1 #include "player/player-damage.h"
2 #include "autopick/autopick-pref-processor.h"
3 #include "avatar/avatar.h"
4 #include "blue-magic/blue-magic-checker.h"
5 #include "cmd-io/cmd-process-screen.h"
6 #include "core/asking-player.h"
7 #include "core/disturbance.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 "dungeon/dungeon.h"
13 #include "dungeon/quest.h"
14 #include "flavor/flavor-describer.h"
15 #include "flavor/object-flavor-types.h"
16 #include "floor/wild.h"
17 #include "game-option/birth-options.h"
18 #include "game-option/cheat-options.h"
19 #include "game-option/game-play-options.h"
20 #include "game-option/input-options.h"
21 #include "game-option/play-record-options.h"
22 #include "game-option/special-options.h"
23 #include "inventory/inventory-damage.h"
24 #include "inventory/inventory-slot-types.h"
25 #include "io/files-util.h"
26 #include "io/input-key-acceptor.h"
27 #include "io/report.h"
28 #include "io/write-diary.h"
29 #include "main/music-definitions-table.h"
30 #include "main/sound-definitions-table.h"
31 #include "main/sound-of-music.h"
32 #include "market/arena-info-table.h"
33 #include "mind/mind-mirror-master.h"
34 #include "monster-race/monster-race.h"
35 #include "monster-race/race-flags2.h"
36 #include "monster-race/race-flags3.h"
37 #include "monster/monster-describer.h"
38 #include "monster/monster-description-types.h"
39 #include "monster/monster-info.h"
40 #include "mutation/mutation-flag-types.h"
41 #include "object-enchant/tr-types.h"
42 #include "object-hook/hook-armor.h"
43 #include "object/item-tester-hooker.h"
44 #include "object/object-broken.h"
45 #include "object/object-flags.h"
46 #include "player-base/player-class.h"
47 #include "player-info/class-info.h"
48 #include "player-info/race-types.h"
49 #include "player-info/samurai-data-type.h"
50 #include "player/player-personality-types.h"
51 #include "player/player-status-flags.h"
52 #include "player/player-status-resist.h"
53 #include "player/player-status.h"
54 #include "player/race-info-table.h"
55 #include "player/special-defense-types.h"
56 #include "racial/racial-android.h"
57 #include "save/save.h"
58 #include "status/base-status.h"
59 #include "status/element-resistance.h"
60 #include "system/building-type-definition.h"
61 #include "system/floor-type-definition.h"
62 #include "system/monster-race-definition.h"
63 #include "system/monster-type-definition.h"
64 #include "system/object-type-definition.h"
65 #include "system/player-type-definition.h"
66 #include "term/screen-processor.h"
67 #include "term/term-color-types.h"
68 #include "util/bit-flags-calculator.h"
69 #include "util/string-processor.h"
70 #include "view/display-messages.h"
71 #include "world/world.h"
73 using dam_func = HIT_POINT (*)(PlayerType *player_ptr, HIT_POINT dam, concptr kb_str, bool aura);
76 * @brief 酸攻撃による装備のAC劣化処理 /
77 * Acid has hit the player, attempt to affect some armor.
78 * @param 酸を浴びたキャラクタへの参照ポインタ
79 * @return 装備による軽減があったならTRUEを返す
81 * 免疫があったらそもそもこの関数は実行されない (確実に錆びない).
82 * Note that the "base armor" of an object never changes.
83 * If any armor is damaged (or resists), the player takes less damage.
