1 #include "monster-floor/monster-death.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "cmd-building/cmd-building.h"
4 #include "core/player-redraw-types.h"
5 #include "core/player-update-types.h"
6 #include "dungeon/dungeon.h"
7 #include "dungeon/quest-completion-checker.h"
8 #include "effect/effect-characteristics.h"
9 #include "effect/effect-processor.h"
10 #include "floor/floor-object.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/play-record-options.h"
13 #include "io/write-diary.h"
14 #include "lore/lore-store.h"
15 #include "main/music-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "market/arena-info-table.h"
18 #include "monster-floor/monster-death-util.h"
19 #include "monster-floor/monster-object.h"
20 #include "monster-floor/special-death-switcher.h"
21 #include "monster-race/monster-race-hook.h"
22 #include "monster-race/monster-race.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-indice-types.h"
27 #include "monster/monster-describer.h"
28 #include "monster/monster-description-types.h"
29 #include "monster/monster-flag-types.h"
30 #include "monster/monster-info.h"
31 #include "monster/monster-list.h"
32 #include "object-enchant/item-apply-magic.h"
33 #include "object-enchant/item-magic-applier.h"
34 #include "object/object-kind-hook.h"
35 #include "pet/pet-fall-off.h"
36 #include "player/patron.h"
37 #include "sv-definition/sv-other-types.h"
38 #include "sv-definition/sv-scroll-types.h"
39 #include "system/artifact-type-definition.h"
40 #include "system/building-type-definition.h"
41 #include "system/floor-type-definition.h"
42 #include "system/monster-race-definition.h"
43 #include "system/monster-type-definition.h"
44 #include "system/player-type-definition.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"
52 static void write_pet_death(PlayerType *player_ptr, monster_death_type *md_ptr)
54 md_ptr->md_y = md_ptr->m_ptr->fy;
55 md_ptr->md_x = md_ptr->m_ptr->fx;
56 if (record_named_pet && is_pet(md_ptr->m_ptr) && md_ptr->m_ptr->nickname) {
57 GAME_TEXT m_name[MAX_NLEN];
58 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_INDEF_VISIBLE);
59 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
63 static void on_dead_explosion(PlayerType *player_ptr, monster_death_type *md_ptr)
65 for (int i = 0; i < 4; i++) {
66 if (md_ptr->r_ptr->blow[i].method != RaceBlowMethodType::EXPLODE) {
70 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
71 AttributeType typ = mbe_info[enum2i(md_ptr->r_ptr->blow[i].effect)].explode_type;
72 DICE_NUMBER d_dice = md_ptr->r_ptr->blow[i].d_dice;
73 DICE_SID d_side = md_ptr->r_ptr->blow[i].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, monster_death_type *md_ptr)
82 auto *floor_ptr = player_ptr->current_floor_ptr;
83 if (!floor_ptr->inside_arena || is_pet(md_ptr->m_ptr)) {
87 player_ptr->exit_bldg = 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 if (arena_info[player_ptr->arena_number].tval > ItemKindType::NONE) {
97 q_ptr->prep(lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
98 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
99 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
102 if (player_ptr->arena_number > MAX_ARENA_MONS) {
103 player_ptr->arena_number++;
106 player_ptr->arena_number++;
111 GAME_TEXT m_name[MAX_NLEN];
112 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_WRONGDOER_NAME);
113 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
116 static void drop_corpse(PlayerType *player_ptr, monster_death_type *md_ptr)
118 auto *floor_ptr = player_ptr->current_floor_ptr;
119 bool is_drop_corpse = one_in_(md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) ? 1 : 4);
120 is_drop_corpse &= md_ptr->r_ptr->drop_flags.has_any_of({ MonsterDropType::DROP_CORPSE, MonsterDropType::DROP_SKELETON });
121 is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || md_ptr->cloned || ((md_ptr->m_ptr->r_idx == w_ptr->today_mon) && is_pet(md_ptr->m_ptr)));
122 if (!is_drop_corpse) {
127 if (md_ptr->r_ptr->drop_flags.has_not(MonsterDropType::DROP_SKELETON)) {
129 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE) && md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
131 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE)) {
132 if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
144 auto *q_ptr = &forge;
145 q_ptr->prep(lookup_kind(ItemKindType::CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
146 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
147 q_ptr->pval = enum2i(md_ptr->m_ptr->r_idx);
148 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
152 * @brief アーティファクトのドロップ判定処理
153 * @param player_ptr プレイヤーへの参照ポインタ
154 * @param md_ptr モンスター死亡構造体への参照ポインタ
155 * @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
157 static ARTIFACT_IDX drop_artifact_index(PlayerType *player_ptr, monster_death_type *md_ptr)
