7 #include "pet/pet-fall-off.h"
8 #include "core/player-redraw-types.h"
9 #include "core/player-update-types.h"
10 #include "core/stuff-handler.h"
11 #include "core/window-redrawer.h"
12 #include "floor/cave.h"
13 #include "grid/feature.h"
14 #include "monster-race/monster-race.h"
15 #include "monster/monster-describer.h"
16 #include "pet/pet-util.h"
17 #include "player/player-damage.h"
18 #include "player/player-move.h"
19 #include "player/player-skill.h"
20 #include "system/floor-type-definition.h"
21 #include "target/target-checker.h"
22 #include "view/display-messages.h"
25 * @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
26 * @param creature_ptr プレーヤーへの参照ポインタ
27 * @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
30 void check_fall_off_horse(player_type *creature_ptr, monap_type *monap_ptr)
32 if ((creature_ptr->riding == 0) || (monap_ptr->damage == 0))
35 char m_steed_name[MAX_NLEN];
36 monster_desc(creature_ptr, m_steed_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding], 0);
37 if (process_fall_off_horse(creature_ptr, (monap_ptr->damage > 200) ? 200 : monap_ptr->damage, FALSE))
38 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
43 * @param creature_ptr プレーヤーへの参照ポインタ
44 * @param dam 落馬判定を発した際に受けたダメージ量
45 * @param force TRUEならば強制的に落馬する
46 * @param 乗馬中のモンスターのレベル
47 * @return FALSEなら落馬しないことで確定、TRUEなら処理続行
48 * @details レベルの低い乗馬からは落馬しにくい
50 static bool calc_fall_off_possibility(player_type *creature_ptr, const HIT_POINT dam, const bool force, monster_race *r_ptr)
55 int cur = creature_ptr->skill_exp[GINOU_RIDING];
56 int max = s_info[creature_ptr->pclass].s_max[GINOU_RIDING];
57 int ridinglevel = r_ptr->level;
59 int fall_off_level = r_ptr->level;
60 if (creature_ptr->riding_ryoute)
63 if ((cur < max) && (max > 1000) && (dam / 2 + ridinglevel) > (cur / 30 + 10)) {
65 if (ridinglevel > (cur / 100 + 15))
66 inc += 1 + (ridinglevel - cur / 100 - 15);
70 creature_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
73 if (randint0(dam / 2 + fall_off_level * 2) >= cur / 30 + 10)
76 if ((((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) && !creature_ptr->riding_ryoute)
77 || !one_in_(creature_ptr->lev * (creature_ptr->riding_ryoute ? 2 : 3) + 30)) {
86 * @param dam 落馬判定を発した際に受けたダメージ量
87 * @param force TRUEならば強制的に落馬する
88 * @return 実際に落馬したらTRUEを返す
90 bool process_fall_off_horse(player_type *creature_ptr, HIT_POINT dam, bool force)
95 GAME_TEXT m_name[MAX_NLEN];
96 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
97 monster_race *r_ptr = &r_info[m_ptr->r_idx];
99 if (!creature_ptr->riding || creature_ptr->wild_mode)
102 if (dam >= 0 || force) {
103 if (!calc_fall_off_possibility(creature_ptr, dam, force, r_ptr))
106 /* Check around the player */
107 for (DIRECTION i = 0; i < 8; i++) {
108 POSITION y = creature_ptr->y + ddy_ddd[i];
109 POSITION x = creature_ptr->x + ddx_ddd[i];
112 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
117 /* Skip non-empty grids */
118 if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !cave_has_flag_grid(g_ptr, FF_CAN_FLY)) {
119 if (!can_player_ride_pet(creature_ptr, g_ptr, FALSE))
123 if (cave_has_flag_grid(g_ptr, FF_PATTERN))
126 /* Count "safe" grids */
129 /* Randomize choice */
130 if (randint0(sn) > 0)
133 /* Save the safe location */
139 monster_desc(creature_ptr, m_name, m_ptr, 0);
140 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);
141 take_hit(creature_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("壁への衝突", "bumping into wall"), -1);
145 POSITION old_y = creature_ptr->y;
146 POSITION old_x = creature_ptr->x;
147 creature_ptr->y = sy;
148 creature_ptr->x = sx;
149 lite_spot(creature_ptr, old_y, old_x);
150 lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
151 verify_panel(creature_ptr);
154 creature_ptr->riding = 0;
155 creature_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
156 creature_ptr->riding_ryoute = creature_ptr->old_riding_ryoute = FALSE;
158 creature_ptr->update |= (PU_BONUS | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
159 handle_stuff(creature_ptr);
161 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
162 creature_ptr->redraw |= (PR_EXTRA);
164 /* Update health track of mount */
165 creature_ptr->redraw |= (PR_UHEALTH);
167 bool fall_dam = FALSE;
168 if (creature_ptr->levitation && !force) {
169 monster_desc(creature_ptr, m_name, m_ptr, 0);
170 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);
172 take_hit(creature_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("落馬", "Falling from riding"), -1);
176 if (sy && !creature_ptr->is_dead)
177 (void)move_player_effect(creature_ptr, creature_ptr->y, creature_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);