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/grid-type-definition.h"
16 #include "system/item-entity.h"
17 #include "system/monster-race-definition.h"
18 #include "system/monster-type-definition.h"
19 #include "system/player-type-definition.h"
20 #include "target/target-checker.h"
23 * @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.
24 * @param i 消去するモンスターのID
26 * 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。 /
27 * When a monster is deleted, all of its objects are deleted.
29 void delete_monster_idx(PlayerType *player_ptr, MONSTER_IDX i)
31 auto *floor_ptr = player_ptr->current_floor_ptr;
32 auto *m_ptr = &floor_ptr->m_list[i];
33 auto *r_ptr = &monraces_info[m_ptr->r_idx];
35 POSITION y = m_ptr->fy;
36 POSITION x = m_ptr->fx;
38 m_ptr->get_real_r_ref().cur_num--;
39 if (r_ptr->flags2 & (RF2_MULTIPLY)) {
40 floor_ptr->num_repro--;
43 if (m_ptr->is_asleep()) {
44 (void)set_monster_csleep(player_ptr, i, 0);
46 if (m_ptr->is_accelerated()) {
47 (void)set_monster_fast(player_ptr, i, 0);
49 if (m_ptr->is_decelerated()) {
50 (void)set_monster_slow(player_ptr, i, 0);
52 if (m_ptr->is_stunned()) {
53 (void)set_monster_stunned(player_ptr, i, 0);
55 if (m_ptr->is_confused()) {
56 (void)set_monster_confused(player_ptr, i, 0);
58 if (m_ptr->is_fearful()) {
59 (void)set_monster_monfear(player_ptr, i, 0);
61 if (m_ptr->is_invulnerable()) {
62 (void)set_monster_invulner(player_ptr, i, 0, false);
65 if (i == target_who) {
69 if (i == player_ptr->health_who) {
70 health_track(player_ptr, 0);
73 if (player_ptr->pet_t_m_idx == i) {
74 player_ptr->pet_t_m_idx = 0;
76 if (player_ptr->riding_t_m_idx == i) {
77 player_ptr->riding_t_m_idx = 0;
79 if (player_ptr->riding == i) {
80 player_ptr->riding = 0;
83 floor_ptr->grid_array[y][x].m_idx = 0;
84 for (auto it = m_ptr->hold_o_idx_list.begin(); it != m_ptr->hold_o_idx_list.end();) {
85 const OBJECT_IDX this_o_idx = *it++;
86 delete_object_idx(player_ptr, this_o_idx);
89 // 召喚元のモンスターが消滅した時は、召喚されたモンスターのparent_m_idxが
90 // 召喚されたモンスター自身のm_idxを指すようにする
91 for (MONSTER_IDX child_m_idx = 1; child_m_idx < floor_ptr->m_max; child_m_idx++) {
92 MonsterEntity *child_m_ptr = &floor_ptr->m_list[child_m_idx];
93 if (MonsterRace(child_m_ptr->r_idx).is_valid() && child_m_ptr->parent_m_idx == i) {
94 child_m_ptr->parent_m_idx = child_m_idx;
100 lite_spot(player_ptr, y, x);
101 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
102 player_ptr->update |= (PU_MON_LITE);
107 * @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
108 * @param player_ptr プレイヤーへの参照ポインタ
110 * This is an efficient method of simulating multiple calls to the
111 * "delete_monster()" function, with no visual effects.
113 void wipe_monsters_list(PlayerType *player_ptr)
115 if (!monraces_info[MonsterRaceId::BANORLUPART].max_num) {
116 if (monraces_info[MonsterRaceId::BANOR].max_num) {
117 monraces_info[MonsterRaceId::BANOR].max_num = 0;
118 monraces_info[MonsterRaceId::BANOR].r_pkills++;
119 monraces_info[MonsterRaceId::BANOR].r_akills++;
120 if (monraces_info[MonsterRaceId::BANOR].r_tkills < MAX_SHORT) {
121 monraces_info[MonsterRaceId::BANOR].r_tkills++;
125 if (monraces_info[MonsterRaceId::LUPART].max_num) {
126 monraces_info[MonsterRaceId::LUPART].max_num = 0;
127 monraces_info[MonsterRaceId::LUPART].r_pkills++;
128 monraces_info[MonsterRaceId::LUPART].r_akills++;
129 if (monraces_info[MonsterRaceId::LUPART].r_tkills < MAX_SHORT) {
130 monraces_info[MonsterRaceId::LUPART].r_tkills++;
135 auto *floor_ptr = player_ptr->current_floor_ptr;
136 for (int i = floor_ptr->m_max - 1; i >= 1; i--) {
137 auto *m_ptr = &floor_ptr->m_list[i];
138 if (!m_ptr->is_valid()) {
142 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
147 * Wiping racial counters of all monsters and incrementing of racial
148 * counters of monsters in party_mon[] are required to prevent multiple
149 * generation of unique monster who is the minion of player.
151 for (auto &[r_idx, r_ref] : monraces_info) {
155 floor_ptr->m_max = 1;
156 floor_ptr->m_cnt = 0;
157 for (int i = 0; i < MAX_MTIMED; i++) {
158 floor_ptr->mproc_max[i] = 0;
161 floor_ptr->num_repro = 0;
163 player_ptr->pet_t_m_idx = 0;
164 player_ptr->riding_t_m_idx = 0;
165 health_track(player_ptr, 0);
169 * @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
170 * @param player_ptr プレイヤーへの参照ポインタ
174 void delete_monster(PlayerType *player_ptr, POSITION y, POSITION x)
177 auto *floor_ptr = player_ptr->current_floor_ptr;
178 if (!in_bounds(floor_ptr, y, x)) {
182 g_ptr = &floor_ptr->grid_array[y][x];
184 delete_monster_idx(player_ptr, g_ptr->m_idx);