8 #include "realm-song.h"
11 #include "object-flavor.h"
12 #include "object-hook.h"
13 #include "object-broken.h"
14 #include "player-move.h"
15 #include "player-damage.h"
16 #include "player-personality.h"
17 #include "player-status.h"
18 #include "player-effects.h"
19 #include "player-class.h"
20 #include "monster-spell.h"
22 #include "view-mainwindow.h"
31 * @brief アイテムが酸で破損するかどうかを判定する
32 * @param o_ptr アイテムの情報参照ポインタ
33 * @return 破損するならばTRUEを返す
34 * Note that amulets, rods, and high-level spell books are immune
35 * to "p_ptr->inventory_list damage" of any kind. Also sling ammo and shovels.
36 * Does a given class of objects (usually) hate acid?
37 * Note that acid can either melt or corrode something.
39 bool hates_acid(object_type *o_ptr)
41 /* Analyze the type */
64 /* Staffs/Scrolls are wood/paper */
91 * @brief アイテムが電撃で破損するかどうかを判定する /
92 * Does a given object (usually) hate electricity?
93 * @param o_ptr アイテムの情報参照ポインタ
94 * @return 破損するならばTRUEを返す
96 bool hates_elec(object_type *o_ptr)
112 * @brief アイテムが火炎で破損するかどうかを判定する /
113 * Does a given object (usually) hate fire?
114 * @param o_ptr アイテムの情報参照ポインタ
115 * @return 破損するならばTRUEを返す
117 * Hafted/Polearm weapons have wooden shafts.
118 * Arrows/Bows are mostly wooden.
120 bool hates_fire(object_type *o_ptr)
122 /* Analyze the type */
141 case TV_SORCERY_BOOK:
149 case TV_CRUSADE_BOOK:
151 case TV_HISSATSU_BOOK:
163 /* Staffs/Scrolls burn */
176 * @brief アイテムが冷気で破損するかどうかを判定する /
177 * Does a given object (usually) hate cold?
178 * @param o_ptr アイテムの情報参照ポインタ
179 * @return 破損するならばTRUEを返す
181 bool hates_cold(object_type *o_ptr)
198 * @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
200 * @param o_ptr アイテムの情報参照ポインタ
201 * @return 破損するならばTRUEを返す
204 int set_acid_destroy(object_type *o_ptr)
206 BIT_FLAGS flgs[TR_FLAG_SIZE];
207 if (!hates_acid(o_ptr)) return (FALSE);
208 object_flags(o_ptr, flgs);
209 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
215 * @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
217 * @param o_ptr アイテムの情報参照ポインタ
218 * @return 破損するならばTRUEを返す
221 int set_elec_destroy(object_type *o_ptr)
223 BIT_FLAGS flgs[TR_FLAG_SIZE];
224 if (!hates_elec(o_ptr)) return (FALSE);
225 object_flags(o_ptr, flgs);
226 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
232 * @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
234 * @param o_ptr アイテムの情報参照ポインタ
235 * @return 破損するならばTRUEを返す
238 int set_fire_destroy(object_type *o_ptr)
240 BIT_FLAGS flgs[TR_FLAG_SIZE];
241 if (!hates_fire(o_ptr)) return (FALSE);
242 object_flags(o_ptr, flgs);
243 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
249 * @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
251 * @param o_ptr アイテムの情報参照ポインタ
252 * @return 破損するならばTRUEを返す
255 int set_cold_destroy(object_type *o_ptr)
257 BIT_FLAGS flgs[TR_FLAG_SIZE];
258 if (!hates_cold(o_ptr)) return (FALSE);
259 object_flags(o_ptr, flgs);
260 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
266 * @brief アイテムが指定確率で破損するかどうかを判定する /
267 * Destroys a type of item on a given percent chance
268 * @param typ 破損判定関数ポインタ
272 * Note that missiles are no longer necessarily all destroyed
273 * Destruction taken from "melee.c" code for "stealing".
274 * New-style wands and rods handled correctly. -LM-
275 * Returns number of items destroyed.
277 int inven_damage(inven_func typ, int perc)
282 GAME_TEXT o_name[MAX_NLEN];
284 if (CHECK_MULTISHADOW()) return 0;
286 if (p_ptr->inside_arena) return 0;
288 /* Count the casualties */
291 /* Scan through the slots backwards */
292 for (i = 0; i < INVEN_PACK; i++)
294 o_ptr = &p_ptr->inventory_list[i];
295 if (!o_ptr->k_idx) continue;
297 /* Hack -- for now, skip artifacts */
298 if (object_is_artifact(o_ptr)) continue;
300 /* Give this item slot a shot at death */
303 /* Count the casualties */
304 for (amt = j = 0; j < o_ptr->number; ++j)
306 if (randint0(100) < perc) amt++;
309 /* Some casualities */
312 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
314 msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
316 o_name, index_to_label(i), ((o_ptr->number > 1) ?
