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 "effect/attribute-types.h"
17 #include "floor/cave.h"
18 #include "floor/geometry.h"
19 #include "grid/grid.h"
20 #include "main/sound-definitions-table.h"
21 #include "main/sound-of-music.h"
22 #include "monster-attack/monster-attack-table.h"
23 #include "monster-floor/monster-death.h"
24 #include "monster-floor/monster-move.h"
25 #include "monster-floor/monster-remover.h"
26 #include "monster-race/monster-race-hook.h"
27 #include "monster-race/monster-race.h"
28 #include "monster-race/race-flags-resistance.h"
29 #include "monster-race/race-flags1.h"
30 #include "monster-race/race-flags3.h"
31 #include "monster-race/race-flags7.h"
32 #include "monster/monster-describer.h"
33 #include "monster/monster-description-types.h"
34 #include "monster/monster-info.h"
35 #include "monster/monster-status-setter.h"
36 #include "monster/monster-status.h"
37 #include "pet/pet-fall-off.h"
38 #include "player-info/class-info.h"
39 #include "player-info/race-types.h"
40 #include "player/player-personality-types.h"
41 #include "system/floor-type-definition.h"
42 #include "system/monster-race-definition.h"
43 #include "system/monster-type-definition.h"
44 #include "system/player-type-definition.h"
45 #include "util/bit-flags-calculator.h"
46 #include "view/display-messages.h"
48 // Melee-post-process-type
53 GAME_TEXT m_name[160];
55 bool known; /* Can the player be aware of this attack? */
62 mam_pp_type *initialize_mam_pp_type(
63 PlayerType *player_ptr, mam_pp_type *mam_pp_ptr, MONSTER_IDX m_idx, int dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
65 mam_pp_ptr->m_idx = m_idx;
66 mam_pp_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
67 mam_pp_ptr->seen = is_seen(player_ptr, mam_pp_ptr->m_ptr);
68 mam_pp_ptr->dam = dam;
69 mam_pp_ptr->known = mam_pp_ptr->m_ptr->cdis <= MAX_SIGHT;
70 mam_pp_ptr->dead = dead;
71 mam_pp_ptr->fear = fear;
72 mam_pp_ptr->note = note;
73 mam_pp_ptr->who = who;
77 static void prepare_redraw(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
79 if (!mam_pp_ptr->m_ptr->ml) {
83 if (player_ptr->health_who == mam_pp_ptr->m_idx) {
84 player_ptr->redraw |= (PR_HEALTH);
87 if (player_ptr->riding == mam_pp_ptr->m_idx) {
88 player_ptr->redraw |= (PR_UHEALTH);
93 * @brief モンスターが無敵だった場合の処理
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 無敵ノーダメならTRUE、無敵でないか無敵を貫通したらFALSE
97 static bool process_invulnerability(mam_pp_type *mam_pp_ptr)
99 if (mam_pp_ptr->m_ptr->is_invulnerable() && randint0(PENETRATE_INVULNERABILITY)) {
103 if (mam_pp_ptr->seen) {
104 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
112 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
113 * @return ノーダメならTRUE、 そうでないならFALSE
115 static bool process_all_resistances(mam_pp_type *mam_pp_ptr)
117 auto *r_ptr = &monraces_info[mam_pp_ptr->m_ptr->r_idx];
118 if (r_ptr->resistance_flags.has_not(MonsterResistanceType::RESIST_ALL)) {
122 if (mam_pp_ptr->dam > 0) {
123 mam_pp_ptr->dam /= 100;
124 if ((mam_pp_ptr->dam == 0) && one_in_(3)) {
129 if (mam_pp_ptr->dam != 0) {
133 if (mam_pp_ptr->seen) {
134 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), mam_pp_ptr->m_name);
141 * @brief モンスター死亡時のメッセージ表示
142 * @param player_ptr プレイヤーへの参照ポインタ
143 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
146 * 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
148 static void print_monster_dead_by_monster(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
150 if (!mam_pp_ptr->known) {
154 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, MD_TRUE_NAME);
155 if (!mam_pp_ptr->seen) {
156 player_ptr->current_floor_ptr->monster_noise = true;
160 if (mam_pp_ptr->note) {
161 sound_type kill_sound = monster_living(mam_pp_ptr->m_ptr->r_idx) ? SOUND_KILL : SOUND_N_KILL;
163 msg_format(_("%^s%s", "%^s%s"), mam_pp_ptr->m_name, mam_pp_ptr->note);
167 if (!monster_living(mam_pp_ptr->m_ptr->r_idx)) {
169 msg_format(_("%^sは破壊された。", "%^s is destroyed."), mam_pp_ptr->m_name);
174 msg_format(_("%^sは殺された。", "%^s is killed."), mam_pp_ptr->m_name);
178 * @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
179 * @param player_ptr プレイヤーへの参照ポインタ
180 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
