<ClCompile Include="..\..\src\info-reader\race-reader.c" />\r
<ClCompile Include="..\..\src\info-reader\skill-reader.c" />\r
<ClCompile Include="..\..\src\info-reader\vault-reader.c" />\r
+ <ClCompile Include="..\..\src\monster\monster-death.c" />\r
<ClCompile Include="..\..\src\monster-lore\lore-store.c" />\r
<ClCompile Include="..\..\src\monster-lore\monster-lore.c" />\r
<ClCompile Include="..\..\src\monster\monster-util.c" />\r
<ClInclude Include="..\..\src\info-reader\vault-reader.h" />\r
<ClInclude Include="..\..\src\mind\drs-types.h" />\r
<ClInclude Include="..\..\src\mind\snipe-types.h" />\r
+ <ClInclude Include="..\..\src\monster\monster-death.h" />\r
<ClInclude Include="..\..\src\monster-lore\lore-store.h" />\r
<ClInclude Include="..\..\src\monster-lore\monster-lore.h" />\r
<ClInclude Include="..\..\src\monster-race\race-flags8.h" />\r
<ClCompile Include="..\..\src\cmd-io\cmd-lore.c">
<Filter>cmd-io</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\monster\monster-death.c">
+ <Filter>monster</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\cmd\cmd-basic.h">
<ClInclude Include="..\..\src\cmd-io\cmd-lore.h">
<Filter>cmd-io</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\monster\monster-death.h">
+ <Filter>monster</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
monster/monster1.c monster/monster1.h \
monster/monster2.c monster/monster2.h \
monster/monster-attack.c monster/monster-attack.h \
+ monster/monster-death.c monster/monster-death.h \
monster/monster-description-types.h \
monster/monster-direction.c monster/monster-direction.h \
monster/monster-dist-offsets.c monster/monster-dist-offsets.h \
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
#include "monster-race/monster-race-hook.h"
+#include "monster/monster-death.h"
#include "monster/monster-status.h"
#include "monster/monster1.h"
#include "player/avatar.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
#include "monster/monster-description-types.h"
+#include "monster/monster-death.h"
#include "monster/monster-status.h"
#include "monster/monster1.h"
#include "monster/monster2.h"
#include "monster-race/race-flags7.h"
#include "monster-race/monster-race-hook.h"
#include "monster/monster-description-types.h"
+#include "monster/monster-death.h"
#include "monster/monster-status.h"
-#include "monster/monster1.h"
#include "monster/monster2.h"
#include "monster/smart-learn-types.h"
#include "mspell/monster-spell.h"
--- /dev/null
+#include "monster/monster-death.h"
+#include "art-definition/art-armor-types.h"
+#include "art-definition/art-bow-types.h"
+#include "art-definition/art-protector-types.h"
+#include "art-definition/art-weapon-types.h"
+#include "art-definition/random-art-effects.h"
+#include "dungeon/dungeon.h"
+#include "dungeon/quest.h"
+#include "effect/effect-characteristics.h"
+#include "floor/floor-object.h"
+#include "floor/floor.h"
+#include "io/write-diary.h"
+#include "main/music-definitions-table.h"
+#include "market/arena-info-table.h"
+#include "monster-lore/lore-store.h"
+#include "monster-race/monster-race-hook.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags2.h"
+#include "monster-race/race-flags7.h"
+#include "monster-race/race-flags9.h"
+#include "monster-race/race-indice-types.h"
+#include "monster/monster-description-types.h"
+#include "monster/monster-flag-types.h"
+#include "monster/monster2.h"
+#include "monster/place-monster-types.h"
+#include "monster/smart-learn-types.h"
+#include "object-enchant/apply-magic.h"
+#include "object-enchant/artifact.h"
+#include "object-enchant/item-apply-magic.h"
+#include "object/object-generator.h"
+#include "object/object-kind-hook.h"
+#include "pet/pet-fall-off.h"
+#include "player/patron.h"
+#include "spell/process-effect.h"
+#include "spell/spells-summon.h"
+#include "spell/spells-type.h"
+#include "sv-definition/sv-other-types.h"
+#include "sv-definition/sv-protector-types.h"
+#include "sv-definition/sv-scroll-types.h"
+#include "sv-definition/sv-weapon-types.h"
+#include "system/monster-type-definition.h"
+#include "system/system-variables.h"
+#include "world/world.h"
+
+/*!
