2 * todo ちょっとギリギリ。後で分割を検討する
3 * @brief フロア生成時にアイテムを配置する
8 #include "floor/floor-object.h"
9 #include "game-option/birth-options.h"
10 #include "game-option/cheat-options.h"
11 #include "game-option/cheat-types.h"
12 #include "grid/feature.h"
13 #include "grid/grid.h"
14 #include "main/sound-definitions-table.h"
15 #include "main/sound-of-music.h"
16 #include "object-enchant/apply-magic.h"
17 #include "object-enchant/artifact.h"
18 #include "object-enchant/item-apply-magic.h"
19 #include "object-enchant/special-object-flags.h"
20 #include "object-hook/hook-checker.h"
21 #include "object-hook/hook-enchant.h"
22 #include "object/object-flavor.h"
23 #include "object/object-generator.h"
24 #include "object/object-info.h"
25 #include "object/object-kind-hook.h"
26 #include "object/object-kind.h"
27 #include "object/object-stack.h"
28 #include "perception/object-perception.h"
29 #include "system/alloc-entries.h"
30 #include "system/system-variables.h"
31 #include "util/bit-flags-calculator.h"
32 #include "view/display-messages.h"
33 #include "wizard/wizard-messages.h"
34 #include "world/world-object.h"
35 #include "world/world.h"
37 #define MAX_GOLD 18 /* Number of "gold" entries */
40 * @brief オブジェクト生成テーブルに生成制約を加える /
41 * Apply a "object restriction function" to the "object allocation table"
43 * @details 生成の制約はグローバルのget_obj_num_hook関数ポインタで加える
45 static errr get_obj_num_prep(void)
47 alloc_entry *table = alloc_kind_table;
48 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++) {
49 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index)) {
50 table[i].prob2 = table[i].prob1;
60 * @brief デバッグ時にアイテム生成情報をメッセージに出力する / Cheat -- describe a created object for the user
61 * @param owner_ptr プレーヤーへの参照ポインタ
62 * @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
65 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
67 object_aware(owner_ptr, o_ptr);
70 o_ptr->ident |= (IDENT_FULL_KNOWN);
71 GAME_TEXT o_name[MAX_NLEN];
72 object_desc(owner_ptr, o_name, o_ptr, 0);
73 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
77 * @brief 生成階に応じたベースアイテムの生成を行う。
78 * Attempt to make an object (normal or good/great)
79 * @param owner_ptr プレーヤーへの参照ポインタ
80 * @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
81 * @param mode オプションフラグ
82 * @return 生成に成功したらTRUEを返す。
84 * This routine plays nasty games to generate the "special artifacts".\n
85 * This routine uses "floor_ptr->object_level" for the "generation level".\n
86 * We assume that the given object has been "wiped".\n
88 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
90 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
91 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
92 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
93 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr)) {
94 KIND_OBJECT_IDX k_idx;
95 if ((mode & AM_GOOD) && !get_obj_num_hook) {
96 get_obj_num_hook = kind_is_good;
102 k_idx = get_obj_num(owner_ptr, base, mode);
103 if (get_obj_num_hook) {
104 get_obj_num_hook = NULL;
111 object_prep(owner_ptr, j_ptr, k_idx);
114 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
115 switch (j_ptr->tval) {
121 j_ptr->number = (byte)damroll(6, 7);
126 object_mention(owner_ptr, j_ptr);
132 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
133 * Make a treasure object
134 * @param floor_ptr 現在フロアへの参照ポインタ
135 * @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
136 * @return 生成に成功したらTRUEを返す。
138 * The location must be a legal, clean, floor grid.
