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/object-flavor.h"
21 #include "object/object-generator.h"
22 #include "object/object-hook.h"
23 #include "object/object-info.h"
24 #include "object/object-kind-hook.h"
25 #include "object/object-kind.h"
26 #include "object/object-stack.h"
27 #include "perception/object-perception.h"
28 #include "system/alloc-entries.h"
29 #include "system/system-variables.h"
30 #include "util/bit-flags-calculator.h"
31 #include "view/display-messages.h"
32 #include "view/object-describer.h"
33 #include "world/world-object.h"
34 #include "world/world.h"
36 #define MAX_GOLD 18 /* Number of "gold" entries */
39 * @brief オブジェクト生成テーブルに生成制約を加える /
40 * Apply a "object restriction function" to the "object allocation table"
42 * @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
44 static errr get_obj_num_prep(void)
46 alloc_entry *table = alloc_kind_table;
47 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++) {
48 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index)) {
49 table[i].prob2 = table[i].prob1;
59 * @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
60 * @param owner_ptr プレーヤーへの参照ポインタ
61 * @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
64 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
66 object_aware(owner_ptr, o_ptr);
69 o_ptr->ident |= (IDENT_FULL_KNOWN);
70 GAME_TEXT o_name[MAX_NLEN];
71 object_desc(owner_ptr, o_name, o_ptr, 0);
72 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
76 * @brief 生成階に応じたベースアイテムの生成を行う。
77 * Attempt to make an object (normal or good/great)
78 * @param owner_ptr プレーヤーへの参照ポインタ
79 * @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
80 * @param mode オプションフラグ
81 * @return 生成に成功したらTRUEを返す。
83 * This routine plays nasty games to generate the "special artifacts".\n
84 * This routine uses "floor_ptr->object_level" for the "generation level".\n
85 * We assume that the given object has been "wiped".\n
87 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
89 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
90 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
91 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
92 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr)) {
93 KIND_OBJECT_IDX k_idx;
94 if ((mode & AM_GOOD) && !get_obj_num_hook) {
95 get_obj_num_hook = kind_is_good;
101 k_idx = get_obj_num(owner_ptr, base, mode);
102 if (get_obj_num_hook) {
103 get_obj_num_hook = NULL;
110 object_prep(owner_ptr, j_ptr, k_idx);
113 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
114 switch (j_ptr->tval) {
120 j_ptr->number = (byte)damroll(6, 7);
125 object_mention(owner_ptr, j_ptr);
131 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
132 * Make a treasure object
133 * @param floor_ptr 現在フロアへの参照ポインタ
134 * @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
135 * @return 生成に成功したらTRUEを返す。
137 * The location must be a legal, clean, floor grid.
139 bool make_gold(player_type *player_ptr, object_type *j_ptr)
141 floor_type *floor_ptr = player_ptr->current_floor_ptr;
142 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
143 if (one_in_(GREAT_OBJ)) {
144 i += randint1(floor_ptr->object_level + 1);
151 object_prep(player_ptr, j_ptr, OBJ_GOLD_LIST + i);
153 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
154 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
160 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
161 * Delete a dungeon object
162 * @param player_ptr プレーヤーへの参照ポインタ
163 * @param y 削除したフロアマスのY座標
164 * @param x 削除したフロアマスのX座標
167 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
170 OBJECT_IDX this_o_idx, next_o_idx = 0;
171 floor_type *floor_ptr = player_ptr->current_floor_ptr;
172 if (!in_bounds(floor_ptr, y, x))
175 g_ptr = &floor_ptr->grid_array[y][x];
176 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
178 o_ptr = &floor_ptr->o_list[this_o_idx];
179 next_o_idx = o_ptr->next_o_idx;
185 lite_spot(player_ptr, y, x);
189 * @brief 床上のアイテムの数を増やす /
190 * Increase the "number" of an item on the floor
191 * @param floo_ptr 現在フロアへの参照ポインタ
192 * @param item 増やしたいアイテムの所持スロット
193 * @param num 増やしたいアイテムの数
196 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
198 object_type *o_ptr = &floor_ptr->o_list[item];
199 num += o_ptr->number;
205 num -= o_ptr->number;
206 o_ptr->number += num;
210 * @brief 床上の数の無くなったアイテムスロットを消去する /
211 * Optimize an item on the floor (destroy "empty" items)
212 * @param player_ptr プレーヤーへの参照ポインタ
213 * @param item 消去したいアイテムの所持スロット
216 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
218 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
224 delete_object_idx(owner_ptr, item);
228 * @brief オブジェクトを削除する /
229 * Delete a dungeon object
230 * @param player_ptr プレーヤーへの参照ポインタ
231 * @param o_idx 削除対象のオブジェクト構造体ポインタ
234 * Handle "stacks" of objects correctly.
