1 #include "monster-floor/monster-death.h"
2 #include "art-definition/art-armor-types.h"
3 #include "art-definition/art-bow-types.h"
4 #include "art-definition/art-protector-types.h"
5 #include "art-definition/art-weapon-types.h"
6 #include "art-definition/random-art-effects.h"
7 #include "dungeon/dungeon.h"
8 #include "dungeon/quest.h"
9 #include "effect/effect-characteristics.h"
10 #include "floor/floor-object.h"
11 #include "floor/floor.h"
12 #include "game-option/birth-options.h"
13 #include "game-option/play-record-options.h"
14 #include "io/write-diary.h"
15 #include "lore/lore-store.h"
16 #include "main/music-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "market/arena-info-table.h"
19 #include "monster-floor/monster-object.h"
20 #include "monster-floor/monster-summon.h"
21 #include "monster-floor/place-monster-types.h"
22 #include "monster-race/monster-race-hook.h"
23 #include "monster-race/race-flags1.h"
24 #include "monster-race/race-flags2.h"
25 #include "monster-race/race-flags7.h"
26 #include "monster-race/race-flags9.h"
27 #include "monster-race/race-indice-types.h"
28 #include "monster/monster-describer.h"
29 #include "monster/monster-description-types.h"
30 #include "monster/monster-flag-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-list.h"
33 #include "monster/smart-learn-types.h"
34 #include "object-enchant/apply-magic.h"
35 #include "object-enchant/artifact.h"
36 #include "object-enchant/item-apply-magic.h"
37 #include "object/object-generator.h"
38 #include "object/object-kind-hook.h"
39 #include "pet/pet-fall-off.h"
40 #include "player/patron.h"
41 #include "spell/process-effect.h"
42 #include "spell/spells-summon.h"
43 #include "spell/spell-types.h"
44 #include "sv-definition/sv-other-types.h"
45 #include "sv-definition/sv-protector-types.h"
46 #include "sv-definition/sv-scroll-types.h"
47 #include "sv-definition/sv-weapon-types.h"
48 #include "system/monster-type-definition.h"
49 #include "system/system-variables.h"
50 #include "view/display-messages.h"
51 #include "world/world.h"
54 * @brief モンスターを倒した際の財宝svalを返す
55 * @param r_idx 倒したモンスターの種族ID
58 * Hack -- Return the "automatic coin type" of a monster race
59 * Used to allocate proper treasure when "Creeping coins" die
60 * Note the use of actual "monster names"
62 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
65 case MON_COPPER_COINS:
67 case MON_SILVER_COINS:
71 case MON_MITHRIL_COINS:
72 case MON_MITHRIL_GOLEM:
74 case MON_ADAMANT_COINS:
82 * @brief モンスターが死亡した時の処理 /
83 * Handle the "death" of a monster.
84 * @param m_idx 死亡したモンスターのID
85 * @param drop_item TRUEならばモンスターのドロップ処理を行う
86 * @return 撃破されたモンスターの述語
89 * Disperse treasures centered at the monster location based on the
90 * various flags contained in the monster flags fields.
91 * Check for "Quest" completion when a quest monster is killed.
92 * Note that only the player can induce "monster_death()" on Uniques.
93 * Thus (for now) all Quest monsters should be Uniques.
94 * Note that monsters can now carry objects, and when a monster dies,
95 * it drops all of its objects, which may disappear in crowded rooms.
