2 * @brief モンスターがダメージを受けた時の処理と経験値の加算処理
7 #include "monster/monster-damage.h"
8 #include "core/player-redraw-types.h"
9 #include "core/speed-table.h"
10 #include "core/stuff-handler.h"
11 #include "dungeon/dungeon.h"
12 #include "game-option/birth-options.h"
13 #include "game-option/play-record-options.h"
14 #include "io/files-util.h"
15 #include "io/report.h"
16 #include "io/write-diary.h"
17 #include "main/sound-definitions-table.h"
18 #include "main/sound-of-music.h"
19 #include "mind/mind-ninja.h"
20 #include "monster-floor/monster-death.h"
21 #include "monster-floor/monster-remover.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-floor/place-monster-types.h"
24 #include "monster-race/monster-race-hook.h"
25 #include "monster-race/monster-race.h"
26 #include "monster-race/race-ability-mask.h"
27 #include "monster-race/race-flags1.h"
28 #include "monster-race/race-flags2.h"
29 #include "monster-race/race-flags3.h"
30 #include "monster-race/race-flags7.h"
31 #include "monster-race/race-flags8.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 "object-enchant/object-curse.h"
38 #include "player-info/avatar.h"
39 #include "player/player-status.h"
40 #include "player/special-defense-types.h"
41 #include "spell-kind/spells-random.h"
42 #include "status/experience.h"
43 #include "system/floor-type-definition.h"
44 #include "system/monster-race-definition.h"
45 #include "system/monster-type-definition.h"
46 #include "system/player-type-definition.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-messages.h"
49 #include "world/world.h"
54 * @param target_ptr プレーヤーへの参照ポインタ
55 * @param m_idx ダメージを与えたモンスターのID
57 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばtrue
58 * @param note モンスターが倒された際の特別なメッセージ述語
60 MonsterDamageProcessor::MonsterDamageProcessor(player_type *target_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *fear)
61 : target_ptr(target_ptr)
69 * @brief モンスターのHPをダメージに応じて減算する /
70 * @return モンスターが生きていればfalse、死んだらtrue
72 bool MonsterDamageProcessor::mon_take_hit(concptr note)
74 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
79 (void)COPY(&exp_mon, m_ptr, monster_type);
81 auto exp_dam = (m_ptr->hp > this->dam) ? this->dam : m_ptr->hp;
83 this->get_exp_from_mon(&exp_mon, exp_dam);
84 if (this->genocide_chaos_patron()) {
88 m_ptr->hp -= this->dam;
89 m_ptr->dealt_damage += this->dam;
90 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) {
91 m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
94 if (current_world_ptr->wizard) {
95 msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
98 auto *r_ptr = &r_info[m_ptr->r_idx];
100 this->death_special_flag_monster();
101 if (r_ptr->r_akills < MAX_SHORT) {
105 this->increase_kill_numbers();
106 GAME_TEXT m_name[MAX_NLEN];
107 monster_desc(this->target_ptr, m_name, m_ptr, MD_TRUE_NAME);
108 this->death_amberites(m_name);
109 this->dying_scream(m_name);
110 this->change_virtue_non_beginner();
111 if (r_ptr->flags1 & RF1_UNIQUE) {
112 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
113 chg_virtue(this->target_ptr, V_HARMONY, 2);
115 if (r_ptr->flags3 & RF3_GOOD) {
116 chg_virtue(this->target_ptr, V_UNLIFE, 2);
117 chg_virtue(this->target_ptr, V_VITALITY, -2);
121 chg_virtue(this->target_ptr, V_INDIVIDUALISM, -1);
124 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER) {
