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[hengband/hengband.git] / src / monster-floor / monster-death.c
1 #include "monster-floor/monster-death.h"
2 #include "artifact/fixed-art-generator.h"
3 #include "cmd-building/cmd-building.h"
4 #include "core/player-redraw-types.h"
5 #include "core/player-update-types.h"
6 #include "dungeon/dungeon.h"
7 #include "dungeon/quest-completion-checker.h"
8 #include "effect/effect-characteristics.h"
9 #include "effect/effect-processor.h"
10 #include "floor/floor-object.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/play-record-options.h"
13 #include "io/write-diary.h"
14 #include "lore/lore-store.h"
15 #include "main/music-definitions-table.h"
16 #include "main/sound-of-music.h"
17 #include "market/arena-info-table.h"
18 #include "monster-floor/monster-death-util.h"
19 #include "monster-floor/monster-object.h"
20 #include "monster-floor/special-death-switcher.h"
21 #include "monster-race/monster-race-hook.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags1.h"
24 #include "monster-race/race-flags2.h"
25 #include "monster-race/race-flags7.h"
26 #include "monster-race/race-flags9.h"
27 #include "monster-race/race-indice-types.h"
28 #include "monster/monster-describer.h"
29 #include "monster/monster-description-types.h"
30 #include "monster/monster-flag-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-list.h"
33 #include "object-enchant/apply-magic.h"
34 #include "object-enchant/item-apply-magic.h"
35 #include "object/object-generator.h"
36 #include "object/object-kind-hook.h"
37 #include "pet/pet-fall-off.h"
38 #include "player/patron.h"
39 #include "sv-definition/sv-other-types.h"
40 #include "sv-definition/sv-scroll-types.h"
41 #include "system/artifact-type-definition.h"
42 #include "system/building-type-definition.h"
43 #include "system/floor-type-definition.h"
44 #include "system/system-variables.h"
45 #include "view/display-messages.h"
46 #include "world/world.h"
47
48 static void write_pet_death(player_type *player_ptr, monster_death_type *md_ptr)
49 {
50     md_ptr->md_y = md_ptr->m_ptr->fy;
51     md_ptr->md_x = md_ptr->m_ptr->fx;
52     if (record_named_pet && is_pet(md_ptr->m_ptr) && md_ptr->m_ptr->nickname) {
53         GAME_TEXT m_name[MAX_NLEN];
54         monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_INDEF_VISIBLE);
55         exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
56     }
57 }
58
59 static void on_dead_explosion(player_type *player_ptr, monster_death_type *md_ptr)
60 {
61     for (int i = 0; i < 4; i++) {
62         if (md_ptr->r_ptr->blow[i].method != RBM_EXPLODE)
63             continue;
64
65         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
66         EFFECT_ID typ = mbe_info[md_ptr->r_ptr->blow[i].effect].explode_type;
67         DICE_NUMBER d_dice = md_ptr->r_ptr->blow[i].d_dice;
68         DICE_SID d_side = md_ptr->r_ptr->blow[i].d_side;
69         HIT_POINT damage = damroll(d_dice, d_side);
70         (void)project(player_ptr, md_ptr->m_idx, 3, md_ptr->md_y, md_ptr->md_x, damage, typ, flg, -1);
71         break;
72     }
73 }
74
75 static void on_defeat_arena_monster(player_type *player_ptr, monster_death_type *md_ptr)
76 {
77     floor_type *floor_ptr = player_ptr->current_floor_ptr;
78     if (!floor_ptr->inside_arena || is_pet(md_ptr->m_ptr))
79         return;
80
81     player_ptr->exit_bldg = TRUE;
82     if (player_ptr->arena_number > MAX_ARENA_MONS)
83         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
84     else
85         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."));
86
87     if (arena_info[player_ptr->arena_number].tval) {
88         object_type forge;
89         object_type *q_ptr = &forge;
90         object_prep(player_ptr, q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
91         apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
92         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
93     }
94
95     if (player_ptr->arena_number > MAX_ARENA_MONS)
96         player_ptr->arena_number++;