159 for (auto [a_idx, chance] : md_ptr->r_ptr->drop_artifacts) {
160 if ((randint0(100) >= chance) && !w_ptr->wizard) {
164 if (drop_single_artifact(player_ptr, md_ptr, a_idx)) {
173 * @brief 特定アーティファクトのドロップ処理
174 * @param player_ptr プレイヤーへの参照ポインタ
175 * @param md_ptr モンスター死亡構造体への参照ポインタ
176 * @param a_ix ドロップを試みるアーティファクトID
177 * @return ドロップするならtrue
179 bool drop_single_artifact(PlayerType *player_ptr, monster_death_type *md_ptr, ARTIFACT_IDX a_idx)
181 auto *a_ptr = &a_info[a_idx];
182 if (a_ptr->cur_num == 1) {
186 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
189 if (w_ptr->character_dungeon) {
190 a_ptr->floor_id = player_ptr->floor_id;
193 if (!preserve_mode) {
202 static KIND_OBJECT_IDX drop_dungeon_final_artifact(PlayerType *player_ptr, monster_death_type *md_ptr, ARTIFACT_IDX a_idx)
204 auto k_idx = d_info[player_ptr->dungeon_idx].final_object != 0 ? d_info[player_ptr->dungeon_idx].final_object : lookup_kind(ItemKindType::SCROLL, SV_SCROLL_ACQUIREMENT);
205 if (d_info[player_ptr->dungeon_idx].final_artifact == 0) {
209 a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
210 auto *a_ptr = &a_info[a_idx];
211 if (a_ptr->cur_num == 1) {
214 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
216 if (w_ptr->character_dungeon) {
217 a_ptr->floor_id = player_ptr->floor_id;
219 } else if (!preserve_mode) {
223 return d_info[player_ptr->dungeon_idx].final_object ? k_idx : 0;
226 static void drop_artifact(PlayerType *player_ptr, monster_death_type *md_ptr)
228 if (!md_ptr->drop_chosen_item) {
232 ARTIFACT_IDX a_idx = drop_artifact_index(player_ptr, md_ptr);
233 if (((md_ptr->r_ptr->flags7 & RF7_GUARDIAN) == 0) || (d_info[player_ptr->dungeon_idx].final_guardian != md_ptr->m_ptr->r_idx)) {
237 KIND_OBJECT_IDX k_idx = drop_dungeon_final_artifact(player_ptr, md_ptr, a_idx);
240 auto *q_ptr = &forge;
242 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD).execute();
243 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
246 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_info[player_ptr->dungeon_idx].name.c_str());
249 static void decide_drop_quality(monster_death_type *md_ptr)
251 md_ptr->mo_mode = 0L;
252 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GOOD)) {
253 md_ptr->mo_mode |= AM_GOOD;
256 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GREAT)) {
257 md_ptr->mo_mode |= (AM_GOOD | AM_GREAT);
261 static int decide_drop_numbers(PlayerType *player_ptr, monster_death_type *md_ptr, const bool drop_item)
263 int drop_numbers = 0;
264 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_60) && (randint0(100) < 60)) {
268 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_90) && (randint0(100) < 90)) {
272 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_1D2)) {
273 drop_numbers += damroll(1, 2);
276 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_2D2)) {
277 drop_numbers += damroll(2, 2);
280 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_3D2)) {
281 drop_numbers += damroll(3, 2);
284 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_4D2)) {
285 drop_numbers += damroll(4, 2);
288 if (md_ptr->cloned && md_ptr->r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
292 if (is_pet(md_ptr->m_ptr) || player_ptr->phase_out || player_ptr->current_floor_ptr->inside_arena) {
296 if (!drop_item && (md_ptr->r_ptr->d_char != '$')) {
300 if ((md_ptr->r_ptr->flags2 & (RF2_MULTIPLY)) && (md_ptr->r_ptr->r_akills > 1024)) {
307 static void drop_items_golds(PlayerType *player_ptr, monster_death_type *md_ptr, int drop_numbers)
311 for (int i = 0; i < drop_numbers; i++) {
313 auto *q_ptr = &forge;
315 if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
316 if (!make_gold(player_ptr, q_ptr)) {
322 if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode)) {
329 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
332 auto *floor_ptr = player_ptr->current_floor_ptr;
333 floor_ptr->object_level = floor_ptr->base_level;
335 bool visible = (md_ptr->m_ptr->ml && !player_ptr->effects()->hallucination()->is_hallucinated()) || (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE));
336 if (visible && (dump_item || dump_gold)) {
337 lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
342 * @brief 最終ボス(混沌のサーペント)を倒したときの処理
343 * @param player_ptr プレイヤー情報への参照ポインタ
345 static void on_defeat_last_boss(PlayerType *player_ptr)
347 w_ptr->total_winner = true;
348 add_winner_class(player_ptr->pclass);
349 player_ptr->redraw |= PR_TITLE;
350 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
351 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!"));
352 patron_list[player_ptr->chaos_patron].admire(player_ptr);
353 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
354 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!"));
355 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."));
359 * @brief モンスターが死亡した時の処理 /
360 * Handle the "death" of a monster.
