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 "core/player-redraw-types.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 "inventory/inventory-object.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "mind/mind-mirror-master.h"
16 #include "monster/monster-status.h"
17 #include "object-hook/hook-enchant.h"
18 #include "object/object-generator.h"
19 #include "object/object-info.h"
20 #include "object/object-kind.h"
21 #include "object/object-mark-types.h"
22 #include "player-info/avatar.h"
23 #include "player/mimic-info-table.h"
24 #include "player/player-status-flags.h"
25 #include "player/player-status-table.h"
26 #include "status/experience.h"
27 #include "system/floor-type-definition.h"
28 #include "view/display-messages.h"
29 #include "world/world-object.h"
31 void process_eat_gold(player_type *target_ptr, monap_type *monap_ptr)
33 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
34 msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
36 monap_ptr->blinked = TRUE;
41 PRICE gold = (target_ptr->au / 10) + randint1(25);
46 gold = (target_ptr->au / 20) + randint1(3000);
48 if (gold > target_ptr->au)
49 gold = target_ptr->au;
51 target_ptr->au -= gold;
53 msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
54 } else if (target_ptr->au > 0) {
55 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
56 msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
57 chg_virtue(target_ptr, V_SACRIFICE, 1);
59 msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
60 msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
61 chg_virtue(target_ptr, V_SACRIFICE, 2);
64 target_ptr->redraw |= (PR_GOLD);
65 target_ptr->window |= (PW_PLAYER);
66 monap_ptr->blinked = TRUE;
70 * @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
71 * @param target_ptr プレーヤーへの参照ポインタ
72 * @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
73 * @return 盗まれたらTRUE、何も盗まれなかったらFALSE
75 bool check_eat_item(player_type *target_ptr, monap_type *monap_ptr)
77 if (monster_confused_remaining(monap_ptr->m_ptr))
80 if (target_ptr->is_dead || check_multishadow(target_ptr))
83 if (!target_ptr->paralyzed && (randint0(100) < (adj_dex_safe[target_ptr->stat_ind[A_DEX]] + target_ptr->lev))) {
84 msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
85 monap_ptr->blinked = TRUE;
86 monap_ptr->obvious = TRUE;
94 * @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
95 * @param target_ptr プレーヤーへの参照ポインタ
96 * @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
99 static void move_item_to_monster(player_type *target_ptr, monap_type *monap_ptr, const OBJECT_IDX o_idx)
105 j_ptr = &target_ptr->current_floor_ptr->o_list[o_idx];
106 object_copy(j_ptr, monap_ptr->o_ptr);
108 if ((monap_ptr->o_ptr->tval == TV_ROD) || (monap_ptr->o_ptr->tval == TV_WAND)) {
109 j_ptr->pval = monap_ptr->o_ptr->pval / monap_ptr->o_ptr->number;
110 monap_ptr->o_ptr->pval -= j_ptr->pval;
113 j_ptr->marked = OM_TOUCHED;
114 j_ptr->held_m_idx = monap_ptr->m_idx;
115 j_ptr->next_o_idx = monap_ptr->m_ptr->hold_o_idx;
116 monap_ptr->m_ptr->hold_o_idx = o_idx;
121 * @param target_ptr プレーヤーへの参照ポインタ
122 * @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
124 * @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
126 void process_eat_item(player_type *target_ptr, monap_type *monap_ptr)
128 for (int i = 0; i < 10; i++) {
130 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
131 monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
132 if (!monap_ptr->o_ptr->k_idx)
135 if (object_is_artifact(monap_ptr->o_ptr))
138 describe_flavor(target_ptr, monap_ptr->o_name, monap_ptr->o_ptr, OD_OMIT_PREFIX);
140 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" : ""));
142 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));
144 chg_virtue(target_ptr, V_SACRIFICE, 1);
145 o_idx = o_pop(target_ptr->current_floor_ptr);
146 move_item_to_monster(target_ptr, monap_ptr, o_idx);
147 inven_item_increase(target_ptr, i_idx, -1);
148 inven_item_optimize(target_ptr, i_idx);