97
98     player_ptr->arena_number++;
99     if (!record_arena)
100         return;
101
102     GAME_TEXT m_name[MAX_NLEN];
103     monster_desc(player_ptr, m_name, md_ptr->m_ptr, MD_WRONGDOER_NAME);
104     exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
105 }
106
107 static void drop_corpse(player_type *player_ptr, monster_death_type *md_ptr)
108 {
109     floor_type *floor_ptr = player_ptr->current_floor_ptr;
110     bool is_drop_corpse = one_in_(md_ptr->r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
111     is_drop_corpse &= (md_ptr->r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
112     is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || md_ptr->cloned || ((md_ptr->m_ptr->r_idx == today_mon) && is_pet(md_ptr->m_ptr)));
113     if (!is_drop_corpse)
114         return;
115
116     bool corpse = FALSE;
117     if (!(md_ptr->r_ptr->flags9 & RF9_DROP_SKELETON))
118         corpse = TRUE;
119     else if ((md_ptr->r_ptr->flags9 & RF9_DROP_CORPSE) && (md_ptr->r_ptr->flags1 & RF1_UNIQUE))
120         corpse = TRUE;
121     else if (md_ptr->r_ptr->flags9 & RF9_DROP_CORPSE) {
122         if ((0 - ((md_ptr->m_ptr->maxhp) / 4)) > md_ptr->m_ptr->hp) {
123             if (one_in_(5))
124                 corpse = TRUE;
125         } else {
126             if (!one_in_(5))
127                 corpse = TRUE;
128         }
129     }
130
131     object_type forge;
132     object_type *q_ptr = &forge;
133     object_prep(player_ptr, q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
134     apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
135     q_ptr->pval = md_ptr->m_ptr->r_idx;
136     (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
137 }
138
139 /*!
140  * @brief アーティファクトのドロップ判定処理
141  * @param player_ptr プレーヤーへの参照ポインタ
142  * @param md_ptr モンスター死亡構造体への参照ポインタ
143  * @return 何かドロップするなら1以上、何もドロップしないなら0
144  */
145 static ARTIFACT_IDX get_artifact_index(player_type *player_ptr, monster_death_type *md_ptr)
146 {
147     ARTIFACT_IDX a_idx = 0;
148     PERCENTAGE chance = 0;
149     for (int i = 0; i < 4; i++) {
150         if (!md_ptr->r_ptr->artifact_id[i])
151             break;
152
153         a_idx = md_ptr->r_ptr->artifact_id[i];
154         chance = md_ptr->r_ptr->artifact_percent[i];
155         if ((randint0(100) >= chance) && !current_world_ptr->wizard)
156             continue;
157
158         artifact_type *a_ptr = &a_info[a_idx];
159         if (a_ptr->cur_num == 1)
160             continue;
161
162         if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
163             a_ptr->cur_num = 1;
164             if (current_world_ptr->character_dungeon)
165                 a_ptr->floor_id = player_ptr->floor_id;
166
167             continue;
168         }
169
170         if (!preserve_mode)
171             a_ptr->cur_num = 1;
172     }
173
174     return a_idx;
175 }
176
177 static KIND_OBJECT_IDX drop_dungeon_final_artifact(player_type *player_ptr, monster_death_type *md_ptr, ARTIFACT_IDX a_idx)
178 {
179     KIND_OBJECT_IDX k_idx
180         = d_info[player_ptr->dungeon_idx].final_object != 0 ? d_info[player_ptr->dungeon_idx].final_object : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
181     if (d_info[player_ptr->dungeon_idx].final_artifact == 0)
182         return k_idx;
183
184     a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
185     artifact_type *a_ptr = &a_info[a_idx];
186     if (a_ptr->cur_num == 1)
187         return k_idx;
188     if (create_named_art(player_ptr, a_idx, md_ptr->md_y, md_ptr->md_x)) {
189         a_ptr->cur_num = 1;
190         if (current_world_ptr->character_dungeon)
191             a_ptr->floor_id = player_ptr->floor_id;
192     } else if (!preserve_mode) {
193         a_ptr->cur_num = 1;
194     }
195
196     return d_info[player_ptr->dungeon_idx].final_object ? k_idx : 0;
197 }
198
199 static void drop_artifact(player_type *player_ptr, monster_death_type *md_ptr)
200 {
201     if (!md_ptr->drop_chosen_item)
202         return;
203
