7 #include "pet/pet-fall-off.h"
8 #include "core/stuff-handler.h"
9 #include "floor/floor.h"
10 #include "io/targeting.h"
11 #include "monster/monster-describer.h"
12 #include "pet/pet-util.h"
13 #include "player/player-damage.h"
14 #include "player/player-move.h"
15 #include "player/player-skill.h"
18 * @brief モンスターから直接攻撃を受けた時に落馬するかどうかを判定し、判定アウトならば落馬させる
19 * @param creature_ptr プレーヤーへの参照ポインタ
20 * @param monap_ptr モンスターからプレーヤーへの直接攻撃構造体への参照ポインタ
23 void check_fall_off_horse(player_type *creature_ptr, monap_type *monap_ptr)
25 if ((creature_ptr->riding == 0) || (monap_ptr->damage == 0))
28 char m_steed_name[MAX_NLEN];
29 monster_desc(creature_ptr, m_steed_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding], 0);
30 if (process_fall_off_horse(creature_ptr, (monap_ptr->damage > 200) ? 200 : monap_ptr->damage, FALSE))
31 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
36 * @param creature_ptr プレーヤーへの参照ポインタ
37 * @param dam 落馬判定を発した際に受けたダメージ量
38 * @param force TRUEならば強制的に落馬する
39 * @param 乗馬中のモンスターのレベル
40 * @return FALSEなら落馬しないことで確定、TRUEなら処理続行
41 * @details レベルの低い乗馬からは落馬しにくい
43 static bool calc_fall_off_possibility(player_type *creature_ptr, const HIT_POINT dam, const bool force, monster_race *r_ptr)
48 int cur = creature_ptr->skill_exp[GINOU_RIDING];
49 int max = s_info[creature_ptr->pclass].s_max[GINOU_RIDING];
50 int ridinglevel = r_ptr->level;
52 int fall_off_level = r_ptr->level;
53 if (creature_ptr->riding_ryoute)
56 if ((cur < max) && (max > 1000) && (dam / 2 + ridinglevel) > (cur / 30 + 10)) {
58 if (ridinglevel > (cur / 100 + 15))
59 inc += 1 + (ridinglevel - cur / 100 - 15);
63 creature_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
66 if (randint0(dam / 2 + fall_off_level * 2) >= cur / 30 + 10)
69 if ((((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) && !creature_ptr->riding_ryoute)
70 || !one_in_(creature_ptr->lev * (creature_ptr->riding_ryoute ? 2 : 3) + 30)) {
79 * @param dam 落馬判定を発した際に受けたダメージ量
80 * @param force TRUEならば強制的に落馬する
81 * @return 実際に落馬したらTRUEを返す
83 bool process_fall_off_horse(player_type *creature_ptr, HIT_POINT dam, bool force)
85 POSITION sy = 0, sx = 0;
87 GAME_TEXT m_name[MAX_NLEN];
88 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
89 monster_race *r_ptr = &r_info[m_ptr->r_idx];
91 if (!creature_ptr->riding)
93 if (creature_ptr->wild_mode)
96 if (dam >= 0 || force) {
97 calc_fall_off_possibility(creature_ptr, dam, force, r_ptr);
99 /* Check around the player */
100 for (DIRECTION i = 0; i < 8; i++) {
101 POSITION y = creature_ptr->y + ddy_ddd[i];
102 POSITION x = creature_ptr->x + ddx_ddd[i];
105 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
110 /* Skip non-empty grids */
111 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !cave_have_flag_grid(g_ptr, FF_CAN_FLY)) {
112 if (!can_player_ride_pet(creature_ptr, g_ptr, FALSE))
116 if (cave_have_flag_grid(g_ptr, FF_PATTERN))
119 /* Count "safe" grids */
122 /* Randomize choice */
123 if (randint0(sn) > 0)
126 /* Save the safe location */
132 monster_desc(creature_ptr, m_name, m_ptr, 0);
133 msg_format(_("%sから振り落とされそうになって、壁にぶつかった。", "You have nearly fallen from %s, but bumped into wall."), m_name);
134 take_hit(creature_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("壁への衝突", "bumping into wall"), -1);
138 POSITION old_y = creature_ptr->y;
139 POSITION old_x = creature_ptr->x;
140 creature_ptr->y = sy;
141 creature_ptr->x = sx;
142 lite_spot(creature_ptr, old_y, old_x);
143 lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
144 verify_panel(creature_ptr);
147 creature_ptr->riding = 0;
148 creature_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
149 creature_ptr->riding_ryoute = creature_ptr->old_riding_ryoute = FALSE;
151 creature_ptr->update |= (PU_BONUS | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
152 handle_stuff(creature_ptr);
154 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
155 creature_ptr->redraw |= (PR_EXTRA);
157 /* Update health track of mount */
158 creature_ptr->redraw |= (PR_UHEALTH);
160 bool fall_dam = FALSE;
161 if (creature_ptr->levitation && !force) {
162 monster_desc(creature_ptr, m_name, m_ptr, 0);
163 msg_format(_("%sから落ちたが、空中でうまく体勢を立て直して着地した。", "You are thrown from %s, but make a good landing."), m_name);
165 take_hit(creature_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("落馬", "Falling from riding"), -1);
169 if (sy && !creature_ptr->is_dead)
170 (void)move_player_effect(creature_ptr, creature_ptr->y, creature_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);