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[Refactor] #3286 Removed player-redraw-types.h
[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/window-redrawer.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "floor/pattern-walk.h"
8 #include "grid/grid.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"
52 #include <functional>
53 #include <sstream>
54
55 /*!
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
64  * @details
65  * ダメージを受けた場合、自然回復できない。
66  */
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)
69 {
70     auto *f_ptr = &terrains_info[g_ptr->feat];
71     int damage = 0;
72
73     if (f_ptr->flags.has(TerrainCharacteristics::DEEP)) {
74         damage = 6000 + randint0(4000);
75     } else if (!player_ptr->levitation) {
76         damage = 3000 + randint0(2000);
77     }
78
79     damage *= damage_rate(player_ptr);
80     damage /= 100;
81     if (player_ptr->levitation) {
82         damage /= 5;
83     }
84
85     damage = damage / 100 + (randint0(100) < (damage % 100));
86
87     if (damage == 0) {
88         return false;
89     }
90
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());
95
96         if (additional_effect != nullptr) {
97             additional_effect(player_ptr, damage);
98         }
99     } else {
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);
103
104         if (additional_effect != nullptr) {
105             additional_effect(player_ptr, damage);
106         }
107     }
108
109     return true;
110 }
111
112 /*!
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
115  */
116 void process_player_hp_mp(PlayerType *player_ptr)
117 {
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);
129         }
130     }
131
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);
137         }
138     }
139
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;
147             }
148         }
149
150         ItemEntity *o_ptr;
151         o_ptr = &player_ptr->inventory_list[INVEN_LITE];
152         auto flags = object_flags(o_ptr);
153
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());
163             }
164         }
165     }
166
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);
173         }
174     }
175
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);
182         }
183     }
184
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);
191         }
192     }
193
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);
200         }
201     }
202
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));
210                     }
211                 })) {
212             cave_no_regen = true;
213             sound(SOUND_TERRAIN_DAMAGE);
214         }
215     }
216
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);
224         }
225     }
226
227     if (get_player_flags(player_ptr, TR_SELF_FIRE) && !has_immune_fire(player_ptr)) {
228         int damage;
229         damage = player_ptr->lev;
230         if (race.tr_flags().has(TR_VUL_FIRE)) {
231             damage += damage / 3;
232         }
233         if (has_resist_fire(player_ptr)) {
234             damage = damage / 3;
235         }
236         if (is_oppose_fire(player_ptr)) {
237             damage = damage / 3;
238         }
239
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"));
243     }
244
245     if (get_player_flags(player_ptr, TR_SELF_ELEC) && !has_immune_elec(player_ptr)) {
246         int damage;
247         damage = player_ptr->lev;
248         if (race.tr_flags().has(TR_VUL_ELEC)) {
249             damage += damage / 3;
250         }
251         if (has_resist_elec(player_ptr)) {
252             damage = damage / 3;
253         }
254         if (is_oppose_elec(player_ptr)) {
255             damage = damage / 3;
256         }
257
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"));
261     }
262
263     if (get_player_flags(player_ptr, TR_SELF_COLD) && !has_immune_cold(player_ptr)) {
264         int damage;
265         damage = player_ptr->lev;
266         if (race.tr_flags().has(TR_VUL_COLD)) {
267             damage += damage / 3;
268         }
269         if (has_resist_cold(player_ptr)) {
270             damage = damage / 3;
271         }
272         if (is_oppose_cold(player_ptr)) {
273             damage = damage / 3;
274         }
275
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"));
279     }
280
281     if (player_ptr->riding) {
282         int damage;
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;
288             }
289             if (has_resist_fire(player_ptr)) {
290                 damage = damage / 3;
291             }
292             if (is_oppose_fire(player_ptr)) {
293                 damage = damage / 3;
294             }
295
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"));
299         }
300
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;
305             }
306             if (has_resist_elec(player_ptr)) {
307                 damage = damage / 3;
308             }
309             if (is_oppose_elec(player_ptr)) {
310                 damage = damage / 3;
311             }
312
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"));
316         }
317
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;
322             }
323             if (has_resist_cold(player_ptr)) {
324                 damage = damage / 3;
325             }
326             if (is_oppose_cold(player_ptr)) {
327                 damage = damage / 3;
328             }
329
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"));
333         }
334     }
335
336     /* Spectres -- take damage when moving through walls */
337     /*
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
341      * WILL BE!
342      */
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);
348         if (should_damage) {
349             concptr dam_desc;
350             cave_no_regen = true;
351
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");
355             } else {
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");
358             }
359
360             take_hit(player_ptr, DAMAGE_NOESCAPE, 1 + (player_ptr->lev / 5), dam_desc);
361         }
362     }
363
364     if (player_ptr->food < PY_FOOD_WEAK) {
365         if (player_ptr->food < PY_FOOD_STARVE) {
366             regen_amount = 0;
367         } else if (player_ptr->food < PY_FOOD_FAINT) {
368             regen_amount = PY_REGEN_FAINT;
369         } else {
370             regen_amount = PY_REGEN_WEAK;
371         }
372     }
373
374     PlayerClass pc(player_ptr);
375     if (pattern_effect(player_ptr)) {
376         cave_no_regen = true;
377     } else {
378         if (player_ptr->regenerate) {
379             regen_amount = regen_amount * 2;
380         }
381
382         if (!pc.monk_stance_is(MonkStanceType::NONE) || !pc.samurai_stance_is(SamuraiStanceType::NONE)) {
383             regen_amount /= 2;
384         }
385         if (player_ptr->cursed.has(CurseTraitType::SLOW_REGEN)) {
386             regen_amount /= 5;
387         }
388     }
389
390     if ((player_ptr->action == ACTION_SEARCH) || (player_ptr->action == ACTION_REST)) {
391         regen_amount = regen_amount * 2;
392     }
393
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;
397     }
398
399     regenmana(player_ptr, upkeep_factor, regen_amount);
400     if (pc.equals(PlayerClassType::MAGIC_EATER)) {
401         regenmagic(player_ptr, regen_amount);
402     }
403
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!"));
407             msg_print(nullptr);
408             do_cmd_pet_dismiss(player_ptr);
409
410             upkeep_factor = calculate_upkeep(player_ptr);
411
412             msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
413             msg_print(nullptr);
414         }
415     }
416
417     if (player_poison->is_poisoned()) {
418         regen_amount = 0;
419     }
420     if (player_cut->is_cut()) {
421         regen_amount = 0;
422     }
423     if (cave_no_regen) {
424         regen_amount = 0;
425     }
426
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);
430     }
431 }
432
433 /*
434  * Increase players hit points, notice effects
435  */
436 bool hp_player(PlayerType *player_ptr, int num)
437 {
438     int vir;
439     vir = virtue_number(player_ptr, Virtue::VITALITY);
440
441     if (num <= 0) {
442         return false;
443     }
444
445     if (vir) {
446         num = num * (player_ptr->virtues[vir - 1] + 1250) / 1250;
447     }
448
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);
452         }
453
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;
458         }
459
460         auto &rfu = RedrawingFlagsUpdater::get_instance();
461         rfu.set_flag(MainWindowRedrawingFlag::HP);
462         player_ptr->window_flags |= (PW_PLAYER);
463         if (num < 5) {
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."));
469         } else {
470             msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
471         }
472
473         return true;
474     }
475
476     return false;
477 }