2 * @brief
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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/summon-types.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"
46 * @brief
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47 * @param player_ptr
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48 * @param md_ptr
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49 * @param type
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50 * @param probability
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51 * @param radius
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52 * @param message
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55 static void summon_self(player_type *player_ptr, monster_death_type *md_ptr, summon_type type, int probability, POSITION radius, concptr message)
57 floor_type *floor_ptr = player_ptr->current_floor_ptr;
58 if (floor_ptr->inside_arena || player_ptr->phase_out || one_in_(probability))
61 POSITION wy = md_ptr->md_y;
62 POSITION wx = md_ptr->md_x;
64 bool pet = is_pet(md_ptr->m_ptr);
66 scatter(player_ptr, &wy, &wx, md_ptr->md_y, md_ptr->md_x, radius, PROJECT_NONE);
67 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
72 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
73 if (summon_specific(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, 100, type, mode) && player_can_see_bold(player_ptr, wy, wx))
77 static void on_dead_pink_horror(player_type *player_ptr, monster_death_type *md_ptr)
79 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
83 const int blue_horrors = 2;
84 for (int i = 0; i < blue_horrors; i++) {
85 POSITION wy = md_ptr->md_y;
86 POSITION wx = md_ptr->md_x;
87 bool pet = is_pet(md_ptr->m_ptr);
88 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
89 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))
94 msg_print(_("
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\81I", "The Pink horror divides!"));
97 static void on_dead_bloodletter(player_type* player_ptr, monster_death_type* md_ptr)
99 if (!md_ptr->drop_chosen_item || (randint1(100) >= 15))
103 object_type *q_ptr = &forge;
104 object_prep(player_ptr, q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
105 apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | md_ptr->mo_mode);
106 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
109 static void on_dead_raal(player_type *player_ptr, monster_death_type *md_ptr)
111 floor_type *floor_ptr = player_ptr->current_floor_ptr;
112 if (!md_ptr->drop_chosen_item || (floor_ptr->dun_level <= 9))
116 object_type *q_ptr = &forge;
118 if ((floor_ptr->dun_level > 49) && one_in_(5))
119 get_obj_num_hook = kind_is_good_book;
121 get_obj_num_hook = kind_is_book;
123 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
124 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
128 * @brief 6/7
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129 * @param player_ptr
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130 * @param md_ptr
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133 static void on_dead_dawn(player_type *player_ptr, monster_death_type *md_ptr)
135 summon_self(player_ptr, md_ptr, SUMMON_DAWN, 7, 20, _("
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138 static void on_dead_unmaker(player_type *player_ptr, monster_death_type *md_ptr)
140 if (is_seen(player_ptr, md_ptr->m_ptr)) {
141 GAME_TEXT m_name[MAX_NLEN];
142 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
143 msg_format(_("%s
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146 (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);
149 static void on_dead_sacred_treasures(player_type *player_ptr, monster_death_type *md_ptr)
151 if ((player_ptr->pseikaku != PERSONALITY_LAZY) || !md_ptr->drop_chosen_item)
154 ARTIFACT_IDX a_idx = 0;
155 artifact_type *a_ptr = NULL;
157 switch (randint0(3)) {
159 a_idx = ART_NAMAKE_HAMMER;
162 a_idx = ART_NAMAKE_BOW;
165 a_idx = ART_NAMAKE_ARMOR;
169 a_ptr = &a_info[a_idx];
170 } while (a_ptr->cur_num == 1);
172 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
174 if (current_world_ptr->character_dungeon)
175 a_ptr->floor_id = player_ptr->floor_id;
184 static void on_dead_serpent(player_type *player_ptr, monster_death_type *md_ptr)
186 if (!md_ptr->drop_chosen_item)
190 object_type *q_ptr = &forge;
191 object_prep(player_ptr, q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
192 q_ptr->name1 = ART_GROND;
193 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
194 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
196 object_prep(player_ptr, q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
197 q_ptr->name1 = ART_CHAOS;
