2 * @brief モンスター死亡時の特殊処理switch (一般的な処理もdefaultで実施)
7 #include "monster-floor/special-death-switcher.h"
8 #include "artifact/fixed-art-generator.h"
9 #include "artifact/fixed-art-types.h"
10 #include "effect/effect-characteristics.h"
11 #include "effect/effect-processor.h"
12 #include "floor/cave.h"
13 #include "floor/geometry.h"
14 #include "floor/floor-object.h"
15 #include "floor/floor-util.h"
16 #include "game-option/birth-options.h"
17 #include "grid/grid.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.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-race-definition.h"
40 #include "system/monster-type-definition.h"
41 #include "system/object-type-definition.h"
42 #include "system/player-type-definition.h"
43 #include "view/display-messages.h"
44 #include "world/world.h"
47 * @brief 死亡時召喚処理 (今のところ自分自身のみ)
48 * @param player_ptr プレーヤーへの参照ポインタ
49 * @param md_ptr モンスター撃破構造体への参照ポインタ
51 * @param probability 召喚確率 (計算式:1 - 1/probability)
52 * @param radius 召喚半径 (モンスターが死亡した座標から半径何マス以内に召喚させるか)
53 * @param message 召喚時のメッセージ
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(_("ピンク・ホラーは分裂した!", "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の確率で、20マス以内に暁の戦士自身を召喚する
129 * @param player_ptr プレーヤーへの参照ポインタ
130 * @param md_ptr モンスター撃破構造体への参照ポインタ
132 static void on_dead_dawn(player_type *player_ptr, monster_death_type *md_ptr)
134 summon_self(player_ptr, md_ptr, SUMMON_DAWN, 7, 20, _("新たな戦士が現れた!", "A new warrior steps forth!"));
137 static void on_dead_unmaker(player_type *player_ptr, monster_death_type *md_ptr)
139 if (is_seen(player_ptr, md_ptr->m_ptr)) {
140 GAME_TEXT m_name[MAX_NLEN];
141 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
142 msg_format(_("%sは辺りにログルスの残り香を撒き散らした!", "%^s sprinkled the remaining incense from Logrus!"), m_name);
145 (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);
148 static void on_dead_sacred_treasures(player_type *player_ptr, monster_death_type *md_ptr)
150 if ((player_ptr->pseikaku != PERSONALITY_LAZY) || !md_ptr->drop_chosen_item)
153 ARTIFACT_IDX a_idx = 0;
154 artifact_type *a_ptr = NULL;
156 switch (randint0(3)) {
158 a_idx = ART_NAMAKE_HAMMER;
161 a_idx = ART_NAMAKE_BOW;
164 a_idx = ART_NAMAKE_ARMOR;
168 a_ptr = &a_info[a_idx];
169 } while (a_ptr->cur_num == 1);
171 if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
173 if (current_world_ptr->character_dungeon)
174 a_ptr->floor_id = player_ptr->floor_id;
183 static void on_dead_serpent(player_type *player_ptr, monster_death_type *md_ptr)
185 if (!md_ptr->drop_chosen_item)
189 object_type *q_ptr = &forge;
190 object_prep(player_ptr, q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
191 q_ptr->name1 = ART_GROND;
192 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
193 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
195 object_prep(player_ptr, q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
196 q_ptr->name1 = ART_CHAOS;
197 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
198 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
201 static void on_dead_death_sword(player_type *player_ptr, monster_death_type *md_ptr)
203 if (!md_ptr->drop_chosen_item)
207 object_type *q_ptr = &forge;
208 object_prep(player_ptr, q_ptr, lookup_kind(TV_SWORD, randint1(2)));
209 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
212 static void on_dead_can_angel(player_type *player_ptr, monster_death_type *md_ptr)
214 bool is_drop_can = md_ptr->drop_chosen_item;
215 bool is_silver = md_ptr->m_ptr->r_idx == MON_A_SILVER;
216 is_silver &= md_ptr->r_ptr->r_akills % 5 == 0;
217 is_drop_can &= (md_ptr->m_ptr->r_idx == MON_A_GOLD) || is_silver;
222 object_type *q_ptr = &forge;
223 object_prep(player_ptr, q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
224 apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
225 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
228 static void on_dead_rolento(player_type *player_ptr, monster_death_type *md_ptr)
230 if (is_seen(player_ptr, md_ptr->m_ptr)) {
231 GAME_TEXT m_name[MAX_NLEN];
232 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
233 msg_format(_("%sは手榴弾を抱えて自爆した!", "%^s blew himself up with grenades!"), m_name);
236 (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);
239 static void on_dead_aqua_illusion(player_type *player_ptr, monster_death_type *md_ptr)
241 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
245 const int popped_bubbles = 4;
246 for (int i = 0; i < popped_bubbles; i++) {
247 POSITION wy = md_ptr->md_y;
248 POSITION wx = md_ptr->md_x;
249 bool pet = is_pet(md_ptr->m_ptr);
250 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
251 MONSTER_IDX smaller_bubble = md_ptr->m_ptr->r_idx - 1;
252 if (summon_named_creature(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, smaller_bubble, mode) && player_can_see_bold(player_ptr, wy, wx))
257 msg_print(_("泡が弾けた!", "The bubble pops!"));
