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 "flavor/object-flavor-types.h"
10 #include "floor/floor.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/cheat-options.h"
13 #include "game-option/cheat-types.h"
14 #include "grid/feature.h"
15 #include "grid/grid.h"
16 #include "inventory/inventory-slot-types.h"
17 #include "inventory/item-getter.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "object-enchant/apply-magic.h"
21 #include "object-enchant/artifact.h"
22 #include "object-enchant/item-apply-magic.h"
23 #include "object-enchant/special-object-flags.h"
24 #include "object-hook/hook-checker.h"
25 #include "object-hook/hook-enchant.h"
26 #include "object/object-flavor.h"
27 #include "object/object-generator.h"
28 #include "object/object-info.h"
29 #include "object/object-kind-hook.h"
30 #include "object/object-kind.h"
31 #include "object/object-stack.h"
32 #include "perception/object-perception.h"
33 #include "system/alloc-entries.h"
34 #include "system/system-variables.h"
35 #include "util/bit-flags-calculator.h"
36 #include "view/display-messages.h"
37 #include "wizard/wizard-messages.h"
38 #include "world/world-object.h"
39 #include "world/world.h"
41 #define MAX_GOLD 18 /* Number of "gold" entries */
44 * @brief オブジェクト生成テーブルに生成制約を加える /
45 * Apply a "object restriction function" to the "object allocation table"
47 * @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
49 static errr get_obj_num_prep(void)
51 alloc_entry *table = alloc_kind_table;
52 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++) {
53 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index)) {
54 table[i].prob2 = table[i].prob1;
64 * @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
65 * @param owner_ptr プレーヤーへの参照ポインタ
66 * @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
69 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
71 object_aware(owner_ptr, o_ptr);
74 o_ptr->ident |= (IDENT_FULL_KNOWN);
75 GAME_TEXT o_name[MAX_NLEN];
76 object_desc(owner_ptr, o_name, o_ptr, 0);
77 msg_format_wizard(owner_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
81 * @brief 生成階に応じたベースアイテムの生成を行う。
82 * Attempt to make an object (normal or good/great)
83 * @param owner_ptr プレーヤーへの参照ポインタ
84 * @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
85 * @param mode オプションフラグ
86 * @return 生成に成功したらTRUEを返す。
88 * This routine plays nasty games to generate the "special artifacts".\n
89 * This routine uses "floor_ptr->object_level" for the "generation level".\n
90 * We assume that the given object has been "wiped".\n
92 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
94 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
95 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
96 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
97 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr)) {
98 KIND_OBJECT_IDX k_idx;
99 if ((mode & AM_GOOD) && !get_obj_num_hook) {
100 get_obj_num_hook = kind_is_good;
103 if (get_obj_num_hook)
106 k_idx = get_obj_num(owner_ptr, base, mode);
107 if (get_obj_num_hook) {
108 get_obj_num_hook = NULL;
115 object_prep(owner_ptr, j_ptr, k_idx);
118 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
119 switch (j_ptr->tval) {
125 j_ptr->number = (byte)damroll(6, 7);
130 object_mention(owner_ptr, j_ptr);
136 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
137 * Make a treasure object
138 * @param floor_ptr 現在フロアへの参照ポインタ
139 * @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
140 * @return 生成に成功したらTRUEを返す。
142 * The location must be a legal, clean, floor grid.
