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"
74 * @brief 酸攻撃による装備のAC劣化処理 /
75 * Acid has hit the player, attempt to affect some armor.
76 * @param 酸を浴びたキャラクタへの参照ポインタ
77 * @return 装備による軽減があったならTRUEを返す
79 * 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).
80 * Note that the "base armor" of an object never changes.
81 * If any armor is damaged (or resists), the player takes less damage.
83 static bool acid_minus_ac(player_type *player_ptr)
85 object_type *o_ptr = nullptr;
86 switch (randint1(7)) {
88 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
91 o_ptr = &player_ptr->inventory_list[INVEN_SUB_HAND];
94 o_ptr = &player_ptr->inventory_list[INVEN_BODY];
97 o_ptr = &player_ptr->inventory_list[INVEN_OUTER];
100 o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
103 o_ptr = &player_ptr->inventory_list[INVEN_HEAD];
106 o_ptr = &player_ptr->inventory_list[INVEN_FEET];
110 if ((o_ptr == nullptr) || (o_ptr->k_idx == 0) || !o_ptr->is_armour())
113 GAME_TEXT o_name[MAX_NLEN];
114 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
115 auto flgs = object_flags(o_ptr);
116 if (o_ptr->ac + o_ptr->to_a <= 0) {
117 msg_format(_("%sは既にボロボロだ!", "Your %s is already fully corroded!"), o_name);
121 if (flgs.has(TR_IGNORE_ACID)) {
122 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
126 msg_format(_("%sが酸で腐食した!", "Your %s is corroded!"), o_name);
128 player_ptr->update |= PU_BONUS;
129 player_ptr->window_flags |= PW_EQUIP | PW_PLAYER;
130 calc_android_exp(player_ptr);
135 * @brief 酸属性によるプレイヤー損害処理 /
136 * Hurt the player with Acid
137 * @param player_ptr 酸を浴びたキャラクタへの参照ポインタ
139 * @param kb_str ダメージ原因記述
140 * @param monspell 原因となったモンスター特殊攻撃ID
141 * @param aura オーラよるダメージが原因ならばTRUE
143 * @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
145 HIT_POINT acid_dam(player_type *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
147 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
148 bool double_resist = is_oppose_acid(player_ptr);
149 dam = dam * calc_acid_damage_rate(player_ptr) / 100;
153 if (aura || !check_multishadow(player_ptr)) {
154 if ((!(double_resist || has_resist_acid(player_ptr))) && one_in_(HURT_CHANCE))
155 (void)do_dec_stat(player_ptr, A_CHR);
157 if (acid_minus_ac(player_ptr))
161 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
162 if (!aura && !(double_resist && has_resist_acid(player_ptr)))
163 inventory_damage(player_ptr, BreakerAcid(), inv);
169 * @brief 電撃属性によるプレイヤー損害処理 /
170 * Hurt the player with electricity
171 * @param player_ptr 電撃を浴びたキャラクタへの参照ポインタ
173 * @param kb_str ダメージ原因記述
174 * @param monspell 原因となったモンスター特殊攻撃ID
175 * @param aura オーラよるダメージが原因ならばTRUE
178 HIT_POINT elec_dam(player_type *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
180 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
181 bool double_resist = is_oppose_elec(player_ptr);
183 dam = dam * calc_elec_damage_rate(player_ptr) / 100;
188 if (aura || !check_multishadow(player_ptr)) {
189 if ((!(double_resist || has_resist_elec(player_ptr))) && one_in_(HURT_CHANCE))
190 (void)do_dec_stat(player_ptr, A_DEX);
193 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
194 if (!aura && !(double_resist && has_resist_elec(player_ptr)))
195 inventory_damage(player_ptr, BreakerElec(), inv);
201 * @brief 火炎属性によるプレイヤー損害処理 /
202 * Hurt the player with Fire
203 * @param player_ptr 火炎を浴びたキャラクタへの参照ポインタ
205 * @param kb_str ダメージ原因記述
206 * @param monspell 原因となったモンスター特殊攻撃ID
207 * @param aura オーラよるダメージが原因ならばTRUE
210 HIT_POINT fire_dam(player_type *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
212 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
213 bool double_resist = is_oppose_fire(player_ptr);
216 if (has_immune_fire(player_ptr) || (dam <= 0))
219 dam = dam * calc_fire_damage_rate(player_ptr) / 100;
220 if (aura || !check_multishadow(player_ptr)) {
221 if ((!(double_resist || has_resist_fire(player_ptr))) && one_in_(HURT_CHANCE))
222 (void)do_dec_stat(player_ptr, A_STR);
225 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
226 if (!aura && !(double_resist && has_resist_fire(player_ptr)))
227 inventory_damage(player_ptr, BreakerFire(), inv);
233 * @brief 冷気属性によるプレイヤー損害処理 /
234 * Hurt the player with Cold
235 * @param player_ptr 冷気を浴びたキャラクタへの参照ポインタ
237 * @param kb_str ダメージ原因記述
238 * @param monspell 原因となったモンスター特殊攻撃ID
239 * @param aura オーラよるダメージが原因ならばTRUE
242 HIT_POINT cold_dam(player_type *player_ptr, HIT_POINT dam, concptr kb_str, bool aura)
244 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
245 bool double_resist = is_oppose_cold(player_ptr);
246 if (has_immune_cold(player_ptr) || (dam <= 0))
249 dam = dam * calc_cold_damage_rate(player_ptr) / 100;
250 if (aura || !check_multishadow(player_ptr)) {
251 if ((!(double_resist || has_resist_cold(player_ptr))) && one_in_(HURT_CHANCE))
252 (void)do_dec_stat(player_ptr, A_STR);
255 HIT_POINT get_damage = take_hit(player_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str);
256 if (!aura && !(double_resist && has_resist_cold(player_ptr)))
257 inventory_damage(player_ptr, BreakerCold(), inv);
263 * Decreases players hit points and sets death flag if necessary
265 * Invulnerability needs to be changed into a "shield"
267 * Hack -- this function allows the user to save (or quit)
268 * the game when he dies, since the "You die." message is shown before
269 * setting the player to "dead".