317 ((amt == o_ptr->number) ? "全部" : (amt > 1 ? "何個か" : "一個")) : ""));
319 ((o_ptr->number > 1) ? ((amt == o_ptr->number) ? "All of y" :
320 (amt > 1 ? "Some of y" : "One of y")) : "Y"), o_name, index_to_label(i), ((amt > 1) ? "were" : "was"));
324 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
325 msg_print("やりやがったな!");
326 else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
328 if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
329 else msg_print(_("弱い者いじめは止めるんだ!", ""));
333 /* Potions smash open */
334 if (object_is_potion(o_ptr))
336 (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
339 /* Reduce the charges of rods/wands */
340 reduce_charges(o_ptr, amt);
342 /* Destroy "amt" items */
343 inven_item_increase(i, -amt);
344 inven_item_optimize(i);
346 /* Count the casualties */
352 /* Return the casualty count */
358 * @brief 酸攻撃による装備のAC劣化処理 /
359 * Acid has hit the player, attempt to affect some armor.
360 * @return 装備による軽減があったならTRUEを返す
362 * Note that the "base armor" of an object never changes.
363 * If any armor is damaged (or resists), the player takes less damage.
365 static bool acid_minus_ac(player_type *creature_ptr)
367 object_type *o_ptr = NULL;
368 BIT_FLAGS flgs[TR_FLAG_SIZE];
369 GAME_TEXT o_name[MAX_NLEN];
371 /* Pick a (possibly empty) creature_ptr->inventory_list slot */
374 case 1: o_ptr = &creature_ptr->inventory_list[INVEN_RARM]; break;
375 case 2: o_ptr = &creature_ptr->inventory_list[INVEN_LARM]; break;
376 case 3: o_ptr = &creature_ptr->inventory_list[INVEN_BODY]; break;
377 case 4: o_ptr = &creature_ptr->inventory_list[INVEN_OUTER]; break;
378 case 5: o_ptr = &creature_ptr->inventory_list[INVEN_HANDS]; break;
379 case 6: o_ptr = &creature_ptr->inventory_list[INVEN_HEAD]; break;
380 case 7: o_ptr = &creature_ptr->inventory_list[INVEN_FEET]; break;
383 if (!o_ptr->k_idx) return (FALSE);
384 if (!object_is_armour(o_ptr)) return (FALSE);
386 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
387 object_flags(o_ptr, flgs);
388 /* No damage left to be done */
389 if (o_ptr->ac + o_ptr->to_a <= 0)
391 msg_format(_("%sは既にボロボロだ!", "Your %s is already crumble!"), o_name);
396 if (have_flag(flgs, TR_IGNORE_ACID))
398 msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
402 msg_format(_("%sが酸で腐食した!", "Your %s is corroded!"), o_name);
404 /* Damage the item */
407 /* Calculate bonuses */
408 creature_ptr->update |= (PU_BONUS);
409 creature_ptr->window |= (PW_EQUIP | PW_PLAYER);
411 calc_android_exp(creature_ptr);
413 /* Item was damaged */
419 * @brief 酸属性によるプレイヤー損害処理 /
420 * Hurt the player with Acid
422 * @param kb_str ダメージ原因記述
423 * @param monspell 原因となったモンスター特殊攻撃ID
424 * @param aura オーラよるダメージが原因ならばTRUE
427 HIT_POINT acid_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
429 HIT_POINT get_damage;
430 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
431 bool double_resist = IS_OPPOSE_ACID();
434 if (p_ptr->immune_acid || (dam <= 0))
436 learn_spell(monspell);
440 /* Vulnerability (Ouch!) */
441 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
442 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
444 /* Resist the damage */
445 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
446 if (double_resist) dam = (dam + 2) / 3;
448 if (aura || !CHECK_MULTISHADOW())
450 if ((!(double_resist || p_ptr->resist_acid)) &&
451 one_in_(HURT_CHANCE))
452 (void)do_dec_stat(p_ptr, A_CHR);
454 /* If any armor gets hit, defend the player */
455 if (acid_minus_ac(p_ptr)) dam = (dam + 1) / 2;
458 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
460 /* Inventory damage */
461 if (!aura && !(double_resist && p_ptr->resist_acid))
