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 "core/player-redraw-types.h"
6 #include "core/player-update-types.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-brightness-mask.h"
24 #include "monster-race/race-flags1.h"
25 #include "monster-race/race-flags2.h"
26 #include "monster-race/race-flags7.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 "object-enchant/item-apply-magic.h"
34 #include "object-enchant/item-magic-applier.h"
35 #include "object/object-kind-hook.h"
36 #include "pet/pet-fall-off.h"
37 #include "player/patron.h"
38 #include "sv-definition/sv-other-types.h"
39 #include "sv-definition/sv-scroll-types.h"
40 #include "system/artifact-type-definition.h"
41 #include "system/building-type-definition.h"
42 #include "system/dungeon-info.h"
43 #include "system/floor-type-definition.h"
44 #include "system/item-entity.h"
45 #include "system/monster-entity.h"
46 #include "system/monster-race-info.h"
47 #include "system/player-type-definition.h"
48 #include "system/system-variables.h"
49 #include "timed-effect/player-hallucination.h"
50 #include "timed-effect/timed-effects.h"
51 #include "util/bit-flags-calculator.h"
52 #include "view/display-messages.h"
53 #include "world/world.h"
56 static void write_pet_death(PlayerType *player_ptr, monster_death_type *md_ptr)
58 md_ptr->md_y = md_ptr->m_ptr->fy;
59 md_ptr->md_x = md_ptr->m_ptr->fx;
60 if (record_named_pet && md_ptr->m_ptr->is_pet() && md_ptr->m_ptr->nickname) {
61 GAME_TEXT m_name[MAX_NLEN];
62 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_INDEF_VISIBLE);
63 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
67 static void on_dead_explosion(PlayerType *player_ptr, monster_death_type *md_ptr)
69 for (int i = 0; i < 4; i++) {
70 if (md_ptr->r_ptr->blow[i].method != RaceBlowMethodType::EXPLODE) {
74 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
75 AttributeType typ = mbe_info[enum2i(md_ptr->r_ptr->blow[i].effect)].explode_type;
76 DICE_NUMBER d_dice = md_ptr->r_ptr->blow[i].d_dice;
77 DICE_SID d_side = md_ptr->r_ptr->blow[i].d_side;
78 int damage = damroll(d_dice, d_side);
79 (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damage, typ, flg);
84 static void on_defeat_arena_monster(PlayerType *player_ptr, monster_death_type *md_ptr)
86 auto *floor_ptr = player_ptr->current_floor_ptr;
87 if (!floor_ptr->inside_arena || md_ptr->m_ptr->is_pet()) {
91 player_ptr->exit_bldg = true;
92 if (player_ptr->arena_number > MAX_ARENA_MONS) {
93 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
95 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."));
98 const auto &arena = arena_info[player_ptr->arena_number];
99 const auto tval = arena.key.tval();
100 if (tval > ItemKindType::NONE) {
102 auto *q_ptr = &forge;
103 q_ptr->prep(lookup_baseitem_id(arena.key));
104 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
105 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
108 if (player_ptr->arena_number > MAX_ARENA_MONS) {
109 player_ptr->arena_number++;
112 player_ptr->arena_number++;
117 GAME_TEXT m_name[MAX_NLEN];
118 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_WRONGDOER_NAME);
119 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
122 static void drop_corpse(PlayerType *player_ptr, monster_death_type *md_ptr)
124 auto *floor_ptr = player_ptr->current_floor_ptr;
125 bool is_drop_corpse = one_in_(md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) ? 1 : 4);
126 is_drop_corpse &= md_ptr->r_ptr->drop_flags.has_any_of({ MonsterDropType::DROP_CORPSE, MonsterDropType::DROP_SKELETON });
127 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()));
128 if (!is_drop_corpse) {
133 if (md_ptr->r_ptr->drop_flags.has_not(MonsterDropType::DROP_SKELETON)) {
135 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE) && md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
137 } else if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_CORPSE)) {
138 if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
150 auto *q_ptr = &forge;
151 q_ptr->prep(lookup_baseitem_id({ ItemKindType::CORPSE, (corpse ? SV_CORPSE : SV_SKELETON) }));
152 ItemMagicApplier(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART).execute();
153 q_ptr->pval = enum2i(md_ptr->m_ptr->r_idx);
154 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
158 * @brief アーティファクトのドロップ判定処理
159 * @param player_ptr プレイヤーへの参照ポインタ
160 * @param md_ptr モンスター死亡構造体への参照ポインタ
161 * @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
163 static void drop_artifact_from_unique(PlayerType *player_ptr, monster_death_type *md_ptr)
165 for (const auto &[a_idx, chance] : md_ptr->r_ptr->drop_artifacts) {
166 if (!w_ptr->wizard && (randint0(100) >= chance)) {
170 if (drop_single_artifact(player_ptr, md_ptr, a_idx)) {
177 * @brief 特定アーティファクトのドロップ処理
178 * @param player_ptr プレイヤーへの参照ポインタ