144 bool make_gold(player_type *player_ptr, object_type *j_ptr)
146 floor_type *floor_ptr = player_ptr->current_floor_ptr;
147 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
148 if (one_in_(GREAT_OBJ)) {
149 i += randint1(floor_ptr->object_level + 1);
156 object_prep(player_ptr, j_ptr, OBJ_GOLD_LIST + i);
158 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
159 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
165 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
166 * Delete a dungeon object
167 * @param player_ptr プレーヤーへの参照ポインタ
168 * @param y 削除したフロアマスのY座標
169 * @param x 削除したフロアマスのX座標
172 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
175 OBJECT_IDX this_o_idx, next_o_idx = 0;
176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
177 if (!in_bounds(floor_ptr, y, x))
180 g_ptr = &floor_ptr->grid_array[y][x];
181 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
183 o_ptr = &floor_ptr->o_list[this_o_idx];
184 next_o_idx = o_ptr->next_o_idx;
190 lite_spot(player_ptr, y, x);
194 * @brief 床上のアイテムの数を増やす /
195 * Increase the "number" of an item on the floor
196 * @param floo_ptr 現在フロアへの参照ポインタ
197 * @param item 増やしたいアイテムの所持スロット
198 * @param num 増やしたいアイテムの数
201 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
203 object_type *o_ptr = &floor_ptr->o_list[item];
204 num += o_ptr->number;
210 num -= o_ptr->number;
211 o_ptr->number += num;
215 * @brief 床上の数の無くなったアイテムスロットを消去する /
216 * Optimize an item on the floor (destroy "empty" items)
217 * @param player_ptr プレーヤーへの参照ポインタ
218 * @param item 消去したいアイテムの所持スロット
221 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
223 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
229 delete_object_idx(owner_ptr, item);
233 * @brief オブジェクトを削除する /
234 * Delete a dungeon object
235 * @param player_ptr プレーヤーへの参照ポインタ
236 * @param o_idx 削除対象のオブジェクト構造体ポインタ
239 * Handle "stacks" of objects correctly.
241 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
244 floor_type *floor_ptr = player_ptr->current_floor_ptr;
245 excise_object_idx(floor_ptr, o_idx);
246 j_ptr = &floor_ptr->o_list[o_idx];
247 if (!object_is_held_monster(j_ptr)) {
251 lite_spot(player_ptr, y, x);
259 * @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
260 * @param floo_ptr 現在フロアへの参照ポインタ
261 * @param o_idx 削除対象のオブジェクト構造体ポインタ
264 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
266 OBJECT_IDX this_o_idx, next_o_idx = 0;
267 OBJECT_IDX prev_o_idx = 0;
269 j_ptr = &floor_ptr->o_list[o_idx];
271 if (object_is_held_monster(j_ptr)) {
273 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
274 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
276 o_ptr = &floor_ptr->o_list[this_o_idx];
277 next_o_idx = o_ptr->next_o_idx;
278 if (this_o_idx != o_idx) {
279 prev_o_idx = this_o_idx;
283 if (prev_o_idx == 0) {
284 m_ptr->hold_o_idx = next_o_idx;
287 k_ptr = &floor_ptr->o_list[prev_o_idx];
288 k_ptr->next_o_idx = next_o_idx;
291 o_ptr->next_o_idx = 0;
299 POSITION y = j_ptr->iy;
300 POSITION x = j_ptr->ix;
301 g_ptr = &floor_ptr->grid_array[y][x];
302 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
304 o_ptr = &floor_ptr->o_list[this_o_idx];
305 next_o_idx = o_ptr->next_o_idx;
306 if (this_o_idx != o_idx) {
307 prev_o_idx = this_o_idx;
311 if (prev_o_idx == 0) {
312 g_ptr->o_idx = next_o_idx;
315 k_ptr = &floor_ptr->o_list[prev_o_idx];
316 k_ptr->next_o_idx = next_o_idx;
319 o_ptr->next_o_idx = 0;
325 * @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。
326 * Let an object fall to the ground at or near a location.
327 * @param owner_ptr プレーヤーへの参照ポインタ
328 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
329 * @param chance ドロップの消滅率(%)
330 * @param y 配置したいフロアのY座標
331 * @param x 配置したいフロアのX座標
332 * @return 生成に成功したらオブジェクトのIDを返す。
334 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
336 * This function takes a parameter "chance". This is the percentage\n
337 * chance that the item will "disappear" instead of drop. If the object\n
338 * has been thrown, then this is the chance of disappearance on contact.\n
340 * Hack -- this function uses "chance" to determine if it should produce\n
341 * some form of "description" of the drop event (under the player).\n
343 * We check several locations to see if we can find a location at which\n
344 * the object can combine, stack, or be placed. Artifacts will try very\n
345 * hard to be placed, including "teleporting" to a useful grid if needed.\n
347 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
