2 * @brief プレイヤーの食べるコマンド実装
7 #include "cmd-item/cmd-eat.h"
8 #include "avatar/avatar.h"
9 #include "core/window-redrawer.h"
10 #include "flavor/flavor-describer.h"
11 #include "flavor/object-flavor-types.h"
12 #include "floor/floor-object.h"
13 #include "hpmp/hp-mp-processor.h"
14 #include "inventory/inventory-object.h"
15 #include "main/sound-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "monster-race/monster-race.h"
18 #include "object-enchant/special-object-flags.h"
19 #include "object-hook/hook-expendable.h"
20 #include "object/item-tester-hooker.h"
21 #include "object/item-use-flags.h"
22 #include "object/object-info.h"
23 #include "object/object-kind-hook.h"
24 #include "perception/object-perception.h"
25 #include "player-base/player-class.h"
26 #include "player-base/player-race.h"
27 #include "player-info/class-info.h"
28 #include "player-info/mimic-info-table.h"
29 #include "player-info/samurai-data-type.h"
30 #include "player-status/player-energy.h"
31 #include "player/attack-defense-types.h"
32 #include "player/digestion-processor.h"
33 #include "player/player-damage.h"
34 #include "player/player-status-flags.h"
35 #include "player/special-defense-types.h"
36 #include "spell-realm/spells-hex.h"
37 #include "spell-realm/spells-song.h"
38 #include "spell/spells-status.h"
39 #include "status/action-setter.h"
40 #include "status/bad-status-setter.h"
41 #include "status/base-status.h"
42 #include "status/element-resistance.h"
43 #include "status/experience.h"
44 #include "sv-definition/sv-food-types.h"
45 #include "sv-definition/sv-other-types.h"
46 #include "system/baseitem-info.h"
47 #include "system/item-entity.h"
48 #include "system/monster-race-info.h"
49 #include "system/player-type-definition.h"
50 #include "system/redrawing-flags-updater.h"
51 #include "util/string-processor.h"
52 #include "view/display-messages.h"
53 #include "view/object-describer.h"
56 * @brief 食料タイプの食料を食べたときの効果を発動
57 * @param player_ptr プレイヤー情報への参照ポインタ
58 * @param o_ptr 食べるオブジェクト
59 * @return 鑑定されるならTRUE、されないならFALSE
61 static bool exe_eat_food_type_object(PlayerType *player_ptr, const BaseitemKey &bi_key)
63 if (bi_key.tval() != ItemKindType::FOOD) {
67 BadStatusSetter bss(player_ptr);
68 switch (*bi_key.sval()) {
70 return (!(has_resist_pois(player_ptr) || is_oppose_pois(player_ptr))) && bss.mod_poison(randint0(10) + 10);
71 case SV_FOOD_BLINDNESS:
72 return !has_resist_blind(player_ptr) && bss.mod_blindness(randint0(200) + 200);
73 case SV_FOOD_PARANOIA:
74 return !has_resist_fear(player_ptr) && bss.mod_fear(randint0(10) + 10);
75 case SV_FOOD_CONFUSION:
76 return !has_resist_conf(player_ptr) && bss.mod_confusion(randint0(10) + 10);
77 case SV_FOOD_HALLUCINATION:
78 return !has_resist_chaos(player_ptr) && bss.mod_hallucination(randint0(250) + 250);
79 case SV_FOOD_PARALYSIS:
80 return !player_ptr->free_act && bss.mod_paralysis(randint0(10) + 10);
81 case SV_FOOD_WEAKNESS:
82 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
83 (void)do_dec_stat(player_ptr, A_STR);
85 case SV_FOOD_SICKNESS:
86 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"));
87 (void)do_dec_stat(player_ptr, A_CON);
89 case SV_FOOD_STUPIDITY:
90 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
91 (void)do_dec_stat(player_ptr, A_INT);
94 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"));
95 (void)do_dec_stat(player_ptr, A_WIS);
97 case SV_FOOD_UNHEALTH:
98 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
99 (void)do_dec_stat(player_ptr, A_CON);
101 case SV_FOOD_DISEASE:
102 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"));
103 (void)do_dec_stat(player_ptr, A_STR);
105 case SV_FOOD_CURE_POISON:
106 return bss.set_poison(0);
107 case SV_FOOD_CURE_BLINDNESS:
108 return bss.set_blindness(0);
109 case SV_FOOD_CURE_PARANOIA:
110 return bss.set_fear(0);
111 case SV_FOOD_CURE_CONFUSION:
112 return bss.set_confusion(0);
113 case SV_FOOD_CURE_SERIOUS:
114 return cure_serious_wounds(player_ptr, 4, 8);
115 case SV_FOOD_RESTORE_STR:
116 return do_res_stat(player_ptr, A_STR);
117 case SV_FOOD_RESTORE_CON:
118 return do_res_stat(player_ptr, A_CON);
119 case SV_FOOD_RESTORING:
120 return restore_all_status(player_ptr);
121 case SV_FOOD_BISCUIT:
122 msg_print(_("甘くてサクサクしてとてもおいしい。", "That is sweet, crispy, and very delicious."));
125 msg_print(_("歯ごたえがあっておいしい。", "That is chewy and delicious."));
127 case SV_FOOD_SLIME_MOLD:
128 msg_print(_("これはなんとも形容しがたい味だ。", "That is an indescribable taste."));
131 msg_print(_("これはおいしい。", "That tastes good."));
133 case SV_FOOD_WAYBREAD:
134 msg_print(_("これはひじょうに美味だ。", "That tastes very good."));
135 (void)bss.set_poison(0);
136 (void)hp_player(player_ptr, damroll(4, 8));
138 case SV_FOOD_PINT_OF_ALE:
139 case SV_FOOD_PINT_OF_WINE:
140 msg_print(_("のどごし爽やかだ。", "That is refreshing and warms the innards."));
148 * @brief 魔法道具のチャージをの食料として食べたときの効果を発動
149 * @param player_ptr プレイヤー情報への参照ポインタ
150 * @param o_ptr 食べるオブジェクト
151 * @param i_idx オブジェクトのインベントリ番号
152 * @return 食べようとしたらTRUE、しなかったらFALSE
154 static bool exe_eat_charge_of_magic_device(PlayerType *player_ptr, ItemEntity *o_ptr, short i_idx)
156 if (!o_ptr->is_wand_staff() || (PlayerRace(player_ptr).food() != PlayerRaceFoodType::MANA)) {
160 const auto is_staff = o_ptr->bi_key.tval() == ItemKindType::STAFF;
161 if (is_staff && (i_idx < 0) && (o_ptr->number > 1)) {
162 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
166 const auto staff = is_staff ? _("杖", "staff") : _("魔法棒", "wand");
168 auto &rfu = RedrawingFlagsUpdater::get_instance();
169 if (o_ptr->pval == 0) {
170 msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff);
171 o_ptr->ident |= IDENT_EMPTY;
172 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
176 msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff);
178 /* Use a single charge */
182 set_food(player_ptr, player_ptr->food + 5000);
184 /* XXX Hack -- unstack if necessary */
185 if (is_staff && (i_idx >= 0) && (o_ptr->number > 1)) {
188 /* Modify quantity */
191 /* Restore the charges */
194 /* Unstack the used item */
196 i_idx = store_item_to_inventory(player_ptr, &item);
197 msg_format(_("杖をまとめなおした。", "You unstack your staff."));
201 inven_item_charges(player_ptr->inventory_list[i_idx]);
203 floor_item_charges(player_ptr->current_floor_ptr, 0 - i_idx);
206 static constexpr auto flags = {
207 SubWindowRedrawingFlag::INVENTORY,
208 SubWindowRedrawingFlag::EQUIPMENT,
210 rfu.set_flags(flags);
215 * @brief 食料を食べるコマンドのサブルーチン
216 * @param i_idx 食べるオブジェクトの所持品ID
218 void exe_eat_food(PlayerType *player_ptr, INVENTORY_IDX i_idx)
220 if (music_singing_any(player_ptr)) {
221 stop_singing(player_ptr);
224 SpellHex spell_hex(player_ptr);
225 if (spell_hex.is_spelling_any()) {
226 (void)spell_hex.stop_all_spells();
229 auto *o_ptr = ref_item(player_ptr, i_idx);
233 PlayerEnergy(player_ptr).set_player_turn_energy(100);
234 const auto lev = o_ptr->get_baseitem().level;
236 /* Identity not known yet */
237 const auto &bi_key = o_ptr->bi_key;
238 const auto ident = exe_eat_food_type_object(player_ptr, bi_key);
241 * Store what may have to be updated for the inventory (including
242 * autodestroy if set by something else). Then turn off those flags
243 * so that updates triggered by calling gain_exp() or set_food() below
244 * do not rearrange the inventory before the food item is destroyed in
247 auto &rfu = RedrawingFlagsUpdater::get_instance();
248 using Srf = StatusRecalculatingFlag;
249 EnumClassFlagGroup<Srf> flags_srf = { Srf::COMBINATION, Srf::REORDER };
250 if (rfu.has(Srf::AUTO_DESTRUCTION)) {
251 flags_srf.set(Srf::AUTO_DESTRUCTION);