462 inven_damage(set_acid_destroy, inv);
468 * @brief 電撃属性によるプレイヤー損害処理 /
469 * Hurt the player with electricity
471 * @param kb_str ダメージ原因記述
472 * @param monspell 原因となったモンスター特殊攻撃ID
473 * @param aura オーラよるダメージが原因ならばTRUE
476 HIT_POINT elec_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
478 HIT_POINT get_damage;
479 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
480 bool double_resist = IS_OPPOSE_ELEC();
483 if (p_ptr->immune_elec || (dam <= 0))
485 learn_spell(monspell);
489 /* Vulnerability (Ouch!) */
490 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
491 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
492 if (PRACE_IS_(p_ptr, RACE_ANDROID)) dam += dam / 3;
494 /* Resist the damage */
495 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
496 if (double_resist) dam = (dam + 2) / 3;
498 if (aura || !CHECK_MULTISHADOW())
500 if ((!(double_resist || p_ptr->resist_elec)) &&
501 one_in_(HURT_CHANCE))
502 (void)do_dec_stat(p_ptr, A_DEX);
505 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
507 /* Inventory damage */
508 if (!aura && !(double_resist && p_ptr->resist_elec))
509 inven_damage(set_elec_destroy, inv);
516 * @brief 火炎属性によるプレイヤー損害処理 /
517 * Hurt the player with Fire
519 * @param kb_str ダメージ原因記述
520 * @param monspell 原因となったモンスター特殊攻撃ID
521 * @param aura オーラよるダメージが原因ならばTRUE
524 HIT_POINT fire_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
526 HIT_POINT get_damage;
527 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
528 bool double_resist = IS_OPPOSE_FIRE();
531 if (p_ptr->immune_fire || (dam <= 0))
533 learn_spell(monspell);
537 /* Vulnerability (Ouch!) */
538 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
539 if (PRACE_IS_(p_ptr, RACE_ENT)) dam += dam / 3;
540 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
542 /* Resist the damage */
543 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
544 if (double_resist) dam = (dam + 2) / 3;
546 if (aura || !CHECK_MULTISHADOW())
548 if ((!(double_resist || p_ptr->resist_fire)) &&
549 one_in_(HURT_CHANCE))
550 (void)do_dec_stat(p_ptr, A_STR);
553 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
555 /* Inventory damage */
556 if (!aura && !(double_resist && p_ptr->resist_fire))
557 inven_damage(set_fire_destroy, inv);
564 * @brief 冷気属性によるプレイヤー損害処理 /
565 * Hurt the player with Cold
567 * @param kb_str ダメージ原因記述
568 * @param monspell 原因となったモンスター特殊攻撃ID
569 * @param aura オーラよるダメージが原因ならばTRUE
572 HIT_POINT cold_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
574 HIT_POINT get_damage;
575 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
576 bool double_resist = IS_OPPOSE_COLD();
579 if (p_ptr->immune_cold || (dam <= 0))
581 learn_spell(monspell);
585 /* Vulnerability (Ouch!) */
586 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
587 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
589 /* Resist the damage */
590 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
591 if (double_resist) dam = (dam + 2) / 3;
593 if (aura || !CHECK_MULTISHADOW())
595 if ((!(double_resist || p_ptr->resist_cold)) &&
596 one_in_(HURT_CHANCE))
597 (void)do_dec_stat(p_ptr, A_STR);
600 get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
602 /* Inventory damage */
603 if (!aura && !(double_resist && p_ptr->resist_cold))
604 inven_damage(set_cold_destroy, inv);
611 * Decreases players hit points and sets death flag if necessary
613 * Invulnerability needs to be changed into a "shield"
615 * Hack -- this function allows the user to save (or quit)
616 * the game when he dies, since the "You die." message is shown before
617 * setting the player to "dead".