361 * @param m_idx 死亡したモンスターのID
362 * @param drop_item TRUEならばモンスターのドロップ処理を行う
363 * @param type ラストアタックの属性 (単一属性)
365 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeType type)
367 AttributeFlags flags;
370 monster_death(player_ptr, m_idx, drop_item, flags);
374 * @brief モンスターが死亡した時の処理 /
375 * Handle the "death" of a monster.
376 * @param m_idx 死亡したモンスターのID
377 * @param drop_item TRUEならばモンスターのドロップ処理を行う
378 * @param attribute_flags ラストアタックの属性 (複数属性)
381 * Disperse treasures centered at the monster location based on the
382 * various flags contained in the monster flags fields.
383 * Check for "Quest" completion when a quest monster is killed.
384 * Note that only the player can induce "monster_death()" on Uniques.
385 * Thus (for now) all Quest monsters should be Uniques.
386 * Note that monsters can now carry objects, and when a monster dies,
387 * it drops all of its objects, which may disappear in crowded rooms.
390 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeFlags attribute_flags)
392 monster_death_type tmp_md;
393 monster_death_type *md_ptr = initialize_monster_death_type(player_ptr, &tmp_md, m_idx, drop_item);
394 if (w_ptr->timewalk_m_idx && w_ptr->timewalk_m_idx == m_idx) {
395 w_ptr->timewalk_m_idx = 0;
398 // 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
399 if (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && md_ptr->m_ptr->mflag2.has_not(MonsterConstantFlagType::CLONED)) {
401 md_ptr->r_ptr->defeat_time = w_ptr->play_time;
402 md_ptr->r_ptr->defeat_level = player_ptr->lev;
405 if (md_ptr->r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
406 player_ptr->update |= PU_MON_LITE;
409 write_pet_death(player_ptr, md_ptr);
410 on_dead_explosion(player_ptr, md_ptr);
411 if (md_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
412 choose_new_monster(player_ptr, m_idx, true, MonsterRaceId::CHAMELEON);
413 md_ptr->r_ptr = &r_info[md_ptr->m_ptr->r_idx];
416 QuestCompletionChecker(player_ptr, md_ptr->m_ptr).complete();
417 on_defeat_arena_monster(player_ptr, md_ptr);
418 if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, false)) {
419 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
422 drop_corpse(player_ptr, md_ptr);
423 monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
424 decide_drop_quality(md_ptr);
425 switch_special_death(player_ptr, md_ptr, attribute_flags);
426 drop_artifact(player_ptr, md_ptr);
427 int drop_numbers = decide_drop_numbers(player_ptr, md_ptr, drop_item);
428 coin_type = md_ptr->force_coin;
429 auto *floor_ptr = player_ptr->current_floor_ptr;
430 floor_ptr->object_level = (floor_ptr->dun_level + md_ptr->r_ptr->level) / 2;
431 drop_items_golds(player_ptr, md_ptr, drop_numbers);
432 if (((md_ptr->r_ptr->flags1 & RF1_QUESTOR) == 0) || player_ptr->phase_out || (md_ptr->m_ptr->r_idx != MonsterRaceId::SERPENT) || md_ptr->cloned) {
436 on_defeat_last_boss(player_ptr);
440 * @brief モンスターを撃破した際の述語メッセージを返す /
441 * Return monster death string
442 * @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
443 * @return 撃破されたモンスターの述語
445 concptr extract_note_dies(MonsterRaceId r_idx)
447 auto *r_ptr = &r_info[r_idx];
448 if (monster_living(r_idx)) {
449 return _("は死んだ。", " dies.");
452 for (int i = 0; i < 4; i++) {
453 if (r_ptr->blow[i].method == RaceBlowMethodType::EXPLODE) {
454 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
458 return _("を倒した。", " is destroyed.");