98 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
100 floor_type *floor_ptr = player_ptr->current_floor_ptr;
101 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
102 monster_race *r_ptr = &r_info[m_ptr->r_idx];
104 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
105 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
106 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
107 int force_coin = get_coin_type(m_ptr->r_idx);
109 bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
111 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) {
112 current_world_ptr->timewalk_m_idx = 0;
115 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
116 player_ptr->update |= (PU_MON_LITE);
119 POSITION y = m_ptr->fy;
120 POSITION x = m_ptr->fx;
122 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
123 GAME_TEXT m_name[MAX_NLEN];
125 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
126 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
129 for (int i = 0; i < 4; i++) {
130 if (r_ptr->blow[i].method != RBM_EXPLODE)
133 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
134 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
135 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
136 DICE_SID d_side = r_ptr->blow[i].d_side;
137 HIT_POINT damage = damroll(d_dice, d_side);
139 project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
143 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) {
144 choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
145 r_ptr = &r_info[m_ptr->r_idx];
148 check_quest_completion(player_ptr, m_ptr);
152 if (floor_ptr->inside_arena && !is_pet(m_ptr)) {
153 player_ptr->exit_bldg = TRUE;
154 if (player_ptr->arena_number > MAX_ARENA_MONS) {
155 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
157 msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
160 if (arena_info[player_ptr->arena_number].tval) {
162 object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
163 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
164 (void)drop_near(player_ptr, q_ptr, -1, y, x);
167 if (player_ptr->arena_number > MAX_ARENA_MONS)
168 player_ptr->arena_number++;
169 player_ptr->arena_number++;
171 GAME_TEXT m_name[MAX_NLEN];
172 monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
173 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
177 if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, FALSE)) {
178 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
181 bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
182 is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
183 is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
184 if (is_drop_corpse) {
187 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
189 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
191 else if (r_ptr->flags9 & RF9_DROP_CORPSE) {
192 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp) {
202 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
203 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
204 q_ptr->pval = m_ptr->r_idx;
205 (void)drop_near(player_ptr, q_ptr, -1, y, x);
208 monster_drop_carried_objects(player_ptr, m_ptr);
211 if (r_ptr->flags1 & RF1_DROP_GOOD)
213 if (r_ptr->flags1 & RF1_DROP_GREAT)
216 switch (m_ptr->r_idx) {
217 case MON_PINK_HORROR: {
218 if (floor_ptr->inside_arena || player_ptr->phase_out)
222 for (int i = 0; i < 2; i++) {
223 POSITION wy = y, wx = x;
224 bool pet = is_pet(m_ptr);
228 mode |= PM_FORCE_PET;
231 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode)) {
232 if (player_can_see_bold(player_ptr, wy, wx))
238 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
243 case MON_BLOODLETTER: {
244 if (!drop_chosen_item || (randint1(100) >= 15))
248 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
249 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
250 (void)drop_near(player_ptr, q_ptr, -1, y, x);
254 if (!drop_chosen_item || (floor_ptr->dun_level <= 9))
259 if ((floor_ptr->dun_level > 49) && one_in_(5))
260 get_obj_num_hook = kind_is_good_book;
262 get_obj_num_hook = kind_is_book;
264 make_object(player_ptr, q_ptr, mo_mode);
265 (void)drop_near(player_ptr, q_ptr, -1, y, x);
269 if (floor_ptr->inside_arena || player_ptr->phase_out)
274 POSITION wy = y, wx = x;
276 bool pet = is_pet(m_ptr);
278 scatter(player_ptr, &wy, &wx, y, x, 20, 0);
279 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
286 mode |= PM_FORCE_PET;
288 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode)) {
289 if (player_can_see_bold(player_ptr, wy, wx))
290 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
296 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
297 (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
300 case MON_UNICORN_ORD:
303 if (player_ptr->pseikaku != PERSONALITY_LAZY)
305 if (!drop_chosen_item)
308 ARTIFACT_IDX a_idx = 0;
309 artifact_type *a_ptr = NULL;
311 switch (randint0(3)) {
313 a_idx = ART_NAMAKE_HAMMER;
316 a_idx = ART_NAMAKE_BOW;
319 a_idx = ART_NAMAKE_ARMOR;
323 a_ptr = &a_info[a_idx];
324 } while (a_ptr->cur_num);
326 if (create_named_art(player_ptr, a_idx, y, x)) {
328 if (current_world_ptr->character_dungeon)
329 a_ptr->floor_id = player_ptr->floor_id;
330 } else if (!preserve_mode)
336 if (!drop_chosen_item)
340 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
341 q_ptr->name1 = ART_GROND;
342 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
