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-flags1.h"
23 #include "monster-race/race-flags2.h"
24 #include "monster-race/race-flags7.h"
25 #include "monster-race/race-indice-types.h"
26 #include "monster/monster-describer.h"
27 #include "monster/monster-description-types.h"
28 #include "monster/monster-flag-types.h"
29 #include "monster/monster-info.h"
30 #include "monster/monster-list.h"
31 #include "object-enchant/item-apply-magic.h"
32 #include "object-enchant/item-magic-applier.h"
33 #include "object/object-kind-hook.h"
34 #include "pet/pet-fall-off.h"
35 #include "player/patron.h"
36 #include "sv-definition/sv-other-types.h"
37 #include "sv-definition/sv-scroll-types.h"
38 #include "system/artifact-type-definition.h"
39 #include "system/building-type-definition.h"
40 #include "system/dungeon-info.h"
41 #include "system/floor-type-definition.h"
42 #include "system/item-entity.h"
43 #include "system/monster-entity.h"
44 #include "system/monster-race-info.h"
45 #include "system/player-type-definition.h"
46 #include "system/redrawing-flags-updater.h"
47 #include "system/system-variables.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"
55 static void write_pet_death(PlayerType *player_ptr, monster_death_type *md_ptr)
57 md_ptr->md_y = md_ptr->m_ptr->fy;
58 md_ptr->md_x = md_ptr->m_ptr->fx;
59 if (record_named_pet && md_ptr->m_ptr->is_named_pet()) {
60 const auto m_name = monster_desc(player_ptr, md_ptr->m_ptr, MD_INDEF_VISIBLE);
61 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
65 static void on_dead_explosion(PlayerType *player_ptr, monster_death_type *md_ptr)
67 for (int i = 0; i < 4; i++) {
68 if (md_ptr->r_ptr->blow[i].method != RaceBlowMethodType::EXPLODE) {
72 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
73 AttributeType typ = mbe_info[enum2i(md_ptr->r_ptr->blow[i].effect)].explode_type;
74 DICE_NUMBER d_dice = md_ptr->r_ptr->blow[i].d_dice;
75 DICE_SID d_side = md_ptr->r_ptr->blow[i].d_side;
76 int damage = damroll(d_dice, d_side);
77 (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damage, typ, flg);
82 static void on_defeat_arena_monster(PlayerType *player_ptr, monster_death_type *md_ptr)
84 auto *floor_ptr = player_ptr->current_floor_ptr;
85 if (!floor_ptr->inside_arena || md_ptr->m_ptr->is_pet()) {
89 player_ptr->exit_bldg = true;
90 if (player_ptr->arena_number > MAX_ARENA_MONS) {
91 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
93 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."));
96 const auto &arena = arena_info[player_ptr->arena_number];
97 const auto tval = arena.key.tval();
98 if (tval > ItemKindType::NONE) {
100 auto *q_ptr = &forge;
101 q_ptr->prep(lookup_baseitem_id(arena.key));
102 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
103 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
106 if (player_ptr->arena_number > MAX_ARENA_MONS) {
107 player_ptr->arena_number++;
110 player_ptr->arena_number++;
115 const auto m_name = monster_desc(player_ptr, md_ptr->m_ptr, MD_WRONGDOER_NAME);
116 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
119 static void drop_corpse(PlayerType *player_ptr, monster_death_type *md_ptr)
121 auto *floor_ptr = player_ptr->current_floor_ptr;
122 bool is_drop_corpse = one_in_(md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) ? 1 : 4);
123 is_drop_corpse &= md_ptr->r_ptr->drop_flags.has_any_of({ MonsterDropType::DROP_CORPSE, MonsterDropType::DROP_SKELETON });
124 is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || md_ptr->cloned || ((md_ptr->m_ptr->r_idx == w_ptr->today_mon) && md_ptr->m_ptr->is_pet()));
125 if (!is_drop_corpse) {
130 if (md_ptr->r_ptr->drop_flags.has_not(MonsterDropType::DROP_SKELETON)) {
132 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE) && md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
134 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE)) {
135 if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
147 auto *q_ptr = &forge;
148 q_ptr->prep(lookup_baseitem_id({ ItemKindType::CORPSE, (corpse ? SV_CORPSE : SV_SKELETON) }));
149 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
150 q_ptr->pval = enum2i(md_ptr->m_ptr->r_idx);
151 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
155 * @brief アーティファクトのドロップ判定処理
156 * @param player_ptr プレイヤーへの参照ポインタ
157 * @param md_ptr モンスター死亡構造体への参照ポインタ
158 * @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
160 static void drop_artifact_from_unique(PlayerType *player_ptr, monster_death_type *md_ptr)
162 for (const auto &[a_idx, chance] : md_ptr->r_ptr->drop_artifacts) {
163 if (!w_ptr->wizard && (randint0(100) >= chance)) {
167 if (drop_single_artifact(player_ptr, md_ptr, a_idx)) {
