2 * @brief モンスターがダメージを受けた時の処理と経験値の加算処理
9 #include "monster/monster-damage.h"
10 #include "avatar/avatar-changer.h"
11 #include "core/player-redraw-types.h"
12 #include "core/speed-table.h"
13 #include "core/stuff-handler.h"
14 #include "game-option/birth-options.h"
15 #include "game-option/game-play-options.h"
16 #include "game-option/play-record-options.h"
17 #include "io/files-util.h"
18 #include "io/report.h"
19 #include "io/write-diary.h"
20 #include "main/sound-definitions-table.h"
21 #include "main/sound-of-music.h"
22 #include "mind/mind-ninja.h"
23 #include "monster-floor/monster-death.h"
24 #include "monster-floor/monster-remover.h"
25 #include "monster-floor/monster-summon.h"
26 #include "monster-floor/place-monster-types.h"
27 #include "monster-race/monster-race-hook.h"
28 #include "monster-race/monster-race.h"
29 #include "monster-race/race-flags1.h"
30 #include "monster-race/race-flags2.h"
31 #include "monster-race/race-flags3.h"
32 #include "monster-race/race-flags7.h"
33 #include "monster-race/race-flags8.h"
34 #include "monster/monster-describer.h"
35 #include "monster/monster-description-types.h"
36 #include "monster/monster-info.h"
37 #include "monster/monster-status-setter.h"
38 #include "monster/monster-status.h"
39 #include "object-enchant/object-curse.h"
40 #include "player/player-status.h"
41 #include "player/special-defense-types.h"
42 #include "spell-kind/spells-random.h"
43 #include "status/experience.h"
44 #include "system/floor-type-definition.h"
45 #include "system/monster-race-definition.h"
46 #include "system/monster-type-definition.h"
47 #include "system/player-type-definition.h"
48 #include "util/bit-flags-calculator.h"
49 #include "view/display-messages.h"
50 #include "world/world.h"
54 * @param player_ptr プレイヤーへの参照ポインタ
55 * @param m_idx ダメージを与えたモンスターのID
57 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばtrue
58 * @param effect_type 与えたダメージの種類 (単一属性)
59 * @param note モンスターが倒された際の特別なメッセージ述語
61 MonsterDamageProcessor::MonsterDamageProcessor(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, EFFECT_ID effect_type)
62 : player_ptr(player_ptr)
67 this->effect_flags.clear();
68 this->effect_flags.set((spells_type)effect_type);
73 * @param player_ptr プレイヤーへの参照ポインタ
74 * @param m_idx ダメージを与えたモンスターのID
76 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばtrue
77 * @param effect_flags 与えたダメージの種類 (複数属性)
78 * @param note モンスターが倒された際の特別なメッセージ述語
80 MonsterDamageProcessor::MonsterDamageProcessor(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, EffectFlags effect_flags)
81 : player_ptr(player_ptr)
85 , effect_flags(effect_flags)
90 * @brief モンスターのHPをダメージに応じて減算する /
91 * @return モンスターが生きていればfalse、死んだらtrue
93 bool MonsterDamageProcessor::mon_take_hit(concptr note)
95 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
96 auto exp_mon = *m_ptr;
98 auto exp_dam = (m_ptr->hp > this->dam) ? this->dam : m_ptr->hp;
100 this->get_exp_from_mon(&exp_mon, exp_dam);
101 if (this->genocide_chaos_patron()) {
105 m_ptr->hp -= this->dam;
106 m_ptr->dealt_damage += this->dam;
107 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) {
108 m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
111 if (allow_debug_options) {
112 msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
115 if (this->process_dead_exp_virtue(note, &exp_mon)) {
119 this->add_monster_fear();
123 bool MonsterDamageProcessor::genocide_chaos_patron()
125 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
126 if (!monster_is_valid(m_ptr)) {
131 (void)set_monster_csleep(this->player_ptr, this->m_idx, 0);
132 set_superstealth(this->player_ptr, false);
134 return this->m_idx == 0;
137 bool MonsterDamageProcessor::process_dead_exp_virtue(concptr note, monster_type *exp_mon)