149 monap_ptr->obvious = TRUE;
150 monap_ptr->blinked = TRUE;
155 void process_eat_food(player_type *target_ptr, monap_type *monap_ptr)
157 for (int i = 0; i < 10; i++) {
158 INVENTORY_IDX i_idx = (INVENTORY_IDX)randint0(INVEN_PACK);
159 monap_ptr->o_ptr = &target_ptr->inventory_list[i_idx];
160 if (!monap_ptr->o_ptr->k_idx)
163 if ((monap_ptr->o_ptr->tval != TV_FOOD) && !((monap_ptr->o_ptr->tval == TV_CORPSE) && (monap_ptr->o_ptr->sval)))
166 describe_flavor(target_ptr, monap_ptr->o_name, monap_ptr->o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
168 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" : ""));
170 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));
172 inven_item_increase(target_ptr, i_idx, -1);
173 inven_item_optimize(target_ptr, i_idx);
174 monap_ptr->obvious = TRUE;
179 void process_eat_lite(player_type *target_ptr, monap_type *monap_ptr)
181 if ((monap_ptr->o_ptr->xtra4 <= 0) || object_is_fixed_artifact(monap_ptr->o_ptr))
184 monap_ptr->o_ptr->xtra4 -= (s16b)(250 + randint1(250));
185 if (monap_ptr->o_ptr->xtra4 < 1)
186 monap_ptr->o_ptr->xtra4 = 1;
188 if (!target_ptr->blind) {
189 msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
190 monap_ptr->obvious = TRUE;
193 target_ptr->window |= (PW_EQUIP);
197 * @brief モンスターからの攻撃による充填魔力吸収処理
198 * @param target_ptr プレーヤーへの参照ポインタ
199 * @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
200 * @return 吸収されたらTRUE、されなかったらFALSE
201 * @details 魔道具使用能力向上フラグがあれば、吸収量は全部ではない
202 * 詳細はOSDN #40911の議論を参照のこと
204 bool process_un_power(player_type *target_ptr, monap_type *monap_ptr)
206 if (((monap_ptr->o_ptr->tval != TV_STAFF) && (monap_ptr->o_ptr->tval != TV_WAND)) || (monap_ptr->o_ptr->pval == 0))
209 bool is_magic_mastery = has_magic_mastery(target_ptr) != 0;
210 PARAMETER_VALUE pval = k_info[monap_ptr->o_ptr->k_idx].pval;
211 DEPTH level = monap_ptr->rlev;
212 HIT_POINT drain = pval * level / 400 + pval * randint1(level) / 400;
213 if (monap_ptr->o_ptr->tval == TV_STAFF)
214 drain *= monap_ptr->o_ptr->number;
216 drain = MIN(drain, (monap_ptr->m_ptr->maxhp - monap_ptr->m_ptr->hp) / drain);
217 msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
218 monap_ptr->obvious = TRUE;
219 monap_ptr->m_ptr->hp += drain;
220 if (target_ptr->health_who == monap_ptr->m_idx)
221 target_ptr->redraw |= PR_HEALTH;
223 if (target_ptr->riding == monap_ptr->m_idx)
224 target_ptr->redraw |= PR_UHEALTH;
226 monap_ptr->o_ptr->pval = !is_magic_mastery || (monap_ptr->o_ptr->pval == 1) ? 0 : monap_ptr->o_ptr->pval - drain;
227 target_ptr->update |= PU_COMBINE | PU_REORDER;
228 target_ptr->window |= PW_INVEN;
232 bool check_drain_hp(player_type *target_ptr, const s32b d)
234 bool resist_drain = !drain_exp(target_ptr, d, d / 10, 50);
235 if (target_ptr->mimic_form)
236 return (mimic_info[target_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING) != 0 ? TRUE : resist_drain;
238 switch (target_ptr->prace) {
252 void process_drain_life(player_type *target_ptr, monap_type *monap_ptr, const bool resist_drain)
254 if ((monap_ptr->damage <= 5) || resist_drain)
257 bool did_heal = monap_ptr->m_ptr->hp < monap_ptr->m_ptr->maxhp;
258 monap_ptr->m_ptr->hp += damroll(4, monap_ptr->damage / 6);
259 if (monap_ptr->m_ptr->hp > monap_ptr->m_ptr->maxhp)
260 monap_ptr->m_ptr->hp = monap_ptr->m_ptr->maxhp;
262 if (target_ptr->health_who == monap_ptr->m_idx)
263 target_ptr->redraw |= (PR_HEALTH);
265 if (target_ptr->riding == monap_ptr->m_idx)
266 target_ptr->redraw |= (PR_UHEALTH);
268 if (monap_ptr->m_ptr->ml && did_heal)
269 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), monap_ptr->m_name);
272 void process_drain_mana(player_type *target_ptr, monap_type *monap_ptr)
274 if (check_multishadow(target_ptr)) {
275 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!"));
279 monap_ptr->do_cut = 0;
280 target_ptr->csp -= monap_ptr->damage;
281 if (target_ptr->csp < 0) {
283 target_ptr->csp_frac = 0;
286 target_ptr->redraw |= (PR_MANA);