2 * @brief フロア生成時にアイテムを配置する
5 * @todo ちょっとギリギリ。後で分割を検討する
8 #include "floor/floor-object.h"
9 #include "artifact/fixed-art-generator.h"
10 #include "core/window-redrawer.h"
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "floor/cave.h"
14 #include "game-option/birth-options.h"
15 #include "game-option/cheat-options.h"
16 #include "game-option/cheat-types.h"
17 #include "grid/feature.h"
18 #include "grid/grid.h"
19 #include "inventory/inventory-slot-types.h"
20 #include "inventory/item-getter.h"
21 #include "main/sound-definitions-table.h"
22 #include "main/sound-of-music.h"
23 #include "object-enchant/item-apply-magic.h"
24 #include "object-enchant/item-magic-applier.h"
25 #include "object-enchant/special-object-flags.h"
26 #include "object/object-info.h"
27 #include "object/object-kind-hook.h"
28 #include "object/object-stack.h"
29 #include "perception/object-perception.h"
30 #include "system/alloc-entries.h"
31 #include "system/artifact-type-definition.h"
32 #include "system/baseitem-info.h"
33 #include "system/floor-type-definition.h"
34 #include "system/grid-type-definition.h"
35 #include "system/item-entity.h"
36 #include "system/monster-entity.h"
37 #include "system/player-type-definition.h"
38 #include "system/redrawing-flags-updater.h"
39 #include "system/system-variables.h"
40 #include "target/projection-path-calculator.h"
41 #include "util/bit-flags-calculator.h"
42 #include "view/display-messages.h"
43 #include "window/display-sub-windows.h"
44 #include "wizard/wizard-messages.h"
45 #include "world/world-object.h"
46 #include "world/world.h"
48 #define MAX_GOLD 18 /* Number of "gold" entries */
51 * @brief オブジェクト生成テーブルに生成制約を加える /
52 * Apply a "object restriction function" to the "object allocation table"
54 * @details 生成の制約はグローバルのget_obj_index_hook関数ポインタで加える
56 static errr get_obj_index_prep(void)
58 for (auto &entry : alloc_kind_table) {
59 if (!get_obj_index_hook || (*get_obj_index_hook)(entry.index)) {
60 entry.prob2 = entry.prob1;
70 * @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
71 * @param player_ptr プレイヤーへの参照ポインタ
72 * @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
74 static void object_mention(PlayerType *player_ptr, ItemEntity *o_ptr)
76 object_aware(player_ptr, o_ptr);
79 o_ptr->ident |= (IDENT_FULL_KNOWN);
80 const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
81 msg_format_wizard(player_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), item_name.data());
84 static int get_base_floor(FloorType *floor_ptr, BIT_FLAGS mode, std::optional<int> rq_mon_level)
86 if (any_bits(mode, AM_GREAT)) {
87 if (rq_mon_level.has_value()) {
88 return rq_mon_level.value() + 10 + randint1(10);
90 return floor_ptr->object_level + 15;
94 if (any_bits(mode, AM_GOOD)) {
95 return floor_ptr->object_level + 10;
98 return floor_ptr->object_level;
101 static void set_ammo_quantity(ItemEntity *j_ptr)
103 auto is_ammo = j_ptr->is_ammo();
104 is_ammo |= j_ptr->bi_key.tval() == ItemKindType::SPIKE;
105 if (is_ammo && !j_ptr->is_fixed_artifact()) {
106 j_ptr->number = damroll(6, 7);
111 * @brief 生成階に応じたベースアイテムの生成を行う。
112 * Attempt to make an object (normal or good/great)
113 * @param player_ptr プレイヤーへの参照ポインタ
114 * @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
115 * @param mode オプションフラグ
116 * @param rq_mon_level ランダムクエスト討伐対象のレベル。ランダムクエスト以外の生成であれば無効値
117 * @return アイテムの生成成功可否
119 bool make_object(PlayerType *player_ptr, ItemEntity *j_ptr, BIT_FLAGS mode, std::optional<int> rq_mon_level)
121 auto *floor_ptr = player_ptr->current_floor_ptr;
122 auto prob = any_bits(mode, AM_GOOD) ? 10 : 1000;
123 auto base = get_base_floor(floor_ptr, mode, rq_mon_level);
124 if (!one_in_(prob) || !make_artifact_special(player_ptr, j_ptr)) {
125 if (any_bits(mode, AM_GOOD) && !get_obj_index_hook) {
126 get_obj_index_hook = kind_is_good;
129 if (get_obj_index_hook) {
130 get_obj_index_prep();
133 auto bi_id = get_obj_index(floor_ptr, base, mode);
134 if (get_obj_index_hook) {
135 get_obj_index_hook = nullptr;
136 get_obj_index_prep();
146 ItemMagicApplier(player_ptr, j_ptr, floor_ptr->object_level, mode).execute();
147 set_ammo_quantity(j_ptr);
149 object_mention(player_ptr, j_ptr);
156 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
157 * Make a treasure object
158 * @param floor_ptr 現在フロアへの参照ポインタ
159 * @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
160 * @return 生成に成功したらTRUEを返す。
162 * The location must be a legal, clean, floor grid.