198 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
199 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
202 static void on_dead_death_sword(player_type *player_ptr, monster_death_type *md_ptr)
204 if (!md_ptr->drop_chosen_item)
208 object_type *q_ptr = &forge;
209 object_prep(player_ptr, q_ptr, lookup_kind(TV_SWORD, randint1(2)));
210 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
213 static void on_dead_can_angel(player_type *player_ptr, monster_death_type *md_ptr)
215 bool is_drop_can = md_ptr->drop_chosen_item;
216 bool is_silver = md_ptr->m_ptr->r_idx == MON_A_SILVER;
217 is_silver &= md_ptr->r_ptr->r_akills % 5 == 0;
218 is_drop_can &= (md_ptr->m_ptr->r_idx == MON_A_GOLD) || is_silver;
223 object_type *q_ptr = &forge;
224 object_prep(player_ptr, q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
225 apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
226 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
229 static void on_dead_rolento(player_type *player_ptr, monster_death_type *md_ptr)
231 if (is_seen(player_ptr, md_ptr->m_ptr)) {
232 GAME_TEXT m_name[MAX_NLEN];
233 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
234 msg_format(_("%s
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237 (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);
240 static void on_dead_aqua_illusion(player_type *player_ptr, monster_death_type *md_ptr)
242 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
246 const int popped_bubbles = 4;
247 for (int i = 0; i < popped_bubbles; i++) {
248 POSITION wy = md_ptr->md_y;
249 POSITION wx = md_ptr->md_x;
250 bool pet = is_pet(md_ptr->m_ptr);
251 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
252 MONSTER_IDX smaller_bubblle = md_ptr->m_ptr->r_idx - 1;
253 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))
258 msg_print(_("
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262 * @brief 7/8
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263 * @param player_ptr
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264 * @param md_ptr
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267 static void on_dead_totem_moai(player_type *player_ptr, monster_death_type *md_ptr)
269 summon_self(player_ptr, md_ptr, SUMMON_TOTEM_MOAI, 8, 5, _("
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\81I", "A new moai steps forth!"));
272 static void on_dead_mimics(player_type *player_ptr, monster_death_type *md_ptr)
274 if (!md_ptr->drop_chosen_item)
277 switch (md_ptr->r_ptr->d_char) {
279 if (player_ptr->current_floor_ptr->dun_level <= 0)
283 object_type *q_ptr = &forge;
285 get_obj_num_hook = kind_is_cloak;
286 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
287 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
291 if (player_ptr->current_floor_ptr->dun_level <= 4)
295 object_type *q_ptr = &forge;
297 get_obj_num_hook = kind_is_polearm;
298 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
299 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
303 if (player_ptr->current_floor_ptr->dun_level <= 19)
307 object_type *q_ptr = &forge;
309 get_obj_num_hook = kind_is_armor;
310 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
311 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
315 if (player_ptr->current_floor_ptr->dun_level <= 4)
319 object_type *q_ptr = &forge;
321 get_obj_num_hook = kind_is_hafted;
322 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
323 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
327 if (md_ptr->m_ptr->r_idx == MON_STORMBRINGER)
331 object_type *q_ptr = &forge;
333 get_obj_num_hook = kind_is_sword;
334 make_object(player_ptr, q_ptr, md_ptr->mo_mode);
335 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
341 void switch_special_death(player_type *player_ptr, monster_death_type *md_ptr)
343 switch (md_ptr->m_ptr->r_idx) {
344 case MON_PINK_HORROR:
345 on_dead_pink_horror(player_ptr, md_ptr);
347 case MON_BLOODLETTER:
348 on_dead_bloodletter(player_ptr, md_ptr);
351 on_dead_raal(player_ptr, md_ptr);
354 on_dead_dawn(player_ptr, md_ptr);
357 on_dead_unmaker(player_ptr, md_ptr);
359 case MON_UNICORN_ORD:
362 on_dead_sacred_treasures(player_ptr, md_ptr);
365 on_dead_serpent(player_ptr, md_ptr);
367 case MON_B_DEATH_SWORD:
368 on_dead_death_sword(player_ptr, md_ptr);
372 on_dead_can_angel(player_ptr, md_ptr);
375 on_dead_rolento(player_ptr, md_ptr);
377 case MON_MIDDLE_AQUA_FIRST:
378 case MON_LARGE_AQUA_FIRST:
379 case MON_EXTRA_LARGE_AQUA_FIRST:
380 case MON_MIDDLE_AQUA_SECOND:
381 case MON_LARGE_AQUA_SECOND:
382 case MON_EXTRA_LARGE_AQUA_SECOND:
383 on_dead_aqua_illusion(player_ptr, md_ptr);
386 on_dead_totem_moai(player_ptr, md_ptr);
389 on_dead_mimics(player_ptr, md_ptr);