1 #include "hpmp/hp-mp-processor.h"
2 #include "avatar/avatar.h"
3 #include "cmd-action/cmd-pet.h"
4 #include "core/player-redraw-types.h"
5 #include "core/window-redrawer.h"
6 #include "flavor/flavor-describer.h"
7 #include "flavor/object-flavor-types.h"
8 #include "floor/pattern-walk.h"
10 #include "hpmp/hp-mp-regenerator.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "main/sound-definitions-table.h"
13 #include "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags2.h"
16 #include "monster-race/race-flags3.h"
17 #include "object-enchant/object-ego.h"
18 #include "object-enchant/tr-types.h"
19 #include "object-enchant/trc-types.h"
20 #include "object/object-flags.h"
21 #include "object/tval-types.h"
22 #include "pet/pet-util.h"
23 #include "player-base/player-class.h"
24 #include "player-base/player-race.h"
25 #include "player-info/monk-data-type.h"
26 #include "player-info/race-info.h"
27 #include "player-info/race-types.h"
28 #include "player-info/samurai-data-type.h"
29 #include "player/attack-defense-types.h"
30 #include "player/digestion-processor.h"
31 #include "player/player-damage.h"
32 #include "player/player-status-flags.h"
33 #include "player/player-status-resist.h"
34 #include "player/player-status.h"
35 #include "player/special-defense-types.h"
36 #include "status/bad-status-setter.h"
37 #include "status/element-resistance.h"
38 #include "system/dungeon-info.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/item-entity.h"
42 #include "system/monster-entity.h"
43 #include "system/monster-race-info.h"
44 #include "system/player-type-definition.h"
45 #include "system/terrain-type-definition.h"
46 #include "timed-effect/player-cut.h"
47 #include "timed-effect/player-poison.h"
48 #include "timed-effect/timed-effects.h"
49 #include "util/bit-flags-calculator.h"
50 #include "view/display-messages.h"
51 #include "world/world.h"
55 * @brief 地形によるダメージを与える / Deal damage from feature.
56 * @param player_ptr プレイヤー情報への参照ポインタ
57 * @param g_ptr 現在の床の情報への参照ポインタ
58 * @param msg_levitation 浮遊時にダメージを受けた場合に表示するメッセージ
59 * @param msg_normal 通常時にダメージを受けた場合に表示するメッセージの述部
60 * @param 耐性等によるダメージレートを計算する関数
61 * @param ダメージを受けた際の追加処理を行う関数
62 * @return ダメージを与えたらTRUE、なければFALSE
64 * ダメージを受けた場合、自然回復できない。
66 static bool deal_damege_by_feat(PlayerType *player_ptr, grid_type *g_ptr, concptr msg_levitation, concptr msg_normal,
67 std::function<PERCENTAGE(PlayerType *)> damage_rate, std::function<void(PlayerType *, int)> additional_effect)
69 auto *f_ptr = &terrains_info[g_ptr->feat];
72 if (f_ptr->flags.has(TerrainCharacteristics::DEEP)) {
73 damage = 6000 + randint0(4000);
74 } else if (!player_ptr->levitation) {
75 damage = 3000 + randint0(2000);
78 damage *= damage_rate(player_ptr);
80 if (player_ptr->levitation) {
84 damage = damage / 100 + (randint0(100) < (damage % 100));
90 if (player_ptr->levitation) {
91 msg_print(msg_levitation);
93 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"), terrains_info[g_ptr->get_feat_mimic()].name.data()));
95 if (additional_effect != nullptr) {
96 additional_effect(player_ptr, damage);
99 concptr name = terrains_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].get_feat_mimic()].name.data();
100 msg_format(_("%s%s!", "The %s %s!"), name, msg_normal);
101 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, name);
103 if (additional_effect != nullptr) {
104 additional_effect(player_ptr, damage);
