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 "core/disturbance.h"
15 #include "core/player-redraw-types.h"
16 #include "floor/cave.h"
17 #include "grid/grid.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "monster-attack/monster-attack-types.h"
21 #include "monster-floor/monster-death.h"
22 #include "monster-floor/monster-move.h"
23 #include "monster-floor/monster-remover.h"
24 #include "monster-race/monster-race-hook.h"
25 #include "monster-race/monster-race.h"
26 #include "monster-race/race-flags-resistance.h"
27 #include "monster-race/race-flags1.h"
28 #include "monster-race/race-flags3.h"
29 #include "monster-race/race-flags7.h"
30 #include "monster/monster-describer.h"
31 #include "monster/monster-description-types.h"
32 #include "monster/monster-info.h"
33 #include "monster/monster-status-setter.h"
34 #include "monster/monster-status.h"
35 #include "pet/pet-fall-off.h"
36 #include "player/player-class.h"
37 #include "player/player-personalities-types.h"
38 #include "player/player-race-types.h"
39 #include "system/floor-type-definition.h"
40 #include "view/display-messages.h"
42 // Melee-post-process-type
43 typedef struct mam_pp_type {
47 GAME_TEXT m_name[160];
49 bool known; /* Can the player be aware of this attack? */
56 mam_pp_type *initialize_mam_pp_type(
57 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)
59 mam_pp_ptr->m_idx = m_idx;
60 mam_pp_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
61 mam_pp_ptr->seen = is_seen(player_ptr, mam_pp_ptr->m_ptr);
62 mam_pp_ptr->dam = dam;
63 mam_pp_ptr->known = mam_pp_ptr->m_ptr->cdis <= MAX_SIGHT;
64 mam_pp_ptr->dead = dead;
65 mam_pp_ptr->fear = fear;
66 mam_pp_ptr->note = note;
67 mam_pp_ptr->who = who;
71 static void prepare_redraw(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
73 if (!mam_pp_ptr->m_ptr->ml)
76 if (player_ptr->health_who == mam_pp_ptr->m_idx)
77 player_ptr->redraw |= (PR_HEALTH);
79 if (player_ptr->riding == mam_pp_ptr->m_idx)
80 player_ptr->redraw |= (PR_UHEALTH);
84 * @brief モンスターが無敵だった場合の処理
85 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
86 * @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
88 static bool process_invulnerability(mam_pp_type *mam_pp_ptr)
90 if (monster_invulner_remaining(mam_pp_ptr->m_ptr) && randint0(PENETRATE_INVULNERABILITY))
94 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
101 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
102 * @return ノーダメならTRUE、 そうでないならFALSE
104 static bool process_all_resistances(mam_pp_type *mam_pp_ptr)
106 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
107 if ((r_ptr->flagsr & RFR_RES_ALL) == 0)
110 if (mam_pp_ptr->dam > 0) {
111 mam_pp_ptr->dam /= 100;
112 if ((mam_pp_ptr->dam == 0) && one_in_(3))
116 if (mam_pp_ptr->dam != 0)
119 if (mam_pp_ptr->seen)
120 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
126 * @brief モンスター死亡時のメッセージ表示
127 * @param player_ptr プレーヤーへの参照ポインタ
128 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
132 * 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
134 static void print_monster_dead_by_monster(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
136 if (!mam_pp_ptr->known)
139 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, MD_TRUE_NAME);
140 if (!mam_pp_ptr->seen) {
141 player_ptr->current_floor_ptr->monster_noise = TRUE;
145 if (mam_pp_ptr->note) {
146 msg_format(_("%^s%s", "%^s%s"), mam_pp_ptr->m_name, mam_pp_ptr->note);
150 if (!monster_living(mam_pp_ptr->m_ptr->r_idx)) {
151 msg_format(_("%^sは破壊された。", "%^s is destroyed."), mam_pp_ptr->m_name);
155 msg_format(_("%^sは殺された。", "%^s is killed."), mam_pp_ptr->m_name);
159 * @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
160 * @param player_ptr プレーヤーへの参照ポインタ
161 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
162 * @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
164 static bool check_monster_hp(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
166 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
