2 * @brief
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\83^
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\8e\80\96S
\8e\9e\82Ì
\93Á
\8eê
\8f\88\97\9dswitch (
\88ê
\94Ê
\93I
\82È
\8f\88\97\9d\82àdefault
\82Å
\8eÀ
\8e{)
7 #include "monster-floor/special-death-switcher.h"
8 #include "art-definition/art-armor-types.h"
9 #include "art-definition/art-bow-types.h"
10 #include "art-definition/art-protector-types.h"
11 #include "art-definition/art-weapon-types.h"
12 #include "artifact/fixed-art-generator.h"
13 #include "effect/effect-characteristics.h"
14 #include "effect/effect-processor.h"
15 #include "floor/cave.h"
16 #include "floor/floor-object.h"
17 #include "floor/floor-util.h"
18 #include "game-option/birth-options.h"
19 #include "grid/grid.h"
20 #include "monster-floor/monster-death-util.h"
21 #include "monster-floor/monster-summon.h"
22 #include "monster-floor/place-monster-types.h"
23 #include "monster-race/monster-race.h"
24 #include "monster-race/race-indice-types.h"
25 #include "monster/monster-describer.h"
26 #include "monster/monster-description-types.h"
27 #include "monster/monster-info.h"
28 #include "object-enchant/apply-magic.h"
29 #include "object-enchant/item-apply-magic.h"
30 #include "object/object-generator.h"
31 #include "object/object-kind-hook.h"
32 #include "spell/spell-types.h"
33 #include "spell/spells-summon.h"
34 #include "sv-definition/sv-other-types.h"
35 #include "sv-definition/sv-protector-types.h"
36 #include "sv-definition/sv-weapon-types.h"
37 #include "system/artifact-type-definition.h"
38 #include "system/floor-type-definition.h"
39 #include "system/monster-type-definition.h"
40 #include "system/object-type-definition.h"
41 #include "system/system-variables.h"
42 #include "view/display-messages.h"
43 #include "world/world.h"
45 static void on_dead_pink_horror(player_type *player_ptr, monster_death_type *md_ptr)
47 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
51 for (int i = 0; i < 2; i++) {
52 POSITION wy = md_ptr->md_y;
53 POSITION wx = md_ptr->md_x;
54 bool pet = is_pet(md_ptr->m_ptr);
55 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
56 if (summon_specific(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode) && player_can_see_bold(player_ptr, wy, wx))
61 msg_print(_("
\83s
\83\93\83N
\81E
\83z
\83\89\81[
\82Í
\95ª
\97ô
\82µ
\82½
\81I", "The Pink horror divides!"));
64 static void on_dead_bloodletter(player_type* player_ptr, monster_death_type* md_ptr)
66 if (!md_ptr->drop_chosen_item || (randint1(100) >= 15))
70 object_type *q_ptr = &forge;
71 object_prep(player_ptr, q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
72 apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | md_ptr->mo_mode);
73 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
76 static void on_dead_raal(player_type *player_ptr, monster_death_type *md_ptr)
78 floor_type *floor_ptr = player_ptr->current_floor_ptr;
79 if (!md_ptr->drop_chosen_item || (floor_ptr->dun_level <= 9))
83 object_type *q_ptr = &forge;
85 if ((floor_ptr->dun_level > 49) && one_in_(5))
86 get_obj_num_hook = kind_is_good_book;
88 get_obj_num_hook = kind_is_book;
90 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
91 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
94 static void on_dead_dawn(player_type *player_ptr, monster_death_type *md_ptr)
96 floor_type *floor_ptr = player_ptr->current_floor_ptr;
97 if (floor_ptr->inside_arena || player_ptr->phase_out || one_in_(7))
100 POSITION wy = md_ptr->md_y;
101 POSITION wx = md_ptr->md_x;
103 bool pet = is_pet(md_ptr->m_ptr);
105 scatter(player_ptr, &wy, &wx, md_ptr->md_y, md_ptr->md_x, 20, 0);
106 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
111 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
112 if (summon_specific(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, 100, SUMMON_DAWN, mode) && player_can_see_bold(player_ptr, wy, wx))
113 msg_print(_("
\90V
\82½
\82È
\90í
\8em
\82ª
\8c»
\82ê
\82½
\81I", "A new warrior steps forth!"));
116 static void on_dead_unmaker(player_type *player_ptr, monster_death_type *md_ptr)
118 if (is_seen(player_ptr, md_ptr->m_ptr)) {
119 GAME_TEXT m_name[MAX_NLEN];
120 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
121 msg_format(_("%s
\82Í
\95Ó
\82è
\82É
\83\8d\83O
\83\8b\83X
\82Ì
\8ec
\82è
\8d\81\82ð
\8eT
\82«
\8eU
\82ç
\82µ
\82½
\81I", "%^s sprinkled the remaining incense from Logrus!"), m_name);
124 (void)project(player_ptr, md_ptr->m_idx, 6, md_ptr->md_y, md_ptr->md_x, 100, GF_CHAOS, PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
127 static void on_dead_sacred_treasures(player_type *player_ptr, monster_death_type *md_ptr)
129 if ((player_ptr->pseikaku != PERSONALITY_LAZY) || !md_ptr->drop_chosen_item)
132 ARTIFACT_IDX a_idx = 0;
133 artifact_type *a_ptr = NULL;
135 switch (randint0(3)) {
137 a_idx = ART_NAMAKE_HAMMER;
140 a_idx = ART_NAMAKE_BOW;
143 a_idx = ART_NAMAKE_ARMOR;
147 a_ptr = &a_info[a_idx];
148 } while (a_ptr->cur_num == 1);
150 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
152 if (current_world_ptr->character_dungeon)
153 a_ptr->floor_id = player_ptr->floor_id;
162 static void on_dead_serpent(player_type *player_ptr, monster_death_type *md_ptr)