271 int take_hit(player_type *player_ptr, int damage_type, HIT_POINT damage, concptr hit_from)
273 int old_chp = player_ptr->chp;
275 char death_message[1024];
278 int warning = (player_ptr->mhp * hitpoint_warn / 10);
279 if (player_ptr->is_dead)
282 if (player_ptr->sutemi)
284 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::IAI))
285 damage += (damage + 4) / 5;
287 if (damage_type != DAMAGE_USELIFE) {
288 disturb(player_ptr, true, true);
290 player_ptr->now_damaged = true;
294 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE)) {
295 if (is_invuln(player_ptr) && (damage < 9000)) {
296 if (damage_type == DAMAGE_FORCE) {
297 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
298 } else if (one_in_(PENETRATE_INVULNERABILITY)) {
299 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
305 if (check_multishadow(player_ptr)) {
306 if (damage_type == DAMAGE_FORCE) {
307 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
308 } else if (damage_type == DAMAGE_ATTACK) {
309 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!"));
314 if (player_ptr->wraith_form) {
315 if (damage_type == DAMAGE_FORCE) {
316 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
319 if ((damage == 0) && one_in_(2))
324 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::MUSOU)) {
326 if ((damage == 0) && one_in_(2))
331 player_ptr->chp -= damage;
332 if (player_ptr->chp < -9999)
333 player_ptr->chp = -9999;
334 if (damage_type == DAMAGE_GENO && player_ptr->chp < 0) {
335 damage += player_ptr->chp;
339 player_ptr->redraw |= PR_HP;
340 player_ptr->window_flags |= PW_PLAYER;
342 if (damage_type != DAMAGE_GENO && player_ptr->chp == 0) {
343 chg_virtue(player_ptr, V_SACRIFICE, 1);
344 chg_virtue(player_ptr, V_CHANCE, 2);
347 if (player_ptr->chp < 0 && !cheat_immortal) {
348 bool android = player_ptr->prace == PlayerRaceType::ANDROID;
350 /* 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 */
351 if (!cheat_save && !save_player(player_ptr, SAVE_TYPE_CLOSE_GAME))
352 msg_print(_("セーブ失敗!", "death save failed!"));
355 chg_virtue(player_ptr, V_SACRIFICE, 10);
356 handle_stuff(player_ptr);
357 player_ptr->leaving = true;
359 player_ptr->is_dead = true;
360 if (player_ptr->current_floor_ptr->inside_arena) {
361 concptr m_name = r_info[arena_info[player_ptr->arena_number].r_idx].name.c_str();
362 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
365 exe_write_diary(player_ptr, DIARY_ARENA, -1 - player_ptr->arena_number, m_name);
367 QUEST_IDX q_idx = quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level);
368 bool seppuku = streq(hit_from, "Seppuku");
369 bool winning_seppuku = w_ptr->total_winner && seppuku;
371 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
374 screen_dump = make_screen_dump(player_ptr);
377 strcpy(player_ptr->died_from, hit_from);
379 if (!winning_seppuku)
380 strcpy(player_ptr->died_from, "切腹");
385 sprintf(dummy, "%s%s%s",
386 !player_ptr->paralyzed ? ""
387 : player_ptr->free_act ? "彫像状態で"
389 player_ptr->hallucinated ? "幻覚に歪んだ" : "", hit_from);
391 sprintf(dummy, "%s%s", hit_from, !player_ptr->paralyzed ? "" : " while helpless");
393 angband_strcpy(player_ptr->died_from, dummy, sizeof player_ptr->died_from);
396 w_ptr->total_winner = false;
397 if (winning_seppuku) {
398 add_retired_class(player_ptr->pclass);
399 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("勝利の後切腹した。", "committed seppuku after the winning."));
403 if (player_ptr->current_floor_ptr->inside_arena)
404 strcpy(buf, _("アリーナ", "in the Arena"));
405 else if (!is_in_dungeon(player_ptr))
406 strcpy(buf, _("地上", "on the surface"));
407 else if (q_idx && (quest_type::is_fixed(q_idx) && !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
408 strcpy(buf, _("クエスト", "in a quest"));
410 sprintf(buf, _("%d階", "level %d"), (int)player_ptr->current_floor_ptr->dun_level);
412 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, player_ptr->died_from);
413 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, tmp);
416 exe_write_diary(player_ptr, DIARY_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
417 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 1, "\n\n\n\n");
