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/apply-magic.h"
24 #include "object-enchant/item-apply-magic.h"
25 #include "object-enchant/special-object-flags.h"
26 #include "object-hook/hook-checker.h"
27 #include "object-hook/hook-enchant.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/artifact-type-definition.h"
35 #include "system/floor-type-definition.h"
36 #include "system/object-type-definition.h"
37 #include "system/monster-type-definition.h"
38 #include "system/player-type-definition.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 "wizard/wizard-messages.h"
44 #include "world/world-object.h"
45 #include "world/world.h"
47 #define MAX_GOLD 18 /* Number of "gold" entries */
50 * @brief オブジェクト生成テーブルに生成制約を加える /
51 * Apply a "object restriction function" to the "object allocation table"
53 * @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
55 static errr get_obj_num_prep(void)
57 alloc_entry *table = alloc_kind_table;
58 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++) {
59 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index)) {
60 table[i].prob2 = table[i].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 owner_ptr プレー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(player_type *owner_ptr, object_type *o_ptr)
76 object_aware(owner_ptr, o_ptr);
79 o_ptr->ident |= (IDENT_FULL_KNOWN);
80 GAME_TEXT o_name[MAX_NLEN];
81 describe_flavor(owner_ptr, o_name, o_ptr, 0);
82 msg_format_wizard(owner_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
86 * @brief 生成階に応じたベースアイテムの生成を行う。
87 * Attempt to make an object (normal or good/great)
88 * @param owner_ptr プレーヤーへの参照ポインタ
89 * @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
90 * @param mode オプションフラグ
91 * @return 生成に成功したらTRUEを返す。
93 * This routine plays nasty games to generate the "special artifacts".\n
94 * This routine uses "floor_ptr->object_level" for the "generation level".\n
95 * We assume that the given object has been "wiped".\n
97 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
99 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
100 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
101 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
102 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr)) {
103 KIND_OBJECT_IDX k_idx;
104 if ((mode & AM_GOOD) && !get_obj_num_hook) {
105 get_obj_num_hook = kind_is_good;
108 if (get_obj_num_hook)
111 k_idx = get_obj_num(owner_ptr, base, mode);
112 if (get_obj_num_hook) {
113 get_obj_num_hook = NULL;
120 j_ptr->prep(owner_ptr, k_idx);
123 apply_magic_to_object(owner_ptr, j_ptr, floor_ptr->object_level, mode);
124 switch (j_ptr->tval) {
130 j_ptr->number = (byte)damroll(6, 7);
139 object_mention(owner_ptr, j_ptr);
145 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
146 * Make a treasure object
147 * @param floor_ptr 現在フロアへの参照ポインタ
148 * @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
149 * @return 生成に成功したらTRUEを返す。
151 * The location must be a legal, clean, floor grid.
153 bool make_gold(player_type *player_ptr, object_type *j_ptr)
155 floor_type *floor_ptr = player_ptr->current_floor_ptr;
156 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
157 if (one_in_(GREAT_OBJ)) {
158 i += randint1(floor_ptr->object_level + 1);
165 j_ptr->prep(player_ptr, OBJ_GOLD_LIST + i);
167 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
168 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
174 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
175 * Delete a dungeon object
176 * @param player_ptr プレーヤーへの参照ポインタ
177 * @param y 削除したフロアマスのY座標
178 * @param x 削除したフロアマスのX座標
180 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
183 floor_type *floor_ptr = player_ptr->current_floor_ptr;
184 if (!in_bounds(floor_ptr, y, x))
187 g_ptr = &floor_ptr->grid_array[y][x];
188 for (const auto this_o_idx : g_ptr->o_idx_list) {
190 o_ptr = &floor_ptr->o_list[this_o_idx];
195 g_ptr->o_idx_list.clear();
196 lite_spot(player_ptr, y, x);
200 * @brief 床上のアイテムの数を増やす /
201 * Increase the "number" of an item on the floor
202 * @param owner_ptr プレイヤーへの参照ポインタ
203 * @param item 増やしたいアイテムの所持スロット
204 * @param num 増やしたいアイテムの数
206 void floor_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
208 const floor_type *floor_ptr = owner_ptr->current_floor_ptr;
210 object_type *o_ptr = &floor_ptr->o_list[item];
211 num += o_ptr->number;
217 num -= o_ptr->number;
218 o_ptr->number += num;
220 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
224 * @brief 床上の数の無くなったアイテムスロットを消去する /
225 * Optimize an item on the floor (destroy "empty" items)
226 * @param player_ptr プレーヤーへの参照ポインタ
227 * @param item 消去したいアイテムの所持スロット
229 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
231 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
237 delete_object_idx(owner_ptr, item);
239 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
243 * @brief オブジェクトを削除する /
244 * Delete a dungeon object
245 * @param player_ptr プレーヤーへの参照ポインタ
246 * @param o_idx 削除対象のオブジェクト構造体ポインタ
248 * Handle "stacks" of objects correctly.
