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Merge pull request #1656 from Hourier/Remove-Body-Weight-Effect
[hengbandforosx/hengbandosx.git] / src / monster-floor / monster-death.cpp
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/game-play-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-death-util.h"
20 #include "monster-floor/monster-object.h"
21 #include "monster-floor/special-death-switcher.h"
22 #include "monster-race/monster-race-hook.h"
23 #include "monster-race/monster-race.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-flags9.h"
28 #include "monster-race/race-indice-types.h"
29 #include "monster/monster-describer.h"
30 #include "monster/monster-description-types.h"
31 #include "monster/monster-flag-types.h"
32 #include "monster/monster-info.h"
33 #include "monster/monster-list.h"
34 #include "object-enchant/apply-magic.h"
35 #include "object-enchant/item-apply-magic.h"
36 #include "object/object-kind-hook.h"
37 #include "pet/pet-fall-off.h"
38 #include "player/patron.h"
39 #include "sv-definition/sv-other-types.h"
40 #include "sv-definition/sv-scroll-types.h"
41 #include "system/artifact-type-definition.h"
42 #include "system/building-type-definition.h"
43 #include "system/floor-type-definition.h"
44 #include "system/monster-race-definition.h"
45 #include "system/monster-type-definition.h"
46 #include "system/player-type-definition.h"
47 #include "system/system-variables.h"
48 #include "util/bit-flags-calculator.h"
49 #include "view/display-messages.h"
50 #include "world/world.h"
51
52 static void write_pet_death(player_type *player_ptr, monster_death_type *md_ptr)
53 {
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);
60     }
61 }
62
63 static void on_dead_explosion(player_type *player_ptr, monster_death_type *md_ptr)
64 {
65     for (int i = 0; i < 4; i++) {
66         if (md_ptr->r_ptr->blow[i].method != RBM_EXPLODE)
67             continue;
68
69         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
70         EFFECT_ID typ = mbe_info[md_ptr->r_ptr->blow[i].effect].explode_type;
71         DICE_NUMBER d_dice = md_ptr->r_ptr->blow[i].d_dice;
72         DICE_SID d_side = md_ptr->r_ptr->blow[i].d_side;
73         HIT_POINT damage = damroll(d_dice, d_side);
74         (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damage, typ, flg);
75         break;
76     }
77 }
78
79 static void on_defeat_arena_monster(player_type *player_ptr, monster_death_type *md_ptr)
80 {
81     floor_type *floor_ptr = player_ptr->current_floor_ptr;
82     if (!floor_ptr->inside_arena || is_pet(md_ptr->m_ptr))
83         return;
84
85     player_ptr->exit_bldg = true;
86     if (player_ptr->arena_number > MAX_ARENA_MONS)
87         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
88     else
89         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."));
90
91     if (arena_info[player_ptr->arena_number].tval) {
92         object_type forge;
93         object_type *q_ptr = &forge;
94         q_ptr->prep(lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
95         apply_magic_to_object(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
96         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
97     }
98
99     if (player_ptr->arena_number > MAX_ARENA_MONS)
100         player_ptr->arena_number++;
101
102     player_ptr->arena_number++;
103     if (!record_arena)
104         return;
105
106     GAME_TEXT m_name[MAX_NLEN];
107     monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_WRONGDOER_NAME);
108     exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
109 }
110
111 static void drop_corpse(player_type *player_ptr, monster_death_type *md_ptr)
112 {
113     floor_type *floor_ptr = player_ptr->current_floor_ptr;
114     bool is_drop_corpse = one_in_(md_ptr->r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
115     is_drop_corpse &= (md_ptr->r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
116     is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || md_ptr->cloned
117         || ((md_ptr->m_ptr->r_idx == w_ptr->today_mon) && is_pet(md_ptr->m_ptr)));
118     if (!is_drop_corpse)
119         return;
120
121     bool corpse = false;
122     if (!(md_ptr->r_ptr->flags9 & RF9_DROP_SKELETON))
123         corpse = true;
124     else if ((md_ptr->r_ptr->flags9 & RF9_DROP_CORPSE) && (md_ptr->r_ptr->flags1 & RF1_UNIQUE))
125         corpse = true;
126     else if (md_ptr->r_ptr->flags9 & RF9_DROP_CORPSE) {
127         if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
128             if (one_in_(5))
129                 corpse = true;
130         } else {
131             if (!one_in_(5))
132                 corpse = true;
133         }
134     }
135
136     object_type forge;
137     object_type *q_ptr = &forge;
138     q_ptr->prep(lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
139     apply_magic_to_object(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
140     q_ptr->pval = md_ptr->m_ptr->r_idx;
141     (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
142 }
143
144 /*!