125 chg_virtue(this->target_ptr, V_COMPASSION, -1);
128 auto *floor_ptr = this->target_ptr->current_floor_ptr;
129 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * floor_ptr->dun_level) >= randint1(100)))
130 chg_virtue(this->target_ptr, V_UNLIFE, 1);
132 if (any_bits(r_ptr->flags3, RF3_ANGEL)) {
133 if (any_bits(r_ptr->flags1, RF1_UNIQUE)) {
134 chg_virtue(this->target_ptr, V_FAITH, -2);
135 } else if ((r_ptr->level) / 10 + (3 * floor_ptr->dun_level) >= randint1(100)) {
136 auto change_value = any_bits(r_ptr->flags3, RF3_GOOD) ? -1 : 1;
137 chg_virtue(this->target_ptr, V_FAITH, change_value);
139 } else if (any_bits(r_ptr->flags3, RF3_DEMON)) {
140 if (any_bits(r_ptr->flags1, RF1_UNIQUE)) {
141 chg_virtue(this->target_ptr, V_FAITH, 2);
142 } else if ((r_ptr->level) / 10 + (3 * floor_ptr->dun_level) >= randint1(100)) {
143 chg_virtue(this->target_ptr, V_FAITH, 1);
147 if (any_bits(r_ptr->flags3, RF3_UNDEAD) && any_bits(r_ptr->flags1, RF1_UNIQUE)) {
148 chg_virtue(this->target_ptr, V_VITALITY, 2);
151 if (r_ptr->r_deaths > 0) {
152 if (any_bits(r_ptr->flags1, RF1_UNIQUE)) {
153 chg_virtue(this->target_ptr, V_HONOUR, 10);
154 } else if ((r_ptr->level) / 10 + (2 * this->target_ptr->current_floor_ptr->dun_level) >= randint1(100)) {
155 chg_virtue(this->target_ptr, V_HONOUR, 1);
159 if (any_bits(r_ptr->flags2, RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10)) {
160 chg_virtue(this->target_ptr, V_VALOUR, -1);
163 for (auto i = 0; i < MAX_NUM_BLOWS; i++) {
164 if (r_ptr->blow[i].d_dice != 0) {
168 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM) || (r_ptr->blow[i].effect == RBE_EAT_GOLD)) {
173 if (r_ptr->level > 0) {
178 if (any_bits(r_ptr->flags1, RF1_UNIQUE)) {
179 chg_virtue(this->target_ptr, V_JUSTICE, 3);
180 } else if (1 + ((r_ptr->level) / 10 + (2 * this->target_ptr->current_floor_ptr->dun_level)) >= randint1(100)) {
181 chg_virtue(this->target_ptr, V_JUSTICE, 1);
183 } else if (innocent) {
184 chg_virtue(this->target_ptr, V_JUSTICE, -1);
187 auto magic_ability_flags = r_ptr->ability_flags;
188 magic_ability_flags.reset(RF_ABILITY_NOMAGIC_MASK);
189 if (any_bits(r_ptr->flags3, RF3_ANIMAL) && none_bits(r_ptr->flags3, RF3_EVIL) && magic_ability_flags.none()) {
191 chg_virtue(this->target_ptr, V_NATURE, -1);
195 if (any_bits(r_ptr->flags1, RF1_UNIQUE) && record_destroy_uniq) {
197 sprintf(note_buf, "%s%s", r_ptr->name.c_str(), m_ptr->mflag2.has(MFLAG2::CLONED) ? _("(クローン)", "(Clone)") : "");
198 exe_write_diary(this->target_ptr, DIARY_UNIQUE, 0, note_buf);
202 if (note != nullptr) {
203 msg_format("%^s%s", m_name, note);
204 } else if (!m_ptr->ml) {
205 auto mes = is_echizen(this->target_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have killed %s.")
206 : _("%sを殺した。", "You have killed %s.");
207 msg_format(mes, m_name);
208 } else if (!monster_living(m_ptr->r_idx)) {
209 bool explode = false;
210 for (auto i = 0; i < 4; i++) {
211 if (r_ptr->blow[i].method == RBM_EXPLODE) {
217 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
219 auto mes = is_echizen(this->target_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have destroyed %s.")
220 : _("%sを殺した。", "You have destoryed %s.");
221 msg_format(mes, m_name);
224 auto mes = is_echizen(this->target_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have slained %s.")
