1 #include "monster-floor/monster-death.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "artifact/fixed-art-types.h"
4 #include "cmd-building/cmd-building.h"
5 #include "dungeon/quest-completion-checker.h"
6 #include "effect/effect-characteristics.h"
7 #include "effect/effect-processor.h"
8 #include "floor/floor-object.h"
9 #include "game-option/birth-options.h"
10 #include "game-option/play-record-options.h"
11 #include "io/write-diary.h"
12 #include "lore/lore-store.h"
13 #include "main/music-definitions-table.h"
14 #include "main/sound-of-music.h"
15 #include "market/arena-info-table.h"
16 #include "monster-floor/monster-death-util.h"
17 #include "monster-floor/monster-object.h"
18 #include "monster-floor/special-death-switcher.h"
19 #include "monster-race/monster-race-hook.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-brightness-mask.h"
22 #include "monster-race/race-indice-types.h"
23 #include "monster/monster-describer.h"
24 #include "monster/monster-description-types.h"
25 #include "monster/monster-flag-types.h"
26 #include "monster/monster-info.h"
27 #include "monster/monster-list.h"
28 #include "object-enchant/item-apply-magic.h"
29 #include "object-enchant/item-magic-applier.h"
30 #include "object/object-kind-hook.h"
31 #include "pet/pet-fall-off.h"
32 #include "player/patron.h"
33 #include "sv-definition/sv-other-types.h"
34 #include "sv-definition/sv-scroll-types.h"
35 #include "system/angband-system.h"
36 #include "system/artifact-type-definition.h"
37 #include "system/building-type-definition.h"
38 #include "system/dungeon-info.h"
39 #include "system/floor-type-definition.h"
40 #include "system/item-entity.h"
41 #include "system/monster-entity.h"
42 #include "system/monster-race-info.h"
43 #include "system/player-type-definition.h"
44 #include "system/redrawing-flags-updater.h"
45 #include "system/system-variables.h"
46 #include "timed-effect/player-hallucination.h"
47 #include "timed-effect/timed-effects.h"
48 #include "util/bit-flags-calculator.h"
49 #include "view/display-messages.h"
50 #include "world/world.h"
53 static void write_pet_death(PlayerType *player_ptr, MonsterDeath *md_ptr)
55 md_ptr->md_y = md_ptr->m_ptr->fy;
56 md_ptr->md_x = md_ptr->m_ptr->fx;
57 if (record_named_pet && md_ptr->m_ptr->is_named_pet()) {
58 const auto m_name = monster_desc(player_ptr, md_ptr->m_ptr, MD_INDEF_VISIBLE);
59 exe_write_diary(player_ptr, DiaryKind::NAMED_PET, 3, m_name);
63 static void on_dead_explosion(PlayerType *player_ptr, MonsterDeath *md_ptr)
65 for (const auto &blow : md_ptr->r_ptr->blows) {
66 if (blow.method != RaceBlowMethodType::EXPLODE) {
70 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
71 AttributeType typ = mbe_info[enum2i(blow.effect)].explode_type;
72 DICE_NUMBER d_dice = blow.d_dice;
73 DICE_SID d_side = blow.d_side;
74 int damage = damroll(d_dice, d_side);
75 (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damage, typ, flg);
80 static void on_defeat_arena_monster(PlayerType *player_ptr, MonsterDeath *md_ptr)
82 auto *floor_ptr = player_ptr->current_floor_ptr;
83 if (!floor_ptr->inside_arena || md_ptr->m_ptr->is_pet()) {
87 w_ptr->set_arena(true);
88 if (player_ptr->arena_number > MAX_ARENA_MONS) {
89 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
91 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."));
94 const auto &arena = arena_info[player_ptr->arena_number];
95 const auto tval = arena.key.tval();
96 if (tval > ItemKindType::NONE) {
99 q_ptr->prep(lookup_baseitem_id(arena.key));
100 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
101 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
104 if (player_ptr->arena_number > MAX_ARENA_MONS) {
105 player_ptr->arena_number++;
108 player_ptr->arena_number++;
113 const auto m_name = monster_desc(player_ptr, md_ptr->m_ptr, MD_WRONGDOER_NAME);
114 exe_write_diary(player_ptr, DiaryKind::ARENA, player_ptr->arena_number, m_name);
117 static void drop_corpse(PlayerType *player_ptr, MonsterDeath *md_ptr)
119 auto *floor_ptr = player_ptr->current_floor_ptr;
120 bool is_drop_corpse = one_in_(md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) ? 1 : 4);
121 is_drop_corpse &= md_ptr->r_ptr->drop_flags.has_any_of({ MonsterDropType::DROP_CORPSE, MonsterDropType::DROP_SKELETON });
122 is_drop_corpse &= !(floor_ptr->inside_arena || AngbandSystem::get_instance().is_phase_out() || md_ptr->cloned || ((md_ptr->m_ptr->r_idx == w_ptr->today_mon) && md_ptr->m_ptr->is_pet()));
123 if (!is_drop_corpse) {
128 if (md_ptr->r_ptr->drop_flags.has_not(MonsterDropType::DROP_SKELETON)) {
130 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE) && md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
132 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE)) {
133 if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
145 auto *q_ptr = &forge;
146 q_ptr->prep(lookup_baseitem_id({ ItemKindType::CORPSE, (corpse ? SV_CORPSE : SV_SKELETON) }));
147 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
148 q_ptr->pval = enum2i(md_ptr->m_ptr->r_idx);
149 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
153 * @brief アーティファクトのドロップ判定処理