85 static bool acid_minus_ac(PlayerType *player_ptr)
87 ObjectType *o_ptr = nullptr;
88 switch (randint1(7)) {
90 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
93 o_ptr = &player_ptr->inventory_list[INVEN_SUB_HAND];
96 o_ptr = &player_ptr->inventory_list[INVEN_BODY];
99 o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
102 o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
105 o_ptr = &player_ptr->inventory_list[INVEN_HEAD];
108 o_ptr = &player_ptr->inventory_list[INVEN_FEET];
112 if ((o_ptr == nullptr) || (o_ptr->k_idx == 0) || !o_ptr->is_armour())
115 GAME_TEXT o_name[MAX_NLEN];
116 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
117 auto flgs = object_flags(o_ptr);
118 if (o_ptr->ac + o_ptr->to_a <= 0) {
119 msg_format(_("%sは既にボロボロだ!", "Your %s is already fully corroded!"), o_name);
123 if (flgs.has(TR_IGNORE_ACID)) {
124 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
128 msg_format(_("%sが酸で腐食した!", "Your %s is corroded!"), o_name);
130 player_ptr->update |= PU_BONUS;
131 player_ptr->window_flags |= PW_EQUIP | PW_PLAYER;
132 calc_android_exp(player_ptr);
137 * @brief 酸属性によるプレイヤー損害処理 /
138 * Hurt the player with Acid
139 * @param player_ptr 酸を浴びたキャラクタへの参照ポインタ
141 * @param kb_str ダメージ原因記述
142 * @param monspell 原因となったモンスター特殊攻撃ID
143 * @param aura オーラよるダメージが原因ならばTRUE
145 * @details 酸オーラは存在しないが関数ポインタのために引数だけは用意している
147 HIT_POINT acid_dam(PlayerType *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
149 int inv = (dam < 30) ? 1 : (dam < 60) ? 2
151 bool double_resist = is_oppose_acid(player_ptr);
152 dam = dam * calc_acid_damage_rate(player_ptr) / 100;
156 if (aura || !check_multishadow(player_ptr)) {
157 if ((!(double_resist || has_resist_acid(player_ptr))) && one_in_(HURT_CHANCE))
158 (void)do_dec_stat(player_ptr, A_CHR);
160 if (acid_minus_ac(player_ptr))
164 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
165 if (!aura && !(double_resist && has_resist_acid(player_ptr)))
166 inventory_damage(player_ptr, BreakerAcid(), inv);
172 * @brief 電撃属性によるプレイヤー損害処理 /
173 * Hurt the player with electricity
174 * @param player_ptr 電撃を浴びたキャラクタへの参照ポインタ
176 * @param kb_str ダメージ原因記述
177 * @param monspell 原因となったモンスター特殊攻撃ID
178 * @param aura オーラよるダメージが原因ならばTRUE
181 HIT_POINT elec_dam(PlayerType *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
183 int inv = (dam < 30) ? 1 : (dam < 60) ? 2
185 bool double_resist = is_oppose_elec(player_ptr);
187 dam = dam * calc_elec_damage_rate(player_ptr) / 100;
192 if (aura || !check_multishadow(player_ptr)) {
193 if ((!(double_resist || has_resist_elec(player_ptr))) && one_in_(HURT_CHANCE))
194 (void)do_dec_stat(player_ptr, A_DEX);
197 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
198 if (!aura && !(double_resist && has_resist_elec(player_ptr)))
199 inventory_damage(player_ptr, BreakerElec(), inv);
205 * @brief 火炎属性によるプレイヤー損害処理 /
206 * Hurt the player with Fire
207 * @param player_ptr 火炎を浴びたキャラクタへの参照ポインタ
209 * @param kb_str ダメージ原因記述
210 * @param monspell 原因となったモンスター特殊攻撃ID
211 * @param aura オーラよるダメージが原因ならばTRUE
214 HIT_POINT fire_dam(PlayerType *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
216 int inv = (dam < 30) ? 1 : (dam < 60) ? 2
218 bool double_resist = is_oppose_fire(player_ptr);
221 if (has_immune_fire(player_ptr) || (dam <= 0))
224 dam = dam * calc_fire_damage_rate(player_ptr) / 100;
225 if (aura || !check_multishadow(player_ptr)) {
226 if ((!(double_resist || has_resist_fire(player_ptr))) && one_in_(HURT_CHANCE))
227 (void)do_dec_stat(player_ptr, A_STR);
230 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
231 if (!aura && !(double_resist && has_resist_fire(player_ptr)))
232 inventory_damage(player_ptr, BreakerFire(), inv);
238 * @brief 冷気属性によるプレイヤー損害処理 /
239 * Hurt the player with Cold
240 * @param player_ptr 冷気を浴びたキャラクタへの参照ポインタ
242 * @param kb_str ダメージ原因記述
243 * @param monspell 原因となったモンスター特殊攻撃ID
244 * @param aura オーラよるダメージが原因ならばTRUE
247 HIT_POINT cold_dam(PlayerType *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
249 int inv = (dam < 30) ? 1 : (dam < 60) ? 2
251 bool double_resist = is_oppose_cold(player_ptr);
252 if (has_immune_cold(player_ptr) || (dam <= 0))
255 dam = dam * calc_cold_damage_rate(player_ptr) / 100;
256 if (aura || !check_multishadow(player_ptr)) {
257 if ((!(double_resist || has_resist_cold(player_ptr))) && one_in_(HURT_CHANCE))
258 (void)do_dec_stat(player_ptr, A_STR);
261 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
262 if (!aura && !(double_resist && has_resist_cold(player_ptr)))
263 inventory_damage(player_ptr, BreakerCold(), inv);
269 * Decreases players hit points and sets death flag if necessary
271 * Invulnerability needs to be changed into a "shield"
273 * Hack -- this function allows the user to save (or quit)
274 * the game when he dies, since the "You die." message is shown before
275 * setting the player to "dead".