174 * @brief 特定アーティファクトのドロップ処理
175 * @param player_ptr プレイヤーへの参照ポインタ
176 * @param md_ptr モンスター死亡構造体への参照ポインタ
177 * @param a_ix ドロップを試みるアーティファクトID
178 * @return ドロップするならtrue
180 bool drop_single_artifact(PlayerType *player_ptr, monster_death_type *md_ptr, FixedArtifactId a_idx)
182 auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
183 if (artifact.is_generated) {
187 return create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x);
190 static short drop_dungeon_final_artifact(PlayerType *player_ptr, monster_death_type *md_ptr)
192 const auto &dungeon = dungeons_info[player_ptr->current_floor_ptr->dungeon_idx];
193 const auto has_reward = dungeon.final_object > 0;
194 const auto bi_id = has_reward ? dungeon.final_object : lookup_baseitem_id({ ItemKindType::SCROLL, SV_SCROLL_ACQUIREMENT });
195 if (dungeon.final_artifact == FixedArtifactId::NONE) {
199 const auto a_idx = dungeon.final_artifact;
200 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
201 if (artifact.is_generated) {
205 create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x);
207 return dungeon.final_object ? bi_id : 0;
210 static void drop_artifacts(PlayerType *player_ptr, monster_death_type *md_ptr)
212 if (!md_ptr->drop_chosen_item) {
216 drop_artifact_from_unique(player_ptr, md_ptr);
217 const auto *floor_ptr = player_ptr->current_floor_ptr;
218 const auto &dungeon = dungeons_info[floor_ptr->dungeon_idx];
219 if (((md_ptr->r_ptr->flags7 & RF7_GUARDIAN) == 0) || (dungeon.final_guardian != md_ptr->m_ptr->r_idx)) {
223 short bi_id = drop_dungeon_final_artifact(player_ptr, md_ptr);
226 auto *q_ptr = &forge;
228 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD).execute();
229 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
232 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), dungeon.name.data());
235 static void decide_drop_quality(monster_death_type *md_ptr)
237 md_ptr->mo_mode = 0L;
238 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GOOD)) {
239 md_ptr->mo_mode |= AM_GOOD;
242 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GREAT)) {
243 md_ptr->mo_mode |= (AM_GOOD | AM_GREAT);
247 static int decide_drop_numbers(PlayerType *player_ptr, monster_death_type *md_ptr, const bool drop_item)
249 int drop_numbers = 0;
250 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_60) && (randint0(100) < 60)) {
254 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_90) && (randint0(100) < 90)) {
258 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_1D2)) {
259 drop_numbers += damroll(1, 2);
262 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_2D2)) {
263 drop_numbers += damroll(2, 2);
266 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_3D2)) {
267 drop_numbers += damroll(3, 2);
270 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_4D2)) {
271 drop_numbers += damroll(4, 2);
274 if (md_ptr->cloned && md_ptr->r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
278 if (md_ptr->m_ptr->is_pet() || player_ptr->phase_out || player_ptr->current_floor_ptr->inside_arena) {
282 if (!drop_item && (md_ptr->r_ptr->d_char != '$')) {
286 if ((md_ptr->r_ptr->flags2 & (RF2_MULTIPLY)) && (md_ptr->r_ptr->r_akills > 1024)) {
293 static void drop_items_golds(PlayerType *player_ptr, monster_death_type *md_ptr, int drop_numbers)
297 for (int i = 0; i < drop_numbers; i++) {
299 auto *q_ptr = &forge;
301 if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
302 if (!make_gold(player_ptr, q_ptr)) {
308 if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode)) {
315 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
318 auto *floor_ptr = player_ptr->current_floor_ptr;
319 floor_ptr->object_level = floor_ptr->base_level;
321 bool visible = (md_ptr->m_ptr->ml && !player_ptr->effects()->hallucination()->is_hallucinated()) || (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE));
322 if (visible && (dump_item || dump_gold)) {
323 lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
328 * @brief 最終ボス(混沌のサーペント)を倒したときの処理
329 * @param player_ptr プレイヤー情報への参照ポインタ
331 static void on_defeat_last_boss(PlayerType *player_ptr)
333 w_ptr->total_winner = true;
334 add_winner_class(player_ptr->pclass);
335 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::TITLE);
336 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
337 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!"));
338 patron_list[player_ptr->chaos_patron].admire(player_ptr);
339 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
340 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!"));
341 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."));
345 * @brief モンスターが死亡した時の処理 /
346 * Handle the "death" of a monster.
