2 * @brief モンスター同士の打撃後処理 / Melee post-process.
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research,\n
7 * and not for profit purposes provided that this copyright and statement\n
8 * are included in all such copies. Other copyrights may also apply.\n
9 * 2014 Deskull rearranged comment for Doxygen.\n
13 #include "melee/melee-postprocess.h"
14 #include "monster-attack/monster-attack-types.h"
15 #include "grid/grid.h"
16 #include "main/sound-definitions-table.h"
17 #include "monster-race/race-flags-resistance.h"
18 #include "monster-race/race-flags1.h"
19 #include "monster-race/race-flags3.h"
20 #include "monster-race/race-flags7.h"
21 #include "monster-race/monster-race-hook.h"
22 #include "monster/monster-describer.h"
23 #include "monster/monster-description-types.h"
24 #include "monster/monster-death.h"
25 #include "monster/monster-status.h"
26 #include "monster/monster2.h"
27 #include "mspell/monster-spell.h"
28 #include "pet/pet-fall-off.h"
29 #include "player/player-class.h"
30 #include "player/player-move.h"
31 #include "player/player-personalities-table.h"
32 #include "player/player-races-table.h"
33 #include "util/util.h"
35 // Melee-post-process-type
36 typedef struct mam_pp_type {
40 GAME_TEXT m_name[160];
42 bool known; /* Can the player be aware of this attack? */
49 mam_pp_type *initialize_mam_pp_type(
50 player_type *player_ptr, mam_pp_type *mam_pp_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
52 mam_pp_ptr->m_idx = m_idx;
53 mam_pp_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
54 mam_pp_ptr->seen = is_seen(mam_pp_ptr->m_ptr);
55 mam_pp_ptr->dam = dam;
56 mam_pp_ptr->known = mam_pp_ptr->m_ptr->cdis <= MAX_SIGHT;
57 mam_pp_ptr->dead = dead;
58 mam_pp_ptr->fear = fear;
59 mam_pp_ptr->note = note;
60 mam_pp_ptr->who = who;
64 static void prepare_redraw(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
66 if (!mam_pp_ptr->m_ptr->ml)
69 if (player_ptr->health_who == mam_pp_ptr->m_idx)
70 player_ptr->redraw |= (PR_HEALTH);
72 if (player_ptr->riding == mam_pp_ptr->m_idx)
73 player_ptr->redraw |= (PR_UHEALTH);
77 * @brief モンスターが無敵だった場合の処理
78 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
79 * @return 無敵ノーダメならTRUE、無敵でないか無敵を貫通したらFALSE
81 static bool process_invulnerability(mam_pp_type *mam_pp_ptr)
83 if (monster_invulner_remaining(mam_pp_ptr->m_ptr) && randint0(PENETRATE_INVULNERABILITY))
87 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
94 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
95 * @return ノーダメならTRUE、 そうでないならFALSE
97 static bool process_all_resistances(mam_pp_type *mam_pp_ptr)
99 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
100 if ((r_ptr->flagsr & RFR_RES_ALL) == 0)
103 if (mam_pp_ptr->dam > 0) {
104 mam_pp_ptr->dam /= 100;
105 if ((mam_pp_ptr->dam == 0) && one_in_(3))
109 if (mam_pp_ptr->dam != 0)
112 if (mam_pp_ptr->seen)
113 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
119 * @brief モンスター死亡時のメッセージ表示
120 * @param player_ptr プレーヤーへの参照ポインタ
121 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
125 * 爆発して粉々になった等ならその旨を、残りは生命か無生命かで分岐
127 static void print_monster_dead_by_monster(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
129 if (!mam_pp_ptr->known)
132 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, MD_TRUE_NAME);
133 if (!mam_pp_ptr->seen) {
134 player_ptr->current_floor_ptr->monster_noise = TRUE;
138 if (mam_pp_ptr->note) {
139 msg_format(_("%^s%s", "%^s%s"), mam_pp_ptr->m_name, mam_pp_ptr->note);
143 if (!monster_living(mam_pp_ptr->m_ptr->r_idx)) {
144 msg_format(_("%^sは破壊された。", "%^s is destroyed."), mam_pp_ptr->m_name);
148 msg_format(_("%^sは殺された。", "%^s is killed."), mam_pp_ptr->m_name);
152 * @brief ダメージを受けたモンスターのHPが0未満になった際の処理
153 * @param player_ptr プレーヤーへの参照ポインタ
154 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
155 * @return 生きていたらTRUE、それ以外 (ユニークは@以外の攻撃では死なない)はFALSE
157 static bool check_monster_hp(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
159 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
160 if (mam_pp_ptr->m_ptr->hp < 0)