167 if (mam_pp_ptr->m_ptr->hp < 0)
170 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !player_ptr->phase_out) {
171 mam_pp_ptr->m_ptr->hp = 1;
175 sound_type kill_sound = monster_living(mam_pp_ptr->m_ptr->r_idx) ? SOUND_KILL : SOUND_N_KILL;
177 *(mam_pp_ptr->dead) = TRUE;
178 print_monster_dead_by_monster(player_ptr, mam_pp_ptr);
179 monster_gain_exp(player_ptr, mam_pp_ptr->who, mam_pp_ptr->m_ptr->r_idx);
180 monster_death(player_ptr, mam_pp_ptr->m_idx, FALSE);
181 delete_monster_idx(player_ptr, mam_pp_ptr->m_idx);
182 *(mam_pp_ptr->fear) = FALSE;
187 * @brief 死亡等で恐慌状態をキャンセルする
188 * @param player_ptr プレーヤーへの参照ポインタ
189 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
192 static void cancel_fear_by_pain(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
194 if (!monster_fear_remaining(mam_pp_ptr->m_ptr) || (mam_pp_ptr->dam <= 0)
195 || !set_monster_monfear(player_ptr, mam_pp_ptr->m_idx, monster_fear_remaining(mam_pp_ptr->m_ptr) - randint1(mam_pp_ptr->dam / 4)))
198 *(mam_pp_ptr->fear) = FALSE;
202 * @biref HP残量などに応じてモンスターを恐慌状態にする
203 * @param player_ptr プレーヤーへの参照ポインタ
204 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
207 static void make_monster_fear(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
209 monster_race *r_ptr = &r_info[mam_pp_ptr->m_ptr->r_idx];
210 if (monster_fear_remaining(mam_pp_ptr->m_ptr) || ((r_ptr->flags3 & RF3_NO_FEAR) == 0))
213 int percentage = (100L * mam_pp_ptr->m_ptr->hp) / mam_pp_ptr->m_ptr->maxhp;
214 bool can_make_fear = ((percentage <= 10) && (randint0(10) < percentage)) || ((mam_pp_ptr->dam >= mam_pp_ptr->m_ptr->hp) && (randint0(100) < 80));
218 *(mam_pp_ptr->fear) = TRUE;
219 (void)set_monster_monfear(
220 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))));
224 * @brief モンスター同士の乱闘による落馬処理
225 * @param player_ptr プレーヤーへの参照ポインタ
226 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
229 static void fall_off_horse_by_melee(player_type *player_ptr, mam_pp_type *mam_pp_ptr)
231 if (!player_ptr->riding || (player_ptr->riding != mam_pp_ptr->m_idx) || (mam_pp_ptr->dam <= 0))
234 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, 0);
235 if (mam_pp_ptr->m_ptr->hp > mam_pp_ptr->m_ptr->maxhp / 3)
236 mam_pp_ptr->dam = (mam_pp_ptr->dam + 1) / 2;
238 if (process_fall_off_horse(player_ptr, (mam_pp_ptr->dam > 200) ? 200 : mam_pp_ptr->dam, FALSE))
239 msg_format(_("%^sに振り落とされた!", "You have been thrown off from %s!"), mam_pp_ptr->m_name);
243 * 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
244 * @brief モンスターが敵モンスターに行う打撃処理 /
245 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
246 * @param m_idx 目標となるモンスターの参照ID
248 * @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
249 * @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
250 * @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)
251 * @param who 打撃を行ったモンスターの参照ID
254 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)
256 floor_type *floor_ptr = player_ptr->current_floor_ptr;
257 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
258 mam_pp_type tmp_mam_pp;
259 mam_pp_type *mam_pp_ptr = initialize_mam_pp_type(player_ptr, &tmp_mam_pp, m_idx, dam, dead, fear, note, who);
260 monster_desc(player_ptr, mam_pp_ptr->m_name, m_ptr, 0);
261 prepare_redraw(player_ptr, mam_pp_ptr);
262 (void)set_monster_csleep(player_ptr, m_idx, 0);
264 if (player_ptr->riding && (m_idx == player_ptr->riding))
265 disturb(player_ptr, TRUE, TRUE);
267 if (process_invulnerability(mam_pp_ptr) || process_all_resistances(mam_pp_ptr))
271 if (check_monster_hp(player_ptr, mam_pp_ptr))
275 cancel_fear_by_pain(player_ptr, mam_pp_ptr);
276 make_monster_fear(player_ptr, mam_pp_ptr);
277 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (mam_pp_ptr->who != m_idx)) {
278 if (is_pet(&floor_ptr->m_list[mam_pp_ptr->who]) && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x)) {
279 set_target(m_ptr, floor_ptr->m_list[mam_pp_ptr->who].fy, floor_ptr->m_list[mam_pp_ptr->who].fx);
283 fall_off_horse_by_melee(player_ptr, mam_pp_ptr);