164 bool make_gold(PlayerType *player_ptr, ItemEntity *j_ptr)
166 auto *floor_ptr = player_ptr->current_floor_ptr;
167 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
168 if (one_in_(CHANCE_BASEITEM_LEVEL_BOOST)) {
169 i += randint1(floor_ptr->object_level + 1);
178 j_ptr->prep(OBJ_GOLD_LIST + i);
180 int32_t base = baseitems_info[OBJ_GOLD_LIST + i].cost;
181 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
187 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
188 * Delete a dungeon object
189 * @param player_ptr プレイヤーへの参照ポインタ
190 * @param y 削除したフロアマスのY座標
191 * @param x 削除したフロアマスのX座標
193 void delete_all_items_from_floor(PlayerType *player_ptr, POSITION y, POSITION x)
196 auto *floor_ptr = player_ptr->current_floor_ptr;
197 if (!in_bounds(floor_ptr, y, x)) {
201 g_ptr = &floor_ptr->grid_array[y][x];
202 for (const auto this_o_idx : g_ptr->o_idx_list) {
204 o_ptr = &floor_ptr->o_list[this_o_idx];
209 g_ptr->o_idx_list.clear();
210 lite_spot(player_ptr, y, x);
214 * @brief 床上のアイテムの数を増やす /
215 * Increase the "number" of an item on the floor
216 * @param player_ptr プレイヤーへの参照ポインタ
217 * @param item 増やしたいアイテムの所持スロット
218 * @param num 増やしたいアイテムの数
220 void floor_item_increase(PlayerType *player_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
222 auto *floor_ptr = player_ptr->current_floor_ptr;
224 auto *o_ptr = &floor_ptr->o_list[item];
225 num += o_ptr->number;
228 } else if (num < 0) {
232 num -= o_ptr->number;
233 o_ptr->number += num;
234 static constexpr auto flags = {
235 SubWindowRedrawingFlag::FLOOR_ITEMS,
236 SubWindowRedrawingFlag::FOUND_ITEMS,
238 RedrawingFlagsUpdater::get_instance().set_flags(flags);
242 * @brief 床上の数の無くなったアイテムスロットを消去する /
243 * Optimize an item on the floor (destroy "empty" items)
244 * @param player_ptr プレイヤーへの参照ポインタ
245 * @param item 消去したいアイテムの所持スロット
247 void floor_item_optimize(PlayerType *player_ptr, INVENTORY_IDX item)
249 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
250 if (!o_ptr->is_valid()) {
257 delete_object_idx(player_ptr, item);
258 static constexpr auto flags = {
259 SubWindowRedrawingFlag::FLOOR_ITEMS,
260 SubWindowRedrawingFlag::FOUND_ITEMS,
262 RedrawingFlagsUpdater::get_instance().set_flags(flags);
266 * @brief オブジェクトを削除する /
267 * Delete a dungeon object
268 * @param player_ptr プレイヤーへの参照ポインタ
269 * @param o_idx 削除対象のオブジェクト構造体ポインタ
271 * Handle "stacks" of objects correctly.