+ * @brief モンスターを倒した際の財宝svalを返す
+ * @param r_idx 倒したモンスターの種族ID
+ * @return 財宝のsval
+ * @details
+ * Hack -- Return the "automatic coin type" of a monster race
+ * Used to allocate proper treasure when "Creeping coins" die
+ * Note the use of actual "monster names"
+ */
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
+{
+ switch (r_idx) {
+ case MON_COPPER_COINS:
+ return 2;
+ case MON_SILVER_COINS:
+ return 5;
+ case MON_GOLD_COINS:
+ return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM:
+ return 16;
+ case MON_ADAMANT_COINS:
+ return 17;
+ }
+
+ return 0;
+}
+
+/*!
+ * @brief モンスターが死亡した時の処理 /
+ * Handle the "death" of a monster.
+ * @param m_idx 死亡したモンスターのID
+ * @param drop_item TRUEならばモンスターのドロップ処理を行う
+ * @return 撃破されたモンスターの述語
+ * @details
+ * <pre>
+ * Disperse treasures centered at the monster location based on the
+ * various flags contained in the monster flags fields.
+ * Check for "Quest" completion when a quest monster is killed.
+ * Note that only the player can induce "monster_death()" on Uniques.
+ * Thus (for now) all Quest monsters should be Uniques.
+ * Note that monsters can now carry objects, and when a monster dies,
+ * it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
+ */
+void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
+{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
+ bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
+ bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
+ int force_coin = get_coin_type(m_ptr->r_idx);
+
+ bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
+
+ if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) {
+ current_world_ptr->timewalk_m_idx = 0;
+ }
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
+ player_ptr->update |= (PU_MON_LITE);
+ }
+
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if (r_ptr->blow[i].method != RBM_EXPLODE)
+ continue;
+
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
+ DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+ DICE_SID d_side = r_ptr->blow[i].d_side;
+ HIT_POINT damage = damroll(d_dice, d_side);
+
+ project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
+ break;
+ }
+
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON) {
+ choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
+ r_ptr = &r_info[m_ptr->r_idx];
+ }
+
+ check_quest_completion(player_ptr, m_ptr);
+
+ object_type forge;
+ object_type *q_ptr;
+ if (floor_ptr->inside_arena && !is_pet(m_ptr)) {
+ player_ptr->exit_bldg = TRUE;
+ if (player_ptr->arena_number > MAX_ARENA_MONS) {
+ msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
+ } else {
+ msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
+ }
+
+ if (arena_info[player_ptr->arena_number].tval) {
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ }
+
+ if (player_ptr->arena_number > MAX_ARENA_MONS)
+ player_ptr->arena_number++;
+ player_ptr->arena_number++;
+ if (record_arena) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
+ exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
+ }
+ }
+
+ if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, FALSE)) {
+ msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
+ }
+
+ bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
+ is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
+ is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
+ if (is_drop_corpse) {
+ bool corpse = FALSE;
+
+ if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
+ corpse = TRUE;
+ else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
+ corpse = TRUE;
+ else if (r_ptr->flags9 & RF9_DROP_CORPSE) {
+ if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp) {
+ if (one_in_(5))
+ corpse = TRUE;
+ } else {
+ if (!one_in_(5))
+ corpse = TRUE;
+ }
+ }
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ q_ptr->pval = m_ptr->r_idx;
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ }
+
+ monster_drop_carried_objects(player_ptr, m_ptr);