620 int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
622 int old_chp = p_ptr->chp;
624 char death_message[1024];
627 int warning = (p_ptr->mhp * hitpoint_warn / 10);
628 if (p_ptr->is_dead) return 0;
630 if (p_ptr->sutemi) damage *= 2;
631 if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
633 if (easy_band) damage = (damage + 1) / 2;
635 if (damage_type != DAMAGE_USELIFE)
640 p_ptr->now_damaged = TRUE;
644 if (monspell >= 0) learn_spell(monspell);
646 /* Mega-Hack -- Apply "invulnerability" */
647 if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
649 if (IS_INVULN() && (damage < 9000))
651 if (damage_type == DAMAGE_FORCE)
653 msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
655 else if (one_in_(PENETRATE_INVULNERABILITY))
657 msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
665 if (CHECK_MULTISHADOW())
667 if (damage_type == DAMAGE_FORCE)
669 msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
671 else if (damage_type == DAMAGE_ATTACK)
673 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, you are unharmed!"));
678 if (p_ptr->wraith_form)
680 if (damage_type == DAMAGE_FORCE)
682 msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
687 if ((damage == 0) && one_in_(2)) damage = 1;
691 if (p_ptr->special_defense & KATA_MUSOU)
694 if ((damage == 0) && one_in_(2)) damage = 1;
696 } /* not if LOSELIFE USELIFE */
698 /* Hurt the player */
699 p_ptr->chp -= damage;
700 if (damage_type == DAMAGE_GENO && p_ptr->chp < 0)
702 damage += p_ptr->chp;
706 /* Display the hitpoints */
707 p_ptr->redraw |= (PR_HP);
709 p_ptr->window |= (PW_PLAYER);
711 if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
713 chg_virtue(p_ptr, V_SACRIFICE, 1);
714 chg_virtue(p_ptr, V_CHANCE, 2);
720 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
722 #ifdef JP /* 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 */
724 if (!save_player()) msg_print("セーブ失敗!");
729 chg_virtue(p_ptr, V_SACRIFICE, 10);
732 p_ptr->leaving = TRUE;
735 p_ptr->is_dead = TRUE;
737 if (p_ptr->inside_arena)
739 concptr m_name = r_name + r_info[arena_info[p_ptr->arena_number].r_idx].name;
740 msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
742 if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
746 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
747 bool seppuku = streq(hit_from, "Seppuku");
748 bool winning_seppuku = p_ptr->total_winner && seppuku;
750 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
753 /* Make screen dump */
754 screen_dump = make_screen_dump();
757 /* Note cause of death */
760 strcpy(p_ptr->died_from, hit_from);
762 if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
769 sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
771 sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
773 my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
776 /* No longer a winner */
777 p_ptr->total_winner = FALSE;
781 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
787 if (p_ptr->inside_arena)
788 strcpy(buf, _("アリーナ", "in the Arena"));
789 else if (!current_floor_ptr->dun_level)
790 strcpy(buf, _("地上", "on the surface"));
791 else if (q_idx && (is_fixed_quest_idx(q_idx) &&
792 !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
793 strcpy(buf, _("クエスト", "in a quest"));
795 sprintf(buf, _("%d階", "level %d"), (int)current_floor_ptr->dun_level);
797 sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
798 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
801 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
802 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
806 if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
808 do_cmd_save_screen();
813 /* Initialize "last message" buffer */
814 if (p_ptr->last_message) string_free(p_ptr->last_message);
815 p_ptr->last_message = NULL;
817 /* Hack -- Note death */
821 msg_format("あなたは%sました。", android ? "壊れ" : "死に");
823 msg_print(android ? "You are broken." : "You die.");
832 get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
836 get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
842 while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024));
844 while (!get_string("Last word: ", death_message, 1024));
846 } while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
848 if (death_message[0] == '\0')
851 strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
853 strcpy(death_message, android ? "You are broken." : "You die.");
856 else p_ptr->last_message = string_make(death_message);
864 int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23 };
865 int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4 };
872 for (i = 0; i < 40; i++)
873 Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
876 if (strncmp(str, "「", 2) == 0) str += 2;
878 str2 = my_strstr(str, "」");
879 if (str2 != NULL) *str2 = '\0';
884 str2 = my_strstr(str, " ");
885 if (str2 == NULL) len = strlen(str);
886 else len = str2 - str;
890 Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
892 if (str2 == NULL) break;
896 if (*str == 0) break;
900 Term_putstr(w - 1, h - 1, 1, TERM_WHITE, " ");
904 /* Make screen dump */
905 screen_dump = make_screen_dump();
908 /* Wait a key press */
913 msg_print(death_message);
923 /* Hitpoint warning */
924 if (p_ptr->chp < warning)
926 /* Hack -- bell on first notice */
927 if (old_chp > warning) bell();
931 if (record_danger && (old_chp > warning))
933 if (p_ptr->image && damage_type == DAMAGE_ATTACK)
934 hit_from = _("何か", "something");
936 sprintf(tmp, _("%sによってピンチに陥った。", "A critical situation because of %s."), hit_from);
937 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
942 /* stop auto_more even if DAMAGE_USELIFE */
943 p_ptr->now_damaged = TRUE;
946 msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
950 if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp / 5)))
952 change_wild_mode(FALSE);