250 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
253 floor_type *floor_ptr = player_ptr->current_floor_ptr;
254 excise_object_idx(floor_ptr, o_idx);
255 j_ptr = &floor_ptr->o_list[o_idx];
256 if (!object_is_held_monster(j_ptr)) {
260 lite_spot(player_ptr, y, x);
266 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
270 * @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
271 * @param floo_ptr 現在フロアへの参照ポインタ
272 * @param o_idx 削除対象のオブジェクト構造体ポインタ
274 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
276 auto &list = get_o_idx_list_contains(floor_ptr, o_idx);
281 * @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
282 * @param floo_ptr 現在フロアへの参照ポインタ
283 * @param o_idx 参照を得るリストに含まれるOBJECT_IDX
284 * @return o_idxを含む std::list<OBJECT_IDX> への参照
286 std::list<OBJECT_IDX> &get_o_idx_list_contains(floor_type *floor_ptr, OBJECT_IDX o_idx)
288 object_type *o_ptr = &floor_ptr->o_list[o_idx];
290 if (object_is_held_monster(o_ptr)) {
291 return floor_ptr->m_list[o_ptr->held_m_idx].hold_o_idx_list;
293 return floor_ptr->grid_array[o_ptr->iy][o_ptr->ix].o_idx_list;
298 * @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。
299 * Let an object fall to the ground at or near a location.
300 * @param owner_ptr プレーヤーへの参照ポインタ
301 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
302 * @param chance ドロップの消滅率(%)
303 * @param y 配置したいフロアのY座標
304 * @param x 配置したいフロアのX座標
305 * @return 生成に成功したらオブジェクトのIDを返す。
307 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
309 * This function takes a parameter "chance". This is the percentage\n
310 * chance that the item will "disappear" instead of drop. If the object\n
311 * has been thrown, then this is the chance of disappearance on contact.\n
313 * Hack -- this function uses "chance" to determine if it should produce\n
314 * some form of "description" of the drop event (under the player).\n
316 * We check several locations to see if we can find a location at which\n
317 * the object can combine, stack, or be placed. Artifacts will try very\n
318 * hard to be placed, including "teleporting" to a useful grid if needed.\n
320 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
325 OBJECT_IDX o_idx = 0;
327 GAME_TEXT o_name[MAX_NLEN];
332 bool plural = (j_ptr->number != 1);
334 describe_flavor(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
335 if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) {
337 msg_format("%sは消えた。", o_name);
339 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
341 if (current_world_ptr->wizard)
342 msg_print(_("(破損)", "(breakage)"));
352 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
353 for (dy = -3; dy <= 3; dy++) {
354 for (dx = -3; dx <= 3; dx++) {
356 d = (dy * dy) + (dx * dx);
362 if (!in_bounds(floor_ptr, ty, tx))
364 if (!projectable(owner_ptr, y, x, ty, tx))
367 g_ptr = &floor_ptr->grid_array[ty][tx];
368 if (!cave_drop_bold(floor_ptr, ty, tx))
372 for (const auto this_o_idx : g_ptr->o_idx_list) {
374 o_ptr = &floor_ptr->o_list[this_o_idx];
375 if (object_similar(o_ptr, j_ptr))
386 s = 1000 - (d + k * 5);
393 if ((++bn >= 2) && !one_in_(bn))
404 if (!flag && !object_is_artifact(j_ptr)) {
406 msg_format("%sは消えた。", o_name);
408 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