179 * @param md_ptr モンスター死亡構造体への参照ポインタ
180 * @param a_ix ドロップを試みるアーティファクトID
181 * @return ドロップするならtrue
183 bool drop_single_artifact(PlayerType *player_ptr, monster_death_type *md_ptr, FixedArtifactId a_idx)
185 auto &a_ref = artifacts_info.at(a_idx);
186 if (a_ref.is_generated) {
190 if (!create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
194 if (w_ptr->character_dungeon) {
195 a_ref.floor_id = player_ptr->floor_id;
201 static short drop_dungeon_final_artifact(PlayerType *player_ptr, monster_death_type *md_ptr)
203 const auto &dungeon = dungeons_info[player_ptr->dungeon_idx];
204 const auto has_reward = dungeon.final_object > 0;
205 const auto bi_id = has_reward ? dungeon.final_object : lookup_baseitem_id({ ItemKindType::SCROLL, SV_SCROLL_ACQUIREMENT });
206 if (dungeon.final_artifact == FixedArtifactId::NONE) {
210 const auto a_idx = dungeon.final_artifact;
211 auto &a_ref = artifacts_info.at(a_idx);
212 if (a_ref.is_generated) {
216 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
217 if (w_ptr->character_dungeon) {
218 a_ref.floor_id = player_ptr->floor_id;
222 return dungeon.final_object ? bi_id : 0;
225 static void drop_artifacts(PlayerType *player_ptr, monster_death_type *md_ptr)
227 if (!md_ptr->drop_chosen_item) {
231 drop_artifact_from_unique(player_ptr, md_ptr);
232 if (((md_ptr->r_ptr->flags7 & RF7_GUARDIAN) == 0) || (dungeons_info[player_ptr->dungeon_idx].final_guardian != md_ptr->m_ptr->r_idx)) {
236 short bi_id = drop_dungeon_final_artifact(player_ptr, md_ptr);
239 auto *q_ptr = &forge;
241 ItemMagicApplier(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD).execute();
242 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
245 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), dungeons_info[player_ptr->dungeon_idx].name.data());
248 static void decide_drop_quality(monster_death_type *md_ptr)
250 md_ptr->mo_mode = 0L;
251 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GOOD)) {
252 md_ptr->mo_mode |= AM_GOOD;
255 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_GREAT)) {
256 md_ptr->mo_mode |= (AM_GOOD | AM_GREAT);
260 static int decide_drop_numbers(PlayerType *player_ptr, monster_death_type *md_ptr, const bool drop_item)
262 int drop_numbers = 0;
263 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_60) && (randint0(100) < 60)) {
267 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_90) && (randint0(100) < 90)) {
271 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_1D2)) {
272 drop_numbers += damroll(1, 2);
275 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_2D2)) {
276 drop_numbers += damroll(2, 2);
279 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_3D2)) {
280 drop_numbers += damroll(3, 2);
283 if (md_ptr->r_ptr->drop_flags.has(MonsterDropType::DROP_4D2)) {
284 drop_numbers += damroll(4, 2);
287 if (md_ptr->cloned && md_ptr->r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
291 if (md_ptr->m_ptr->is_pet() || player_ptr->phase_out || player_ptr->current_floor_ptr->inside_arena) {
295 if (!drop_item && (md_ptr->r_ptr->d_char != '$')) {
299 if ((md_ptr->r_ptr->flags2 & (RF2_MULTIPLY)) && (md_ptr->r_ptr->r_akills > 1024)) {
306 static void drop_items_golds(PlayerType *player_ptr, monster_death_type *md_ptr, int drop_numbers)
310 for (int i = 0; i < drop_numbers; i++) {
312 auto *q_ptr = &forge;
314 if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
315 if (!make_gold(player_ptr, q_ptr)) {
321 if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode)) {
328 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
331 auto *floor_ptr = player_ptr->current_floor_ptr;
332 floor_ptr->object_level = floor_ptr->base_level;
334 bool visible = (md_ptr->m_ptr->ml && !player_ptr->effects()->hallucination()->is_hallucinated()) || (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE));
335 if (visible && (dump_item || dump_gold)) {
336 lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
341 * @brief 最終ボス(混沌のサーペント)を倒したときの処理
342 * @param player_ptr プレイヤー情報への参照ポインタ
344 static void on_defeat_last_boss(PlayerType *player_ptr)
346 w_ptr->total_winner = true;
347 add_winner_class(player_ptr->pclass);
348 player_ptr->redraw |= PR_TITLE;
349 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
350 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!"));
351 patron_list[player_ptr->chaos_patron].admire(player_ptr);
352 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
353 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!"));
354 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."));
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 type ラストアタックの属性 (単一属性)
364 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeType type)
366 AttributeFlags flags;
369 monster_death(player_ptr, m_idx, drop_item, flags);
373 * @brief モンスターが死亡した時の処理 /
374 * Handle the "death" of a monster.
