!"), item_name.data());
157 cave_no_regen = true;
158 if (!is_invuln(player_ptr)) {
159 const auto wielding_item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
160 std::stringstream ss;
161 ss << _(wielding_item_name, "wielding ") << _("を装備したダメージ", wielding_item_name);
162 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, ss.str().data());
167 if (f_ptr->flags.has(TerrainCharacteristics::LAVA) && !is_invuln(player_ptr) && !has_immune_fire(player_ptr)) {
168 constexpr auto mes_leviation = _("熱で火傷した!", "The heat burns you!");
169 constexpr auto mes_normal = _("で火傷した!", "burns you!");
170 if (deal_damege_by_feat(player_ptr, g_ptr, mes_leviation, mes_normal, calc_fire_damage_rate, nullptr)) {
171 cave_no_regen = true;
172 sound(SOUND_TERRAIN_DAMAGE);
176 if (f_ptr->flags.has(TerrainCharacteristics::COLD_PUDDLE) && !is_invuln(player_ptr) && !has_immune_cold(player_ptr)) {
177 constexpr auto mes_leviation = _("冷気に覆われた!", "The cold engulfs you!");
178 constexpr auto mes_normal = _("に凍えた!", "frostbites you!");
179 if (deal_damege_by_feat(player_ptr, g_ptr, mes_leviation, mes_normal, calc_cold_damage_rate, nullptr)) {
180 cave_no_regen = true;
181 sound(SOUND_TERRAIN_DAMAGE);
185 if (f_ptr->flags.has(TerrainCharacteristics::ELEC_PUDDLE) && !is_invuln(player_ptr) && !has_immune_elec(player_ptr)) {
186 constexpr auto mes_leviation = _("電撃を受けた!", "The electricity shocks you!");
187 constexpr auto mes_normal = _("に感電した!", "shocks you!");
188 if (deal_damege_by_feat(player_ptr, g_ptr, mes_leviation, mes_normal, calc_elec_damage_rate, nullptr)) {
189 cave_no_regen = true;
190 sound(SOUND_TERRAIN_DAMAGE);
194 if (f_ptr->flags.has(TerrainCharacteristics::ACID_PUDDLE) && !is_invuln(player_ptr) && !has_immune_acid(player_ptr)) {
195 constexpr auto mes_leviation = _("酸が飛び散った!", "The acid melts you!");
196 constexpr auto mes_normal = _("に溶かされた!", "melts you!");
197 if (deal_damege_by_feat(player_ptr, g_ptr, mes_leviation, mes_normal, calc_acid_damage_rate, nullptr)) {
198 cave_no_regen = true;
199 sound(SOUND_TERRAIN_DAMAGE);
203 if (f_ptr->flags.has(TerrainCharacteristics::POISON_PUDDLE) && !is_invuln(player_ptr)) {
204 constexpr auto mes_leviation = _("毒気を吸い込んだ!", "The gas poisons you!");
205 constexpr auto mes_normal = _("に毒された!", "poisons you!");
206 if (deal_damege_by_feat(player_ptr, g_ptr, mes_leviation, mes_normal, calc_acid_damage_rate,
207 [](PlayerType *player_ptr, int damage) {
208 if (!has_resist_pois(player_ptr)) {
209 (void)BadStatusSetter(player_ptr).mod_poison(static_cast<TIME_EFFECT>(damage));
212 cave_no_regen = true;
213 sound(SOUND_TERRAIN_DAMAGE);
217 const auto can_drown = f_ptr->flags.has_all_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::DEEP });
218 if (can_drown && !player_ptr->levitation && !player_ptr->can_swim && !has_resist_water(player_ptr)) {
219 if (calc_inventory_weight(player_ptr) > calc_weight_limit(player_ptr)) {
220 msg_print(_("溺れている!", "You are drowning!"));
221 take_hit(player_ptr, DAMAGE_NOESCAPE, randint1(player_ptr->lev), _("溺れ", "drowning"));
222 cave_no_regen = true;
223 sound(SOUND_TERRAIN_DAMAGE);
227 if (get_player_flags(player_ptr, TR_SELF_FIRE) && !has_immune_fire(player_ptr)) {
229 damage = player_ptr->lev;
230 if (race.tr_flags().has(TR_VUL_FIRE)) {
231 damage += damage / 3;
233 if (has_resist_fire(player_ptr)) {
236 if (is_oppose_fire(player_ptr)) {
240 damage = std::max(damage, 1);
241 msg_print(_("熱い!", "It's hot!"));
242 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"));
245 if (get_player_flags(player_ptr, TR_SELF_ELEC) && !has_immune_elec(player_ptr)) {
247 damage = player_ptr->lev;
248 if (race.tr_flags().has(TR_VUL_ELEC)) {
249 damage += damage / 3;
251 if (has_resist_elec(player_ptr)) {
254 if (is_oppose_elec(player_ptr)) {
258 damage = std::max(damage, 1);
259 msg_print(_("痛い!", "It hurts!"));
260 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"));
263 if (get_player_flags(player_ptr, TR_SELF_COLD) && !has_immune_cold(player_ptr)) {
265 damage = player_ptr->lev;
266 if (race.tr_flags().has(TR_VUL_COLD)) {
267 damage += damage / 3;
269 if (has_resist_cold(player_ptr)) {
272 if (is_oppose_cold(player_ptr)) {
276 damage = std::max(damage, 1);
277 msg_print(_("冷たい!", "It's cold!"));
278 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"));
281 if (player_ptr->riding) {
283 auto auras = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].aura_flags;
284 if (auras.has(MonsterAuraType::FIRE) && !has_immune_fire(player_ptr)) {
285 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
286 if (race.tr_flags().has(TR_VUL_FIRE)) {