112 * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
113 * / Handle timed damage and regeneration every 10 game turns
115 void process_player_hp_mp(PlayerType *player_ptr)
117 auto &floor_ref = *player_ptr->current_floor_ptr;
118 auto *g_ptr = &floor_ref.grid_array[player_ptr->y][player_ptr->x];
119 auto *f_ptr = &terrains_info[g_ptr->feat];
120 bool cave_no_regen = false;
121 int upkeep_factor = 0;
122 int regen_amount = PY_REGEN_NORMAL;
123 const auto effects = player_ptr->effects();
124 const auto player_poison = effects->poison();
125 if (player_poison->is_poisoned() && !is_invuln(player_ptr)) {
126 if (take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison")) > 0) {
127 sound(SOUND_DAMAGE_OVER_TIME);
131 const auto player_cut = effects->cut();
132 if (player_cut->is_cut() && !is_invuln(player_ptr)) {
133 auto dam = player_cut->get_damage();
134 if (take_hit(player_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a mortal wound")) > 0) {
135 sound(SOUND_DAMAGE_OVER_TIME);
139 const PlayerRace race(player_ptr);
140 if (race.life() == PlayerRaceLifeType::UNDEAD && race.tr_flags().has(TR_VUL_LITE)) {
141 if (!floor_ref.is_in_dungeon() && !has_resist_lite(player_ptr) && !is_invuln(player_ptr) && is_daytime()) {
142 if ((floor_ref.grid_array[player_ptr->y][player_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW) {
143 msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
144 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"));
145 cave_no_regen = true;
150 o_ptr = &player_ptr->inventory_list[INVEN_LITE];
151 auto flgs = object_flags(o_ptr);
153 if ((player_ptr->inventory_list[INVEN_LITE].bi_key.tval() != ItemKindType::NONE) && flgs.has_not(TR_DARK_SOURCE) && !has_resist_lite(player_ptr)) {
154 GAME_TEXT o_name[MAX_NLEN];
155 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
156 msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
158 cave_no_regen = true;
160 if (!is_invuln(player_ptr)) {
161 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
162 take_hit(player_ptr, DAMAGE_NOESCAPE, 1, std::string(_(o_name, "wielding ")).append(_("を装備したダメージ", o_name)).data());
167 if (f_ptr->flags.has(TerrainCharacteristics::LAVA) && !is_invuln(player_ptr) && !has_immune_fire(player_ptr)) {
168 if (deal_damege_by_feat(
169 player_ptr, g_ptr, _("熱で火傷した!", "The heat burns you!"), _("で火傷した!", "burns you!"), calc_fire_damage_rate, nullptr)) {
170 cave_no_regen = true;
171 sound(SOUND_TERRAIN_DAMAGE);
175 if (f_ptr->flags.has(TerrainCharacteristics::COLD_PUDDLE) && !is_invuln(player_ptr) && !has_immune_cold(player_ptr)) {
176 if (deal_damege_by_feat(
177 player_ptr, g_ptr, _("冷気に覆われた!", "The cold engulfs you!"), _("に凍えた!", "frostbites you!"), calc_cold_damage_rate, nullptr)) {
178 cave_no_regen = true;
179 sound(SOUND_TERRAIN_DAMAGE);
183 if (f_ptr->flags.has(TerrainCharacteristics::ELEC_PUDDLE) && !is_invuln(player_ptr) && !has_immune_elec(player_ptr)) {
184 if (deal_damege_by_feat(
185 player_ptr, g_ptr, _("電撃を受けた!", "The electricity shocks you!"), _("に感電した!", "shocks you!"), calc_elec_damage_rate, nullptr)) {
186 cave_no_regen = true;
187 sound(SOUND_TERRAIN_DAMAGE);
191 if (f_ptr->flags.has(TerrainCharacteristics::ACID_PUDDLE) && !is_invuln(player_ptr) && !has_immune_acid(player_ptr)) {
192 if (deal_damege_by_feat(
193 player_ptr, g_ptr, _("酸が飛び散った!", "The acid melts you!"), _("に溶かされた!", "melts you!"), calc_acid_damage_rate, nullptr)) {
194 cave_no_regen = true;