163 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !player_ptr->phase_out) {
164 mam_pp_ptr->m_ptr->hp = 1;
168 sound_type kill_sound = monster_living(mam_pp_ptr->m_ptr->r_idx) ? SOUND_KILL : SOUND_N_KILL;
170 *(mam_pp_ptr->dead) = TRUE;
171 print_monster_dead_by_monster(player_ptr, mam_pp_ptr);
172 monster_gain_exp(player_ptr, mam_pp_ptr->who, mam_pp_ptr->m_ptr->r_idx);
173 monster_death(player_ptr, mam_pp_ptr->m_idx, FALSE);
174 delete_monster_idx(player_ptr, mam_pp_ptr->m_idx);
175 *(mam_pp_ptr->fear) = FALSE;
180 * @brief 死亡等で恐慌状態をキャンセルする
181 * @param player_ptr プレーヤーへの参照ポインタ
182 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
185 static void cancel_fear_by_pain(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
187 if (!monster_fear_remaining(mam_pp_ptr->m_ptr) || (mam_pp_ptr->dam <= 0)
188 || !set_monster_monfear(player_ptr, mam_pp_ptr->m_idx, monster_fear_remaining(mam_pp_ptr->m_ptr) - randint1(mam_pp_ptr->dam / 4)))
191 *(mam_pp_ptr->fear) = FALSE;
195 * @biref HP残量などに応じてモンスターを恐慌状態にする
196 * @param player_ptr プレーヤーへの参照ポインタ
197 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
200 static void make_monster_fear(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
202 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
203 if (monster_fear_remaining(mam_pp_ptr->m_ptr) || ((r_ptr->flags3 & RF3_NO_FEAR) == 0))
206 int percentage = (100L * mam_pp_ptr->m_ptr->hp) / mam_pp_ptr->m_ptr->maxhp;
207 bool can_make_fear = ((percentage <= 10) && (randint0(10) < percentage)) || ((mam_pp_ptr->dam >= mam_pp_ptr->m_ptr->hp) && (randint0(100) < 80));
211 *(mam_pp_ptr->fear) = TRUE;
212 (void)set_monster_monfear(
213 player_ptr, mam_pp_ptr->m_idx, (randint1(10) + (((mam_pp_ptr->dam >= mam_pp_ptr->m_ptr->hp) && (percentage > 7)) ? 20 : ((11 - percentage) * 5))));
217 * @brief モンスター同士の乱闘による落馬処理
218 * @param player_ptr プレーヤーへの参照ポインタ
219 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
222 static void fall_off_horse_by_melee(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
224 if (!player_ptr->riding || (player_ptr->riding != mam_pp_ptr->m_idx) || (mam_pp_ptr->dam <= 0))
227 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, 0);
228 if (mam_pp_ptr->m_ptr->hp > mam_pp_ptr->m_ptr->maxhp / 3)
229 mam_pp_ptr->dam = (mam_pp_ptr->dam + 1) / 2;
231 if (process_fall_off_horse(player_ptr, (mam_pp_ptr->dam > 200) ? 200 : mam_pp_ptr->dam, FALSE))
232 msg_format(_("%^sに振り落とされた!", "You have been thrown off from %s!"), mam_pp_ptr->m_name);
236 * todo 打撃が当たった時の後処理 (爆発持ちのモンスターを爆発させる等)なので、関数名を変更する必要あり
237 * @brief モンスターが敵モンスターに行う打撃処理 /
238 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
239 * @param m_idx 目標となるモンスターの参照ID
241 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
242 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
243 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
244 * @param who 打撃を行ったモンスターの参照ID
247 void mon_take_hit_mon(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
249 floor_type *floor_ptr = player_ptr->current_floor_ptr;
250 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
251 mam_pp_type tmp_mam_pp;
252 mam_pp_type *mam_pp_ptr = initialize_mam_pp_type(player_ptr, &tmp_mam_pp, m_idx, dam, dead, fear, note, who);
253 monster_desc(player_ptr, mam_pp_ptr->m_name, m_ptr, 0);
254 prepare_redraw(player_ptr, mam_pp_ptr);
255 (void)set_monster_csleep(player_ptr, m_idx, 0);
257 if (player_ptr->riding && (m_idx == player_ptr->riding))
258 disturb(player_ptr, TRUE, TRUE);
260 if (process_invulnerability(mam_pp_ptr) || process_all_resistances(mam_pp_ptr))
264 if (check_monster_hp(player_ptr, mam_pp_ptr))
268 cancel_fear_by_pain(player_ptr, mam_pp_ptr);
269 make_monster_fear(player_ptr, mam_pp_ptr);
270 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (mam_pp_ptr->who != m_idx)) {
271 if (is_pet(&floor_ptr->m_list[mam_pp_ptr->who]) && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x)) {
272 set_target(m_ptr, floor_ptr->m_list[mam_pp_ptr->who].fy, floor_ptr->m_list[mam_pp_ptr->who].fx);
276 fall_off_horse_by_melee(player_ptr, mam_pp_ptr);