273 void delete_object_idx(PlayerType *player_ptr, OBJECT_IDX o_idx)
276 auto *floor_ptr = player_ptr->current_floor_ptr;
277 excise_object_idx(floor_ptr, o_idx);
278 j_ptr = &floor_ptr->o_list[o_idx];
279 if (!j_ptr->is_held_by_monster()) {
283 lite_spot(player_ptr, y, x);
288 static constexpr auto flags = {
289 SubWindowRedrawingFlag::FLOOR_ITEMS,
290 SubWindowRedrawingFlag::FOUND_ITEMS,
292 RedrawingFlagsUpdater::get_instance().set_flags(flags);
296 * @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
297 * @param floo_ptr 現在フロアへの参照ポインタ
298 * @param o_idx 削除対象のオブジェクト構造体ポインタ
300 void excise_object_idx(FloorType *floor_ptr, OBJECT_IDX o_idx)
302 auto &list = get_o_idx_list_contains(floor_ptr, o_idx);
307 * @brief 指定したOBJECT_IDXを含むリスト(モンスター所持リスト or 床上スタックリスト)への参照を得る
308 * @param floo_ptr 現在フロアへの参照ポインタ
309 * @param o_idx 参照を得るリストに含まれるOBJECT_IDX
310 * @return o_idxを含む ObjectIndexList への参照
312 ObjectIndexList &get_o_idx_list_contains(FloorType *floor_ptr, OBJECT_IDX o_idx)
314 auto *o_ptr = &floor_ptr->o_list[o_idx];
316 if (o_ptr->is_held_by_monster()) {
317 return floor_ptr->m_list[o_ptr->held_m_idx].hold_o_idx_list;
319 return floor_ptr->grid_array[o_ptr->iy][o_ptr->ix].o_idx_list;
324 * @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。
325 * Let an object fall to the ground at or near a location.
326 * @param player_ptr プレイヤーへの参照ポインタ
327 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
328 * @param chance ドロップの消滅率(%)
329 * @param y 配置したいフロアのY座標
330 * @param x 配置したいフロアのX座標
331 * @return 生成に成功したらオブジェクトのIDを返す。
333 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
335 * This function takes a parameter "chance". This is the percentage\n
336 * chance that the item will "disappear" instead of drop. If the object\n
337 * has been thrown, then this is the chance of disappearance on contact.\n
339 * Hack -- this function uses "chance" to determine if it should produce\n
340 * some form of "description" of the drop event (under the player).\n
342 * We check several locations to see if we can find a location at which\n
343 * the object can combine, stack, or be placed. Artifacts will try very\n
344 * hard to be placed, including "teleporting" to a useful grid if needed.\n
346 OBJECT_IDX drop_near(PlayerType *player_ptr, ItemEntity *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
351 OBJECT_IDX o_idx = 0;
357 bool plural = (j_ptr->number != 1);
359 const auto item_name = describe_flavor(player_ptr, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
360 if (!j_ptr->is_fixed_or_random_artifact() && (randint0(100) < chance)) {
362 msg_format("%sは消えた。", item_name.data());
364 msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
367 msg_print(_("(破損)", "(breakage)"));
378 auto *floor_ptr = player_ptr->current_floor_ptr;
379 for (dy = -3; dy <= 3; dy++) {
380 for (dx = -3; dx <= 3; dx++) {
382 d = (dy * dy) + (dx * dx);
389 if (!in_bounds(floor_ptr, ty, tx)) {
392 if (!projectable(player_ptr, y, x, ty, tx)) {
396 g_ptr = &floor_ptr->grid_array[ty][tx];
397 if (!cave_drop_bold(floor_ptr, ty, tx)) {
402 for (const auto this_o_idx : g_ptr->o_idx_list) {
404 o_ptr = &floor_ptr->o_list[this_o_idx];
405 if (object_similar(o_ptr, j_ptr)) {
419 s = 1000 - (d + k * 5);
428 if ((++bn >= 2) && !one_in_(bn)) {
440 if (!flag && !j_ptr->is_fixed_or_random_artifact()) {
442 msg_format("%sは消えた。", item_name.data());
444 msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
447 msg_print(_("(床スペースがない)", "(no floor space)"));