+
+ u32b mo_mode = 0L;
+ if (r_ptr->flags1 & RF1_DROP_GOOD)
+ mo_mode |= AM_GOOD;
+ if (r_ptr->flags1 & RF1_DROP_GREAT)
+ mo_mode |= AM_GREAT;
+
+ switch (m_ptr->r_idx) {
+ case MON_PINK_HORROR: {
+ if (floor_ptr->inside_arena || player_ptr->phase_out)
+ break;
+
+ bool notice = FALSE;
+ for (int i = 0; i < 2; i++) {
+ POSITION wy = y, wx = x;
+ bool pet = is_pet(m_ptr);
+ BIT_FLAGS mode = 0L;
+
+ if (pet) {
+ mode |= PM_FORCE_PET;
+ }
+
+ if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode)) {
+ if (player_can_see_bold(player_ptr, wy, wx))
+ notice = TRUE;
+ }
+ }
+
+ if (notice) {
+ msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
+ }
+
+ break;
+ }
+ case MON_BLOODLETTER: {
+ if (!drop_chosen_item || (randint1(100) >= 15))
+ break;
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case MON_RAAL: {
+ if (!drop_chosen_item || (floor_ptr->dun_level <= 9))
+ break;
+
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ if ((floor_ptr->dun_level > 49) && one_in_(5))
+ get_obj_num_hook = kind_is_good_book;
+ else
+ get_obj_num_hook = kind_is_book;
+
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case MON_DAWN: {
+ if (floor_ptr->inside_arena || player_ptr->phase_out)
+ break;
+ if (one_in_(7))
+ break;
+
+ POSITION wy = y, wx = x;
+ int attempts = 100;
+ bool pet = is_pet(m_ptr);
+ do {
+ scatter(player_ptr, &wy, &wx, y, x, 20, 0);
+ } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
+
+ if (attempts <= 0)
+ break;
+
+ BIT_FLAGS mode = 0L;
+ if (pet)
+ mode |= PM_FORCE_PET;
+
+ if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode)) {
+ if (player_can_see_bold(player_ptr, wy, wx))
+ msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
+ }
+
+ break;
+ }
+ case MON_UNMAKER: {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+ break;
+ }
+ case MON_UNICORN_ORD:
+ case MON_MORGOTH:
+ case MON_ONE_RING: {
+ if (player_ptr->pseikaku != PERSONALITY_LAZY)
+ break;
+ if (!drop_chosen_item)
+ break;
+
+ ARTIFACT_IDX a_idx = 0;
+ artifact_type *a_ptr = NULL;
+ do {
+ switch (randint0(3)) {
+ case 0:
+ a_idx = ART_NAMAKE_HAMMER;
+ break;
+ case 1:
+ a_idx = ART_NAMAKE_BOW;
+ break;
+ case 2:
+ a_idx = ART_NAMAKE_ARMOR;
+ break;
+ }
+
+ a_ptr = &a_info[a_idx];
+ } while (a_ptr->cur_num);
+
+ if (create_named_art(player_ptr, a_idx, y, x)) {
+ a_ptr->cur_num = 1;
+ if (current_world_ptr->character_dungeon)
+ a_ptr->floor_id = player_ptr->floor_id;
+ } else if (!preserve_mode)
+ a_ptr->cur_num = 1;
+
+ break;
+ }
+ case MON_SERPENT: {
+ if (!drop_chosen_item)
+ break;
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
+ q_ptr->name1 = ART_GROND;
+ apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
+ q_ptr->name1 = ART_CHAOS;
+ apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case MON_B_DEATH_SWORD: {
+ if (!drop_chosen_item)
+ break;
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case MON_A_GOLD:
+ case MON_A_SILVER: {
+ bool is_drop_can = drop_chosen_item;
+ bool is_silver = m_ptr->r_idx == MON_A_SILVER;
+ is_silver &= r_ptr->r_akills % 5 == 0;
+ is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
+ if (!is_drop_can)
+ break;
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+
+ case MON_ROLENTO: {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+ break;
+ }
+ default: {
+ if (!drop_chosen_item)
+ break;
+
+ switch (r_ptr->d_char) {
+ case '(': {
+ if (floor_ptr->dun_level <= 0)
+ break;
+
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ get_obj_num_hook = kind_is_cloak;
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case '/': {
+ if (floor_ptr->dun_level <= 4)
+ break;
+
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ get_obj_num_hook = kind_is_polearm;
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case '[': {
+ if (floor_ptr->dun_level <= 19)
+ break;
+
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ get_obj_num_hook = kind_is_armor;