225 : _("%sを殺した。", "You have slained %s.");
226 msg_format(mes, m_name);
229 if (any_bits(r_ptr->flags1, RF1_UNIQUE) && m_ptr->mflag2.has_not(MFLAG2::CLONED) && !vanilla_town) {
230 for (auto i = 0; i < MAX_BOUNTY; i++) {
231 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && m_ptr->mflag2.has_not(MFLAG2::CHAMELEON)) {
232 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
238 monster_death(this->target_ptr, this->m_idx, true);
239 this->summon_special_unique();
240 this->get_exp_from_mon(&exp_mon, exp_mon.max_maxhp * 2);
245 if (monster_fear_remaining(m_ptr) && (this->dam > 0)) {
246 auto fear_remining = monster_fear_remaining(m_ptr) - randint1(this->dam);
247 if (set_monster_monfear(this->target_ptr, this->m_idx, fear_remining)) {
253 if (!monster_fear_remaining(m_ptr) && none_bits(r_ptr->flags3, RF3_NO_FEAR)) {
254 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
255 if ((randint1(10) >= percentage) || ((this->dam >= m_ptr->hp) && (randint0(100) < 80))) {
257 (void)set_monster_monfear(
258 this->target_ptr, this->m_idx, (randint1(10) + (((this->dam >= m_ptr->hp) && (percentage > 7)) ? 20 : ((11 - percentage) * 5))));
265 bool MonsterDamageProcessor::genocide_chaos_patron()
267 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
268 if (!monster_is_valid(m_ptr)) {
273 (void)set_monster_csleep(this->target_ptr, this->m_idx, 0);
274 if (this->target_ptr->special_defense & NINJA_S_STEALTH) {
275 set_superstealth(this->target_ptr, false);
278 return this->m_idx == 0;
282 * @brief たぬき、カメレオン、ナズグル、ユニークの死亡時処理
283 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
285 void MonsterDamageProcessor::death_special_flag_monster()
287 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
288 auto r_idx = m_ptr->r_idx;
289 auto *r_ptr = &r_info[r_idx];
290 if (any_bits(r_info[r_idx].flags7, RF7_TANUKI)) {
291 r_ptr = &r_info[r_idx];
292 m_ptr->ap_r_idx = r_idx;
293 if (r_ptr->r_sights < MAX_SHORT) {
298 if (m_ptr->mflag2.has(MFLAG2::CHAMELEON)) {
299 r_ptr = real_r_ptr(m_ptr);
300 if (r_ptr->r_sights < MAX_SHORT) {
305 if (m_ptr->mflag2.has(MFLAG2::CLONED)) {
309 if (any_bits(r_ptr->flags7, RF7_NAZGUL)) {
314 if (none_bits(r_ptr->flags1, RF1_UNIQUE)) {
318 this->death_unique_monster((monster_race_type)r_idx);
323 * @param r_idx 死亡したユニークの種族番号
325 void MonsterDamageProcessor::death_unique_monster(monster_race_type r_idx)
327 r_info[r_idx].max_num = 0;
328 std::vector<monster_race_type> combined_uniques;
329 if (!check_combined_unique(r_idx, &combined_uniques)) {
333 std::vector<std::tuple<monster_race_type, monster_race_type, monster_race_type>> uniques;
334 const int one_unit = 3;
335 for (auto i = 0U; i < combined_uniques.size(); i += one_unit) {
336 auto unique = std::make_tuple(combined_uniques[i], combined_uniques[i + 1], combined_uniques[i + 2]);
337 uniques.push_back(unique);
340 this->death_combined_uniques(r_idx, &uniques);
344 * @brief 死亡したモンスターが分裂/合体を行う特殊ユニークか否かの判定処理
345 * @param r_idx 死亡したモンスターの種族番号
346 * @param united_uniques 分裂/合体を行う特殊ユニーク
347 * @details 合体後、合体前1、合体前2 の順にpush_backすること
349 bool MonsterDamageProcessor::check_combined_unique(const monster_race_type r_idx, std::vector<monster_race_type> *combined_uniques)
351 combined_uniques->push_back(MON_BANORLUPART);
352 combined_uniques->push_back(MON_BANOR);
353 combined_uniques->push_back(MON_LUPART);
355 for (const auto &unique : *combined_uniques) {
356 if (r_idx == unique) {
365 * @brief 分裂/合体を行う特殊ユニークの死亡処理
366 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
367 * @uniques 分裂/合体を行う特殊ユニークのリスト
369 void MonsterDamageProcessor::death_combined_uniques(