347 * @param m_idx 死亡したモンスターのID
348 * @param drop_item TRUEならばモンスターのドロップ処理を行う
349 * @param type ラストアタックの属性 (単一属性)
351 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeType type)
353 AttributeFlags flags;
356 monster_death(player_ptr, m_idx, drop_item, flags);
360 * @brief モンスターが死亡した時の処理 /
361 * Handle the "death" of a monster.
362 * @param m_idx 死亡したモンスターのID
363 * @param drop_item TRUEならばモンスターのドロップ処理を行う
364 * @param attribute_flags ラストアタックの属性 (複数属性)
367 * Disperse treasures centered at the monster location based on the
368 * various flags contained in the monster flags fields.
369 * Check for "Quest" completion when a quest monster is killed.
370 * Note that only the player can induce "monster_death()" on Uniques.
371 * Thus (for now) all Quest monsters should be Uniques.
372 * Note that monsters can now carry objects, and when a monster dies,
373 * it drops all of its objects, which may disappear in crowded rooms.
376 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeFlags attribute_flags)
378 monster_death_type tmp_md;
379 monster_death_type *md_ptr = initialize_monster_death_type(player_ptr, &tmp_md, m_idx, drop_item);
380 if (w_ptr->timewalk_m_idx && w_ptr->timewalk_m_idx == m_idx) {
381 w_ptr->timewalk_m_idx = 0;
384 // 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
385 if (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && md_ptr->m_ptr->mflag2.has_not(MonsterConstantFlagType::CLONED)) {
387 md_ptr->r_ptr->defeat_time = w_ptr->play_time;
388 md_ptr->r_ptr->defeat_level = player_ptr->lev;
391 if (md_ptr->r_ptr->brightness_flags.has_any_of(ld_mask)) {
392 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_LITE);
395 write_pet_death(player_ptr, md_ptr);
396 on_dead_explosion(player_ptr, md_ptr);
397 if (md_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
398 choose_new_monster(player_ptr, m_idx, true, MonsterRaceId::CHAMELEON);
399 md_ptr->r_ptr = &monraces_info[md_ptr->m_ptr->r_idx];
402 QuestCompletionChecker(player_ptr, md_ptr->m_ptr).complete();
403 on_defeat_arena_monster(player_ptr, md_ptr);
404 if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, false)) {
405 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
408 drop_corpse(player_ptr, md_ptr);
409 monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
410 decide_drop_quality(md_ptr);
411 switch_special_death(player_ptr, md_ptr, attribute_flags);
412 drop_artifacts(player_ptr, md_ptr);
413 int drop_numbers = decide_drop_numbers(player_ptr, md_ptr, drop_item);
414 coin_type = md_ptr->force_coin;
415 auto *floor_ptr = player_ptr->current_floor_ptr;
416 floor_ptr->object_level = (floor_ptr->dun_level + md_ptr->r_ptr->level) / 2;
417 drop_items_golds(player_ptr, md_ptr, drop_numbers);
418 if (((md_ptr->r_ptr->flags1 & RF1_QUESTOR) == 0) || player_ptr->phase_out || (md_ptr->m_ptr->r_idx != MonsterRaceId::SERPENT) || md_ptr->cloned) {
422 on_defeat_last_boss(player_ptr);
426 * @brief モンスターを撃破した際の述語メッセージを返す /
427 * Return monster death string
428 * @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
429 * @return 撃破されたモンスターの述語
431 concptr extract_note_dies(MonsterRaceId r_idx)
433 const auto &r_ref = monraces_info[r_idx];
434 const auto explode = std::any_of(std::begin(r_ref.blow), std::end(r_ref.blow),
435 [](const auto &blow) { return blow.method == RaceBlowMethodType::EXPLODE; });
437 if (monster_living(r_idx)) {
439 return _("は爆発して死んだ。", " explodes and dies.");
442 return _("は死んだ。", " dies.");
446 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
449 return _("を倒した。", " is destroyed.");