287 damage += damage / 3;
289 if (has_resist_fire(player_ptr)) {
292 if (is_oppose_fire(player_ptr)) {
296 damage = std::max(damage, 1);
297 msg_print(_("熱い!", "It's hot!"));
298 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"));
301 if (auras.has(MonsterAuraType::ELEC) && !has_immune_elec(player_ptr)) {
302 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
303 if (race.tr_flags().has(TR_VUL_ELEC)) {
304 damage += damage / 3;
306 if (has_resist_elec(player_ptr)) {
309 if (is_oppose_elec(player_ptr)) {
313 damage = std::max(damage, 1);
314 msg_print(_("痛い!", "It hurts!"));
315 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"));
318 if (auras.has(MonsterAuraType::COLD) && !has_immune_cold(player_ptr)) {
319 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
320 if (race.tr_flags().has(TR_VUL_COLD)) {
321 damage += damage / 3;
323 if (has_resist_cold(player_ptr)) {
326 if (is_oppose_cold(player_ptr)) {
330 damage = std::max(damage, 1);
331 msg_print(_("冷たい!", "It's cold!"));
332 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"));
336 /* Spectres -- take damage when moving through walls */
338 * Added: ANYBODY takes damage if inside through walls
339 * without wraith form -- NOTE: Spectres will never be
340 * reduced below 0 hp by being inside a stone wall; others
343 if (f_ptr->flags.has_none_of({ TerrainCharacteristics::MOVE, TerrainCharacteristics::CAN_FLY })) {
344 auto should_damage = !is_invuln(player_ptr);
345 should_damage &= player_ptr->wraith_form == 0;
346 should_damage &= player_ptr->tim_pass_wall == 0;
347 should_damage &= (player_ptr->chp > (player_ptr->lev / 5)) || !has_pass_wall(player_ptr);
350 cave_no_regen = true;
352 if (has_pass_wall(player_ptr)) {
353 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
354 dam_desc = _("密度", "density");
356 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
357 dam_desc = _("硬い岩", "solid rock");
360 take_hit(player_ptr, DAMAGE_NOESCAPE, 1 + (player_ptr->lev / 5), dam_desc);
364 if (player_ptr->food < PY_FOOD_WEAK) {
365 if (player_ptr->food < PY_FOOD_STARVE) {
367 } else if (player_ptr->food < PY_FOOD_FAINT) {
368 regen_amount = PY_REGEN_FAINT;
370 regen_amount = PY_REGEN_WEAK;
374 PlayerClass pc(player_ptr);
375 if (pattern_effect(player_ptr)) {
376 cave_no_regen = true;
378 if (player_ptr->regenerate) {
379 regen_amount = regen_amount * 2;
382 if (!pc.monk_stance_is(MonkStanceType::NONE) || !pc.samurai_stance_is(SamuraiStanceType::NONE)) {
385 if (player_ptr->cursed.has(CurseTraitType::SLOW_REGEN)) {
390 if ((player_ptr->action == ACTION_SEARCH) || (player_ptr->action == ACTION_REST)) {
391 regen_amount = regen_amount * 2;
394 upkeep_factor = calculate_upkeep(player_ptr);
395 if ((player_ptr->action == ACTION_LEARN) || (player_ptr->action == ACTION_HAYAGAKE) || pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
396 upkeep_factor += 100;
399 regenmana(player_ptr, upkeep_factor, regen_amount);
400 if (pc.equals(PlayerClassType::MAGIC_EATER)) {
401 regenmagic(player_ptr, regen_amount);
404 if ((player_ptr->csp == 0) && (player_ptr->csp_frac == 0)) {
405 while (upkeep_factor > 100) {
406 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!"));
408 do_cmd_pet_dismiss(player_ptr);
410 upkeep_factor = calculate_upkeep(player_ptr);
412 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
417 if (player_poison->is_poisoned()) {
420 if (player_cut->is_cut()) {
427 regen_amount = (regen_amount * player_ptr->mutant_regenerate_mod) / 100;
428 if ((player_ptr->chp < player_ptr->mhp) && !cave_no_regen) {
429 regenhp(player_ptr, regen_amount);
434 * Increase players hit points, notice effects
436 bool hp_player(PlayerType *player_ptr, int num)
439 vir = virtue_number(player_ptr, Virtue::VITALITY);
446 num = num * (player_ptr->virtues[vir - 1] + 1250) / 1250;
449 if (player_ptr->chp < player_ptr->mhp) {
450 if ((num > 0) && (player_ptr->chp < (player_ptr->mhp / 3))) {
451 chg_virtue(player_ptr, Virtue::TEMPERANCE, 1);
454 player_ptr->chp += num;
455 if (player_ptr->chp >= player_ptr->mhp) {
456 player_ptr->chp = player_ptr->mhp;
457 player_ptr->chp_frac = 0;
460 auto &rfu = RedrawingFlagsUpdater::get_instance();
461 rfu.set_flag(MainWindowRedrawingFlag::HP);
462 player_ptr->window_flags |= (PW_PLAYER);
464 msg_print(_("少し気分が良くなった。", "You feel a little better."));
465 } else if (num < 15) {
466 msg_print(_("気分が良くなった。", "You feel better."));
467 } else if (num < 35) {
468 msg_print(_("とても気分が良くなった。", "You feel much better."));
470 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));