254 rfu.reset_flags(flags_srf);
255 if (!(o_ptr->is_aware())) {
256 chg_virtue(player_ptr, Virtue::KNOWLEDGE, -1);
257 chg_virtue(player_ptr, Virtue::PATIENCE, -1);
258 chg_virtue(player_ptr, Virtue::CHANCE, 1);
261 /* We have tried it */
262 const auto tval = bi_key.tval();
263 if (tval == ItemKindType::FOOD) {
264 o_ptr->mark_as_tried();
267 /* The player is now aware of the object */
268 if (ident && !o_ptr->is_aware()) {
269 object_aware(player_ptr, o_ptr);
270 gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
273 static constexpr auto flags_swrf = {
274 SubWindowRedrawingFlag::INVENTORY,
275 SubWindowRedrawingFlag::EQUIPMENT,
276 SubWindowRedrawingFlag::PLAYER,
278 rfu.set_flags(flags_swrf);
280 /* Undeads drain recharge of magic device */
281 if (exe_eat_charge_of_magic_device(player_ptr, o_ptr, i_idx)) {
282 rfu.set_flags(flags_srf);
286 auto food_type = PlayerRace(player_ptr).food();
288 /* Balrogs change humanoid corpses to energy */
289 const auto corpse_r_idx = i2enum<MonsterRaceId>(o_ptr->pval);
290 const auto search = angband_strchr("pht", monraces_info[corpse_r_idx].d_char);
291 if (food_type == PlayerRaceFoodType::CORPSE && (bi_key == BaseitemKey(ItemKindType::CORPSE, SV_CORPSE)) && (search != nullptr)) {
292 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
293 msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%s^ is burnt to ashes. You absorb its vitality!"), item_name.data());
294 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
296 rfu.set_flags(flags_srf);
297 vary_item(player_ptr, i_idx, -1);
301 if (PlayerRace(player_ptr).equals(PlayerRaceType::SKELETON)) {
302 const auto sval = bi_key.sval();
303 if ((sval != SV_FOOD_WAYBREAD) && (sval >= SV_FOOD_BISCUIT)) {
305 auto *q_ptr = &forge;
307 msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
308 q_ptr->prep(lookup_baseitem_id(bi_key));
310 /* Drop the object from heaven */
311 (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
313 msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!"));
315 } else if (food_type == PlayerRaceFoodType::BLOOD) {
316 /* Vampires are filled only by bloods, so reduced nutritional benefit */
317 (void)set_food(player_ptr, player_ptr->food + (o_ptr->pval / 10));
318 msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。", "Mere victuals hold scant sustenance for a being such as yourself."));
320 if (player_ptr->food < PY_FOOD_ALERT) { /* Hungry */
321 msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!", "Your hunger can only be satisfied with fresh blood!"));
323 } else if (food_type == PlayerRaceFoodType::WATER) {
324 msg_print(_("動物の食物はあなたにとってほとんど栄養にならない。", "The food of animals is poor sustenance for you."));
325 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
326 } else if (food_type != PlayerRaceFoodType::RATION) {
327 msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you."));
328 set_food(player_ptr, player_ptr->food + ((o_ptr->pval) / 20));
330 if (bi_key == BaseitemKey(ItemKindType::FOOD, SV_FOOD_WAYBREAD)) {
331 /* Waybread is always fully satisfying. */
332 set_food(player_ptr, std::max<short>(player_ptr->food, PY_FOOD_MAX - 1));
334 /* Food can feed the player */
335 (void)set_food(player_ptr, player_ptr->food + o_ptr->pval);
339 rfu.set_flags(flags_srf);
340 vary_item(player_ptr, i_idx, -1);
344 * @brief 食料を食べるコマンドのメインルーチン /
345 * Eat some food (from the pack or floor)
347 void do_cmd_eat_food(PlayerType *player_ptr)
349 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
350 constexpr auto q = _("どれを食べますか? ", "Eat which item? ");
351 constexpr auto s = _("食べ物がない。", "You have nothing to eat.");
353 if (!choose_object(player_ptr, &i_idx, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_eatable, player_ptr))) {
357 exe_eat_food(player_ptr, i_idx);