419 if (get_check_strict(player_ptr, _("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
420 do_cmd_save_screen(player_ptr);
423 if (player_ptr->last_message)
424 string_free(player_ptr->last_message);
426 player_ptr->last_message = nullptr;
429 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
431 msg_print(android ? "You are broken." : "You die.");
436 if (winning_seppuku) {
437 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
439 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
444 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, sizeof(death_message)))
447 while (!get_string("Last words: ", death_message, 1024))
450 } while (winning_seppuku && !get_check_strict(player_ptr, _("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
452 if (death_message[0] == '\0') {
454 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
456 strcpy(death_message, android ? "You are broken." : "You die.");
459 player_ptr->last_message = string_make(death_message);
462 if (winning_seppuku) {
466 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23 };
467 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4 };
474 for (i = 0; i < 40; i++)
475 term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
478 if (strncmp(str, "「", 2) == 0)
481 str2 = angband_strstr(str, "」");
487 str2 = angband_strstr(str, " ");
494 term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len, TERM_WHITE, str);
504 term_putstr(w - 1, h - 1, 1, TERM_WHITE, " ");
507 screen_dump = make_screen_dump(player_ptr);
512 msg_print(death_message);
519 handle_stuff(player_ptr);
520 if (player_ptr->chp < warning) {
521 if (old_chp > warning)
525 if (record_danger && (old_chp > warning)) {
526 if (player_ptr->hallucinated && damage_type == DAMAGE_ATTACK)
527 hit_from = _("何か", "something");
529 sprintf(tmp, _("%sによってピンチに陥った。", "was in a critical situation because of %s."), hit_from);
530 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, tmp);
534 player_ptr->now_damaged = true;
536 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
541 if (player_ptr->wild_mode && !player_ptr->leaving && (player_ptr->chp < std::max(warning, player_ptr->mhp / 5)))
542 change_wild_mode(player_ptr, false);
548 * @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
549 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
550 * @param immune ダメージを回避できる免疫フラグ
551 * @param flags_offset オーラフラグ配列の参照オフセット
552 * @param r_flags_offset モンスターの耐性配列の参照オフセット
553 * @param aura_flag オーラフラグ配列
554 * @param dam_func ダメージ処理を行う関数の参照ポインタ
555 * @param message オーラダメージを受けた際のメッセージ
557 static void process_aura_damage(monster_type *m_ptr, player_type *player_ptr, bool immune, int flags_offset, int r_flags_offset, uint32_t aura_flag,
558 HIT_POINT (*dam_func)(player_type *player_ptr, HIT_POINT dam, concptr kb_str, bool aura), concptr message)
560 monster_race *r_ptr = &r_info[m_ptr->r_idx];
561 if (!(atoffset(BIT_FLAGS, r_ptr, flags_offset) & aura_flag) || immune)
564 GAME_TEXT mon_name[MAX_NLEN];
565 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
567 monster_desc(player_ptr, mon_name, m_ptr, MD_WRONGDOER_NAME);
569 dam_func(player_ptr, aura_damage, mon_name, true);
571 if (is_original_ap_and_seen(player_ptr, m_ptr))
572 atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
574 handle_stuff(player_ptr);
578 * @brief 敵オーラによるプレイヤーのダメージ処理
579 * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
580 * @param player_ptr プレイヤーへの参照ポインタ
582 void touch_zap_player(monster_type *m_ptr, player_type *player_ptr)
584 process_aura_damage(m_ptr, player_ptr, (bool)has_immune_fire(player_ptr), offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_XX14,
585 fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
586 process_aura_damage(m_ptr, player_ptr, (bool)has_immune_cold(player_ptr), offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_XX10,
587 cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
588 process_aura_damage(m_ptr, player_ptr, (bool)has_immune_elec(player_ptr), offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_XX15,
589 elec_dam, _("電撃をくらった!", "You get zapped!"));