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case '\\': {
+ if (floor_ptr->dun_level <= 4)
+ break;
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ get_obj_num_hook = kind_is_hafted;
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ case '|': {
+ if (m_ptr->r_idx == MON_STORMBRINGER)
+ break;
+
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ get_obj_num_hook = kind_is_sword;
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ break;
+ }
+ }
+ }
+ }
+
+ if (drop_chosen_item) {
+ ARTIFACT_IDX a_idx = 0;
+ PERCENTAGE chance = 0;
+ for (int i = 0; i < 4; i++) {
+ if (!r_ptr->artifact_id[i])
+ break;
+ a_idx = r_ptr->artifact_id[i];
+ chance = r_ptr->artifact_percent[i];
+ if (randint0(100) < chance || current_world_ptr->wizard) {
+ artifact_type *a_ptr = &a_info[a_idx];
+ if (!a_ptr->cur_num) {
+ if (create_named_art(player_ptr, a_idx, y, x)) {
+ a_ptr->cur_num = 1;
+ if (current_world_ptr->character_dungeon)
+ a_ptr->floor_id = player_ptr->floor_id;
+ } else if (!preserve_mode) {
+ a_ptr->cur_num = 1;
+ }
+ }
+ }
+ }
+
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx)) {
+ KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0 ? d_info[player_ptr->dungeon_idx].final_object
+ : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
+
+ if (d_info[player_ptr->dungeon_idx].final_artifact != 0) {
+ a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
+ artifact_type *a_ptr = &a_info[a_idx];
+ if (!a_ptr->cur_num) {
+ if (create_named_art(player_ptr, a_idx, y, x)) {
+ a_ptr->cur_num = 1;
+ if (current_world_ptr->character_dungeon)
+ a_ptr->floor_id = player_ptr->floor_id;
+ } else if (!preserve_mode) {
+ a_ptr->cur_num = 1;
+ }
+
+ if (!d_info[player_ptr->dungeon_idx].final_object)
+ k_idx = 0;
+ }
+ }
+
+ if (k_idx != 0) {
+ q_ptr = &forge;
+ object_prep(q_ptr, k_idx);
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ }
+
+ msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
+ }
+ }
+
+ int number = 0;
+ if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60))
+ number++;
+ if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90))
+ number++;
+ if (r_ptr->flags1 & RF1_DROP_1D2)
+ number += damroll(1, 2);
+ if (r_ptr->flags1 & RF1_DROP_2D2)
+ number += damroll(2, 2);
+ if (r_ptr->flags1 & RF1_DROP_3D2)
+ number += damroll(3, 2);
+ if (r_ptr->flags1 & RF1_DROP_4D2)
+ number += damroll(4, 2);
+
+ if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
+ number = 0;
+
+ if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
+ number = 0;
+
+ if (!drop_item && (r_ptr->d_char != '$'))
+ number = 0;
+
+ if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
+ number = 0;
+
+ coin_type = force_coin;
+ floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
+
+ int dump_item = 0;
+ int dump_gold = 0;
+ for (int i = 0; i < number; i++) {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ if (do_gold && (!do_item || (randint0(100) < 50))) {
+ if (!make_gold(floor_ptr, q_ptr))
+ continue;
+ dump_gold++;
+ } else {
+ if (!make_object(player_ptr, q_ptr, mo_mode))
+ continue;
+ dump_item++;
+ }
+
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
+ }
+
+ floor_ptr->object_level = floor_ptr->base_level;
+ coin_type = 0;
+ bool visible = (m_ptr->ml && !player_ptr->image) || ((r_ptr->flags1 & RF1_UNIQUE) != 0);
+ if (visible && (dump_item || dump_gold)) {
+ lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
+ }
+
+ if (!(r_ptr->flags1 & RF1_QUESTOR))
+ return;
+ if (player_ptr->phase_out)
+ return;
+ if ((m_ptr->r_idx != MON_SERPENT) || cloned)
+ return;
+
+ current_world_ptr->total_winner = TRUE;
+ player_ptr->redraw |= (PR_TITLE);
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
+ admire_from_patron(player_ptr);
+ msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+ msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+ msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
+}
+
+/*!