236 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
239 floor_type *floor_ptr = player_ptr->current_floor_ptr;
240 excise_object_idx(floor_ptr, o_idx);
241 j_ptr = &floor_ptr->o_list[o_idx];
242 if (!OBJECT_IS_HELD_MONSTER(j_ptr)) {
246 lite_spot(player_ptr, y, x);
254 * @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
255 * @param floo_ptr 現在フロアへの参照ポインタ
256 * @param o_idx 削除対象のオブジェクト構造体ポインタ
259 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
261 OBJECT_IDX this_o_idx, next_o_idx = 0;
262 OBJECT_IDX prev_o_idx = 0;
264 j_ptr = &floor_ptr->o_list[o_idx];
266 if (OBJECT_IS_HELD_MONSTER(j_ptr)) {
268 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
269 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
271 o_ptr = &floor_ptr->o_list[this_o_idx];
272 next_o_idx = o_ptr->next_o_idx;
273 if (this_o_idx != o_idx) {
274 prev_o_idx = this_o_idx;
278 if (prev_o_idx == 0) {
279 m_ptr->hold_o_idx = next_o_idx;
282 k_ptr = &floor_ptr->o_list[prev_o_idx];
283 k_ptr->next_o_idx = next_o_idx;
286 o_ptr->next_o_idx = 0;
294 POSITION y = j_ptr->iy;
295 POSITION x = j_ptr->ix;
296 g_ptr = &floor_ptr->grid_array[y][x];
297 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
299 o_ptr = &floor_ptr->o_list[this_o_idx];
300 next_o_idx = o_ptr->next_o_idx;
301 if (this_o_idx != o_idx) {
302 prev_o_idx = this_o_idx;
306 if (prev_o_idx == 0) {
307 g_ptr->o_idx = next_o_idx;
310 k_ptr = &floor_ptr->o_list[prev_o_idx];
311 k_ptr->next_o_idx = next_o_idx;
314 o_ptr->next_o_idx = 0;
320 * @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。
321 * Let an object fall to the ground at or near a location.
322 * @param owner_ptr プレーヤーへの参照ポインタ
323 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
324 * @param chance ドロップの消滅率(%)
325 * @param y 配置したいフロアのY座標
326 * @param x 配置したいフロアのX座標
327 * @return 生成に成功したらオブジェクトのIDを返す。
329 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
331 * This function takes a parameter "chance". This is the percentage\n
332 * chance that the item will "disappear" instead of drop. If the object\n
333 * has been thrown, then this is the chance of disappearance on contact.\n
335 * Hack -- this function uses "chance" to determine if it should produce\n
336 * some form of "description" of the drop event (under the player).\n
338 * We check several locations to see if we can find a location at which\n
339 * the object can combine, stack, or be placed. Artifacts will try very\n
340 * hard to be placed, including "teleporting" to a useful grid if needed.\n
342 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
347 OBJECT_IDX o_idx = 0;
348 OBJECT_IDX this_o_idx, next_o_idx = 0;
350 GAME_TEXT o_name[MAX_NLEN];
355 bool plural = (j_ptr->number != 1);
357 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
358 if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) {
360 msg_format("%sは消えた。", o_name);
362 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
364 if (current_world_ptr->wizard)
365 msg_print(_("(破損)", "(breakage)"));
375 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
376 for (dy = -3; dy <= 3; dy++) {
377 for (dx = -3; dx <= 3; dx++) {
379 d = (dy * dy) + (dx * dx);
385 if (!in_bounds(floor_ptr, ty, tx))
387 if (!projectable(owner_ptr, y, x, ty, tx))
390 g_ptr = &floor_ptr->grid_array[ty][tx];
391 if (!cave_drop_bold(floor_ptr, ty, tx))
395 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