352 OBJECT_IDX o_idx = 0;
353 OBJECT_IDX this_o_idx, next_o_idx = 0;
355 GAME_TEXT o_name[MAX_NLEN];
360 bool plural = (j_ptr->number != 1);
362 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
363 if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) {
365 msg_format("%sは消えた。", o_name);
367 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
369 if (current_world_ptr->wizard)
370 msg_print(_("(破損)", "(breakage)"));
380 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
381 for (dy = -3; dy <= 3; dy++) {
382 for (dx = -3; dx <= 3; dx++) {
384 d = (dy * dy) + (dx * dx);
390 if (!in_bounds(floor_ptr, ty, tx))
392 if (!projectable(owner_ptr, y, x, ty, tx))
395 g_ptr = &floor_ptr->grid_array[ty][tx];
396 if (!cave_drop_bold(floor_ptr, ty, tx))
400 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
402 o_ptr = &floor_ptr->o_list[this_o_idx];
403 next_o_idx = o_ptr->next_o_idx;
404 if (object_similar(o_ptr, j_ptr))
415 s = 1000 - (d + k * 5);
422 if ((++bn >= 2) && !one_in_(bn))
433 if (!flag && !object_is_artifact(j_ptr)) {
435 msg_format("%sは消えた。", o_name);
437 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
439 if (current_world_ptr->wizard)
440 msg_print(_("(床スペースがない)", "(no floor space)"));
445 for (i = 0; !flag && (i < 1000); i++) {
446 ty = rand_spread(by, 1);
447 tx = rand_spread(bx, 1);
449 if (!in_bounds(floor_ptr, ty, tx))
455 if (!cave_drop_bold(floor_ptr, by, bx))
462 int candidates = 0, pick;
463 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
464 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
465 if (cave_drop_bold(floor_ptr, ty, tx))
472 msg_format("%sは消えた。", o_name);
474 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
477 if (current_world_ptr->wizard)
478 msg_print(_("(床スペースがない)", "(no floor space)"));
481 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr)) {
482 a_info[j_ptr->name1].cur_num = 0;
489 pick = randint1(candidates);
490 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
491 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
492 if (cave_drop_bold(floor_ptr, ty, tx)) {
507 g_ptr = &floor_ptr->grid_array[by][bx];
508 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
510 o_ptr = &floor_ptr->o_list[this_o_idx];
511 next_o_idx = o_ptr->next_o_idx;
512 if (object_similar(o_ptr, j_ptr)) {
513 object_absorb(o_ptr, j_ptr);
520 o_idx = o_pop(floor_ptr);
522 if (!done && !o_idx) {
524 msg_format("%sは消えた。", o_name);
526 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
528 if (current_world_ptr->wizard)
529 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
531 if (object_is_fixed_artifact(j_ptr)) {
532 a_info[j_ptr->name1].cur_num = 0;
539 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
540 j_ptr = &floor_ptr->o_list[o_idx];
543 j_ptr->held_m_idx = 0;
544 j_ptr->next_o_idx = g_ptr->o_idx;
546 g_ptr->o_idx = o_idx;
550 note_spot(owner_ptr, by, bx);
551 lite_spot(owner_ptr, by, bx);
554 if (chance && player_bold(owner_ptr, by, bx)) {
555 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
562 * @brief 床上の魔道具の残り残量メッセージを表示する /
563 * Describe the charges on an item on the floor.
564 * @param floo_ptr 現在フロアへの参照ポインタ
565 * @param item メッセージの対象にしたいアイテム所持スロット
568 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
570 object_type *o_ptr = &floor_ptr->o_list[item];
571 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
573 if (!object_is_known(o_ptr))
577 if (o_ptr->pval <= 0) {
578 msg_print("この床上のアイテムは、もう魔力が残っていない。");
580 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);
583 if (o_ptr->pval != 1) {
584 msg_format("There are %d charges remaining.", o_ptr->pval);
586 msg_format("There is %d charge remaining.", o_ptr->pval);
592 * @brief 床上のアイテムの残り数メッセージを表示する /
593 * Describe the charges on an item on the floor.
594 * @param floo_ptr 現在フロアへの参照ポインタ
595 * @param item メッセージの対象にしたいアイテム所持スロット
598 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
600 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
601 GAME_TEXT o_name[MAX_NLEN];
602 object_desc(owner_ptr, o_name, o_ptr, 0);
604 if (o_ptr->number <= 0) {
605 msg_format("床上には、もう%sはない。", o_name);
607 msg_format("床上には、まだ %sがある。", o_name);
610 msg_format("You see %s.", o_name);
615 * Choose an item and get auto-picker entry from it.
617 object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval)
620 if (!get_item(owner_ptr, &item, q, s, option, tval))
626 if (item == INVEN_FORCE)
629 return ref_item(owner_ptr, item);