145  * @brief アーティファクトのドロップ判定処理
146  * @param player_ptr プレイヤーへの参照ポインタ
147  * @param md_ptr モンスター死亡構造体への参照ポインタ
148  * @return 何かドロップするなら1以上、何もドロップしないなら0
149  */
150 static ARTIFACT_IDX drop_artifact_index(player_type *player_ptr, monster_death_type *md_ptr)
151 {
152     ARTIFACT_IDX a_idx = 0;
153     PERCENTAGE chance = 0;
154     for (int i = 0; i < 4; i++) {
155         if (!md_ptr->r_ptr->artifact_id[i])
156             break;
157
158         a_idx = md_ptr->r_ptr->artifact_id[i];
159         chance = md_ptr->r_ptr->artifact_percent[i];
160         if (allow_debug_options) {
161             // continue process.
162             // @todo ここより下の処理は関数分割で何とかしたい.
163             // 処理を送るだけのif文は気持ち悪い.
164         } else if (randint0(100) >= chance) {
165             continue;
166         }
167
168         artifact_type *a_ptr = &a_info[a_idx];
169         if (a_ptr->cur_num == 1)
170             continue;
171
172         if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
173             a_ptr->cur_num = 1;
174             if (w_ptr->character_dungeon)
175                 a_ptr->floor_id = player_ptr->floor_id;
176
177             break;
178         }
179
180         if (!preserve_mode) {
181             a_ptr->cur_num = 1;
182             break;
183         }
184     }
185
186     return a_idx;
187 }
188
189 static KIND_OBJECT_IDX drop_dungeon_final_artifact(player_type *player_ptr, monster_death_type *md_ptr, ARTIFACT_IDX a_idx)
190 {
191     KIND_OBJECT_IDX k_idx
192         = d_info[player_ptr->dungeon_idx].final_object != 0 ? d_info[player_ptr->dungeon_idx].final_object : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
193     if (d_info[player_ptr->dungeon_idx].final_artifact == 0)
194         return k_idx;
195
196     a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
197     artifact_type *a_ptr = &a_info[a_idx];
198     if (a_ptr->cur_num == 1)
199         return k_idx;
200     if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
201         a_ptr->cur_num = 1;
202         if (w_ptr->character_dungeon)
203             a_ptr->floor_id = player_ptr->floor_id;
204     } else if (!preserve_mode) {
205         a_ptr->cur_num = 1;
206     }
207
208     return d_info[player_ptr->dungeon_idx].final_object ? k_idx : 0;
209 }
210
211 static void drop_artifact(player_type *player_ptr, monster_death_type *md_ptr)
212 {
213     if (!md_ptr->drop_chosen_item)
214         return;
215
216     ARTIFACT_IDX a_idx = drop_artifact_index(player_ptr, md_ptr);
217     if (((md_ptr->r_ptr->flags7 & RF7_GUARDIAN) == 0) || (d_info[player_ptr->dungeon_idx].final_guardian != md_ptr->m_ptr->r_idx))
218         return;
219
220     KIND_OBJECT_IDX k_idx = drop_dungeon_final_artifact(player_ptr, md_ptr, a_idx);
221     if (k_idx != 0) {
222         object_type forge;
223         object_type *q_ptr = &forge;
224         q_ptr->prep(k_idx);
225         apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
226         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
227     }
228
229     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());
230 }
231
232 static void decide_drop_quality(monster_death_type *md_ptr)
233 {
234     md_ptr->mo_mode = 0L;
235     if (md_ptr->r_ptr->flags1 & RF1_DROP_GOOD)
236         md_ptr->mo_mode |= AM_GOOD;
237
238     if (md_ptr->r_ptr->flags1 & RF1_DROP_GREAT)
239         md_ptr->mo_mode |= (AM_GOOD | AM_GREAT);
240 }
241
242 static int decide_drop_numbers(player_type *player_ptr, monster_death_type *md_ptr, const bool drop_item)
243 {
244     int drop_numbers = 0;
245     if ((md_ptr->r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60))
246         drop_numbers++;
247
248     if ((md_ptr->r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90))
249         drop_numbers++;
250
251     if (md_ptr->r_ptr->flags1 & RF1_DROP_1D2)
252         drop_numbers += damroll(1, 2);
253
254     if (md_ptr->r_ptr->flags1 & RF1_DROP_2D2)
255         drop_numbers += damroll(2, 2);
256
257     if (md_ptr->r_ptr->flags1 & RF1_DROP_3D2)
258         drop_numbers += damroll(3, 2);
259
260     if (md_ptr->r_ptr->flags1 & RF1_DROP_4D2)
261         drop_numbers += damroll(4, 2);
262
263     if (md_ptr->cloned && !(md_ptr->r_ptr->flags1 & RF1_UNIQUE))
264         drop_numbers = 0;
265
266     if (is_pet(md_ptr->m_ptr) || player_ptr->phase_out || player_ptr->current_floor_ptr->inside_arena)
267         drop_numbers = 0;
268
269     if (!drop_item && (md_ptr->r_ptr->d_char != '$'))
270         drop_numbers = 0;
271
272     if ((md_ptr->r_ptr->flags2 & (RF2_MULTIPLY)) && (md_ptr->r_ptr->r_akills > 1024))
273         drop_numbers = 0;
274
275     return drop_numbers;
276 }
277
278 static void drop_items_golds(player_type *player_ptr, monster_death_type *md_ptr, int drop_numbers)
279 {
280     int dump_item = 0;
281     int dump_gold = 0;
282     for (int i = 0; i < drop_numbers; i++) {
283         object_type forge;
284         object_type *q_ptr = &forge;
285         q_ptr->wipe();
286         if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
287             if (!make_gold(player_ptr, q_ptr))
288                 continue;
289
290             dump_gold++;
291         } else {
292             if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode))
293                 continue;
294
295             dump_item++;
296         }
297
298         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
299     }
300
301     floor_type *floor_ptr = player_ptr->current_floor_ptr;
302     floor_ptr->object_level = floor_ptr->base_level;
303     coin_type = 0;
304     bool visible = (md_ptr->m_ptr->ml && !player_ptr->hallucinated) || ((md_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0);
305     if (visible && (dump_item || dump_gold))
306         lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
307 }
308
309 /*!