139 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
140 auto *r_ptr = real_r_ptr(m_ptr);
141 if (m_ptr->hp >= 0) {
145 this->death_special_flag_monster();
146 if (r_ptr->r_akills < MAX_SHORT) {
150 this->increase_kill_numbers();
151 GAME_TEXT m_name[MAX_NLEN];
152 monster_desc(this->player_ptr, m_name, m_ptr, MD_TRUE_NAME);
153 this->death_amberites(m_name);
154 this->dying_scream(m_name);
155 AvatarChanger ac(player_ptr, m_ptr);
157 if (any_bits(r_ptr->flags1, RF1_UNIQUE) && record_destroy_uniq) {
159 sprintf(note_buf, "%s%s", r_ptr->name.c_str(), m_ptr->mflag2.has(MFLAG2::CLONED) ? _("(クローン)", "(Clone)") : "");
160 exe_write_diary(this->player_ptr, DIARY_UNIQUE, 0, note_buf);
164 this->show_kill_message(note, m_name);
165 this->show_bounty_message(m_name);
166 monster_death(this->player_ptr, this->m_idx, true, this->effect_flags);
167 this->summon_special_unique();
168 this->get_exp_from_mon(exp_mon, exp_mon->max_maxhp * 2);
174 * @brief たぬき、カメレオン、ナズグル、ユニークの死亡時処理
175 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
177 void MonsterDamageProcessor::death_special_flag_monster()
179 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
180 auto r_idx = m_ptr->r_idx;
181 auto *r_ptr = &r_info[r_idx];
182 if (any_bits(r_info[r_idx].flags7, RF7_TANUKI)) {
183 r_ptr = &r_info[r_idx];
184 m_ptr->ap_r_idx = r_idx;
185 if (r_ptr->r_sights < MAX_SHORT) {
190 if (m_ptr->mflag2.has(MFLAG2::CHAMELEON)) {
191 r_ptr = real_r_ptr(m_ptr);
192 r_idx = real_r_idx(m_ptr);
193 if (r_ptr->r_sights < MAX_SHORT) {
198 if (m_ptr->mflag2.has(MFLAG2::CLONED)) {
202 if (any_bits(r_ptr->flags7, RF7_NAZGUL)) {
207 if (none_bits(r_ptr->flags1, RF1_UNIQUE)) {
211 this->death_unique_monster((monster_race_type)r_idx);
216 * @param r_idx 死亡したユニークの種族番号
218 void MonsterDamageProcessor::death_unique_monster(monster_race_type r_idx)
220 r_info[r_idx].max_num = 0;
221 std::vector<monster_race_type> combined_unique_vec;
222 if (!check_combined_unique(r_idx, &combined_unique_vec)) {
226 combined_uniques uniques;
227 const int one_unit = 3;
228 for (auto i = 0U; i < combined_unique_vec.size(); i += one_unit) {
229 auto unique = std::make_tuple(combined_unique_vec[i], combined_unique_vec[i + 1], combined_unique_vec[i + 2]);
230 uniques.push_back(unique);
233 this->death_combined_uniques(r_idx, &uniques);
237 * @brief 死亡したモンスターが分裂/合体を行う特殊ユニークか否かの判定処理
238 * @param r_idx 死亡したモンスターの種族番号
239 * @param united_uniques 分裂/合体を行う特殊ユニーク
240 * @details 合体後、合体前1、合体前2 の順にpush_backすること
242 bool MonsterDamageProcessor::check_combined_unique(const monster_race_type r_idx, std::vector<monster_race_type> *combined_unique_vec)
244 combined_unique_vec->push_back(MON_BANORLUPART);
245 combined_unique_vec->push_back(MON_BANOR);
246 combined_unique_vec->push_back(MON_LUPART);
248 for (const auto &unique : *combined_unique_vec) {
249 if (r_idx == unique) {
258 * @brief 分裂/合体を行う特殊ユニークの死亡処理
259 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
260 * @uniques 分裂/合体を行う特殊ユニークのリスト
262 void MonsterDamageProcessor::death_combined_uniques(const monster_race_type r_idx, combined_uniques *combined_uniques)
264 for (const auto &unique : *combined_uniques) {
265 auto united = (monster_race_type)0;
266 auto split1 = (monster_race_type)0;
267 auto split2 = (monster_race_type)0;
268 std::tie(united, split1, split2) = unique;
269 if ((r_idx == split1) || (r_idx == split2)) {
270 r_info[united].max_num = 0;
271 r_info[united].r_pkills++;
272 r_info[united].r_akills++;
273 if (r_info[united].r_tkills < MAX_SHORT) {
274 r_info[united].r_tkills++;
280 if (r_idx != united) {
284 r_info[split1].max_num = 0;
285 r_info[split1].r_pkills++;
286 r_info[split1].r_akills++;