+ * @brief モンスターを撃破した際の述語メッセージを返す /
+ * Return monster death string
+ * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
+ * @return 撃破されたモンスターの述語
+ */
+concptr extract_note_dies(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+ if (monster_living(r_idx))
+ return _("は死んだ。", " dies.");
+
+ for (int i = 0; i < 4; i++) {
+ if (r_ptr->blow[i].method == RBM_EXPLODE) {
+ return _("は爆発して粉々になった。", " explodes into tiny shreds.");
+ }
+ }
+
+ return _("を倒した。", " is destroyed.");
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item);
+concptr extract_note_dies(MONRACE_IDX r_idx);
#include "monster-race/monster-race-hook.h"
#include "monster-race/race-indice-types.h"
#include "core/speed-table.h"
+#include "monster/monster-death.h"
#include "monster/monster-description-types.h"
#include "monster/monster-flag-types.h"
#include "monster/monster-processor.h"
}
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
-{
- switch (r_idx)
- {
- case MON_COPPER_COINS: return 2;
- case MON_SILVER_COINS: return 5;
- case MON_GOLD_COINS: return 10;
- case MON_MITHRIL_COINS:
- case MON_MITHRIL_GOLEM: return 16;
- case MON_ADAMANT_COINS: return 17;
- }
-
- return 0;
-}
-
-
-/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
- bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
- bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
- int force_coin = get_coin_type(m_ptr->r_idx);
-
- bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
-
- if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
- {
- current_world_ptr->timewalk_m_idx = 0;
- }
-
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- {
- player_ptr->update |= (PU_MON_LITE);
- }
-
- POSITION y = m_ptr->fy;
- POSITION x = m_ptr->fx;
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
- }
-
- for (int i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method != RBM_EXPLODE) continue;
-
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
- DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
- DICE_SID d_side = r_ptr->blow[i].d_side;
- HIT_POINT damage = damroll(d_dice, d_side);
-
- project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
- break;
- }
-
- if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
- {
- choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
- r_ptr = &r_info[m_ptr->r_idx];
- }
-
- check_quest_completion(player_ptr, m_ptr);
-
- object_type forge;
- object_type *q_ptr;
- if (floor_ptr->inside_arena && !is_pet(m_ptr))
- {
- player_ptr->exit_bldg = TRUE;
- if (player_ptr->arena_number > MAX_ARENA_MONS)
- {
- msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
- }
- else
- {
- msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
- }
-
- if (arena_info[player_ptr->arena_number].tval)
- {
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
- apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- }
-
- if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
- player_ptr->arena_number++;
- if (record_arena)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
- exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
- }
- }
-
- if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, FALSE))
- {
- msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
- }
-
- bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
- is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
- is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
- if (is_drop_corpse)
- {
- bool corpse = FALSE;
-
- if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
- corpse = TRUE;
- else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
- corpse = TRUE;
- else if (r_ptr->flags9 & RF9_DROP_CORPSE)
- {
- if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
- {
- if (one_in_(5)) corpse = TRUE;
- }
- else
- {
- if (!one_in_(5)) corpse = TRUE;
- }
- }
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
- apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
- q_ptr->pval = m_ptr->r_idx;
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- }
-
- monster_drop_carried_objects(player_ptr, m_ptr);
-
- u32b mo_mode = 0L;
- if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
- if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
- switch (m_ptr->r_idx)
- {