277 int take_hit(PlayerType *player_ptr, int damage_type, HIT_POINT damage, concptr hit_from)
279 int old_chp = player_ptr->chp;
281 char death_message[1024];
284 int warning = (player_ptr->mhp * hitpoint_warn / 10);
285 if (player_ptr->is_dead)
288 if (player_ptr->sutemi)
290 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::IAI))
291 damage += (damage + 4) / 5;
293 if (damage_type != DAMAGE_USELIFE) {
294 disturb(player_ptr, true, true);
296 player_ptr->now_damaged = true;
300 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE)) {
301 if (is_invuln(player_ptr) && (damage < 9000)) {
302 if (damage_type == DAMAGE_FORCE) {
303 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
304 } else if (one_in_(PENETRATE_INVULNERABILITY)) {
305 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
311 if (check_multishadow(player_ptr)) {
312 if (damage_type == DAMAGE_FORCE) {
313 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
314 } else if (damage_type == DAMAGE_ATTACK) {
315 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!"));
320 if (player_ptr->wraith_form) {
321 if (damage_type == DAMAGE_FORCE) {
322 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
325 if ((damage == 0) && one_in_(2))
330 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
332 if ((damage == 0) && one_in_(2))
337 player_ptr->chp -= damage;
338 if (player_ptr->chp < -9999)
339 player_ptr->chp = -9999;
340 if (damage_type == DAMAGE_GENO && player_ptr->chp < 0) {
341 damage += player_ptr->chp;
345 player_ptr->redraw |= PR_HP;
346 player_ptr->window_flags |= PW_PLAYER;
348 if (damage_type != DAMAGE_GENO && player_ptr->chp == 0) {
349 chg_virtue(player_ptr, V_SACRIFICE, 1);
350 chg_virtue(player_ptr, V_CHANCE, 2);
353 if (player_ptr->chp < 0 && !cheat_immortal) {
354 bool android = player_ptr->prace == PlayerRaceType::ANDROID;
356 /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
357 if (!cheat_save && !save_player(player_ptr, SAVE_TYPE_CLOSE_GAME))
358 msg_print(_("セーブ失敗!", "death save failed!"));
361 chg_virtue(player_ptr, V_SACRIFICE, 10);
362 handle_stuff(player_ptr);
363 player_ptr->leaving = true;
365 player_ptr->is_dead = true;
366 if (player_ptr->current_floor_ptr->inside_arena) {
367 concptr m_name = r_info[arena_info[player_ptr->arena_number].r_idx].name.c_str();
368 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
371 exe_write_diary(player_ptr, DIARY_ARENA, -1 - player_ptr->arena_number, m_name);
373 auto q_idx = quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level);
374 bool seppuku = streq(hit_from, "Seppuku");
375 bool winning_seppuku = w_ptr->total_winner && seppuku;
377 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
380 screen_dump = make_screen_dump(player_ptr);
383 strcpy(player_ptr->died_from, hit_from);
385 if (!winning_seppuku)
386 strcpy(player_ptr->died_from, "切腹");
391 sprintf(dummy, "%s%s%s",
392 !player_ptr->paralyzed ? ""
393 : player_ptr->free_act ? "彫像状態で"
395 player_ptr->hallucinated ? "幻覚に歪んだ" : "", hit_from);
397 sprintf(dummy, "%s%s", hit_from, !player_ptr->paralyzed ? "" : " while helpless");
399 angband_strcpy(player_ptr->died_from, dummy, sizeof player_ptr->died_from);
402 w_ptr->total_winner = false;
403 if (winning_seppuku) {
404 add_retired_class(player_ptr->pclass);
405 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("勝利の後切腹した。", "committed seppuku after the winning."));
409 if (player_ptr->current_floor_ptr->inside_arena)
410 strcpy(buf, _("アリーナ", "in the Arena"));
411 else if (!is_in_dungeon(player_ptr))
412 strcpy(buf, _("地上", "on the surface"));
413 else if (inside_quest(q_idx) && (quest_type::is_fixed(q_idx) && !((q_idx == QuestId::OBERON) || (q_idx == QuestId::SERPENT))))
414 strcpy(buf, _("クエスト", "in a quest"));
416 sprintf(buf, _("%d階", "level %d"), (int)player_ptr->current_floor_ptr->dun_level);
418 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, player_ptr->died_from);
419 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, tmp);