287 if (r_info[split1].r_tkills < MAX_SHORT) {
288 r_info[split1].r_tkills++;
291 r_info[split2].max_num = 0;
292 r_info[split2].r_pkills++;
293 r_info[split2].r_akills++;
294 if (r_info[split2].r_tkills < MAX_SHORT) {
295 r_info[split2].r_tkills++;
300 void MonsterDamageProcessor::increase_kill_numbers()
302 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
303 auto *r_ptr = real_r_ptr(m_ptr);
304 if (((m_ptr->ml == 0) || this->player_ptr->hallucinated) && none_bits(r_ptr->flags1, RF1_UNIQUE)) {
308 if (m_ptr->mflag2.has(MFLAG2::KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) {
309 r_info[MON_KAGE].r_pkills++;
310 } else if (r_ptr->r_pkills < MAX_SHORT) {
314 if (m_ptr->mflag2.has(MFLAG2::KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) {
315 r_info[MON_KAGE].r_tkills++;
316 } else if (r_ptr->r_tkills < MAX_SHORT) {
320 monster_race_track(this->player_ptr, m_ptr->ap_r_idx);
323 void MonsterDamageProcessor::death_amberites(GAME_TEXT *m_name)
325 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
326 auto *r_ptr = real_r_ptr(m_ptr);
327 if (none_bits(r_ptr->flags3, RF3_AMBERITE) || one_in_(2)) {
331 auto curses = 1 + randint1(3);
332 auto stop_ty = false;
334 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
335 curse_equipment(this->player_ptr, 100, 50);
337 stop_ty = activate_ty_curse(this->player_ptr, stop_ty, &count);
341 void MonsterDamageProcessor::dying_scream(GAME_TEXT *m_name)
343 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
344 auto *r_ptr = real_r_ptr(m_ptr);
345 if (none_bits(r_ptr->flags2, RF2_CAN_SPEAK)) {
350 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got)) {
351 msg_format("%^s %s", m_name, line_got);
355 if (m_ptr->r_idx == MON_SERPENT) {
356 screen_dump = make_screen_dump(this->player_ptr);
361 void MonsterDamageProcessor::show_kill_message(concptr note, GAME_TEXT *m_name)
363 auto *floor_ptr = this->player_ptr->current_floor_ptr;
364 auto *m_ptr = &floor_ptr->m_list[this->m_idx];
365 auto *r_ptr = real_r_ptr(m_ptr);
366 if (note != nullptr) {
367 msg_format("%^s%s", m_name, note);
372 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have killed %s.")
373 : _("%sを殺した。", "You have killed %s.");
374 msg_format(mes, m_name);
378 if (monster_living(m_ptr->r_idx)) {
379 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have slain %s.")
380 : _("%sを殺した。", "You have slain %s.");
381 msg_format(mes, m_name);
385 auto explode = false;
386 for (auto i = 0; i < 4; i++) {
387 if (r_ptr->blow[i].method == RBM_EXPLODE) {
393 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
397 auto mes = is_echizen(this->player_ptr) ? _("せっかくだから%sを殺した。", "Because it's time, you have destroyed %s.")
398 : _("%sを殺した。", "You have destroyed %s.");
399 msg_format(mes, m_name);
402 void MonsterDamageProcessor::show_bounty_message(GAME_TEXT *m_name)
404 auto *floor_ptr = this->player_ptr->current_floor_ptr;
405 auto *m_ptr = &floor_ptr->m_list[this->m_idx];
406 auto *r_ptr = real_r_ptr(m_ptr);
407 if (none_bits(r_ptr->flags1, RF1_UNIQUE) || m_ptr->mflag2.has(MFLAG2::CLONED) || vanilla_town) {
411 for (auto i = 0; i < MAX_BOUNTY; i++) {
412 if ((w_ptr->bounty_r_idx[i] == m_ptr->r_idx) && m_ptr->mflag2.has_not(MFLAG2::CHAMELEON)) {
413 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
420 * @brief モンスターに与えたダメージを元に経験値を加算する /
421 * Calculate experience point to be get
422 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
425 * Even the 64 bit operation is not big enough to avoid overflaw
426 * unless we carefully choose orders of ENERGY_MULTIPLICATION and ENERGY_DIVISION.
427 * Get the coefficient first, and multiply (potentially huge) base
428 * experience point of a monster later.
