2 * @brief プレーヤーのHP/MP、アイテム、お金・明かりの残りターン、充填魔力を盗んだり減少させたりする処理
7 #include "monster-attack/monster-eating.h"
8 #include "floor/floor.h"
9 #include "inventory/inventory-object.h"
10 #include "mind/mind-mirror-master.h"
11 #include "object/object-flavor.h"
12 #include "object/object-generator.h"
13 #include "object/object-hook.h"
14 #include "object/object-mark-types.h"
15 #include "object/object-info.h"
16 #include "player/avatar.h"
17 #include "player/mimic-info-table.h"
18 #include "player/player-effects.h"
19 #include "world/world-object.h"
21 void process_eat_gold(player_type *target_ptr, monap_type *monap_ptr)
23 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
24 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
26 monap_ptr->blinked = TRUE;
31 PRICE gold = (target_ptr->au / 10) + randint1(25);
36 gold = (target_ptr->au / 20) + randint1(3000);
38 if (gold > target_ptr->au)
39 gold = target_ptr->au;
41 target_ptr->au -= gold;
43 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
44 } else if (target_ptr->au > 0) {
45 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
46 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
47 chg_virtue(target_ptr, V_SACRIFICE, 1);
49 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
50 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
51 chg_virtue(target_ptr, V_SACRIFICE, 2);
54 target_ptr->redraw |= (PR_GOLD);
55 target_ptr->window |= (PW_PLAYER);
56 monap_ptr->blinked = TRUE;
60 * @brief 盗み打撃の時にアイテムが盗まれるかどうかを判定する
61 * @param target_ptr プレーヤーへの参照ポインタ
62 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
63 * @return 盗まれたらTRUE、何も盗まれなかったらFALSE
65 bool check_eat_item(player_type *target_ptr, monap_type *monap_ptr)
67 if (MON_CONFUSED(monap_ptr->m_ptr))
70 if (target_ptr->is_dead || check_multishadow(target_ptr))
73 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
74 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
75 monap_ptr->blinked = TRUE;
76 monap_ptr->obvious = TRUE;
84 * @brief プレーヤーが持っているアイテムをモンスターに移す
85 * @param target_ptr プレーヤーへの参照ポインタ
86 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
89 static void move_item_to_monster(player_type *target_ptr, monap_type *monap_ptr, const OBJECT_IDX o_idx)
95 j_ptr = &target_ptr->current_floor_ptr->o_list[o_idx];
96 object_copy(j_ptr, monap_ptr->o_ptr);
98 if ((monap_ptr->o_ptr->tval == TV_ROD) || (monap_ptr->o_ptr->tval == TV_WAND)) {
99 j_ptr->pval = monap_ptr->o_ptr->pval / monap_ptr->o_ptr->number;
100 monap_ptr->o_ptr->pval -= j_ptr->pval;
103 j_ptr->marked = OM_TOUCHED;
104 j_ptr->held_m_idx = monap_ptr->m_idx;
105 j_ptr->next_o_idx = monap_ptr->m_ptr->hold_o_idx;
106 monap_ptr->m_ptr->hold_o_idx = o_idx;
111 * @param target_ptr プレーヤーへの参照ポインタ
112 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
114 * @details eatとあるがお金や食べ物と違ってなくならない、盗んだモンスターを倒せば取り戻せる
116 void process_eat_item(player_type *target_ptr, monap_type *monap_ptr)
118 for (int i = 0; i < 10; i++) {
120 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
121 monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
122 if (!monap_ptr->o_ptr->k_idx)
125 if (object_is_artifact(monap_ptr->o_ptr))
128 object_desc(target_ptr, monap_ptr->o_name, monap_ptr->o_ptr, OD_OMIT_PREFIX);
130 msg_format("%s(%c)を%s盗まれた!", monap_ptr->o_name, index_to_label(i_idx), ((monap_ptr->o_ptr->number > 1) ? "一つ" : ""));
132 msg_format("%sour %s (%c) was stolen!", ((monap_ptr->o_ptr->number > 1) ? "One of y" : "Y"), monap_ptr->o_name, index_to_label(i_idx));
134 chg_virtue(target_ptr, V_SACRIFICE, 1);
135 o_idx = o_pop(target_ptr->current_floor_ptr);
136 move_item_to_monster(target_ptr, monap_ptr, o_idx);
137 inven_item_increase(target_ptr, i_idx, -1);
138 inven_item_optimize(target_ptr, i_idx);