204     ARTIFACT_IDX a_idx = get_artifact_index(player_ptr, md_ptr);
205     if (((md_ptr->r_ptr->flags7 & RF7_GUARDIAN) == 0) || (d_info[player_ptr->dungeon_idx].final_guardian != md_ptr->m_ptr->r_idx))
206         return;
207
208     KIND_OBJECT_IDX k_idx = drop_dungeon_final_artifact(player_ptr, md_ptr, a_idx);
209     if (k_idx != 0) {
210         object_type forge;
211         object_type *q_ptr = &forge;
212         object_prep(player_ptr, q_ptr, k_idx);
213         apply_magic(player_ptr, q_ptr, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
214         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
215     }
216
217     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);
218 }
219
220 static void decide_drop_quality(monster_death_type *md_ptr)
221 {
222     md_ptr->mo_mode = 0L;
223     if (md_ptr->r_ptr->flags1 & RF1_DROP_GOOD)
224         md_ptr->mo_mode |= AM_GOOD;
225
226     if (md_ptr->r_ptr->flags1 & RF1_DROP_GREAT)
227         md_ptr->mo_mode |= AM_GREAT;
228 }
229
230 static int decide_drop_numbers(player_type *player_ptr, monster_death_type *md_ptr, const bool drop_item)
231 {
232     int drop_numbers = 0;
233     if ((md_ptr->r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60))
234         drop_numbers++;
235
236     if ((md_ptr->r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90))
237         drop_numbers++;
238
239     if (md_ptr->r_ptr->flags1 & RF1_DROP_1D2)
240         drop_numbers += damroll(1, 2);
241
242     if (md_ptr->r_ptr->flags1 & RF1_DROP_2D2)
243         drop_numbers += damroll(2, 2);
244
245     if (md_ptr->r_ptr->flags1 & RF1_DROP_3D2)
246         drop_numbers += damroll(3, 2);
247
248     if (md_ptr->r_ptr->flags1 & RF1_DROP_4D2)
249         drop_numbers += damroll(4, 2);
250
251     if (md_ptr->cloned && !(md_ptr->r_ptr->flags1 & RF1_UNIQUE))
252         drop_numbers = 0;
253
254     if (is_pet(md_ptr->m_ptr) || player_ptr->phase_out || player_ptr->current_floor_ptr->inside_arena)
255         drop_numbers = 0;
256
257     if (!drop_item && (md_ptr->r_ptr->d_char != '$'))
258         drop_numbers = 0;
259
260     if ((md_ptr->r_ptr->flags2 & (RF2_MULTIPLY)) && (md_ptr->r_ptr->r_akills > 1024))
261         drop_numbers = 0;
262
263     return drop_numbers;
264 }
265
266 static void drop_items_golds(player_type *player_ptr, monster_death_type *md_ptr, int drop_numbers)
267 {
268     int dump_item = 0;
269     int dump_gold = 0;
270     for (int i = 0; i < drop_numbers; i++) {
271         object_type forge;
272         object_type *q_ptr = &forge;
273         object_wipe(q_ptr);
274         if (md_ptr->do_gold && (!md_ptr->do_item || (randint0(100) < 50))) {
275             if (!make_gold(player_ptr, q_ptr))
276                 continue;
277
278             dump_gold++;
279         } else {
280             if (!make_object(player_ptr, q_ptr, md_ptr->mo_mode))
281                 continue;
282
283             dump_item++;
284         }
285
286         (void)drop_near(player_ptr, q_ptr, -1, md_ptr->md_y, md_ptr->md_x);
287     }
288
289     floor_type *floor_ptr = player_ptr->current_floor_ptr;
290     floor_ptr->object_level = floor_ptr->base_level;
291     coin_type = 0;
292     bool visible = (md_ptr->m_ptr->ml && !player_ptr->image) || ((md_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0);
293     if (visible && (dump_item || dump_gold))
294         lore_treasure(player_ptr, md_ptr->m_idx, dump_item, dump_gold);
295 }
296
297 static void on_defeat_last_boss(player_type *player_ptr)
298 {
299     current_world_ptr->total_winner = TRUE;
300     player_ptr->redraw |= PR_TITLE;
301     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
302     exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に馬鹿馬鹿蛮怒の勝利者となった!", "finally became *WINNER* of Bakabakaband!"));
303     admire_from_patron(player_ptr);
304     msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
305     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!"));
306     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."));
307 }
308
309 /*!