343 (void)drop_near(player_ptr, q_ptr, -1, y, x);
345 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
346 q_ptr->name1 = ART_CHAOS;
347 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
348 (void)drop_near(player_ptr, q_ptr, -1, y, x);
351 case MON_B_DEATH_SWORD: {
352 if (!drop_chosen_item)
356 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
357 (void)drop_near(player_ptr, q_ptr, -1, y, x);
362 bool is_drop_can = drop_chosen_item;
363 bool is_silver = m_ptr->r_idx == MON_A_SILVER;
364 is_silver &= r_ptr->r_akills % 5 == 0;
365 is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
370 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
371 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
372 (void)drop_near(player_ptr, q_ptr, -1, y, x);
377 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
378 (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
382 if (!drop_chosen_item)
385 switch (r_ptr->d_char) {
387 if (floor_ptr->dun_level <= 0)
392 get_obj_num_hook = kind_is_cloak;
393 make_object(player_ptr, q_ptr, mo_mode);
394 (void)drop_near(player_ptr, q_ptr, -1, y, x);
398 if (floor_ptr->dun_level <= 4)
403 get_obj_num_hook = kind_is_polearm;
404 make_object(player_ptr, q_ptr, mo_mode);
405 (void)drop_near(player_ptr, q_ptr, -1, y, x);
409 if (floor_ptr->dun_level <= 19)
414 get_obj_num_hook = kind_is_armor;
415 make_object(player_ptr, q_ptr, mo_mode);
416 (void)drop_near(player_ptr, q_ptr, -1, y, x);
420 if (floor_ptr->dun_level <= 4)
424 get_obj_num_hook = kind_is_hafted;
425 make_object(player_ptr, q_ptr, mo_mode);
426 (void)drop_near(player_ptr, q_ptr, -1, y, x);
430 if (m_ptr->r_idx == MON_STORMBRINGER)
435 get_obj_num_hook = kind_is_sword;
436 make_object(player_ptr, q_ptr, mo_mode);
437 (void)drop_near(player_ptr, q_ptr, -1, y, x);
444 if (drop_chosen_item) {
445 ARTIFACT_IDX a_idx = 0;
446 PERCENTAGE chance = 0;
447 for (int i = 0; i < 4; i++) {
448 if (!r_ptr->artifact_id[i])
450 a_idx = r_ptr->artifact_id[i];
451 chance = r_ptr->artifact_percent[i];
452 if (randint0(100) < chance || current_world_ptr->wizard) {
453 artifact_type *a_ptr = &a_info[a_idx];
454 if (!a_ptr->cur_num) {
455 if (create_named_art(player_ptr, a_idx, y, x)) {
457 if (current_world_ptr->character_dungeon)
458 a_ptr->floor_id = player_ptr->floor_id;
459 } else if (!preserve_mode) {
466 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx)) {
467 KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0 ? d_info[player_ptr->dungeon_idx].final_object
468 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
470 if (d_info[player_ptr->dungeon_idx].final_artifact != 0) {
471 a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
472 artifact_type *a_ptr = &a_info[a_idx];
473 if (!a_ptr->cur_num) {
474 if (create_named_art(player_ptr, a_idx, y, x)) {
476 if (current_world_ptr->character_dungeon)
477 a_ptr->floor_id = player_ptr->floor_id;
478 } else if (!preserve_mode) {
482 if (!d_info[player_ptr->dungeon_idx].final_object)
489 object_prep(q_ptr, k_idx);
490 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
491 (void)drop_near(player_ptr, q_ptr, -1, y, x);
494 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
499 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60))
501 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90))
503 if (r_ptr->flags1 & RF1_DROP_1D2)
504 number += damroll(1, 2);
505 if (r_ptr->flags1 & RF1_DROP_2D2)
506 number += damroll(2, 2);
507 if (r_ptr->flags1 & RF1_DROP_3D2)
508 number += damroll(3, 2);
509 if (r_ptr->flags1 & RF1_DROP_4D2)
510 number += damroll(4, 2);
512 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
515 if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
518 if (!drop_item && (r_ptr->d_char != '$'))
521 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
524 coin_type = force_coin;
525 floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
529 for (int i = 0; i < number; i++) {
533 if (do_gold && (!do_item || (randint0(100) < 50))) {
534 if (!make_gold(floor_ptr, q_ptr))
538 if (!make_object(player_ptr, q_ptr, mo_mode))
543 (void)drop_near(player_ptr, q_ptr, -1, y, x);
546 floor_ptr->object_level = floor_ptr->base_level;
548 bool visible = (m_ptr->ml && !player_ptr->image) || ((r_ptr->flags1 & RF1_UNIQUE) != 0);
549 if (visible && (dump_item || dump_gold)) {
550 lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
553 if (!(r_ptr->flags1 & RF1_QUESTOR))
555 if (player_ptr->phase_out)
557 if ((m_ptr->r_idx != MON_SERPENT) || cloned)
560 current_world_ptr->total_winner = TRUE;
561 player_ptr->redraw |= (PR_TITLE);
562 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
563 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
564 admire_from_patron(player_ptr);
565 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
566 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
567 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
571 * @brief モンスターを撃破した際の述語メッセージを返す /
572 * Return monster death string
573 * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
574 * @return 撃破されたモンスターの述語
576 concptr extract_note_dies(MONRACE_IDX r_idx)
578 monster_race *r_ptr = &r_info[r_idx];
579 if (monster_living(r_idx))
580 return _("は死んだ。", " dies.");
582 for (int i = 0; i < 4; i++) {
583 if (r_ptr->blow[i].method == RBM_EXPLODE) {
584 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
588 return _("を倒した。", " is destroyed.");