263 * @brief 7/8の確率で、5マス以内にトーテムモアイ自身を召喚する
264 * @param player_ptr プレーヤーへの参照ポインタ
265 * @param md_ptr モンスター撃破構造体への参照ポインタ
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, _("新たなモアイが現れた!", "A new moai steps forth!"));
272 static void on_dead_demon_slayer_senior(player_type* player_ptr, monster_death_type* md_ptr)
274 if (!is_seen(player_ptr, md_ptr->m_ptr))
277 GAME_TEXT m_name[MAX_NLEN];
278 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
279 msg_format(_("あなたの闘気が%sの身体をサイコロ状に切り刻んだ!", "Your fighting spirit chopped %^s's body into dice!"), m_name);
282 static void on_dead_mirmulnir(player_type *player_ptr, monster_death_type *md_ptr)
284 if (!is_seen(player_ptr, md_ptr->m_ptr))
287 msg_print(_("ドヴ@ーキン、やめろぉ!", "Dov@hkiin! No!!"));
290 static void on_dead_dragon_centipede(player_type *player_ptr, monster_death_type *md_ptr)
292 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
296 const int reproduced_centipede = 2;
297 for (int i = 0; i < reproduced_centipede; i++) {
298 POSITION wy = md_ptr->md_y;
299 POSITION wx = md_ptr->md_x;
300 bool pet = is_pet(md_ptr->m_ptr);
301 BIT_FLAGS mode = pet ? PM_FORCE_PET : PM_NONE;
302 MONSTER_IDX smaller_centipede = md_ptr->m_ptr->r_idx - 1;
303 if (summon_named_creature(player_ptr, (pet ? -1 : md_ptr->m_idx), wy, wx, smaller_centipede, mode) && player_can_see_bold(player_ptr, wy, wx))
307 GAME_TEXT m_name[MAX_NLEN];
308 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
310 msg_format(_("%sが再生した!", "The %s reproduced!"), m_name);
316 * @brief ビッグキューちゃん撃破時メッセージ
317 * @todo 死亡時の特殊メッセージを表示するだけの処理を複数作るなら、switch/case文に分けられるように汎用化すること
319 static void on_dead_big_raven(player_type *player_ptr, monster_death_type *md_ptr)
321 if (!is_seen(player_ptr, md_ptr->m_ptr))
324 GAME_TEXT m_name[MAX_NLEN];
325 monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_NONE);
326 msg_format(_("%sはお星さまになった!", "%^s became a constellation!"), m_name);
330 * @brief マニマニのあくま撃破時メッセージ
331 * @todo 死亡時の特殊メッセージを表示するだけの処理を複数作るなら、switch/case文に分けられるように汎用化すること
333 static void on_dead_manimani(player_type *player_ptr, monster_death_type *md_ptr)
335 if (!is_seen(player_ptr, md_ptr->m_ptr))
338 msg_print(_("どこからか声が聞こえる…「ハロー! そして…グッドバイ!」", "Heard a voice from somewhere... 'Hello! And... good bye!'"));
341 static void drop_specific_item_on_dead(player_type *player_ptr, monster_death_type *md_ptr, bool (*object_hook_pf)(KIND_OBJECT_IDX k_idx))
344 object_type *q_ptr = &forge;
346 get_obj_num_hook = object_hook_pf;
347 (void)make_object(player_ptr, q_ptr, md_ptr->mo_mode);
348 (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
351 static void on_dead_mimics(player_type *player_ptr, monster_death_type *md_ptr)
353 if (!md_ptr->drop_chosen_item)
356 switch (md_ptr->r_ptr->d_char) {
358 if (player_ptr->current_floor_ptr->dun_level <= 0)
361 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_cloak);
364 if (player_ptr->current_floor_ptr->dun_level <= 4)
367 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_polearm);
370 if (player_ptr->current_floor_ptr->dun_level <= 19)
373 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_armor);
376 if (player_ptr->current_floor_ptr->dun_level <= 4)
379 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_hafted);
382 if (md_ptr->m_ptr->r_idx == MON_STORMBRINGER)
385 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_sword);
388 if (player_ptr->current_floor_ptr->dun_level <= 19)
391 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_boots);
398 void switch_special_death(player_type *player_ptr, monster_death_type *md_ptr)
400 switch (md_ptr->m_ptr->r_idx) {
401 case MON_PINK_HORROR:
402 on_dead_pink_horror(player_ptr, md_ptr);
404 case MON_BLOODLETTER:
405 on_dead_bloodletter(player_ptr, md_ptr);
408 on_dead_raal(player_ptr, md_ptr);
411 on_dead_dawn(player_ptr, md_ptr);
414 on_dead_unmaker(player_ptr, md_ptr);
416 case MON_UNICORN_ORD:
419 on_dead_sacred_treasures(player_ptr, md_ptr);
422 on_dead_serpent(player_ptr, md_ptr);
424 case MON_B_DEATH_SWORD:
425 on_dead_death_sword(player_ptr, md_ptr);
429 on_dead_can_angel(player_ptr, md_ptr);
432 on_dead_rolento(player_ptr, md_ptr);
434 case MON_MIDDLE_AQUA_FIRST:
435 case MON_LARGE_AQUA_FIRST:
436 case MON_EXTRA_LARGE_AQUA_FIRST:
437 case MON_MIDDLE_AQUA_SECOND:
438 case MON_LARGE_AQUA_SECOND:
439 case MON_EXTRA_LARGE_AQUA_SECOND:
440 on_dead_aqua_illusion(player_ptr, md_ptr);
443 on_dead_totem_moai(player_ptr, md_ptr);
445 case MON_DEMON_SLAYER_SENIOR:
446 on_dead_demon_slayer_senior(player_ptr, md_ptr);
449 on_dead_mirmulnir(player_ptr, md_ptr);
451 case MON_DRAGON_CENTIPEDE:
452 case MON_DRAGON_WORM:
453 on_dead_dragon_centipede(player_ptr, md_ptr);
456 drop_specific_item_on_dead(player_ptr, md_ptr, kind_is_boots);
459 on_dead_big_raven(player_ptr, md_ptr);
462 on_dead_manimani(player_ptr, md_ptr);
465 on_dead_mimics(player_ptr, md_ptr);