140 bool make_gold(player_type *player_ptr, object_type *j_ptr)
142 floor_type *floor_ptr = player_ptr->current_floor_ptr;
143 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
144 if (one_in_(GREAT_OBJ)) {
145 i += randint1(floor_ptr->object_level + 1);
152 object_prep(player_ptr, j_ptr, OBJ_GOLD_LIST + i);
154 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
155 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
161 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
162 * Delete a dungeon object
163 * @param player_ptr プレーヤーへの参照ポインタ
164 * @param y 削除したフロアマスのY座標
165 * @param x 削除したフロアマスのX座標
168 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
171 OBJECT_IDX this_o_idx, next_o_idx = 0;
172 floor_type *floor_ptr = player_ptr->current_floor_ptr;
173 if (!in_bounds(floor_ptr, y, x))
176 g_ptr = &floor_ptr->grid_array[y][x];
177 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
179 o_ptr = &floor_ptr->o_list[this_o_idx];
180 next_o_idx = o_ptr->next_o_idx;
186 lite_spot(player_ptr, y, x);
190 * @brief 床上のアイテムの数を増やす /
191 * Increase the "number" of an item on the floor
192 * @param floo_ptr 現在フロアへの参照ポインタ
193 * @param item 増やしたいアイテムの所持スロット
194 * @param num 増やしたいアイテムの数
197 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
199 object_type *o_ptr = &floor_ptr->o_list[item];
200 num += o_ptr->number;
206 num -= o_ptr->number;
207 o_ptr->number += num;
211 * @brief 床上の数の無くなったアイテムスロットを消去する /
212 * Optimize an item on the floor (destroy "empty" items)
213 * @param player_ptr プレーヤーへの参照ポインタ
214 * @param item 消去したいアイテムの所持スロット
217 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
219 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
225 delete_object_idx(owner_ptr, item);
229 * @brief オブジェクトを削除する /
230 * Delete a dungeon object
231 * @param player_ptr プレーヤーへの参照ポインタ
232 * @param o_idx 削除対象のオブジェクト構造体ポインタ
235 * Handle "stacks" of objects correctly.
237 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
240 floor_type *floor_ptr = player_ptr->current_floor_ptr;
241 excise_object_idx(floor_ptr, o_idx);
242 j_ptr = &floor_ptr->o_list[o_idx];
243 if (!object_is_held_monster(j_ptr)) {
247 lite_spot(player_ptr, y, x);
255 * @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
256 * @param floo_ptr 現在フロアへの参照ポインタ
257 * @param o_idx 削除対象のオブジェクト構造体ポインタ
260 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
262 OBJECT_IDX this_o_idx, next_o_idx = 0;
263 OBJECT_IDX prev_o_idx = 0;
265 j_ptr = &floor_ptr->o_list[o_idx];
267 if (object_is_held_monster(j_ptr)) {
269 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
270 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
272 o_ptr = &floor_ptr->o_list[this_o_idx];
273 next_o_idx = o_ptr->next_o_idx;
274 if (this_o_idx != o_idx) {
275 prev_o_idx = this_o_idx;
279 if (prev_o_idx == 0) {
280 m_ptr->hold_o_idx = next_o_idx;
283 k_ptr = &floor_ptr->o_list[prev_o_idx];
284 k_ptr->next_o_idx = next_o_idx;
287 o_ptr->next_o_idx = 0;
295 POSITION y = j_ptr->iy;
296 POSITION x = j_ptr->ix;
297 g_ptr = &floor_ptr->grid_array[y][x];
298 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
300 o_ptr = &floor_ptr->o_list[this_o_idx];
301 next_o_idx = o_ptr->next_o_idx;
302 if (this_o_idx != o_idx) {
303 prev_o_idx = this_o_idx;
307 if (prev_o_idx == 0) {
308 g_ptr->o_idx = next_o_idx;
311 k_ptr = &floor_ptr->o_list[prev_o_idx];
312 k_ptr->next_o_idx = next_o_idx;
315 o_ptr->next_o_idx = 0;
321 * @brief 生成済のオブジェクトをフロアの所定の位置に落とす。
322 * Let an object fall to the ground at or near a location.
