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[Refactor] #40571 Moved targeting.c/h from io/ to target/
[hengband/hengband.git] / src / monster-floor / monster-remover.c
1 #include "monster-floor/monster-remover.h"
2 #include "core/player-update-types.h"
3 #include "core/stuff-handler.h"
4 #include "floor/floor-object.h"
5 #include "grid/grid.h"
6 #include "monster-race/monster-race.h"
7 #include "monster-race/race-flags2.h"
8 #include "monster-race/race-flags7.h"
9 #include "monster-race/race-indice-types.h"
10 #include "monster/monster-info.h"
11 #include "monster/monster-status.h"
12 #include "system/floor-type-definition.h"
13 #include "system/monster-type-definition.h"
14 #include "system/object-type-definition.h"
15 #include "target/targeting.h"
16
17 /*!
18  * @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.
19  * @param i 消去するモンスターのID
20  * @return なし
21  * @details
22  * 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。 /
23  * When a monster is deleted, all of its objects are deleted.
24  */
25 void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
26 {
27     floor_type *floor_ptr = player_ptr->current_floor_ptr;
28     monster_type *m_ptr = &floor_ptr->m_list[i];
29     monster_race *r_ptr = &r_info[m_ptr->r_idx];
30
31     POSITION y = m_ptr->fy;
32     POSITION x = m_ptr->fx;
33
34     real_r_ptr(m_ptr)->cur_num--;
35     if (r_ptr->flags2 & (RF2_MULTIPLY))
36         floor_ptr->num_repro--;
37
38     if (monster_csleep_remaining(m_ptr))
39         (void)set_monster_csleep(player_ptr, i, 0);
40     if (monster_fast_remaining(m_ptr))
41         (void)set_monster_fast(player_ptr, i, 0);
42     if (monster_slow_remaining(m_ptr))
43         (void)set_monster_slow(player_ptr, i, 0);
44     if (monster_stunned_remaining(m_ptr))
45         (void)set_monster_stunned(player_ptr, i, 0);
46     if (monster_confused_remaining(m_ptr))
47         (void)set_monster_confused(player_ptr, i, 0);
48     if (monster_fear_remaining(m_ptr))
49         (void)set_monster_monfear(player_ptr, i, 0);
50     if (monster_invulner_remaining(m_ptr))
51         (void)set_monster_invulner(player_ptr, i, 0, FALSE);
52
53     if (i == target_who)
54         target_who = 0;
55
56     if (i == player_ptr->health_who)
57         health_track(player_ptr, 0);
58
59     if (player_ptr->pet_t_m_idx == i)
60         player_ptr->pet_t_m_idx = 0;
61     if (player_ptr->riding_t_m_idx == i)
62         player_ptr->riding_t_m_idx = 0;
63     if (player_ptr->riding == i)
64         player_ptr->riding = 0;
65
66     floor_ptr->grid_array[y][x].m_idx = 0;
67     OBJECT_IDX next_o_idx = 0;
68     for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
69         object_type *o_ptr;
70         o_ptr = &floor_ptr->o_list[this_o_idx];
71         next_o_idx = o_ptr->next_o_idx;
72         delete_object_idx(player_ptr, this_o_idx);
73     }
74
75     (void)WIPE(m_ptr, monster_type);
76     floor_ptr->m_cnt--;
77     lite_spot(player_ptr, y, x);
78     if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
79         player_ptr->update |= (PU_MON_LITE);
80     }
81 }
82
83 /*!
84  * @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
85  * @param player_ptr プレーヤーへの参照ポインタ
86  * @return なし
87  * @details
88  * This is an efficient method of simulating multiple calls to the
89  * "delete_monster()" function, with no visual effects.
90  */
91 void wipe_monsters_list(player_type *player_ptr)
92 {
93     if (!r_info[MON_BANORLUPART].max_num) {
94         if (r_info[MON_BANOR].max_num) {
95             r_info[MON_BANOR].max_num = 0;
96             r_info[MON_BANOR].r_pkills++;
97             r_info[MON_BANOR].r_akills++;
98             if (r_info[MON_BANOR].r_tkills < MAX_SHORT)
99                 r_info[MON_BANOR].r_tkills++;
100         }
101
102         if (r_info[MON_LUPART].max_num) {
103             r_info[MON_LUPART].max_num = 0;
104             r_info[MON_LUPART].r_pkills++;
105             r_info[MON_LUPART].r_akills++;
106             if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
107                 r_info[MON_LUPART].r_tkills++;
108         }
109     }
110
111     floor_type *floor_ptr = player_ptr->current_floor_ptr;
112     for (int i = floor_ptr->m_max - 1; i >= 1; i--) {
113         monster_type *m_ptr = &floor_ptr->m_list[i];
114         if (!monster_is_valid(m_ptr))
115             continue;
116
117         floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
118         (void)WIPE(m_ptr, monster_type);
119     }
120
121     /*
122      * Wiping racial counters of all monsters and incrementing of racial
123      * counters of monsters in party_mon[] are required to prevent multiple
124      * generation of unique monster who is the minion of player.
125      */
126     for (int i = 1; i < max_r_idx; i++)
127         r_info[i].cur_num = 0;
128
129     floor_ptr->m_max = 1;
130     floor_ptr->m_cnt = 0;
131     for (int i = 0; i < MAX_MTIMED; i++)
132         floor_ptr->mproc_max[i] = 0;
133
134     floor_ptr->num_repro = 0;
135     target_who = 0;
136     player_ptr->pet_t_m_idx = 0;
137     player_ptr->riding_t_m_idx = 0;
138     health_track(player_ptr, 0);
139 }