397 o_ptr = &floor_ptr->o_list[this_o_idx];
398 next_o_idx = o_ptr->next_o_idx;
399 if (object_similar(o_ptr, j_ptr))
410 s = 1000 - (d + k * 5);
417 if ((++bn >= 2) && !one_in_(bn))
428 if (!flag && !object_is_artifact(j_ptr)) {
430 msg_format("%sは消えた。", o_name);
432 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
434 if (current_world_ptr->wizard)
435 msg_print(_("(床スペースがない)", "(no floor space)"));
440 for (i = 0; !flag && (i < 1000); i++) {
441 ty = rand_spread(by, 1);
442 tx = rand_spread(bx, 1);
444 if (!in_bounds(floor_ptr, ty, tx))
450 if (!cave_drop_bold(floor_ptr, by, bx))
457 int candidates = 0, pick;
458 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
459 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
460 if (cave_drop_bold(floor_ptr, ty, tx))
467 msg_format("%sは消えた。", o_name);
469 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
472 if (current_world_ptr->wizard)
473 msg_print(_("(床スペースがない)", "(no floor space)"));
476 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr)) {
477 a_info[j_ptr->name1].cur_num = 0;
484 pick = randint1(candidates);
485 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
486 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
487 if (cave_drop_bold(floor_ptr, ty, tx)) {
502 g_ptr = &floor_ptr->grid_array[by][bx];
503 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
505 o_ptr = &floor_ptr->o_list[this_o_idx];
506 next_o_idx = o_ptr->next_o_idx;
507 if (object_similar(o_ptr, j_ptr)) {
508 object_absorb(o_ptr, j_ptr);
515 o_idx = o_pop(floor_ptr);
517 if (!done && !o_idx) {
519 msg_format("%sは消えた。", o_name);
521 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
523 if (current_world_ptr->wizard)
524 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
526 if (object_is_fixed_artifact(j_ptr)) {
527 a_info[j_ptr->name1].cur_num = 0;
534 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
535 j_ptr = &floor_ptr->o_list[o_idx];
538 j_ptr->held_m_idx = 0;
539 j_ptr->next_o_idx = g_ptr->o_idx;
541 g_ptr->o_idx = o_idx;
545 note_spot(owner_ptr, by, bx);
546 lite_spot(owner_ptr, by, bx);
549 if (chance && player_bold(owner_ptr, by, bx)) {
550 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
557 * @brief 床上の魔道具の残り残量メッセージを表示する /
558 * Describe the charges on an item on the floor.
559 * @param floo_ptr 現在フロアへの参照ポインタ
560 * @param item メッセージの対象にしたいアイテム所持スロット
563 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
565 object_type *o_ptr = &floor_ptr->o_list[item];
566 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
568 if (!object_is_known(o_ptr))
572 if (o_ptr->pval <= 0) {
573 msg_print("この床上のアイテムは、もう魔力が残っていない。");
575 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);
578 if (o_ptr->pval != 1) {
579 msg_format("There are %d charges remaining.", o_ptr->pval);
581 msg_format("There is %d charge remaining.", o_ptr->pval);
587 * @brief 床上のアイテムの残り数メッセージを表示する /
588 * Describe the charges on an item on the floor.
589 * @param floo_ptr 現在フロアへの参照ポインタ
590 * @param item メッセージの対象にしたいアイテム所持スロット
593 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
595 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
596 GAME_TEXT o_name[MAX_NLEN];
597 object_desc(owner_ptr, o_name, o_ptr, 0);
599 if (o_ptr->number <= 0) {
600 msg_format("床上には、もう%sはない。", o_name);
602 msg_format("床上には、まだ %sがある。", o_name);
605 msg_format("You see %s.", o_name);