453 for (i = 0; !flag && (i < 1000); i++) {
454 ty = rand_spread(by, 1);
455 tx = rand_spread(bx, 1);
457 if (!in_bounds(floor_ptr, ty, tx)) {
464 if (!cave_drop_bold(floor_ptr, by, bx)) {
471 auto &artifact = j_ptr->get_fixed_artifact();
473 int candidates = 0, pick;
474 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
475 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
476 if (cave_drop_bold(floor_ptr, ty, tx)) {
484 msg_format("%sは消えた。", item_name.data());
486 msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
490 msg_print(_("(床スペースがない)", "(no floor space)"));
494 if (j_ptr->is_fixed_artifact() && !j_ptr->is_known()) {
495 artifact.is_generated = false;
502 pick = randint1(candidates);
503 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
504 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
505 if (cave_drop_bold(floor_ptr, ty, tx)) {
522 g_ptr = &floor_ptr->grid_array[by][bx];
523 for (const auto this_o_idx : g_ptr->o_idx_list) {
525 o_ptr = &floor_ptr->o_list[this_o_idx];
526 if (object_similar(o_ptr, j_ptr)) {
527 object_absorb(o_ptr, j_ptr);
534 o_idx = o_pop(floor_ptr);
537 if (!done && !o_idx) {
539 msg_format("%sは消えた。", item_name.data());
541 msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
544 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
547 if (j_ptr->is_fixed_artifact()) {
548 artifact.is_generated = false;
555 (&floor_ptr->o_list[o_idx])->copy_from(j_ptr);
556 j_ptr = &floor_ptr->o_list[o_idx];
559 j_ptr->held_m_idx = 0;
560 g_ptr->o_idx_list.add(floor_ptr, o_idx);
564 if (j_ptr->is_fixed_artifact() && w_ptr->character_dungeon) {
565 artifact.floor_id = player_ptr->floor_id;
568 note_spot(player_ptr, by, bx);
569 lite_spot(player_ptr, by, bx);
572 if (player_bold(player_ptr, by, bx)) {
573 static constexpr auto flags = {
574 SubWindowRedrawingFlag::FLOOR_ITEMS,
575 SubWindowRedrawingFlag::FOUND_ITEMS,
577 RedrawingFlagsUpdater::get_instance().set_flags(flags);
580 if (chance && player_bold(player_ptr, by, bx)) {
581 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
588 * @brief 床上の魔道具の残り残量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
593 void floor_item_charges(FloorType *floor_ptr, INVENTORY_IDX inventory)
595 const auto &item = floor_ptr->o_list[inventory];
596 if (!item.is_wand_staff() || !item.is_known()) {
601 if (item.pval <= 0) {
602 msg_print("この床上のアイテムは、もう魔力が残っていない。");
604 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。", item.pval);
607 if (item.pval != 1) {
608 msg_format("There are %d charges remaining.", item.pval);
610 msg_format("There is %d charge remaining.", item.pval);
616 * @brief 床上のアイテムの残り数メッセージを表示する /
617 * Describe the charges on an item on the floor.
618 * @param floo_ptr 現在フロアへの参照ポインタ
619 * @param item メッセージの対象にしたいアイテム所持スロット
621 void floor_item_describe(PlayerType *player_ptr, INVENTORY_IDX item)
623 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
624 const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
626 if (o_ptr->number <= 0) {
627 msg_format("床上には、もう%sはない。", item_name.data());
629 msg_format("床上には、まだ %sがある。", item_name.data());
632 msg_format("You see %s.", item_name.data());
637 * Choose an item and get auto-picker entry from it.
639 ItemEntity *choose_object(PlayerType *player_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, const ItemTester &item_tester)
647 FixItemTesterSetter setter(item_tester);
649 if (!get_item(player_ptr, &item, q, s, option, item_tester)) {
657 if (item == INVEN_FORCE) {
661 return ref_item(player_ptr, item);