422 exe_write_diary(player_ptr, DIARY_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
423 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 1, "\n\n\n\n");
425 if (get_check_strict(player_ptr, _("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
426 do_cmd_save_screen(player_ptr);
429 if (player_ptr->last_message)
430 string_free(player_ptr->last_message);
432 player_ptr->last_message = nullptr;
435 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
437 msg_print(android ? "You are broken." : "You die.");
442 if (winning_seppuku) {
443 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
445 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
450 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, sizeof(death_message)))
453 while (!get_string("Last words: ", death_message, 1024))
456 } while (winning_seppuku && !get_check_strict(player_ptr, _("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
458 if (death_message[0] == '\0') {
460 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
462 strcpy(death_message, android ? "You are broken." : "You die.");
465 player_ptr->last_message = string_make(death_message);
468 if (winning_seppuku) {
472 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23 };
473 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4 };
480 for (i = 0; i < 40; i++)
481 term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
484 if (strncmp(str, "「", 2) == 0)
487 str2 = angband_strstr(str, "」");
493 str2 = angband_strstr(str, " ");
500 term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len, TERM_WHITE, str);
510 term_putstr(w - 1, h - 1, 1, TERM_WHITE, " ");
513 screen_dump = make_screen_dump(player_ptr);
518 msg_print(death_message);
525 handle_stuff(player_ptr);
526 if (player_ptr->chp < warning) {
527 if (old_chp > warning)
531 if (record_danger && (old_chp > warning)) {
532 if (player_ptr->hallucinated && damage_type == DAMAGE_ATTACK)
533 hit_from = _("何か", "something");
535 sprintf(tmp, _("%sによってピンチに陥った。", "was in a critical situation because of %s."), hit_from);
536 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, tmp);
540 player_ptr->now_damaged = true;
542 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
547 if (player_ptr->wild_mode && !player_ptr->leaving && (player_ptr->chp < std::max(warning, player_ptr->mhp / 5)))
548 change_wild_mode(player_ptr, false);
554 * @brief 属性に応じた敵オーラによるプレイヤーのダメージ処理
555 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
556 * @param immune ダメージを回避できる免疫フラグ
557 * @param flags_offset オーラフラグ配列の参照オフセット
558 * @param r_flags_offset モンスターの耐性配列の参照オフセット
559 * @param aura_flag オーラフラグ配列
560 * @param dam_func ダメージ処理を行う関数の参照ポインタ
561 * @param message オーラダメージを受けた際のメッセージ
563 static void process_aura_damage(monster_type *m_ptr, PlayerType *player_ptr, bool immune, MonsterAuraType aura_flag, dam_func dam_func, concptr message)
565 auto *r_ptr = &r_info[m_ptr->r_idx];
566 if (r_ptr->aura_flags.has_not(aura_flag) || immune) {
570 GAME_TEXT mon_name[MAX_NLEN];
571 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
572 monster_desc(player_ptr, mon_name, m_ptr, MD_WRONGDOER_NAME);
574 (*dam_func)(player_ptr, aura_damage, mon_name, true);
575 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
576 r_ptr->r_aura_flags.set(aura_flag);
579 handle_stuff(player_ptr);
583 * @brief 敵オーラによるプレイヤーのダメージ処理
584 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
585 * @param player_ptr プレイヤーへの参照ポインタ
587 void touch_zap_player(monster_type *m_ptr, PlayerType *player_ptr)
589 process_aura_damage(m_ptr, player_ptr, has_immune_fire(player_ptr) != 0, MonsterAuraType::FIRE, fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
590 process_aura_damage(m_ptr, player_ptr, has_immune_cold(player_ptr) != 0, MonsterAuraType::COLD, cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
591 process_aura_damage(m_ptr, player_ptr, has_immune_elec(player_ptr) != 0, MonsterAuraType::ELEC, elec_dam, _("電撃をくらった!", "You get zapped!"));