323 * @param owner_ptr プレーヤーへの参照ポインタ
324 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
325 * @param chance ドロップの消滅率(%)
326 * @param y 配置したいフロアのY座標
327 * @param x 配置したいフロアのX座標
328 * @return 生成に成功したらオブジェクトのIDを返す。
330 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
332 * This function takes a parameter "chance". This is the percentage\n
333 * chance that the item will "disappear" instead of drop. If the object\n
334 * has been thrown, then this is the chance of disappearance on contact.\n
336 * Hack -- this function uses "chance" to determine if it should produce\n
337 * some form of "description" of the drop event (under the player).\n
339 * We check several locations to see if we can find a location at which\n
340 * the object can combine, stack, or be placed. Artifacts will try very\n
341 * hard to be placed, including "teleporting" to a useful grid if needed.\n
343 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
348 OBJECT_IDX o_idx = 0;
349 OBJECT_IDX this_o_idx, next_o_idx = 0;
351 GAME_TEXT o_name[MAX_NLEN];
356 bool plural = (j_ptr->number != 1);
358 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
359 if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) {
361 msg_format("%sは消えた。", o_name);
363 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
365 if (current_world_ptr->wizard)
366 msg_print(_("(破損)", "(breakage)"));
376 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
377 for (dy = -3; dy <= 3; dy++) {
378 for (dx = -3; dx <= 3; dx++) {
380 d = (dy * dy) + (dx * dx);
386 if (!in_bounds(floor_ptr, ty, tx))
388 if (!projectable(owner_ptr, y, x, ty, tx))
391 g_ptr = &floor_ptr->grid_array[ty][tx];
392 if (!cave_drop_bold(floor_ptr, ty, tx))
396 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
398 o_ptr = &floor_ptr->o_list[this_o_idx];
399 next_o_idx = o_ptr->next_o_idx;
400 if (object_similar(o_ptr, j_ptr))
411 s = 1000 - (d + k * 5);
418 if ((++bn >= 2) && !one_in_(bn))
429 if (!flag && !object_is_artifact(j_ptr)) {
431 msg_format("%sは消えた。", o_name);
433 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
435 if (current_world_ptr->wizard)
436 msg_print(_("(床スペースがない)", "(no floor space)"));
441 for (i = 0; !flag && (i < 1000); i++) {
442 ty = rand_spread(by, 1);
443 tx = rand_spread(bx, 1);
445 if (!in_bounds(floor_ptr, ty, tx))
451 if (!cave_drop_bold(floor_ptr, by, bx))
458 int candidates = 0, pick;
459 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
460 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
461 if (cave_drop_bold(floor_ptr, ty, tx))
468 msg_format("%sは消えた。", o_name);
470 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
473 if (current_world_ptr->wizard)
474 msg_print(_("(床スペースがない)", "(no floor space)"));
477 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr)) {
478 a_info[j_ptr->name1].cur_num = 0;
485 pick = randint1(candidates);
486 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
487 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
488 if (cave_drop_bold(floor_ptr, ty, tx)) {
503 g_ptr = &floor_ptr->grid_array[by][bx];
504 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
506 o_ptr = &floor_ptr->o_list[this_o_idx];
507 next_o_idx = o_ptr->next_o_idx;
508 if (object_similar(o_ptr, j_ptr)) {
509 object_absorb(o_ptr, j_ptr);
516 o_idx = o_pop(floor_ptr);
518 if (!done && !o_idx) {
520 msg_format("%sは消えた。", o_name);
522 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
524 if (current_world_ptr->wizard)
525 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
527 if (object_is_fixed_artifact(j_ptr)) {
528 a_info[j_ptr->name1].cur_num = 0;
535 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
536 j_ptr = &floor_ptr->o_list[o_idx];
539 j_ptr->held_m_idx = 0;
540 j_ptr->next_o_idx = g_ptr->o_idx;
542 g_ptr->o_idx = o_idx;
546 note_spot(owner_ptr, by, bx);
547 lite_spot(owner_ptr, by, bx);
550 if (chance && player_bold(owner_ptr, by, bx)) {
551 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
558 * @brief 床上の魔道具の残り残量メッセージを表示する /
559 * Describe the charges on an item on the floor.
560 * @param floo_ptr 現在フロアへの参照ポインタ
561 * @param item メッセージの対象にしたいアイテム所持スロット
564 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
566 object_type *o_ptr = &floor_ptr->o_list[item];
567 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
569 if (!object_is_known(o_ptr))
573 if (o_ptr->pval <= 0) {
574 msg_print("この床上のアイテムは、もう魔力が残っていない。");
576 msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
579 if (o_ptr->pval != 1) {
580 msg_format("There are %d charges remaining.", o_ptr->pval);
582 msg_format("There is %d charge remaining.", o_ptr->pval);
588 * @brief 床上のアイテムの残り数メッセージを表示する /
589 * Describe the charges on an item on the floor.
590 * @param floo_ptr 現在フロアへの参照ポインタ
591 * @param item メッセージの対象にしたいアイテム所持スロット
594 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
596 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
597 GAME_TEXT o_name[MAX_NLEN];
598 object_desc(owner_ptr, o_name, o_ptr, 0);
600 if (o_ptr->number <= 0) {
601 msg_format("床上には、もう%sはない。", o_name);
603 msg_format("床上には、まだ %sがある。", o_name);
606 msg_format("You see %s.", o_name);