370 const monster_race_type r_idx, std::vector<std::tuple<monster_race_type, monster_race_type, monster_race_type>> *combined_uniques)
372 for (const auto &unique : *combined_uniques) {
373 auto united = (monster_race_type)0;
374 auto split1 = (monster_race_type)0;
375 auto split2 = (monster_race_type)0;
376 std::tie(united, split1, split2) = unique;
377 if ((r_idx == split1) || (r_idx == split2)) {
378 r_info[united].max_num = 0;
379 r_info[united].r_pkills++;
380 r_info[united].r_akills++;
381 if (r_info[united].r_tkills < MAX_SHORT) {
382 r_info[united].r_tkills++;
388 if (r_idx != united) {
392 r_info[split1].max_num = 0;
393 r_info[split1].r_pkills++;
394 r_info[split1].r_akills++;
395 if (r_info[split1].r_tkills < MAX_SHORT) {
396 r_info[split1].r_tkills++;
399 r_info[split2].max_num = 0;
400 r_info[split2].r_pkills++;
401 r_info[split2].r_akills++;
402 if (r_info[split2].r_tkills < MAX_SHORT) {
403 r_info[split2].r_tkills++;
408 void MonsterDamageProcessor::increase_kill_numbers()
410 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
411 auto *r_ptr = &r_info[m_ptr->r_idx];
412 if (((m_ptr->ml == 0) || this->target_ptr->image) && none_bits(r_ptr->flags1, RF1_UNIQUE)) {
416 if (m_ptr->mflag2.has(MFLAG2::KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) {
417 r_info[MON_KAGE].r_pkills++;
418 } else if (r_ptr->r_pkills < MAX_SHORT) {
422 if (m_ptr->mflag2.has(MFLAG2::KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) {
423 r_info[MON_KAGE].r_tkills++;
424 } else if (r_ptr->r_tkills < MAX_SHORT) {
428 monster_race_track(this->target_ptr, m_ptr->ap_r_idx);
431 void MonsterDamageProcessor::death_amberites(GAME_TEXT *m_name)
433 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
434 auto *r_ptr = &r_info[m_ptr->r_idx];
435 if (none_bits(r_ptr->flags3, RF3_AMBERITE) || one_in_(2)) {
439 auto curses = 1 + randint1(3);
440 auto stop_ty = false;
442 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
443 curse_equipment(this->target_ptr, 100, 50);
445 stop_ty = activate_ty_curse(this->target_ptr, stop_ty, &count);
449 void MonsterDamageProcessor::dying_scream(GAME_TEXT *m_name)
451 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
452 auto *r_ptr = &r_info[m_ptr->r_idx];
453 if (none_bits(r_ptr->flags2, RF2_CAN_SPEAK)) {
458 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got)) {
459 msg_format("%^s %s", m_name, line_got);
463 if (m_ptr->r_idx == MON_SERPENT) {
464 screen_dump = make_screen_dump(this->target_ptr);
469 void MonsterDamageProcessor::change_virtue_non_beginner()
471 auto *floor_ptr = this->target_ptr->current_floor_ptr;
472 auto *m_ptr = &floor_ptr->m_list[this->m_idx];
473 auto *r_ptr = &r_info[m_ptr->r_idx];
474 if (d_info[this->target_ptr->dungeon_idx].flags.has(DF::BEGINNER)) {
478 if ((floor_ptr->dun_level == 0) && !this->target_ptr->ambush_flag && !floor_ptr->inside_arena) {
479 chg_virtue(this->target_ptr, V_VALOUR, -1);
480 } else if (r_ptr->level > floor_ptr->dun_level) {
481 if (randint1(10) <= (r_ptr->level - floor_ptr->dun_level)) {
482 chg_virtue(this->target_ptr, V_VALOUR, 1);
486 if (r_ptr->level > 60) {
487 chg_virtue(this->target_ptr, V_VALOUR, 1);
490 if (r_ptr->level >= 2 * (this->target_ptr->lev + 1)) {
491 chg_virtue(this->target_ptr, V_VALOUR, 2);
496 * @brief モンスターに与えたダメージを元に経験値を加算する /
497 * Calculate experience point to be get
498 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
501 * Even the 64 bit operation is not big enough to avoid overflaw
502 * unless we carefully choose orders of ENERGY_MULTIPLICATION and ENERGY_DIVISION.
