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/grid-type-definition.h"
37 #include "system/object-type-definition.h"
38 #include "system/monster-type-definition.h"
39 #include "system/player-type-definition.h"
40 #include "system/system-variables.h"
41 #include "target/projection-path-calculator.h"
42 #include "util/bit-flags-calculator.h"
43 #include "view/display-messages.h"
44 #include "window/display-sub-windows.h"
45 #include "wizard/wizard-messages.h"
46 #include "world/world-object.h"
47 #include "world/world.h"
49 #define MAX_GOLD 18 /* Number of "gold" entries */
52 * @brief オブジェクト生成テーブルに生成制約を加える /
53 * Apply a "object restriction function" to the "object allocation table"
55 * @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
57 static errr get_obj_num_prep(void)
59 alloc_entry *table = alloc_kind_table;
60 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++) {
61 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index)) {
62 table[i].prob2 = table[i].prob1;
72 * @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
73 * @param owner_ptr プレーヤーへの参照ポインタ
74 * @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
76 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
78 object_aware(owner_ptr, o_ptr);
81 o_ptr->ident |= (IDENT_FULL_KNOWN);
82 GAME_TEXT o_name[MAX_NLEN];
83 describe_flavor(owner_ptr, o_name, o_ptr, 0);
84 msg_format_wizard(owner_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
88 * @brief 生成階に応じたベースアイテムの生成を行う。
89 * Attempt to make an object (normal or good/great)
90 * @param owner_ptr プレーヤーへの参照ポインタ
91 * @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
92 * @param mode オプションフラグ
93 * @return 生成に成功したらTRUEを返す。
95 * This routine plays nasty games to generate the "special artifacts".\n
96 * This routine uses "floor_ptr->object_level" for the "generation level".\n
97 * We assume that the given object has been "wiped".\n
99 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
101 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
102 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
103 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
104 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr)) {
105 KIND_OBJECT_IDX k_idx;
106 if ((mode & AM_GOOD) && !get_obj_num_hook) {
107 get_obj_num_hook = kind_is_good;
110 if (get_obj_num_hook)
113 k_idx = get_obj_num(owner_ptr, base, mode);
114 if (get_obj_num_hook) {
115 get_obj_num_hook = NULL;
125 apply_magic_to_object(owner_ptr, j_ptr, floor_ptr->object_level, mode);
126 switch (j_ptr->tval) {
132 j_ptr->number = (byte)damroll(6, 7);
141 object_mention(owner_ptr, j_ptr);
147 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
148 * Make a treasure object
149 * @param floor_ptr 現在フロアへの参照ポインタ
150 * @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
151 * @return 生成に成功したらTRUEを返す。
153 * The location must be a legal, clean, floor grid.
155 bool make_gold(player_type *player_ptr, object_type *j_ptr)
157 floor_type *floor_ptr = player_ptr->current_floor_ptr;
158 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
159 if (one_in_(GREAT_OBJ)) {
160 i += randint1(floor_ptr->object_level + 1);
167 j_ptr->prep(OBJ_GOLD_LIST + i);
169 int32_t base = k_info[OBJ_GOLD_LIST + i].cost;
170 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
176 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
177 * Delete a dungeon object
178 * @param player_ptr プレーヤーへの参照ポインタ
179 * @param y 削除したフロアマスのY座標
180 * @param x 削除したフロアマスのX座標
182 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
185 floor_type *floor_ptr = player_ptr->current_floor_ptr;
186 if (!in_bounds(floor_ptr, y, x))
189 g_ptr = &floor_ptr->grid_array[y][x];
190 for (const auto this_o_idx : g_ptr->o_idx_list) {
192 o_ptr = &floor_ptr->o_list[this_o_idx];
197 g_ptr->o_idx_list.clear();
198 lite_spot(player_ptr, y, x);
202 * @brief 床上のアイテムの数を増やす /
203 * Increase the "number" of an item on the floor
204 * @param owner_ptr プレイヤーへの参照ポインタ
205 * @param item 増やしたいアイテムの所持スロット
206 * @param num 増やしたいアイテムの数
208 void floor_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
210 const floor_type *floor_ptr = owner_ptr->current_floor_ptr;
212 object_type *o_ptr = &floor_ptr->o_list[item];
213 num += o_ptr->number;
219 num -= o_ptr->number;
220 o_ptr->number += num;
222 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
226 * @brief 床上の数の無くなったアイテムスロットを消去する /
227 * Optimize an item on the floor (destroy "empty" items)
228 * @param player_ptr プレーヤーへの参照ポインタ
229 * @param item 消去したいアイテムの所持スロット
231 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
233 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
239 delete_object_idx(owner_ptr, item);
241 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
245 * @brief オブジェクトを削除する /
246 * Delete a dungeon object
247 * @param player_ptr プレーヤーへの参照ポインタ
248 * @param o_idx 削除対象のオブジェクト構造体ポインタ
250 * Handle "stacks" of objects correctly.