- case MON_PINK_HORROR:
- {
- if (floor_ptr->inside_arena || player_ptr->phase_out) break;
-
- bool notice = FALSE;
- for (int i = 0; i < 2; i++)
- {
- POSITION wy = y, wx = x;
- bool pet = is_pet(m_ptr);
- BIT_FLAGS mode = 0L;
-
- if (pet)
- {
- mode |= PM_FORCE_PET;
- }
-
- if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
- {
- if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
- }
- }
-
- if (notice)
- {
- msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
- }
-
- break;
- }
- case MON_BLOODLETTER:
- {
- if (!drop_chosen_item || (randint1(100) >= 15)) break;
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
- apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case MON_RAAL:
- {
- if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
- if ((floor_ptr->dun_level > 49) && one_in_(5))
- get_obj_num_hook = kind_is_good_book;
- else
- get_obj_num_hook = kind_is_book;
-
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case MON_DAWN:
- {
- if (floor_ptr->inside_arena || player_ptr->phase_out) break;
- if (one_in_(7)) break;
-
- POSITION wy = y, wx = x;
- int attempts = 100;
- bool pet = is_pet(m_ptr);
- do
- {
- scatter(player_ptr, &wy, &wx, y, x, 20, 0);
- } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
-
- if (attempts <= 0) break;
-
- BIT_FLAGS mode = 0L;
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
- {
- if (player_can_see_bold(player_ptr, wy, wx))
- msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
- }
-
- break;
- }
- case MON_UNMAKER:
- {
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
- break;
- }
- case MON_UNICORN_ORD:
- case MON_MORGOTH:
- case MON_ONE_RING:
- {
- if (player_ptr->pseikaku != PERSONALITY_LAZY) break;
- if (!drop_chosen_item) break;
-
- ARTIFACT_IDX a_idx = 0;
- artifact_type *a_ptr = NULL;
- do
- {
- switch (randint0(3))
- {
- case 0:
- a_idx = ART_NAMAKE_HAMMER;
- break;
- case 1:
- a_idx = ART_NAMAKE_BOW;
- break;
- case 2:
- a_idx = ART_NAMAKE_ARMOR;
- break;
- }
-
- a_ptr = &a_info[a_idx];
- } while (a_ptr->cur_num);
-
- if (create_named_art(player_ptr, a_idx, y, x))
- {
- a_ptr->cur_num = 1;
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
- }
- else if (!preserve_mode) a_ptr->cur_num = 1;
-
- break;
- }
- case MON_SERPENT:
- {
- if (!drop_chosen_item) break;
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
- q_ptr->name1 = ART_GROND;
- apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
- q_ptr->name1 = ART_CHAOS;
- apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case MON_B_DEATH_SWORD:
- {
- if (!drop_chosen_item) break;
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case MON_A_GOLD:
- case MON_A_SILVER:
- {
- bool is_drop_can = drop_chosen_item;
- bool is_silver = m_ptr->r_idx == MON_A_SILVER;
- is_silver &= r_ptr->r_akills % 5 == 0;
- is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
- if (!is_drop_can) break;
-
- q_ptr = &forge;
- object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
- apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
-
- case MON_ROLENTO:
- {
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
- break;
- }
- default:
- {
- if (!drop_chosen_item) break;
-
- switch (r_ptr->d_char)
- {
- case '(':
- {
- if (floor_ptr->dun_level <= 0) break;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
- get_obj_num_hook = kind_is_cloak;
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case '/':
- {
- if (floor_ptr->dun_level <= 4) break;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
- get_obj_num_hook = kind_is_polearm;
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case '[':
- {
- if (floor_ptr->dun_level <= 19) break;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
- get_obj_num_hook = kind_is_armor;
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case '\\':
- {
- if (floor_ptr->dun_level <= 4) break;
- q_ptr = &forge;
- object_wipe(q_ptr);
- get_obj_num_hook = kind_is_hafted;
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- case '|':
- {
- if (m_ptr->r_idx == MON_STORMBRINGER) break;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
- get_obj_num_hook = kind_is_sword;
- make_object(player_ptr, q_ptr, mo_mode);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- break;