164 if (!md_ptr->drop_chosen_item)
168 object_type *q_ptr = &forge;
169 object_prep(player_ptr, q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
170 q_ptr->name1 = ART_GROND;
171 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
172 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
174 object_prep(player_ptr, q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
175 q_ptr->name1 = ART_CHAOS;
176 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
177 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
180 static void on_dead_death_sword(player_type *player_ptr, monster_death_type *md_ptr)
182 if (!md_ptr->drop_chosen_item)
186 object_type *q_ptr = &forge;
187 object_prep(player_ptr, q_ptr, lookup_kind(TV_SWORD, randint1(2)));
188 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
191 static void on_dead_can_angel(player_type *player_ptr, monster_death_type *md_ptr)
193 bool is_drop_can = md_ptr->drop_chosen_item;
194 bool is_silver = md_ptr->m_ptr->r_idx == MON_A_SILVER;
195 is_silver &= md_ptr->r_ptr->r_akills % 5 == 0;
196 is_drop_can &= (md_ptr->m_ptr->r_idx == MON_A_GOLD) || is_silver;
201 object_type *q_ptr = &forge;
202 object_prep(player_ptr, q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
203 apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
204 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
207 static void on_dead_rolento(player_type *player_ptr, monster_death_type *md_ptr)
209 if (is_seen(player_ptr, md_ptr->m_ptr)) {
210 GAME_TEXT m_name[MAX_NLEN];
211 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
212 msg_format(_("%s
\82Í
\8eè
\9eÖ
\92e
\82ð
\95ø
\82¦
\82Ä
\8e©
\94\9a\82µ
\82½
\81I", "%^s broke himself with grenades!"), m_name);
215 (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damroll(20, 10), GF_FIRE, PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
218 void switch_special_death(player_type *player_ptr, monster_death_type *md_ptr)
220 floor_type *floor_ptr = player_ptr->current_floor_ptr;
221 switch (md_ptr->m_ptr->r_idx) {
222 case MON_PINK_HORROR:
223 on_dead_pink_horror(player_ptr, md_ptr);
225 case MON_BLOODLETTER:
226 on_dead_bloodletter(player_ptr, md_ptr);
229 on_dead_raal(player_ptr, md_ptr);
232 on_dead_dawn(player_ptr, md_ptr);
235 on_dead_unmaker(player_ptr, md_ptr);
237 case MON_UNICORN_ORD:
240 on_dead_sacred_treasures(player_ptr, md_ptr);
243 on_dead_serpent(player_ptr, md_ptr);
245 case MON_B_DEATH_SWORD:
246 on_dead_death_sword(player_ptr, md_ptr);
250 on_dead_can_angel(player_ptr, md_ptr);
253 on_dead_rolento(player_ptr, md_ptr);
254 case MON_MIDDLE_AQUA_FIRST:
255 case MON_LARGE_AQUA_FIRST:
256 case MON_EXTRA_LARGE_AQUA_FIRST:
257 case MON_MIDDLE_AQUA_SECOND:
258 case MON_LARGE_AQUA_SECOND:
259 case MON_EXTRA_LARGE_AQUA_SECOND: {
260 if (floor_ptr->inside_arena || player_ptr->phase_out)
264 const int popped_bubbles = 4;
265 for (int i = 0; i < popped_bubbles; i++) {
266 POSITION wy = md_ptr->md_y;
267 POSITION wx = md_ptr->md_x;
268 bool pet = is_pet(md_ptr->m_ptr);
269 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
270 MONSTER_IDX smaller_bubblle = md_ptr->m_ptr->r_idx - 1;
271 if (summon_named_creature(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, smaller_bubblle, mode) && player_can_see_bold(player_ptr, wy, wx))
276 msg_print(_("
\96A
\82ª
\92e
\82¯
\82½
\81I", "The bubble pops!"));
280 case MON_TOTEM_MOAI: {
281 if (floor_ptr->inside_arena || player_ptr->phase_out || one_in_(8))
284 POSITION wy = md_ptr->md_y;
285 POSITION wx = md_ptr->md_x;
287 bool pet = is_pet(md_ptr->m_ptr);
289 scatter(player_ptr, &wy, &wx, md_ptr->md_y, md_ptr->md_x, 20, 0);
290 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
295 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
296 if (summon_named_creature(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, MON_TOTEM_MOAI, mode) && player_can_see_bold(player_ptr, wy, wx))
297 msg_print(_("
\90V
\82½
\82È
\83\82\83A
\83C
\82ª
\8c»
\82ê
\82½
\81I", "A new moai steps forth!"));
302 if (!md_ptr->drop_chosen_item)
305 switch (md_ptr->r_ptr->d_char) {
307 if (floor_ptr->dun_level <= 0)
311 object_type *q_ptr = &forge;
313 get_obj_num_hook = kind_is_cloak;
314 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
315 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
319 if (floor_ptr->dun_level <= 4)
323 object_type *q_ptr = &forge;
325 get_obj_num_hook = kind_is_polearm;
326 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
327 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
331 if (floor_ptr->dun_level <= 19)
335 object_type *q_ptr = &forge;
337 get_obj_num_hook = kind_is_armor;
338 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
339 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
343 if (floor_ptr->dun_level <= 4)
347 object_type *q_ptr = &forge;
349 get_obj_num_hook = kind_is_hafted;
350 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
351 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
355 if (md_ptr->m_ptr->r_idx == MON_STORMBRINGER)
359 object_type *q_ptr = &forge;
361 get_obj_num_hook = kind_is_sword;
362 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
363 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);