1 #include "monster-floor/monster-remover.h"
2 #include "core/player-update-types.h"
3 #include "core/stuff-handler.h"
4 #include "floor/cave.h"
5 #include "floor/floor-object.h"
7 #include "monster-race/monster-race.h"
8 #include "monster-race/race-flags2.h"
9 #include "monster-race/race-flags7.h"
10 #include "monster-race/race-indice-types.h"
11 #include "monster/monster-info.h"
12 #include "monster/monster-status-setter.h"
13 #include "monster/monster-status.h"
14 #include "system/floor-type-definition.h"
15 #include "system/monster-type-definition.h"
16 #include "system/object-type-definition.h"
17 #include "target/target-checker.h"
20 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
21 * @param i 消去するモンスターのID
24 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
25 * When a monster is deleted, all of its objects are deleted.
27 void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
29 floor_type *floor_ptr = player_ptr->current_floor_ptr;
30 monster_type *m_ptr = &floor_ptr->m_list[i];
31 monster_race *r_ptr = &r_info[m_ptr->r_idx];
33 POSITION y = m_ptr->fy;
34 POSITION x = m_ptr->fx;
36 real_r_ptr(m_ptr)->cur_num--;
37 if (r_ptr->flags2 & (RF2_MULTIPLY))
38 floor_ptr->num_repro--;
40 if (monster_csleep_remaining(m_ptr))
41 (void)set_monster_csleep(player_ptr, i, 0);
42 if (monster_fast_remaining(m_ptr))
43 (void)set_monster_fast(player_ptr, i, 0);
44 if (monster_slow_remaining(m_ptr))
45 (void)set_monster_slow(player_ptr, i, 0);
46 if (monster_stunned_remaining(m_ptr))
47 (void)set_monster_stunned(player_ptr, i, 0);
48 if (monster_confused_remaining(m_ptr))
49 (void)set_monster_confused(player_ptr, i, 0);
50 if (monster_fear_remaining(m_ptr))
51 (void)set_monster_monfear(player_ptr, i, 0);
52 if (monster_invulner_remaining(m_ptr))
53 (void)set_monster_invulner(player_ptr, i, 0, FALSE);
58 if (i == player_ptr->health_who)
59 health_track(player_ptr, 0);
61 if (player_ptr->pet_t_m_idx == i)
62 player_ptr->pet_t_m_idx = 0;
63 if (player_ptr->riding_t_m_idx == i)
64 player_ptr->riding_t_m_idx = 0;
65 if (player_ptr->riding == i)
66 player_ptr->riding = 0;
68 floor_ptr->grid_array[y][x].m_idx = 0;
69 OBJECT_IDX next_o_idx = 0;
70 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
72 o_ptr = &floor_ptr->o_list[this_o_idx];
73 next_o_idx = o_ptr->next_o_idx;
74 delete_object_idx(player_ptr, this_o_idx);
77 (void)WIPE(m_ptr, monster_type);
79 lite_spot(player_ptr, y, x);
80 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
81 player_ptr->update |= (PU_MON_LITE);
86 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
87 * @param player_ptr プレーヤーへの参照ポインタ
90 * This is an efficient method of simulating multiple calls to the
91 * "delete_monster()" function, with no visual effects.
93 void wipe_monsters_list(player_type *player_ptr)
95 if (!r_info[MON_BANORLUPART].max_num) {
96 if (r_info[MON_BANOR].max_num) {
97 r_info[MON_BANOR].max_num = 0;
98 r_info[MON_BANOR].r_pkills++;
99 r_info[MON_BANOR].r_akills++;
100 if (r_info[MON_BANOR].r_tkills < MAX_SHORT)
101 r_info[MON_BANOR].r_tkills++;
104 if (r_info[MON_LUPART].max_num) {
105 r_info[MON_LUPART].max_num = 0;
106 r_info[MON_LUPART].r_pkills++;
107 r_info[MON_LUPART].r_akills++;
108 if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
109 r_info[MON_LUPART].r_tkills++;
113 floor_type *floor_ptr = player_ptr->current_floor_ptr;
114 for (int i = floor_ptr->m_max - 1; i >= 1; i--) {
115 monster_type *m_ptr = &floor_ptr->m_list[i];
116 if (!monster_is_valid(m_ptr))
119 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
120 (void)WIPE(m_ptr, monster_type);
124 * Wiping racial counters of all monsters and incrementing of racial
125 * counters of monsters in party_mon[] are required to prevent multiple
126 * generation of unique monster who is the minion of player.
128 for (int i = 1; i < max_r_idx; i++)
129 r_info[i].cur_num = 0;
131 floor_ptr->m_max = 1;
132 floor_ptr->m_cnt = 0;
133 for (int i = 0; i < MAX_MTIMED; i++)
134 floor_ptr->mproc_max[i] = 0;
136 floor_ptr->num_repro = 0;
138 player_ptr->pet_t_m_idx = 0;
139 player_ptr->riding_t_m_idx = 0;
140 health_track(player_ptr, 0);
144 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
145 * @param player_ptr プレーヤーへの参照ポインタ
150 void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
153 floor_type *floor_ptr = player_ptr->current_floor_ptr;
154 if (!in_bounds(floor_ptr, y, x))
157 g_ptr = &floor_ptr->grid_array[y][x];
159 delete_monster_idx(player_ptr, g_ptr->m_idx);