252 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
255 floor_type *floor_ptr = player_ptr->current_floor_ptr;
256 excise_object_idx(floor_ptr, o_idx);
257 j_ptr = &floor_ptr->o_list[o_idx];
258 if (!object_is_held_monster(j_ptr)) {
262 lite_spot(player_ptr, y, x);
268 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
272 * @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
273 * @param floo_ptr 現在フロアへの参照ポインタ
274 * @param o_idx 削除対象のオブジェクト構造体ポインタ
276 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
278 auto &list = get_o_idx_list_contains(floor_ptr, o_idx);
283 * @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
284 * @param floo_ptr 現在フロアへの参照ポインタ
285 * @param o_idx 参照を得るリストに含まれるOBJECT_IDX
286 * @return o_idxを含む ObjectIndexList への参照
288 ObjectIndexList &get_o_idx_list_contains(floor_type *floor_ptr, OBJECT_IDX o_idx)
290 object_type *o_ptr = &floor_ptr->o_list[o_idx];
292 if (object_is_held_monster(o_ptr)) {
293 return floor_ptr->m_list[o_ptr->held_m_idx].hold_o_idx_list;
295 return floor_ptr->grid_array[o_ptr->iy][o_ptr->ix].o_idx_list;
300 * @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。
301 * Let an object fall to the ground at or near a location.
302 * @param owner_ptr プレーヤーへの参照ポインタ
303 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
304 * @param chance ドロップの消滅率(%)
305 * @param y 配置したいフロアのY座標
306 * @param x 配置したいフロアのX座標
307 * @return 生成に成功したらオブジェクトのIDを返す。
309 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
311 * This function takes a parameter "chance". This is the percentage\n
312 * chance that the item will "disappear" instead of drop. If the object\n
313 * has been thrown, then this is the chance of disappearance on contact.\n
315 * Hack -- this function uses "chance" to determine if it should produce\n
316 * some form of "description" of the drop event (under the player).\n
318 * We check several locations to see if we can find a location at which\n
319 * the object can combine, stack, or be placed. Artifacts will try very\n
320 * hard to be placed, including "teleporting" to a useful grid if needed.\n
322 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
327 OBJECT_IDX o_idx = 0;
329 GAME_TEXT o_name[MAX_NLEN];
334 bool plural = (j_ptr->number != 1);
336 describe_flavor(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
337 if (!j_ptr->is_artifact() && (randint0(100) < chance)) {
339 msg_format("%sは消えた。", o_name);
341 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
343 if (current_world_ptr->wizard)
344 msg_print(_("(破損)", "(breakage)"));
354 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
355 for (dy = -3; dy <= 3; dy++) {
356 for (dx = -3; dx <= 3; dx++) {
358 d = (dy * dy) + (dx * dx);
364 if (!in_bounds(floor_ptr, ty, tx))
366 if (!projectable(owner_ptr, y, x, ty, tx))
369 g_ptr = &floor_ptr->grid_array[ty][tx];
370 if (!cave_drop_bold(floor_ptr, ty, tx))
374 for (const auto this_o_idx : g_ptr->o_idx_list) {
376 o_ptr = &floor_ptr->o_list[this_o_idx];
377 if (object_similar(o_ptr, j_ptr))
388 s = 1000 - (d + k * 5);
395 if ((++bn >= 2) && !one_in_(bn))
406 if (!flag && !j_ptr->is_artifact()) {
408 msg_format("%sは消えた。", o_name);
410 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
412 if (current_world_ptr->wizard)