154 * @param player_ptr プレイヤーへの参照ポインタ
155 * @param md_ptr モンスター死亡構造体への参照ポインタ
156 * @return 何かドロップするならドロップしたアーティファクトのID、何もドロップしないなら0
158 static void drop_artifact_from_unique(PlayerType *player_ptr, MonsterDeath *md_ptr)
160 for (const auto &[a_idx, chance] : md_ptr->r_ptr->drop_artifacts) {
161 if (!w_ptr->wizard && (randint0(100) >= chance)) {
165 if (drop_single_artifact(player_ptr, md_ptr, a_idx)) {
172 * @brief 特定アーティファクトのドロップ処理
173 * @param player_ptr プレイヤーへの参照ポインタ
174 * @param md_ptr モンスター死亡構造体への参照ポインタ
175 * @param a_ix ドロップを試みるアーティファクトID
176 * @return ドロップするならtrue
178 bool drop_single_artifact(PlayerType *player_ptr, MonsterDeath *md_ptr, FixedArtifactId a_idx)
180 auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
181 if (artifact.is_generated) {
185 return create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x);
188 static short drop_dungeon_final_artifact(PlayerType *player_ptr, MonsterDeath *md_ptr)
190 const auto &dungeon = player_ptr->current_floor_ptr->get_dungeon_definition();
191 const auto has_reward = dungeon.final_object > 0;
192 const auto bi_id = has_reward ? dungeon.final_object : lookup_baseitem_id({ ItemKindType::SCROLL, SV_SCROLL_ACQUIREMENT });
193 if (dungeon.final_artifact == FixedArtifactId::NONE) {
197 const auto a_idx = dungeon.final_artifact;
198 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
199 if (artifact.is_generated) {
203 create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x);
205 return dungeon.final_object ? bi_id : 0;
208 static void drop_artifacts(PlayerType *player_ptr, MonsterDeath *md_ptr)
210 if (!md_ptr->drop_chosen_item) {
214 drop_artifact_from_unique(player_ptr, md_ptr);
215 const auto *floor_ptr = player_ptr->current_floor_ptr;
216 const auto &dungeon = floor_ptr->get_dungeon_definition();
217 if (md_ptr->r_ptr->misc_flags.has_not(MonsterMiscType::GUARDIAN) || (dungeon.final_guardian != md_ptr->m_ptr->r_idx)) {
221 short bi_id = drop_dungeon_final_artifact(player_ptr, md_ptr);
224 auto *q_ptr = &forge;
226 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD).execute();
227 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
230 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), dungeon.name.data());
233 static void decide_drop_quality(MonsterDeath *md_ptr)
235 md_ptr->mo_mode = 0L;
236 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GOOD)) {
237 md_ptr->mo_mode |= AM_GOOD;
240 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GREAT)) {
241 md_ptr->mo_mode |= (AM_GOOD | AM_GREAT);
245 static int decide_drop_numbers(MonsterDeath *md_ptr, const bool drop_item, const bool inside_arena)
247 int drop_numbers = 0;
248 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_60) && (randint0(100) < 60)) {
252 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_90) && (randint0(100) < 90)) {
256 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_1D2)) {
257 drop_numbers += damroll(1, 2);
260 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_2D2)) {
261 drop_numbers += damroll(2, 2);
264 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_3D2)) {
265 drop_numbers += damroll(3, 2);
268 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_4D2)) {
269 drop_numbers += damroll(4, 2);
272 if (md_ptr->cloned && md_ptr->r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
276 if (md_ptr->m_ptr->is_pet() || AngbandSystem::get_instance().is_phase_out() || inside_arena) {
280 if (!drop_item && (md_ptr->r_ptr->d_char != '$')) {
284 if (md_ptr->r_ptr->misc_flags.has(MonsterMiscType::MULTIPLY) && (md_ptr->r_ptr->r_akills > 1024)) {
291 static void drop_items_golds(PlayerType *player_ptr, MonsterDeath *md_ptr, int drop_numbers)
295 for (int i = 0; i < drop_numbers; i++) {
297 auto *q_ptr = &forge;
299 if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
300 if (!make_gold(player_ptr, q_ptr)) {
306 if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode)) {
313 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
316 auto *floor_ptr = player_ptr->current_floor_ptr;
317 floor_ptr->object_level = floor_ptr->base_level;
319 bool visible = (md_ptr->m_ptr->ml && !player_ptr->effects()->hallucination()->is_hallucinated()) || (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE));
320 if (visible && (dump_item || dump_gold)) {
321 lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
326 * @brief 最終ボス(混沌のサーペント)を倒したときの処理
327 * @param player_ptr プレイヤー情報への参照ポインタ
329 static void on_defeat_last_boss(PlayerType *player_ptr)
331 w_ptr->total_winner = true;
332 w_ptr->add_winner_class(player_ptr->pclass);
333 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TITLE);
334 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
335 exe_write_diary(player_ptr, DiaryKind::DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
336 patron_list[player_ptr->chaos_patron].admire(player_ptr);
337 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
338 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!"));
339 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."));
343 * @brief モンスターが死亡した時の処理 /
344 * Handle the "death" of a monster.
