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
9 #include "avatar/avatar-changer.h"
10 #include "core/player-redraw-types.h"
11 #include "core/speed-table.h"
12 #include "core/stuff-handler.h"
13 #include "game-option/birth-options.h"
14 #include "game-option/play-record-options.h"
15 #include "io/files-util.h"
16 #include "io/report.h"
17 #include "io/write-diary.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "market/bounty.h"
21 #include "mind/mind-ninja.h"
22 #include "monster-floor/monster-death.h"
23 #include "monster-floor/monster-remover.h"
24 #include "monster-floor/monster-summon.h"
25 #include "monster-floor/place-monster-types.h"
26 #include "monster-race/monster-race-hook.h"
27 #include "monster-race/monster-race.h"
28 #include "monster-race/race-flags1.h"
29 #include "monster-race/race-flags2.h"
30 #include "monster-race/race-flags3.h"
31 #include "monster-race/race-flags7.h"
32 #include "monster-race/race-flags8.h"
33 #include "monster/monster-damage.h"
34 #include "monster/monster-describer.h"
35 #include "monster/monster-description-types.h"
36 #include "monster/monster-info.h"
37 #include "monster/monster-status-setter.h"
38 #include "monster/monster-status.h"
39 #include "object-enchant/object-curse.h"
40 #include "player/player-status.h"
41 #include "player/special-defense-types.h"
42 #include "spell-kind/spells-random.h"
43 #include "status/experience.h"
44 #include "system/floor-type-definition.h"
45 #include "system/monster-race-definition.h"
46 #include "system/monster-type-definition.h"
47 #include "system/player-type-definition.h"
48 #include "timed-effect/player-hallucination.h"
49 #include "timed-effect/timed-effects.h"
50 #include "util/bit-flags-calculator.h"
51 #include "view/display-messages.h"
52 #include "world/world.h"
56 * @param player_ptr プレイヤーへの参照ポインタ
57 * @param m_idx ダメージを与えたモンスターのID
59 * @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
60 * @param attribute 与えたダメージの種類 (単一属性)
61 * @param note モンスターが倒された際の特別なメッセージ述語
63 MonsterDamageProcessor::MonsterDamageProcessor(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *fear, AttributeType attribute)
64 : player_ptr(player_ptr)
69 this->attribute_flags.clear();
70 this->attribute_flags.set((AttributeType)attribute);
75 * @param player_ptr プレイヤーへの参照ポインタ
76 * @param m_idx ダメージを与えたモンスターのID
78 * @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
79 * @param attribute_flags 与えたダメージの種類 (複数属性)
80 * @param note モンスターが倒された際の特別なメッセージ述語
82 MonsterDamageProcessor::MonsterDamageProcessor(PlayerType *player_ptr, MONSTER_IDX m_idx, int dam, bool *fear, AttributeFlags attribute_flags)
83 : player_ptr(player_ptr)
87 , attribute_flags(attribute_flags)
92 * @brief モンスターのHPをダメージに応じて減算する /
93 * @return モンスターが生きていればfalse、死んだらtrue
95 bool MonsterDamageProcessor::mon_take_hit(concptr note)
97 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
98 auto exp_mon = *m_ptr;
100 auto exp_dam = (m_ptr->hp > this->dam) ? this->dam : m_ptr->hp;
102 this->get_exp_from_mon(&exp_mon, exp_dam);
103 if (this->genocide_chaos_patron()) {
107 m_ptr->hp -= this->dam;
108 m_ptr->dealt_damage += this->dam;
109 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) {
110 m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
114 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);
117 if (this->process_dead_exp_virtue(note, &exp_mon)) {
121 this->add_monster_fear();
125 bool MonsterDamageProcessor::genocide_chaos_patron()
127 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
128 if (!monster_is_valid(m_ptr)) {
133 (void)set_monster_csleep(this->player_ptr, this->m_idx, 0);
134 set_superstealth(this->player_ptr, false);
136 return this->m_idx == 0;
139 bool MonsterDamageProcessor::process_dead_exp_virtue(concptr note, monster_type *exp_mon)
141 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