139 monap_ptr->obvious = TRUE;
140 monap_ptr->blinked = TRUE;
145 void process_eat_food(player_type *target_ptr, monap_type *monap_ptr)
147 for (int i = 0; i < 10; i++) {
148 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
149 monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
150 if (!monap_ptr->o_ptr->k_idx)
153 if ((monap_ptr->o_ptr->tval != TV_FOOD) && !((monap_ptr->o_ptr->tval == TV_CORPSE) && (monap_ptr->o_ptr->sval)))
156 object_desc(target_ptr, monap_ptr->o_name, monap_ptr->o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
158 msg_format("%s(%c)を%s食べられてしまった!", monap_ptr->o_name, index_to_label(i_idx), ((monap_ptr->o_ptr->number > 1) ? "一つ" : ""));
160 msg_format("%sour %s (%c) was eaten!", ((monap_ptr->o_ptr->number > 1) ? "One of y" : "Y"), monap_ptr->o_name, index_to_label(i_idx));
162 inven_item_increase(target_ptr, i_idx, -1);
163 inven_item_optimize(target_ptr, i_idx);
164 monap_ptr->obvious = TRUE;
169 void process_eat_lite(player_type *target_ptr, monap_type *monap_ptr)
171 if ((monap_ptr->o_ptr->xtra4 <= 0) || object_is_fixed_artifact(monap_ptr->o_ptr))
174 monap_ptr->o_ptr->xtra4 -= (s16b)(250 + randint1(250));
175 if (monap_ptr->o_ptr->xtra4 < 1)
176 monap_ptr->o_ptr->xtra4 = 1;
178 if (!target_ptr->blind) {
179 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
180 monap_ptr->obvious = TRUE;
183 target_ptr->window |= (PW_EQUIP);
187 * @brief モンスターからの攻撃による充填魔力吸収処理
188 * @param target_ptr プレーヤーへの参照ポインタ
189 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
190 * @return 吸収されたらTRUE、されなかったらFALSE
192 bool process_un_power(player_type *target_ptr, monap_type *monap_ptr)
194 if (((monap_ptr->o_ptr->tval != TV_STAFF) && (monap_ptr->o_ptr->tval != TV_WAND)) || (monap_ptr->o_ptr->pval == 0))
197 int heal = monap_ptr->rlev * monap_ptr->o_ptr->pval;
198 if (monap_ptr->o_ptr->tval == TV_STAFF)
199 heal *= monap_ptr->o_ptr->number;
201 heal = MIN(heal, monap_ptr->m_ptr->maxhp - monap_ptr->m_ptr->hp);
202 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
203 monap_ptr->obvious = TRUE;
204 monap_ptr->m_ptr->hp += (HIT_POINT)heal;
205 if (target_ptr->health_who == monap_ptr->m_idx)
206 target_ptr->redraw |= (PR_HEALTH);
208 if (target_ptr->riding == monap_ptr->m_idx)
209 target_ptr->redraw |= (PR_UHEALTH);
211 monap_ptr->o_ptr->pval = 0;
212 target_ptr->update |= (PU_COMBINE | PU_REORDER);
213 target_ptr->window |= (PW_INVEN);
217 bool check_drain_hp(player_type *target_ptr, const s32b d)
219 bool resist_drain = !drain_exp(target_ptr, d, d / 10, 50);
220 if (target_ptr->mimic_form)
221 return (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) != 0 ? TRUE : resist_drain;
223 switch (target_ptr->prace) {
237 void process_drain_life(player_type *target_ptr, monap_type *monap_ptr, const bool resist_drain)
239 if ((monap_ptr->damage <= 5) || resist_drain)
242 bool did_heal = monap_ptr->m_ptr->hp < monap_ptr->m_ptr->maxhp;
243 monap_ptr->m_ptr->hp += damroll(4, monap_ptr->damage / 6);
244 if (monap_ptr->m_ptr->hp > monap_ptr->m_ptr->maxhp)
245 monap_ptr->m_ptr->hp = monap_ptr->m_ptr->maxhp;
247 if (target_ptr->health_who == monap_ptr->m_idx)
248 target_ptr->redraw |= (PR_HEALTH);
250 if (target_ptr->riding == monap_ptr->m_idx)
251 target_ptr->redraw |= (PR_UHEALTH);
253 if (monap_ptr->m_ptr->ml && did_heal)
254 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), monap_ptr->m_name);
257 void process_drain_mana(player_type *target_ptr, monap_type *monap_ptr)
259 if (check_multishadow(target_ptr)) {
260 msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
264 monap_ptr->do_cut = 0;
265 target_ptr->csp -= monap_ptr->damage;
266 if (target_ptr->csp < 0) {
268 target_ptr->csp_frac = 0;
271 target_ptr->redraw |= (PR_MANA);