345 * @param m_idx 死亡したモンスターのID
346 * @param drop_item TRUEならばモンスターのドロップ処理を行う
347 * @param type ラストアタックの属性 (単一属性)
349 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeType type)
351 AttributeFlags flags;
354 monster_death(player_ptr, m_idx, drop_item, flags);
358 * @brief モンスターが死亡した時の処理 /
359 * Handle the "death" of a monster.
360 * @param m_idx 死亡したモンスターのID
361 * @param drop_item TRUEならばモンスターのドロップ処理を行う
362 * @param attribute_flags ラストアタックの属性 (複数属性)
365 * Disperse treasures centered at the monster location based on the
366 * various flags contained in the monster flags fields.
367 * Check for "Quest" completion when a quest monster is killed.
368 * Note that only the player can induce "monster_death()" on Uniques.
369 * Thus (for now) all Quest monsters should be Uniques.
370 * Note that monsters can now carry objects, and when a monster dies,
371 * it drops all of its objects, which may disappear in crowded rooms.
374 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeFlags attribute_flags)
376 auto &floor = *player_ptr->current_floor_ptr;
377 MonsterDeath tmp_md(floor, m_idx, drop_item);
378 MonsterDeath *md_ptr = &tmp_md;
379 if (w_ptr->timewalk_m_idx && w_ptr->timewalk_m_idx == m_idx) {
380 w_ptr->timewalk_m_idx = 0;
383 // プレイヤーしかユニークを倒せないのでここで時間を記録
384 if (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && md_ptr->m_ptr->mflag2.has_not(MonsterConstantFlagType::CLONED)) {
385 w_ptr->update_playtime();
386 md_ptr->r_ptr->defeat_time = w_ptr->play_time;
387 md_ptr->r_ptr->defeat_level = player_ptr->lev;
390 if (md_ptr->r_ptr->brightness_flags.has_any_of(ld_mask)) {
391 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::MONSTER_LITE);
394 write_pet_death(player_ptr, md_ptr);
395 on_dead_explosion(player_ptr, md_ptr);
396 if (md_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
397 choose_new_monster(player_ptr, m_idx, true, MonsterRaceId::CHAMELEON);
398 md_ptr->r_ptr = &md_ptr->m_ptr->get_monrace();
401 QuestCompletionChecker(player_ptr, md_ptr->m_ptr).complete();
402 on_defeat_arena_monster(player_ptr, md_ptr);
403 if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, false)) {
404 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
407 drop_corpse(player_ptr, md_ptr);
408 monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
409 decide_drop_quality(md_ptr);
410 switch_special_death(player_ptr, md_ptr, attribute_flags);
411 drop_artifacts(player_ptr, md_ptr);
412 int drop_numbers = decide_drop_numbers(md_ptr, drop_item, floor.inside_arena);
413 coin_type = md_ptr->force_coin;
414 floor.object_level = (floor.dun_level + md_ptr->r_ptr->level) / 2;
415 drop_items_golds(player_ptr, md_ptr, drop_numbers);
416 if ((md_ptr->r_ptr->misc_flags.has_not(MonsterMiscType::QUESTOR)) || AngbandSystem::get_instance().is_phase_out() || (md_ptr->m_ptr->r_idx != MonsterRaceId::SERPENT) || md_ptr->cloned) {
420 on_defeat_last_boss(player_ptr);