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 "effect/attribute-types.h"
16 #include "floor/cave.h"
17 #include "floor/geometry.h"
18 #include "grid/grid.h"
19 #include "main/sound-definitions-table.h"
20 #include "main/sound-of-music.h"
21 #include "monster-attack/monster-attack-table.h"
22 #include "monster-floor/monster-death.h"
23 #include "monster-floor/monster-move.h"
24 #include "monster-floor/monster-remover.h"
25 #include "monster-race/monster-race-hook.h"
26 #include "monster-race/monster-race.h"
27 #include "monster-race/race-flags-resistance.h"
28 #include "monster-race/race-flags1.h"
29 #include "monster-race/race-flags3.h"
30 #include "monster-race/race-flags7.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-description-types.h"
33 #include "monster/monster-info.h"
34 #include "monster/monster-status-setter.h"
35 #include "monster/monster-status.h"
36 #include "pet/pet-fall-off.h"
37 #include "player-info/class-info.h"
38 #include "player-info/race-types.h"
39 #include "player/player-personality-types.h"
40 #include "system/angband-system.h"
41 #include "system/floor-type-definition.h"
42 #include "system/monster-entity.h"
43 #include "system/monster-race-info.h"
44 #include "system/player-type-definition.h"
45 #include "system/redrawing-flags-updater.h"
46 #include "util/bit-flags-calculator.h"
47 #include "util/string-processor.h"
48 #include "view/display-messages.h"
51 // Melee-post-process-type
53 mam_pp_type(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *dead, bool *fear, std::string_view note, MONSTER_IDX who);
62 bool known; /* Can the player be aware of this attack? */
66 mam_pp_type::mam_pp_type(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *dead, bool *fear, std::string_view note, MONSTER_IDX who)
68 , m_ptr(&player_ptr->current_floor_ptr->m_list[m_idx])
75 this->seen = is_seen(player_ptr, this->m_ptr);
76 this->known = this->m_ptr->cdis <= MAX_PLAYER_SIGHT;
77 this->m_name = monster_desc(player_ptr, m_ptr, 0);
80 static void prepare_redraw(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
82 if (!mam_pp_ptr->m_ptr->ml) {
86 auto &rfu = RedrawingFlagsUpdater::get_instance();
87 if (player_ptr->health_who == mam_pp_ptr->m_idx) {
88 rfu.set_flag(MainWindowRedrawingFlag::HEALTH);
91 if (player_ptr->riding == mam_pp_ptr->m_idx) {
92 rfu.set_flag(MainWindowRedrawingFlag::UHEALTH);
97 * @brief モンスターが無敵だった場合の処理
98 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
99 * @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
101 static bool process_invulnerability(mam_pp_type *mam_pp_ptr)
103 if (mam_pp_ptr->m_ptr->is_invulnerable() && randint0(PENETRATE_INVULNERABILITY)) {
107 if (mam_pp_ptr->seen) {
108 msg_format(_("%s^はダメージを受けない。", "%s^ is unharmed."), mam_pp_ptr->m_name.data());
116 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
117 * @return ノーダメならTRUE、 そうでないならFALSE
119 static bool process_all_resistances(mam_pp_type *mam_pp_ptr)
121 auto *r_ptr = &mam_pp_ptr->m_ptr->get_monrace();
122 if (r_ptr->resistance_flags.has_not(MonsterResistanceType::RESIST_ALL)) {
126 if (mam_pp_ptr->dam > 0) {
127 mam_pp_ptr->dam /= 100;
128 if ((mam_pp_ptr->dam == 0) && one_in_(3)) {
133 if (mam_pp_ptr->dam != 0) {
137 if (mam_pp_ptr->seen) {
138 msg_format(_("%s^はダメージを受けない。", "%s^ is unharmed."), mam_pp_ptr->m_name.data());
145 * @brief モンスター死亡時のメッセージ表示
146 * @param player_ptr プレイヤーへの参照ポインタ
147 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
150 * 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
152 static void print_monster_dead_by_monster(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
154 if (!mam_pp_ptr->known) {
158 mam_pp_ptr->m_name = monster_desc(player_ptr, mam_pp_ptr->m_ptr, MD_TRUE_NAME);
159 if (!mam_pp_ptr->seen) {
160 player_ptr->current_floor_ptr->monster_noise = true;
164 if (!mam_pp_ptr->note.empty()) {
165 sound_type kill_sound = mam_pp_ptr->m_ptr->has_living_flag() ? SOUND_KILL : SOUND_N_KILL;
167 msg_format(_("%s^%s", "%s^%s"), mam_pp_ptr->m_name.data(), mam_pp_ptr->note.data());
171 if (!mam_pp_ptr->m_ptr->has_living_flag()) {
173 msg_format(_("%s^は破壊された。", "%s^ is destroyed."), mam_pp_ptr->m_name.data());
178 msg_format(_("%s^は殺された。", "%s^ is killed."), mam_pp_ptr->m_name.data());
182 * @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
183 * @param player_ptr プレイヤーへの参照ポインタ
184 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