310  * @brief モンスターが死亡した時の処理 /
311  * Handle the "death" of a monster.
312  * @param m_idx 死亡したモンスターのID
313  * @param drop_item TRUEならばモンスターのドロップ処理を行う
314  * @return 撃破されたモンスターの述語
315  * @details
316  * <pre>
317  * Disperse treasures centered at the monster location based on the
318  * various flags contained in the monster flags fields.
319  * Check for "Quest" completion when a quest monster is killed.
320  * Note that only the player can induce "monster_death()" on Uniques.
321  * Thus (for now) all Quest monsters should be Uniques.
322  * Note that monsters can now carry objects, and when a monster dies,
323  * it drops all of its objects, which may disappear in crowded rooms.
324  * </pre>
325  */
326 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
327 {
328     monster_death_type tmp_md;
329     monster_death_type *md_ptr = initialize_monster_death_type(player_ptr, &tmp_md, m_idx, drop_item);
330     if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
331         current_world_ptr->timewalk_m_idx = 0;
332
333     if (md_ptr->r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
334         player_ptr->update |= PU_MON_LITE;
335
336     write_pet_death(player_ptr, md_ptr);
337     on_dead_explosion(player_ptr, md_ptr);
338     if (md_ptr->m_ptr->mflag2 & MFLAG2_CHAMELEON) {
339         choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
340         md_ptr->r_ptr = &r_info[md_ptr->m_ptr->r_idx];
341     }
342
343     check_quest_completion(player_ptr, md_ptr->m_ptr);
344     on_defeat_arena_monster(player_ptr, md_ptr);
345     if (m_idx == player_ptr->riding && process_fall_off_horse(player_ptr, -1, FALSE))
346         msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
347
348     drop_corpse(player_ptr, md_ptr);
349     monster_drop_carried_objects(player_ptr, md_ptr->m_ptr);
350     decide_drop_quality(md_ptr);
351     switch_special_death(player_ptr, md_ptr);
352     drop_artifact(player_ptr, md_ptr);
353     int drop_numbers = decide_drop_numbers(player_ptr, md_ptr, drop_item);
354     coin_type = md_ptr->force_coin;
355     floor_type *floor_ptr = player_ptr->current_floor_ptr;
356     floor_ptr->object_level = (floor_ptr->dun_level + md_ptr->r_ptr->level) / 2;
357     drop_items_golds(player_ptr, md_ptr, drop_numbers);
358     if (((md_ptr->r_ptr->flags1 & RF1_QUESTOR) == 0) || player_ptr->phase_out || (md_ptr->m_ptr->r_idx != MON_SERPENT) || md_ptr->cloned)
359         return;
360
361     on_defeat_last_boss(player_ptr);
362 }
363
364 /*!
365  * @brief モンスターを撃破した際の述語メッセージを返す /
366  * Return monster death string
367  * @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
368  * @return 撃破されたモンスターの述語
369  */
370 concptr extract_note_dies(MONRACE_IDX r_idx)
371 {
372     monster_race *r_ptr = &r_info[r_idx];
373     if (monster_living(r_idx))
374         return _("は死んだ。", " dies.");
375
376     for (int i = 0; i < 4; i++)
377         if (r_ptr->blow[i].method == RBM_EXPLODE)
378             return _("は爆発して粉々になった。", " explodes into tiny shreds.");
379
380     return _("を倒した。", " is destroyed.");
381 }