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 "floor/geometry.h"
14 #include "grid/feature.h"
15 #include "grid/grid.h"
16 #include "monster-attack/monster-attack-util.h"
17 #include "monster-race/monster-race.h"
18 #include "monster/monster-describer.h"
19 #include "pet/pet-util.h"
20 #include "player/player-damage.h"
21 #include "player/player-move.h"
22 #include "player/player-skill.h"
23 #include "system/floor-type-definition.h"
24 #include "system/grid-type-definition.h"
25 #include "system/monster-race-definition.h"
26 #include "system/monster-type-definition.h"
27 #include "system/player-type-definition.h"
28 #include "target/target-checker.h"
29 #include "view/display-messages.h"
32 * @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
33 * @param player_ptr プレイヤーへの参照ポインタ
34 * @param monap_ptr モンスターからプレイヤーへの直接攻撃構造体への参照ポインタ
36 void check_fall_off_horse(player_type *player_ptr, monap_type *monap_ptr)
38 if ((player_ptr->riding == 0) || (monap_ptr->damage == 0))
41 char m_steed_name[MAX_NLEN];
42 monster_desc(player_ptr, m_steed_name, &player_ptr->current_floor_ptr->m_list[player_ptr->riding], 0);
43 if (process_fall_off_horse(player_ptr, (monap_ptr->damage > 200) ? 200 : monap_ptr->damage, false))
44 msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
49 * @param player_ptr プレイヤーへの参照ポインタ
50 * @param dam 落馬判定を発した際に受けたダメージ量
51 * @param force TRUEならば強制的に落馬する
52 * @param 乗馬中のモンスターのレベル
53 * @return FALSEなら落馬しないことで確定、TRUEなら処理続行
54 * @details レベルの低い乗馬からは落馬しにくい
56 static bool calc_fall_off_possibility(player_type *player_ptr, const HIT_POINT dam, const bool force, monster_race *r_ptr)
61 auto cur = player_ptr->skill_exp[SKILL_RIDING];
62 auto max = s_info[enum2i(player_ptr->pclass)].s_max[SKILL_RIDING];
63 auto ridinglevel = r_ptr->level;
65 int fall_off_level = r_ptr->level;
66 if (player_ptr->riding_ryoute)
69 if ((cur < max) && (max > 1000) && (dam / 2 + ridinglevel) > (cur / 30 + 10)) {
71 if (ridinglevel > (cur / 100 + 15))
72 inc += 1 + (ridinglevel - cur / 100 - 15);
76 player_ptr->skill_exp[SKILL_RIDING] = std::min<short>(max, cur + inc);
79 if (randint0(dam / 2 + fall_off_level * 2) >= cur / 30 + 10)
82 if ((((player_ptr->pclass == PlayerClassType::BEASTMASTER) || (player_ptr->pclass == PlayerClassType::CAVALRY)) && !player_ptr->riding_ryoute)
83 || !one_in_(player_ptr->lev * (player_ptr->riding_ryoute ? 2 : 3) + 30)) {
92 * @param dam 落馬判定を発した際に受けたダメージ量
93 * @param force TRUEならば強制的に落馬する
94 * @return 実際に落馬したらTRUEを返す
96 bool process_fall_off_horse(player_type *player_ptr, HIT_POINT dam, bool force)
101 GAME_TEXT m_name[MAX_NLEN];
102 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
103 monster_race *r_ptr = &r_info[m_ptr->r_idx];
105 if (!player_ptr->riding || player_ptr->wild_mode)
108 if (dam >= 0 || force) {
109 if (!calc_fall_off_possibility(player_ptr, dam, force, r_ptr))
112 /* Check around the player */
113 for (DIRECTION i = 0; i < 8; i++) {
114 POSITION y = player_ptr->y + ddy_ddd[i];
115 POSITION x = player_ptr->x + ddx_ddd[i];
118 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
123 /* Skip non-empty grids */
124 if (!g_ptr->cave_has_flag(FF::MOVE) && !g_ptr->cave_has_flag(FF::CAN_FLY)) {
125 if (!can_player_ride_pet(player_ptr, g_ptr, false))
129 if (g_ptr->cave_has_flag(FF::PATTERN))
132 /* Count "safe" grids */
135 /* Randomize choice */
136 if (randint0(sn) > 0)
139 /* Save the safe location */
145 monster_desc(player_ptr, m_name, m_ptr, 0);
146 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 a wall."), m_name);
147 take_hit(player_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("壁への衝突", "bumping into a wall"));
151 POSITION old_y = player_ptr->y;
152 POSITION old_x = player_ptr->x;
155 lite_spot(player_ptr, old_y, old_x);
156 lite_spot(player_ptr, player_ptr->y, player_ptr->x);
157 verify_panel(player_ptr);
160 player_ptr->riding = 0;
161 player_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
162 player_ptr->riding_ryoute = player_ptr->old_riding_ryoute = false;
164 player_ptr->update |= (PU_BONUS | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
165 handle_stuff(player_ptr);
167 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
168 player_ptr->redraw |= (PR_EXTRA);
170 /* Update health track of mount */
171 player_ptr->redraw |= (PR_UHEALTH);
173 bool fall_dam = false;
174 if (player_ptr->levitation && !force) {
175 monster_desc(player_ptr, m_name, m_ptr, 0);
176 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);
178 take_hit(player_ptr, DAMAGE_NOESCAPE, r_ptr->level + 3, _("落馬", "Falling from riding"));
182 if (sy && !player_ptr->is_dead)
183 (void)move_player_effect(player_ptr, player_ptr->y, player_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);