185 * @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
187 static bool check_monster_hp(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
189 const auto &monrace = mam_pp_ptr->m_ptr->get_monrace();
190 if (mam_pp_ptr->m_ptr->hp < 0) {
194 auto is_like_unique = monrace.kind_flags.has(MonsterKindType::UNIQUE);
195 is_like_unique |= any_bits(monrace.flags1, RF1_QUESTOR);
196 is_like_unique |= monrace.population_flags.has(MonsterPopulationType::NAZGUL);
197 if (is_like_unique && !AngbandSystem::get_instance().is_phase_out()) {
198 mam_pp_ptr->m_ptr->hp = 1;
202 *(mam_pp_ptr->dead) = true;
203 print_monster_dead_by_monster(player_ptr, mam_pp_ptr);
204 monster_gain_exp(player_ptr, mam_pp_ptr->who, mam_pp_ptr->m_ptr->r_idx);
205 monster_death(player_ptr, mam_pp_ptr->m_idx, false, AttributeType::NONE);
206 delete_monster_idx(player_ptr, mam_pp_ptr->m_idx);
207 *(mam_pp_ptr->fear) = false;
212 * @brief 死亡等で恐慌状態をキャンセルする
213 * @param player_ptr プレイヤーへの参照ポインタ
214 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
216 static void cancel_fear_by_pain(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
218 const auto &m_ref = *mam_pp_ptr->m_ptr;
219 const auto dam = mam_pp_ptr->dam;
220 if (!m_ref.is_fearful() || (dam <= 0) || !set_monster_monfear(player_ptr, mam_pp_ptr->m_idx, m_ref.get_remaining_fear() - randint1(dam / 4))) {
224 *(mam_pp_ptr->fear) = false;
228 * @biref HP残量などに応じてモンスターを恐慌状態にする
229 * @param player_ptr プレイヤーへの参照ポインタ
230 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
232 static void make_monster_fear(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
234 auto *r_ptr = &mam_pp_ptr->m_ptr->get_monrace();
235 if (mam_pp_ptr->m_ptr->is_fearful() || (r_ptr->resistance_flags.has_not(MonsterResistanceType::NO_FEAR))) {
239 int percentage = (100L * mam_pp_ptr->m_ptr->hp) / mam_pp_ptr->m_ptr->maxhp;
240 bool can_make_fear = ((percentage <= 10) && (randint0(10) < percentage)) || ((mam_pp_ptr->dam >= mam_pp_ptr->m_ptr->hp) && (randint0(100) < 80));
241 if (!can_make_fear) {
245 *(mam_pp_ptr->fear) = true;
246 (void)set_monster_monfear(
247 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))));
251 * @brief モンスター同士の乱闘による落馬処理
252 * @param player_ptr プレイヤーへの参照ポインタ
253 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
255 static void fall_off_horse_by_melee(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
257 if (!player_ptr->riding || (player_ptr->riding != mam_pp_ptr->m_idx) || (mam_pp_ptr->dam <= 0)) {
261 mam_pp_ptr->m_name = monster_desc(player_ptr, mam_pp_ptr->m_ptr, 0);
262 if (mam_pp_ptr->m_ptr->hp > mam_pp_ptr->m_ptr->maxhp / 3) {
263 mam_pp_ptr->dam = (mam_pp_ptr->dam + 1) / 2;
266 if (process_fall_off_horse(player_ptr, (mam_pp_ptr->dam > 200) ? 200 : mam_pp_ptr->dam, false)) {
267 msg_format(_("%s^に振り落とされた!", "You have been thrown off from %s!"), mam_pp_ptr->m_name.data());
272 * @brief モンスターが敵モンスターに行う打撃処理 /
273 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
274 * @param m_idx 目標となるモンスターの参照ID
276 * @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
277 * @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
278 * @param note 目標モンスターが死亡した場合の特別メッセージ(nullptrならば標準表示を行う)
279 * @param who 打撃を行ったモンスターの参照ID
280 * @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
282 void mon_take_hit_mon(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *dead, bool *fear, std::string_view note, MONSTER_IDX who)
284 auto *floor_ptr = player_ptr->current_floor_ptr;
285 auto *m_ptr = &floor_ptr->m_list[m_idx];
286 mam_pp_type tmp_mam_pp(player_ptr, m_idx, dam, dead, fear, note, who);
287 mam_pp_type *mam_pp_ptr = &tmp_mam_pp;
288 prepare_redraw(player_ptr, mam_pp_ptr);
289 (void)set_monster_csleep(player_ptr, m_idx, 0);
291 if (player_ptr->riding && (m_idx == player_ptr->riding)) {
292 disturb(player_ptr, true, true);
295 if (process_invulnerability(mam_pp_ptr) || process_all_resistances(mam_pp_ptr)) {
300 if (check_monster_hp(player_ptr, mam_pp_ptr)) {
305 cancel_fear_by_pain(player_ptr, mam_pp_ptr);
306 make_monster_fear(player_ptr, mam_pp_ptr);
307 if ((dam > 0) && !m_ptr->is_pet() && !m_ptr->is_friendly() && (mam_pp_ptr->who != m_idx)) {
308 const auto &m_ref = floor_ptr->m_list[who];
309 if (m_ref.is_pet() && !player_ptr->is_located_at({ m_ptr->target_y, m_ptr->target_x })) {
310 set_target(m_ptr, m_ref.fy, m_ref.fx);
314 fall_off_horse_by_melee(player_ptr, mam_pp_ptr);