181 * @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
183 static bool check_monster_hp(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
185 auto *r_ptr = &monraces_info[mam_pp_ptr->m_ptr->r_idx];
186 if (mam_pp_ptr->m_ptr->hp < 0) {
190 if ((r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || any_bits(r_ptr->flags1, RF1_QUESTOR) || (r_ptr->population_flags.has(MonsterPopulationType::NAZGUL))) && !player_ptr->phase_out) {
191 mam_pp_ptr->m_ptr->hp = 1;
195 *(mam_pp_ptr->dead) = true;
196 print_monster_dead_by_monster(player_ptr, mam_pp_ptr);
197 monster_gain_exp(player_ptr, mam_pp_ptr->who, mam_pp_ptr->m_ptr->r_idx);
198 monster_death(player_ptr, mam_pp_ptr->m_idx, false, AttributeType::NONE);
199 delete_monster_idx(player_ptr, mam_pp_ptr->m_idx);
200 *(mam_pp_ptr->fear) = false;
205 * @brief 死亡等で恐慌状態をキャンセルする
206 * @param player_ptr プレイヤーへの参照ポインタ
207 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
209 static void cancel_fear_by_pain(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
211 const auto &m_ref = *mam_pp_ptr->m_ptr;
212 const auto dam = mam_pp_ptr->dam;
213 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))) {
217 *(mam_pp_ptr->fear) = false;
221 * @biref HP残量などに応じてモンスターを恐慌状態にする
222 * @param player_ptr プレイヤーへの参照ポインタ
223 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
225 static void make_monster_fear(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
227 auto *r_ptr = &monraces_info[mam_pp_ptr->m_ptr->r_idx];
228 if (mam_pp_ptr->m_ptr->is_fearful() || ((r_ptr->flags3 & RF3_NO_FEAR) == 0)) {
232 int percentage = (100L * mam_pp_ptr->m_ptr->hp) / mam_pp_ptr->m_ptr->maxhp;
233 bool can_make_fear = ((percentage <= 10) && (randint0(10) < percentage)) || ((mam_pp_ptr->dam >= mam_pp_ptr->m_ptr->hp) && (randint0(100) < 80));
234 if (!can_make_fear) {
238 *(mam_pp_ptr->fear) = true;
239 (void)set_monster_monfear(
240 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))));
244 * @brief モンスター同士の乱闘による落馬処理
245 * @param player_ptr プレイヤーへの参照ポインタ
246 * @param mam_pp_ptr 標的モンスター構造体への参照ポインタ
248 static void fall_off_horse_by_melee(PlayerType *player_ptr, mam_pp_type *mam_pp_ptr)
250 if (!player_ptr->riding || (player_ptr->riding != mam_pp_ptr->m_idx) || (mam_pp_ptr->dam <= 0)) {
254 monster_desc(player_ptr, mam_pp_ptr->m_name, mam_pp_ptr->m_ptr, 0);
255 if (mam_pp_ptr->m_ptr->hp > mam_pp_ptr->m_ptr->maxhp / 3) {
256 mam_pp_ptr->dam = (mam_pp_ptr->dam + 1) / 2;
259 if (process_fall_off_horse(player_ptr, (mam_pp_ptr->dam > 200) ? 200 : mam_pp_ptr->dam, false)) {
260 msg_format(_("%^sに振り落とされた!", "You have been thrown off from %s!"), mam_pp_ptr->m_name);
265 * @brief モンスターが敵モンスターに行う打撃処理 /
266 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
267 * @param m_idx 目標となるモンスターの参照ID
269 * @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
270 * @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
271 * @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)
272 * @param who 打撃を行ったモンスターの参照ID
273 * @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
275 void mon_take_hit_mon(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
277 auto *floor_ptr = player_ptr->current_floor_ptr;
278 auto *m_ptr = &floor_ptr->m_list[m_idx];
279 mam_pp_type tmp_mam_pp;
280 mam_pp_type *mam_pp_ptr = initialize_mam_pp_type(player_ptr, &tmp_mam_pp, m_idx, dam, dead, fear, note, who);
281 monster_desc(player_ptr, mam_pp_ptr->m_name, m_ptr, 0);
282 prepare_redraw(player_ptr, mam_pp_ptr);
283 (void)set_monster_csleep(player_ptr, m_idx, 0);
285 if (player_ptr->riding && (m_idx == player_ptr->riding)) {
286 disturb(player_ptr, true, true);
289 if (process_invulnerability(mam_pp_ptr) || process_all_resistances(mam_pp_ptr)) {
294 if (check_monster_hp(player_ptr, mam_pp_ptr)) {
299 cancel_fear_by_pain(player_ptr, mam_pp_ptr);
300 make_monster_fear(player_ptr, mam_pp_ptr);
301 if ((dam > 0) && !m_ptr->is_pet() && !m_ptr->is_friendly() && (mam_pp_ptr->who != m_idx)) {
302 const auto &m_ref = floor_ptr->m_list[who];
303 if (m_ref.is_pet() && !player_bold(player_ptr, m_ptr->target_y, m_ptr->target_x)) {
304 set_target(m_ptr, m_ref.fy, m_ref.fx);
308 fall_off_horse_by_melee(player_ptr, mam_pp_ptr);