142 auto *r_ptr = real_r_ptr(m_ptr);
143 if (m_ptr->hp >= 0) {
147 this->death_special_flag_monster();
148 if (r_ptr->r_akills < MAX_SHORT) {
152 this->increase_kill_numbers();
153 GAME_TEXT m_name[MAX_NLEN];
154 monster_desc(this->player_ptr, m_name, m_ptr, MD_TRUE_NAME);
155 this->death_amberites(m_name);
156 this->dying_scream(m_name);
157 AvatarChanger ac(player_ptr, m_ptr);
159 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && record_destroy_uniq) {
161 sprintf(note_buf, "%s%s", r_ptr->name.c_str(), m_ptr->mflag2.has(MonsterConstantFlagType::CLONED) ? _("(クローン)", "(Clone)") : "");
162 exe_write_diary(this->player_ptr, DIARY_UNIQUE, 0, note_buf);
166 this->show_kill_message(note, m_name);
167 this->show_bounty_message(m_name);
168 monster_death(this->player_ptr, this->m_idx, true, this->attribute_flags);
169 this->summon_special_unique();
170 this->get_exp_from_mon(exp_mon, exp_mon->max_maxhp * 2);
176 * @brief たぬき、カメレオン、ナズグル、ユニークの死亡時処理
177 * @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
179 void MonsterDamageProcessor::death_special_flag_monster()
181 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
182 auto r_idx = m_ptr->r_idx;
183 auto *r_ptr = &r_info[r_idx];
184 if (any_bits(r_info[r_idx].flags7, RF7_TANUKI)) {
185 r_ptr = &r_info[r_idx];
186 m_ptr->ap_r_idx = r_idx;
187 if (r_ptr->r_sights < MAX_SHORT) {
192 if (m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
193 r_ptr = real_r_ptr(m_ptr);
194 r_idx = real_r_idx(m_ptr);
195 if (r_ptr->r_sights < MAX_SHORT) {
200 if (m_ptr->mflag2.has(MonsterConstantFlagType::CLONED)) {
204 if (any_bits(r_ptr->flags7, RF7_NAZGUL)) {
209 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
213 this->death_unique_monster((MonsterRaceId)r_idx);
218 * @param r_idx 死亡したユニークの種族番号
220 void MonsterDamageProcessor::death_unique_monster(MonsterRaceId r_idx)
222 r_info[r_idx].max_num = 0;
223 std::vector<MonsterRaceId> combined_unique_vec;
224 if (!check_combined_unique(r_idx, &combined_unique_vec)) {
228 combined_uniques uniques;
229 const int one_unit = 3;
230 for (auto i = 0U; i < combined_unique_vec.size(); i += one_unit) {
231 auto unique = std::make_tuple(combined_unique_vec[i], combined_unique_vec[i + 1], combined_unique_vec[i + 2]);
232 uniques.push_back(unique);
235 this->death_combined_uniques(r_idx, &uniques);
239 * @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
240 * @param r_idx 死亡したモンスターの種族番号
241 * @param united_uniques 分裂/合体を行う特殊ユニーク
242 * @details 合体後、合体前1、合体前2 の順にpush_backすること
244 bool MonsterDamageProcessor::check_combined_unique(const MonsterRaceId r_idx, std::vector<MonsterRaceId> *combined_unique_vec)
246 combined_unique_vec->push_back(MonsterRaceId::BANORLUPART);
247 combined_unique_vec->push_back(MonsterRaceId::BANOR);
248 combined_unique_vec->push_back(MonsterRaceId::LUPART);
250 for (const auto &unique : *combined_unique_vec) {
251 if (r_idx == unique) {
260 * @brief 分裂/合体を行う特殊ユニークの死亡処理
261 * @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
262 * @uniques 分裂/合体を行う特殊ユニークのリスト
264 void MonsterDamageProcessor::death_combined_uniques(const MonsterRaceId r_idx, combined_uniques *combined_uniques)
266 for (const auto &unique : *combined_uniques) {
267 auto united = (MonsterRaceId)0;
268 auto split1 = (MonsterRaceId)0;
269 auto split2 = (MonsterRaceId)0;
270 std::tie(united, split1, split2) = unique;
271 if ((r_idx == split1) || (r_idx == split2)) {
272 r_info[united].max_num = 0;
273 r_info[united].r_pkills++;
274 r_info[united].r_akills++;
275 if (r_info[united].r_tkills < MAX_SHORT) {
276 r_info[united].r_tkills++;
282 if (r_idx != united) {
286 r_info[split1].max_num = 0;
287 r_info[split1].r_pkills++;
288 r_info[split1].r_akills++;
289 if (r_info[split1].r_tkills < MAX_SHORT) {
290 r_info[split1].r_tkills++;
293 r_info[split2].max_num = 0;