195 sound(SOUND_TERRAIN_DAMAGE);
199 if (f_ptr->flags.has(TerrainCharacteristics::POISON_PUDDLE) && !is_invuln(player_ptr)) {
200 if (deal_damege_by_feat(player_ptr, g_ptr, _("毒気を吸い込んだ!", "The gas poisons you!"), _("に毒された!", "poisons you!"), calc_acid_damage_rate,
201 [](PlayerType *player_ptr, int damage) {
202 if (!has_resist_pois(player_ptr)) {
203 (void)BadStatusSetter(player_ptr).mod_poison(static_cast<TIME_EFFECT>(damage));
206 cave_no_regen = true;
207 sound(SOUND_TERRAIN_DAMAGE);
211 if (f_ptr->flags.has_all_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::DEEP }) && !player_ptr->levitation && !player_ptr->can_swim && !has_resist_water(player_ptr)) {
212 if (calc_inventory_weight(player_ptr) > calc_weight_limit(player_ptr)) {
213 msg_print(_("溺れている!", "You are drowning!"));
214 take_hit(player_ptr, DAMAGE_NOESCAPE, randint1(player_ptr->lev), _("溺れ", "drowning"));
215 cave_no_regen = true;
216 sound(SOUND_TERRAIN_DAMAGE);
220 if (get_player_flags(player_ptr, TR_SELF_FIRE) && !has_immune_fire(player_ptr)) {
222 damage = player_ptr->lev;
223 if (race.tr_flags().has(TR_VUL_FIRE)) {
224 damage += damage / 3;
226 if (has_resist_fire(player_ptr)) {
229 if (is_oppose_fire(player_ptr)) {
233 damage = std::max(damage, 1);
234 msg_print(_("熱い!", "It's hot!"));
235 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"));
238 if (get_player_flags(player_ptr, TR_SELF_ELEC) && !has_immune_elec(player_ptr)) {
240 damage = player_ptr->lev;
241 if (race.tr_flags().has(TR_VUL_ELEC)) {
242 damage += damage / 3;
244 if (has_resist_elec(player_ptr)) {
247 if (is_oppose_elec(player_ptr)) {
251 damage = std::max(damage, 1);
252 msg_print(_("痛い!", "It hurts!"));
253 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"));
256 if (get_player_flags(player_ptr, TR_SELF_COLD) && !has_immune_cold(player_ptr)) {
258 damage = player_ptr->lev;
259 if (race.tr_flags().has(TR_VUL_COLD)) {
260 damage += damage / 3;
262 if (has_resist_cold(player_ptr)) {
265 if (is_oppose_cold(player_ptr)) {
269 damage = std::max(damage, 1);
270 msg_print(_("冷たい!", "It's cold!"));
271 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"));
274 if (player_ptr->riding) {
276 auto auras = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].aura_flags;
277 if (auras.has(MonsterAuraType::FIRE) && !has_immune_fire(player_ptr)) {
278 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
279 if (race.tr_flags().has(TR_VUL_FIRE)) {
280 damage += damage / 3;
282 if (has_resist_fire(player_ptr)) {
285 if (is_oppose_fire(player_ptr)) {
289 damage = std::max(damage, 1);
290 msg_print(_("熱い!", "It's hot!"));
291 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"));
294 if (auras.has(MonsterAuraType::ELEC) && !has_immune_elec(player_ptr)) {
295 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
296 if (race.tr_flags().has(TR_VUL_ELEC)) {
297 damage += damage / 3;
299 if (has_resist_elec(player_ptr)) {
302 if (is_oppose_elec(player_ptr)) {
306 damage = std::max(damage, 1);
307 msg_print(_("痛い!", "It hurts!"));
308 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"));
311 if (auras.has(MonsterAuraType::COLD) && !has_immune_cold(player_ptr)) {
312 damage = monraces_info[floor_ref.m_list[player_ptr->riding].r_idx].level / 2;
313 if (race.tr_flags().has(TR_VUL_COLD)) {
314 damage += damage / 3;
316 if (has_resist_cold(player_ptr)) {
319 if (is_oppose_cold(player_ptr)) {
323 damage = std::max(damage, 1);