410 if (current_world_ptr->wizard)
411 msg_print(_("(床スペースがない)", "(no floor space)"));
416 for (i = 0; !flag && (i < 1000); i++) {
417 ty = rand_spread(by, 1);
418 tx = rand_spread(bx, 1);
420 if (!in_bounds(floor_ptr, ty, tx))
426 if (!cave_drop_bold(floor_ptr, by, bx))
433 int candidates = 0, pick;
434 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
435 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
436 if (cave_drop_bold(floor_ptr, ty, tx))
443 msg_format("%sは消えた。", o_name);
445 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
448 if (current_world_ptr->wizard)
449 msg_print(_("(床スペースがない)", "(no floor space)"));
452 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr)) {
453 a_info[j_ptr->name1].cur_num = 0;
460 pick = randint1(candidates);
461 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
462 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
463 if (cave_drop_bold(floor_ptr, ty, tx)) {
478 g_ptr = &floor_ptr->grid_array[by][bx];
479 for (const auto this_o_idx : g_ptr->o_idx_list) {
481 o_ptr = &floor_ptr->o_list[this_o_idx];
482 if (object_similar(o_ptr, j_ptr)) {
483 object_absorb(o_ptr, j_ptr);
490 o_idx = o_pop(floor_ptr);
492 if (!done && !o_idx) {
494 msg_format("%sは消えた。", o_name);
496 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
498 if (current_world_ptr->wizard)
499 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
501 if (object_is_fixed_artifact(j_ptr)) {
502 a_info[j_ptr->name1].cur_num = 0;
509 (&floor_ptr->o_list[o_idx])->copy_from(j_ptr);
510 j_ptr = &floor_ptr->o_list[o_idx];
513 j_ptr->held_m_idx = 0;
514 g_ptr->o_idx_list.push_front(o_idx);
518 note_spot(owner_ptr, by, bx);
519 lite_spot(owner_ptr, by, bx);
522 if (player_bold(owner_ptr, by, bx))
523 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
525 if (chance && player_bold(owner_ptr, by, bx)) {
526 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
533 * @brief 床上の魔道具の残り残量メッセージを表示する /
534 * Describe the charges on an item on the floor.
535 * @param floo_ptr 現在フロアへの参照ポインタ
536 * @param item メッセージの対象にしたいアイテム所持スロット
538 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
540 object_type *o_ptr = &floor_ptr->o_list[item];
541 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
543 if (!object_is_known(o_ptr))
547 if (o_ptr->pval <= 0) {
548 msg_print("この床上のアイテムは、もう魔力が残っていない。");
550 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);
553 if (o_ptr->pval != 1) {
554 msg_format("There are %d charges remaining.", o_ptr->pval);
556 msg_format("There is %d charge remaining.", o_ptr->pval);
562 * @brief 床上のアイテムの残り数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
567 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
569 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
570 GAME_TEXT o_name[MAX_NLEN];
571 describe_flavor(owner_ptr, o_name, o_ptr, 0);
573 if (o_ptr->number <= 0) {
574 msg_format("床上には、もう%sはない。", o_name);
576 msg_format("床上には、まだ %sがある。", o_name);
579 msg_format("You see %s.", o_name);
584 * Choose an item and get auto-picker entry from it.
586 object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, tval_type tval)
593 if (!get_item(owner_ptr, &item, q, s, option, tval))
599 if (item == INVEN_FORCE)
602 return ref_item(owner_ptr, item);