294 r_info[split2].r_pkills++;
295 r_info[split2].r_akills++;
296 if (r_info[split2].r_tkills < MAX_SHORT) {
297 r_info[split2].r_tkills++;
302 void MonsterDamageProcessor::increase_kill_numbers()
304 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
305 auto *r_ptr = real_r_ptr(m_ptr);
306 auto is_hallucinated = this->player_ptr->effects()->hallucination()->is_hallucinated();
307 if (((m_ptr->ml == 0) || is_hallucinated) && r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
311 if (m_ptr->mflag2.has(MonsterConstantFlagType::KAGE) && (r_info[MonsterRaceId::KAGE].r_pkills < MAX_SHORT)) {
312 r_info[MonsterRaceId::KAGE].r_pkills++;
313 } else if (r_ptr->r_pkills < MAX_SHORT) {
317 if (m_ptr->mflag2.has(MonsterConstantFlagType::KAGE) && (r_info[MonsterRaceId::KAGE].r_tkills < MAX_SHORT)) {
318 r_info[MonsterRaceId::KAGE].r_tkills++;
319 } else if (r_ptr->r_tkills < MAX_SHORT) {
323 monster_race_track(this->player_ptr, m_ptr->ap_r_idx);
326 void MonsterDamageProcessor::death_amberites(GAME_TEXT *m_name)
328 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
329 auto *r_ptr = real_r_ptr(m_ptr);
330 if (r_ptr->kind_flags.has_not(MonsterKindType::AMBERITE) || one_in_(2)) {
334 auto curses = 1 + randint1(3);
335 auto stop_ty = false;
337 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);
338 curse_equipment(this->player_ptr, 100, 50);
340 stop_ty = activate_ty_curse(this->player_ptr, stop_ty, &count);
344 void MonsterDamageProcessor::dying_scream(GAME_TEXT *m_name)
346 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
347 auto *r_ptr = real_r_ptr(m_ptr);
348 if (none_bits(r_ptr->flags2, RF2_CAN_SPEAK)) {
353 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), enum2i(m_ptr->r_idx), line_got)) {
354 msg_format("%^s %s", m_name, line_got);
358 if (m_ptr->r_idx == MonsterRaceId::SERPENT) {
359 screen_dump = make_screen_dump(this->player_ptr);
364 void MonsterDamageProcessor::show_kill_message(concptr note, GAME_TEXT *m_name)
366 auto *floor_ptr = this->player_ptr->current_floor_ptr;
367 auto *m_ptr = &floor_ptr->m_list[this->m_idx];
368 auto *r_ptr = real_r_ptr(m_ptr);
369 if (note != nullptr) {
370 msg_format("%^s%s", m_name, note);
375 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have killed %s.")
376 : _("%sを殺した。", "You have killed %s.");
377 msg_format(mes, m_name);
381 if (monster_living(m_ptr->r_idx)) {
382 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have slain %s.")
383 : _("%sを殺した。", "You have slain %s.");
384 msg_format(mes, m_name);
388 auto explode = false;
389 for (auto i = 0; i < 4; i++) {
390 if (r_ptr->blow[i].method == RaceBlowMethodType::EXPLODE) {
396 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
400 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have destroyed %s.")
401 : _("%sを殺した。", "You have destroyed %s.");
402 msg_format(mes, m_name);
405 void MonsterDamageProcessor::show_bounty_message(GAME_TEXT *m_name)
407 auto *floor_ptr = this->player_ptr->current_floor_ptr;
408 auto *m_ptr = &floor_ptr->m_list[this->m_idx];
409 auto *r_ptr = real_r_ptr(m_ptr);
410 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) || m_ptr->mflag2.has(MonsterConstantFlagType::CLONED) || vanilla_town) {
414 if (m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
418 if (is_bounty(m_ptr->r_idx, true)) {
419 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);
424 * @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 /
425 * Calculate experience point to be get
426 * @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
429 * Even the 64 bit operation is not big enough to avoid overflaw
430 * unless we carefully choose orders of ENERGY_MULTIPLICATION and ENERGY_DIVISION.
431 * Get the coefficient first, and multiply (potentially huge) base
432 * experience point of a monster later.