324 msg_print(_("冷たい!", "It's cold!"));
325 take_hit(player_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"));
329 /* Spectres -- take damage when moving through walls */
331 * Added: ANYBODY takes damage if inside through walls
332 * without wraith form -- NOTE: Spectres will never be
333 * reduced below 0 hp by being inside a stone wall; others
336 if (f_ptr->flags.has_none_of({ TerrainCharacteristics::MOVE, TerrainCharacteristics::CAN_FLY })) {
337 if (!is_invuln(player_ptr) && !player_ptr->wraith_form && !player_ptr->tim_pass_wall && ((player_ptr->chp > (player_ptr->lev / 5)) || !has_pass_wall(player_ptr))) {
339 cave_no_regen = true;
341 if (has_pass_wall(player_ptr)) {
342 msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
343 dam_desc = _("密度", "density");
345 msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
346 dam_desc = _("硬い岩", "solid rock");
349 take_hit(player_ptr, DAMAGE_NOESCAPE, 1 + (player_ptr->lev / 5), dam_desc);
353 if (player_ptr->food < PY_FOOD_WEAK) {
354 if (player_ptr->food < PY_FOOD_STARVE) {
356 } else if (player_ptr->food < PY_FOOD_FAINT) {
357 regen_amount = PY_REGEN_FAINT;
359 regen_amount = PY_REGEN_WEAK;
363 PlayerClass pc(player_ptr);
364 if (pattern_effect(player_ptr)) {
365 cave_no_regen = true;
367 if (player_ptr->regenerate) {
368 regen_amount = regen_amount * 2;
371 if (!pc.monk_stance_is(MonkStanceType::NONE) || !pc.samurai_stance_is(SamuraiStanceType::NONE)) {
374 if (player_ptr->cursed.has(CurseTraitType::SLOW_REGEN)) {
379 if ((player_ptr->action == ACTION_SEARCH) || (player_ptr->action == ACTION_REST)) {
380 regen_amount = regen_amount * 2;
383 upkeep_factor = calculate_upkeep(player_ptr);
384 if ((player_ptr->action == ACTION_LEARN) || (player_ptr->action == ACTION_HAYAGAKE) || pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
385 upkeep_factor += 100;
388 regenmana(player_ptr, upkeep_factor, regen_amount);
389 if (pc.equals(PlayerClassType::MAGIC_EATER)) {
390 regenmagic(player_ptr, regen_amount);
393 if ((player_ptr->csp == 0) && (player_ptr->csp_frac == 0)) {
394 while (upkeep_factor > 100) {
395 msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
397 do_cmd_pet_dismiss(player_ptr);
399 upkeep_factor = calculate_upkeep(player_ptr);
401 msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
406 if (player_poison->is_poisoned()) {
409 if (player_cut->is_cut()) {
416 regen_amount = (regen_amount * player_ptr->mutant_regenerate_mod) / 100;
417 if ((player_ptr->chp < player_ptr->mhp) && !cave_no_regen) {
418 regenhp(player_ptr, regen_amount);
423 * Increase players hit points, notice effects
425 bool hp_player(PlayerType *player_ptr, int num)
428 vir = virtue_number(player_ptr, V_VITALITY);
435 num = num * (player_ptr->virtues[vir - 1] + 1250) / 1250;
438 if (player_ptr->chp < player_ptr->mhp) {
439 if ((num > 0) && (player_ptr->chp < (player_ptr->mhp / 3))) {
440 chg_virtue(player_ptr, V_TEMPERANCE, 1);
443 player_ptr->chp += num;
444 if (player_ptr->chp >= player_ptr->mhp) {
445 player_ptr->chp = player_ptr->mhp;
446 player_ptr->chp_frac = 0;
449 player_ptr->redraw |= (PR_HP);
450 player_ptr->window_flags |= (PW_PLAYER);
452 msg_print(_("少し気分が良くなった。", "You feel a little better."));
453 } else if (num < 15) {
454 msg_print(_("気分が良くなった。", "You feel better."));
455 } else if (num < 35) {
456 msg_print(_("とても気分が良くなった。", "You feel much better."));
458 msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));