503 * Get the coefficient first, and multiply (potentially huge) base
504 * experience point of a monster later.
507 void MonsterDamageProcessor::get_exp_from_mon(monster_type *m_ptr, HIT_POINT exp_dam)
509 auto *r_ptr = &r_info[m_ptr->r_idx];
510 if (!monster_is_valid(m_ptr) || is_pet(m_ptr) || this->target_ptr->phase_out) {
515 * - Ratio of monster's level to player's level effects
516 * - Varying speed effects
517 * - Get a fraction in proportion of damage point
519 auto new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * exp_dam;
520 auto new_exp_frac = 0U;
522 auto div_l = (uint)((this->target_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed));
524 /* Use (average maxhp * 2) as a denominator */
525 auto compensation = any_bits(r_ptr->flags1, RF1_FORCE_MAXHP) ? r_ptr->hside * 2 : r_ptr->hside + 1;
526 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * compensation);
528 /* Special penalty in the wilderness */
529 if (!this->target_ptr->current_floor_ptr->dun_level && (none_bits(r_ptr->flags8, RF8_WILD_ONLY) || none_bits(r_ptr->flags1, RF1_UNIQUE))) {
530 s64b_mul(&div_h, &div_l, 0, 5);
533 /* Do ENERGY_DIVISION first to prevent overflaw */
534 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
536 /* Special penalty for mutiply-monster */
537 if (any_bits(r_ptr->flags2, RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN)) {
538 int monnum_penarty = r_ptr->r_akills / 400;
539 if (monnum_penarty > 8) {
543 while (monnum_penarty--) {
545 s64b_rshift(&new_exp, &new_exp_frac, 2);
549 /* Special penalty for rest_and_shoot exp scum */
550 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0)) {
551 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
552 if (over_damage > 32) {
556 while (over_damage--) {
558 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
559 s64b_div(&new_exp, &new_exp_frac, 0, 10);
563 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
564 gain_exp_64(this->target_ptr, new_exp, new_exp_frac);
567 void MonsterDamageProcessor::set_redraw()
569 if (this->target_ptr->health_who == this->m_idx) {
570 this->target_ptr->redraw |= PR_HEALTH;
573 if (this->target_ptr->riding == this->m_idx) {
574 this->target_ptr->redraw |= PR_UHEALTH;
579 * @brief 特定ユニークを倒した時に更にユニークを特殊召喚する処理
580 * @param m_ptr ダメージを与えた特定ユニークの構造体参照ポインタ
582 void MonsterDamageProcessor::summon_special_unique()
584 auto *m_ptr = &this->target_ptr->current_floor_ptr->m_list[this->m_idx];
585 auto *r_ptr = &r_info[m_ptr->r_idx];
586 bool is_special_summon = m_ptr->r_idx == MON_IKETA;
587 is_special_summon |= m_ptr->r_idx == MON_DOPPIO;
588 if (!is_special_summon || this->target_ptr->current_floor_ptr->inside_arena || this->target_ptr->phase_out) {
589 delete_monster_idx(this->target_ptr, this->m_idx);
593 auto dummy_y = m_ptr->fy;
594 auto dummy_x = m_ptr->fx;
595 auto mode = (BIT_FLAGS)0;
597 mode |= PM_FORCE_PET;
600 MONRACE_IDX new_unique_idx;
602 switch (m_ptr->r_idx) {
604 new_unique_idx = MON_BIKETAL;
605 mes = _("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!");
608 new_unique_idx = MON_DIAVOLO;
609 mes = _("「これは『試練』だ 過去に打ち勝てという『試練』とオレは受けとった」", "This is a 'trial'. I took it as a 'trial' to overcome in the past.");
611 default: // バグでなければ入らない.
617 delete_monster_idx(this->target_ptr, this->m_idx);
618 if (summon_named_creature(this->target_ptr, 0, dummy_y, dummy_x, new_unique_idx, mode)) {