- }
- }
- }
- }
-
- if (drop_chosen_item)
- {
- ARTIFACT_IDX a_idx = 0;
- PERCENTAGE chance = 0;
- for (int i = 0; i < 4; i++)
- {
- if (!r_ptr->artifact_id[i]) break;
- a_idx = r_ptr->artifact_id[i];
- chance = r_ptr->artifact_percent[i];
- if (randint0(100) < chance || current_world_ptr->wizard)
- {
- artifact_type *a_ptr = &a_info[a_idx];
- if (!a_ptr->cur_num)
- {
- if (create_named_art(player_ptr, a_idx, y, x))
- {
- a_ptr->cur_num = 1;
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
- }
- else if (!preserve_mode)
- {
- a_ptr->cur_num = 1;
- }
- }
- }
- }
-
- if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
- {
- KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0
- ? d_info[player_ptr->dungeon_idx].final_object
- : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
- if (d_info[player_ptr->dungeon_idx].final_artifact != 0)
- {
- a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
- artifact_type *a_ptr = &a_info[a_idx];
- if (!a_ptr->cur_num)
- {
- if (create_named_art(player_ptr, a_idx, y, x))
- {
- a_ptr->cur_num = 1;
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
- }
- else if (!preserve_mode)
- {
- a_ptr->cur_num = 1;
- }
-
- if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
- }
- }
-
- if (k_idx != 0)
- {
- q_ptr = &forge;
- object_prep(q_ptr, k_idx);
- apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- }
-
- msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
- }
- }
-
- int number = 0;
- if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
- if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
- if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
- if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
- if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
- if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
- if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
- number = 0;
-
- if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
- number = 0;
-
- if (!drop_item && (r_ptr->d_char != '$'))
- number = 0;
-
- if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
- number = 0;
-
- coin_type = force_coin;
- floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
-
- int dump_item = 0;
- int dump_gold = 0;
- for (int i = 0; i < number; i++)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- if (do_gold && (!do_item || (randint0(100) < 50)))
- {
- if (!make_gold(floor_ptr, q_ptr)) continue;
- dump_gold++;
- }
- else
- {
- if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
- dump_item++;
- }
-
- (void)drop_near(player_ptr, q_ptr, -1, y, x);
- }
-
- floor_ptr->object_level = floor_ptr->base_level;
- coin_type = 0;
- bool visible = (m_ptr->ml && !player_ptr->image) || ((r_ptr->flags1 & RF1_UNIQUE) != 0);
- if (visible && (dump_item || dump_gold))
- {
- lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
- }
-
- if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
- if (player_ptr->phase_out) return;
- if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
-
- current_world_ptr->total_winner = TRUE;
- player_ptr->redraw |= (PR_TITLE);
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
- exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
- admire_from_patron(player_ptr);
- msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
- msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
- msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- if (monster_living(r_idx)) return _("は死んだ。", " dies.");
-
- for (int i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
-
- return _("を倒した。", " is destroyed.");
-}
-
-
/*
* Monster health description
*/
#include "system/angband.h"
#include "system/monster-type-definition.h"
-concptr extract_note_dies(MONRACE_IDX r_idx);
-void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item);
void set_friendly(monster_type *m_ptr);
void set_pet(player_type *player_ptr, monster_type *m_ptr);
void set_hostile(player_type *player_ptr, monster_type *m_ptr);
#include "floor/floor.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
-#include "monster/monster1.h"
+#include "monster/monster-death.h"
#include "monster/monster2.h"
#include "monster/smart-learn-types.h"
#include "mspell/assign-monster-spell.h"