413 msg_print(_("(床スペースがない)", "(no floor space)"));
418 for (i = 0; !flag && (i < 1000); i++) {
419 ty = rand_spread(by, 1);
420 tx = rand_spread(bx, 1);
422 if (!in_bounds(floor_ptr, ty, tx))
428 if (!cave_drop_bold(floor_ptr, by, bx))
435 int candidates = 0, pick;
436 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
437 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
438 if (cave_drop_bold(floor_ptr, ty, tx))
445 msg_format("%sは消えた。", o_name);
447 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
450 if (current_world_ptr->wizard)
451 msg_print(_("(床スペースがない)", "(no floor space)"));
454 if (j_ptr->is_fixed_artifact() && !object_is_known(j_ptr)) {
455 a_info[j_ptr->name1].cur_num = 0;
462 pick = randint1(candidates);
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)) {
480 g_ptr = &floor_ptr->grid_array[by][bx];
481 for (const auto this_o_idx : g_ptr->o_idx_list) {
483 o_ptr = &floor_ptr->o_list[this_o_idx];
484 if (object_similar(o_ptr, j_ptr)) {
485 object_absorb(o_ptr, j_ptr);
492 o_idx = o_pop(floor_ptr);
494 if (!done && !o_idx) {
496 msg_format("%sは消えた。", o_name);
498 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
500 if (current_world_ptr->wizard)
501 msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
503 if (j_ptr->is_fixed_artifact()) {
504 a_info[j_ptr->name1].cur_num = 0;
511 (&floor_ptr->o_list[o_idx])->copy_from(j_ptr);
512 j_ptr = &floor_ptr->o_list[o_idx];
515 j_ptr->held_m_idx = 0;
516 g_ptr->o_idx_list.add(floor_ptr, o_idx);
520 note_spot(owner_ptr, by, bx);
521 lite_spot(owner_ptr, by, bx);
524 if (player_bold(owner_ptr, by, bx))
525 set_bits(owner_ptr->window_flags, PW_FLOOR_ITEM_LIST);
527 if (chance && player_bold(owner_ptr, by, bx)) {
528 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
535 * @brief 床上の魔道具の残り残量メッセージを表示する /
536 * Describe the charges on an item on the floor.
537 * @param floo_ptr 現在フロアへの参照ポインタ
538 * @param item メッセージの対象にしたいアイテム所持スロット
540 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
542 object_type *o_ptr = &floor_ptr->o_list[item];
543 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
545 if (!object_is_known(o_ptr))
549 if (o_ptr->pval <= 0) {
550 msg_print("この床上のアイテムは、もう魔力が残っていない。");
552 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);
555 if (o_ptr->pval != 1) {
556 msg_format("There are %d charges remaining.", o_ptr->pval);
558 msg_format("There is %d charge remaining.", o_ptr->pval);
564 * @brief 床上のアイテムの残り数メッセージを表示する /
565 * Describe the charges on an item on the floor.
566 * @param floo_ptr 現在フロアへの参照ポインタ
567 * @param item メッセージの対象にしたいアイテム所持スロット
569 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
571 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
572 GAME_TEXT o_name[MAX_NLEN];
573 describe_flavor(owner_ptr, o_name, o_ptr, 0);
575 if (o_ptr->number <= 0) {
576 msg_format("床上には、もう%sはない。", o_name);
578 msg_format("床上には、まだ %sがある。", o_name);
581 msg_format("You see %s.", o_name);
586 * Choose an item and get auto-picker entry from it.
588 object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, const ItemTester& item_tester)
595 FixItemTesterSetter setter(item_tester);
597 if (!get_item(owner_ptr, &item, q, s, option, item_tester))
603 if (item == INVEN_FORCE)
606 return ref_item(owner_ptr, item);