310  * @brief 最終ボス(混沌のサーペント)を倒したときの処理
311  * @param player_ptr プレイヤー情報への参照ポインタ
312  */
313 static void on_defeat_last_boss(player_type *player_ptr)
314 {
315     w_ptr->total_winner = true;
316     add_winner_class(player_ptr->pclass);
317     player_ptr->redraw |= PR_TITLE;
318     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
319     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!"));
320     admire_from_patron(player_ptr);
321     msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
322     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!"));
323     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."));
324 }
325
326 /*!
327  * @brief モンスターが死亡した時の処理 /
328  * Handle the "death" of a monster.
329  * @param m_idx 死亡したモンスターのID
330  * @param drop_item TRUEならばモンスターのドロップ処理を行う
331  * @return 撃破されたモンスターの述語
332  * @details
333  * <pre>
334  * Disperse treasures centered at the monster location based on the
335  * various flags contained in the monster flags fields.
336  * Check for "Quest" completion when a quest monster is killed.
337  * Note that only the player can induce "monster_death()" on Uniques.
338  * Thus (for now) all Quest monsters should be Uniques.
339  * Note that monsters can now carry objects, and when a monster dies,
340  * it drops all of its objects, which may disappear in crowded rooms.
341  * </pre>
342  */
343 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
344 {
345     monster_death_type tmp_md;
346     monster_death_type *md_ptr = initialize_monster_death_type(player_ptr, &tmp_md, m_idx, drop_item);
347     if (w_ptr->timewalk_m_idx && w_ptr->timewalk_m_idx == m_idx)
348         w_ptr->timewalk_m_idx = 0;
349
350     // 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
351     if (any_bits(md_ptr->r_ptr->flags1, RF1_UNIQUE) && md_ptr->m_ptr->mflag2.has_not(MFLAG2::CLONED)) {
352         update_playtime();
353         md_ptr->r_ptr->defeat_time = w_ptr->play_time;
354         md_ptr->r_ptr->defeat_level = player_ptr->lev;
355     }
356
357     if (md_ptr->r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
358         player_ptr->update |= PU_MON_LITE;
359
360     write_pet_death(player_ptr, md_ptr);
361     on_dead_explosion(player_ptr, md_ptr);
362     if (md_ptr->m_ptr->mflag2.has(MFLAG2::CHAMELEON)) {
363         choose_new_monster(player_ptr, m_idx, true, MON_CHAMELEON);
364         md_ptr->r_ptr = &r_info[md_ptr->m_ptr->r_idx];
365     }
366
367     check_quest_completion(player_ptr, md_ptr->m_ptr);
368     on_defeat_arena_monster(player_ptr, md_ptr);
369     if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, false))
370         msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
371
372     drop_corpse(player_ptr, md_ptr);
373     monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
374     decide_drop_quality(md_ptr);
375     switch_special_death(player_ptr, md_ptr);
376     drop_artifact(player_ptr, md_ptr);
377     int drop_numbers = decide_drop_numbers(player_ptr, md_ptr, drop_item);
378     coin_type = md_ptr->force_coin;
379     floor_type *floor_ptr = player_ptr->current_floor_ptr;
380     floor_ptr->object_level = (floor_ptr->dun_level + md_ptr->r_ptr->level) / 2;
381     drop_items_golds(player_ptr, md_ptr, drop_numbers);
382     if (((md_ptr->r_ptr->flags1 & RF1_QUESTOR) == 0) || player_ptr->phase_out || (md_ptr->m_ptr->r_idx != MON_SERPENT) || md_ptr->cloned)
383         return;
384
385     on_defeat_last_boss(player_ptr);
386 }
387
388 /*!
389  * @brief モンスターを撃破した際の述語メッセージを返す /
390  * Return monster death string
391  * @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
392  * @return 撃破されたモンスターの述語
393  */
394 concptr extract_note_dies(MONRACE_IDX r_idx)
395 {
396     monster_race *r_ptr = &r_info[r_idx];
397     if (monster_living(r_idx))
398         return _("は死んだ。", " dies.");
399
400     for (int i = 0; i < 4; i++)
401         if (r_ptr->blow[i].method == RBM_EXPLODE)
402             return _("は爆発して粉々になった。", " explodes into tiny shreds.");
403
404     return _("を倒した。", " is destroyed.");
405 }