431 void MonsterDamageProcessor::get_exp_from_mon(monster_type *m_ptr, HIT_POINT exp_dam)
433 auto *r_ptr = &r_info[m_ptr->r_idx];
434 if (!monster_is_valid(m_ptr) || is_pet(m_ptr) || this->player_ptr->phase_out) {
439 * - Ratio of monster's level to player's level effects
440 * - Varying speed effects
441 * - Get a fraction in proportion of damage point
443 auto new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * exp_dam;
444 auto new_exp_frac = 0U;
446 auto div_l = (uint)((this->player_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed));
448 /* Use (average maxhp * 2) as a denominator */
449 auto compensation = any_bits(r_ptr->flags1, RF1_FORCE_MAXHP) ? r_ptr->hside * 2 : r_ptr->hside + 1;
450 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * compensation);
452 /* Special penalty in the wilderness */
453 if (!this->player_ptr->current_floor_ptr->dun_level && (none_bits(r_ptr->flags8, RF8_WILD_ONLY) || none_bits(r_ptr->flags1, RF1_UNIQUE))) {
454 s64b_mul(&div_h, &div_l, 0, 5);
457 /* Do ENERGY_DIVISION first to prevent overflaw */
458 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
460 /* Special penalty for mutiply-monster */
461 if (any_bits(r_ptr->flags2, RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN)) {
462 int monnum_penarty = r_ptr->r_akills / 400;
463 if (monnum_penarty > 8) {
467 while (monnum_penarty--) {
469 s64b_rshift(&new_exp, &new_exp_frac, 2);
473 /* Special penalty for rest_and_shoot exp scum */
474 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0)) {
475 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
476 if (over_damage > 32) {
480 while (over_damage--) {
482 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
483 s64b_div(&new_exp, &new_exp_frac, 0, 10);
487 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
488 gain_exp_64(this->player_ptr, new_exp, new_exp_frac);
491 void MonsterDamageProcessor::set_redraw()
493 if (this->player_ptr->health_who == this->m_idx) {
494 this->player_ptr->redraw |= PR_HEALTH;
497 if (this->player_ptr->riding == this->m_idx) {
498 this->player_ptr->redraw |= PR_UHEALTH;
503 * @brief 特定ユニークを倒した時に更にユニークを特殊召喚する処理
504 * @param m_ptr ダメージを与えた特定ユニークの構造体参照ポインタ
506 void MonsterDamageProcessor::summon_special_unique()
508 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
509 bool is_special_summon = m_ptr->r_idx == MON_IKETA;
510 is_special_summon |= m_ptr->r_idx == MON_DOPPIO;
511 if (!is_special_summon || this->player_ptr->current_floor_ptr->inside_arena || this->player_ptr->phase_out) {
512 delete_monster_idx(this->player_ptr, this->m_idx);
516 auto dummy_y = m_ptr->fy;
517 auto dummy_x = m_ptr->fx;
518 auto mode = (BIT_FLAGS)0;
520 mode |= PM_FORCE_PET;
523 MONRACE_IDX new_unique_idx;
525 switch (m_ptr->r_idx) {
527 new_unique_idx = MON_BIKETAL;
528 mes = _("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!");
531 new_unique_idx = MON_DIAVOLO;
532 mes = _("「これは『試練』だ 過去に打ち勝てという『試練』とオレは受けとった」", "This is a 'trial'. I took it as a 'trial' to overcome in the past.");
534 default: // バグでなければ入らない.
540 delete_monster_idx(this->player_ptr, this->m_idx);
541 if (summon_named_creature(this->player_ptr, 0, dummy_y, dummy_x, new_unique_idx, mode)) {
546 void MonsterDamageProcessor::add_monster_fear()
548 auto *m_ptr = &this->player_ptr->current_floor_ptr->m_list[this->m_idx];
549 if (monster_fear_remaining(m_ptr) && (this->dam > 0)) {
550 auto fear_remining = monster_fear_remaining(m_ptr) - randint1(this->dam);
551 if (set_monster_monfear(this->player_ptr, this->m_idx, fear_remining)) {
556 auto *r_ptr = &r_info[m_ptr->r_idx];
557 if (monster_fear_remaining(m_ptr) || any_bits(r_ptr->flags3, RF3_NO_FEAR)) {
561 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
562 if ((randint1(10) < percentage) && ((this->dam < m_ptr->hp) || (randint0(100) >= 80))) {
567 auto fear_condition = (this->dam >= m_ptr->hp) && (percentage > 7);
568 auto fear_value = randint1(10) + (fear_condition ? 20 : (11 - percentage) * 5);
569 (void)set_monster_monfear(this->player_ptr, this->m_idx, fear_value);