435 void MonsterDamageProcessor::get_exp_from_mon(monster_type *m_ptr, int exp_dam)
437 auto *r_ptr = &r_info[m_ptr->r_idx];
438 if (!monster_is_valid(m_ptr) || is_pet(m_ptr) || this->player_ptr->phase_out) {
443 * - Ratio of monster's level to player's level effects
444 * - Varying speed effects
445 * - Get a fraction in proportion of damage point
447 auto new_exp = r_ptr->level * speed_to_energy(m_ptr->mspeed) * exp_dam;
448 auto new_exp_frac = 0U;
450 auto div_l = (uint)((this->player_ptr->max_plv + 2) * speed_to_energy(r_ptr->speed));
452 /* Use (average maxhp * 2) as a denominator */
453 auto compensation = any_bits(r_ptr->flags1, RF1_FORCE_MAXHP) ? r_ptr->hside * 2 : r_ptr->hside + 1;
454 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * compensation);
456 /* Special penalty in the wilderness */
457 if (!this->player_ptr->current_floor_ptr->dun_level && (none_bits(r_ptr->flags8, RF8_WILD_ONLY) || r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE))) {
458 s64b_mul(&div_h, &div_l, 0, 5);
461 /* Do ENERGY_DIVISION first to prevent overflaw */
462 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
464 /* Special penalty for mutiply-monster */
465 if (any_bits(r_ptr->flags2, RF2_MULTIPLY) || (m_ptr->r_idx == MonsterRaceId::DAWN)) {
466 int monnum_penarty = r_ptr->r_akills / 400;
467 if (monnum_penarty > 8) {
471 while (monnum_penarty--) {
473 s64b_rshift(&new_exp, &new_exp_frac, 2);
477 /* Special penalty for rest_and_shoot exp scum */
478 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0)) {
479 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
480 if (over_damage > 32) {
484 while (over_damage--) {
486 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
487 s64b_div(&new_exp, &new_exp_frac, 0, 10);
491 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
492 gain_exp_64(this->player_ptr, new_exp, new_exp_frac);
495 void MonsterDamageProcessor::set_redraw()
497 if (this->player_ptr->health_who == this->m_idx) {
498 this->player_ptr->redraw |= PR_HEALTH;
501 if (this->player_ptr->riding == this->m_idx) {
502 this->player_ptr->redraw |= PR_UHEALTH;
507 * @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
508 * @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
510 void MonsterDamageProcessor::summon_special_unique()
512 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
513 bool is_special_summon = m_ptr->r_idx == MonsterRaceId::IKETA;
514 is_special_summon |= m_ptr->r_idx == MonsterRaceId::DOPPIO;
515 if (!is_special_summon || this->player_ptr->current_floor_ptr->inside_arena || this->player_ptr->phase_out) {
516 delete_monster_idx(this->player_ptr, this->m_idx);
520 auto dummy_y = m_ptr->fy;
521 auto dummy_x = m_ptr->fx;
522 auto mode = (BIT_FLAGS)0;
524 mode |= PM_FORCE_PET;
527 MonsterRaceId new_unique_idx;
529 switch (m_ptr->r_idx) {
530 case MonsterRaceId::IKETA:
531 new_unique_idx = MonsterRaceId::BIKETAL;
532 mes = _("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!");
534 case MonsterRaceId::DOPPIO:
535 new_unique_idx = MonsterRaceId::DIAVOLO;
536 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.");
538 default: // バグでなければ入らない.
539 new_unique_idx = MonsterRaceId::PLAYER;
544 delete_monster_idx(this->player_ptr, this->m_idx);
545 if (summon_named_creature(this->player_ptr, 0, dummy_y, dummy_x, new_unique_idx, mode)) {
550 void MonsterDamageProcessor::add_monster_fear()
552 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
553 if (monster_fear_remaining(m_ptr) && (this->dam > 0)) {
554 auto fear_remining = monster_fear_remaining(m_ptr) - randint1(this->dam);
555 if (set_monster_monfear(this->player_ptr, this->m_idx, fear_remining)) {
560 auto *r_ptr = &r_info[m_ptr->r_idx];
561 if (monster_fear_remaining(m_ptr) || any_bits(r_ptr->flags3, RF3_NO_FEAR)) {
565 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
566 if ((randint1(10) < percentage) && ((this->dam < m_ptr->hp) || (randint0(100) >= 80))) {
571 auto fear_condition = (this->dam >= m_ptr->hp) && (percentage > 7);
572 auto fear_value = randint1(10) + (fear_condition ? 20 : (11 - percentage) * 5);
573 (void)set_monster_monfear(this->player_ptr, this->m_idx, fear_value);