375 * @param m_idx 死亡したモンスターのID
376 * @param drop_item TRUEならばモンスターのドロップ処理を行う
377 * @param attribute_flags ラストアタックの属性 (複数属性)
380 * Disperse treasures centered at the monster location based on the
381 * various flags contained in the monster flags fields.
382 * Check for "Quest" completion when a quest monster is killed.
383 * Note that only the player can induce "monster_death()" on Uniques.
384 * Thus (for now) all Quest monsters should be Uniques.
385 * Note that monsters can now carry objects, and when a monster dies,
386 * it drops all of its objects, which may disappear in crowded rooms.
389 void monster_death(PlayerType *player_ptr, MONSTER_IDX m_idx, bool drop_item, AttributeFlags attribute_flags)
391 monster_death_type tmp_md;
392 monster_death_type *md_ptr = initialize_monster_death_type(player_ptr, &tmp_md, m_idx, drop_item);
393 if (w_ptr->timewalk_m_idx && w_ptr->timewalk_m_idx == m_idx) {
394 w_ptr->timewalk_m_idx = 0;
397 // 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
398 if (md_ptr->r_ptr->kind_flags.has(MonsterKindType::UNIQUE) && md_ptr->m_ptr->mflag2.has_not(MonsterConstantFlagType::CLONED)) {
400 md_ptr->r_ptr->defeat_time = w_ptr->play_time;
401 md_ptr->r_ptr->defeat_level = player_ptr->lev;
404 if (md_ptr->r_ptr->brightness_flags.has_any_of(ld_mask)) {
405 player_ptr->update |= PU_MON_LITE;
408 write_pet_death(player_ptr, md_ptr);
409 on_dead_explosion(player_ptr, md_ptr);
410 if (md_ptr->m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
411 choose_new_monster(player_ptr, m_idx, true, MonsterRaceId::CHAMELEON);
412 md_ptr->r_ptr = &monraces_info[md_ptr->m_ptr->r_idx];
415 QuestCompletionChecker(player_ptr, md_ptr->m_ptr).complete();
416 on_defeat_arena_monster(player_ptr, md_ptr);
417 if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, false)) {
418 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
421 drop_corpse(player_ptr, md_ptr);
422 monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
423 decide_drop_quality(md_ptr);
424 switch_special_death(player_ptr, md_ptr, attribute_flags);
425 drop_artifacts(player_ptr, md_ptr);
426 int drop_numbers = decide_drop_numbers(player_ptr, md_ptr, drop_item);
427 coin_type = md_ptr->force_coin;
428 auto *floor_ptr = player_ptr->current_floor_ptr;
429 floor_ptr->object_level = (floor_ptr->dun_level + md_ptr->r_ptr->level) / 2;
430 drop_items_golds(player_ptr, md_ptr, drop_numbers);
431 if (((md_ptr->r_ptr->flags1 & RF1_QUESTOR) == 0) || player_ptr->phase_out || (md_ptr->m_ptr->r_idx != MonsterRaceId::SERPENT) || md_ptr->cloned) {
435 on_defeat_last_boss(player_ptr);
439 * @brief モンスターを撃破した際の述語メッセージを返す /
440 * Return monster death string
441 * @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
442 * @return 撃破されたモンスターの述語
444 concptr extract_note_dies(MonsterRaceId r_idx)
446 const auto &r_ref = monraces_info[r_idx];
447 const auto explode = std::any_of(std::begin(r_ref.blow), std::end(r_ref.blow), [](const auto &blow) { return blow.method == RaceBlowMethodType::EXPLODE; });
449 if (monster_living(r_idx)) {
451 return _("は爆発して死んだ。", " explodes and dies.");
454 return _("は死んだ。", " dies.");
458 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
461 return _("を倒した。", " is destroyed.");