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/object-info.h"
27 #include "object/object-kind-hook.h"
28 #include "object/object-kind.h"
29 #include "object/object-stack.h"
30 #include "perception/object-perception.h"
31 #include "system/alloc-entries.h"
32 #include "system/artifact-type-definition.h"
33 #include "system/floor-type-definition.h"
34 #include "system/grid-type-definition.h"
35 #include "system/object-type-definition.h"
36 #include "system/monster-type-definition.h"
37 #include "system/player-type-definition.h"
38 #include "system/system-variables.h"
39 #include "target/projection-path-calculator.h"
40 #include "util/bit-flags-calculator.h"
41 #include "view/display-messages.h"
42 #include "window/display-sub-windows.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 for (auto &entry : alloc_kind_table) {
58 if (!get_obj_num_hook || (*get_obj_num_hook)(entry.index)) {
59 entry.prob2 = entry.prob1;
69 * @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
70 * @param player_ptr プレイヤーへの参照ポインタ
71 * @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
73 static void object_mention(player_type *player_ptr, object_type *o_ptr)
75 object_aware(player_ptr, o_ptr);
78 o_ptr->ident |= (IDENT_FULL_KNOWN);
79 GAME_TEXT o_name[MAX_NLEN];
80 describe_flavor(player_ptr, o_name, o_ptr, 0);
81 msg_format_wizard(player_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
85 * @brief 生成階に応じたベースアイテムの生成を行う。
86 * Attempt to make an object (normal or good/great)
87 * @param player_ptr プレイヤーへの参照ポインタ
88 * @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
89 * @param mode オプションフラグ
90 * @return 生成に成功したらTRUEを返す。
92 * This routine plays nasty games to generate the "special artifacts".\n
93 * This routine uses "floor_ptr->object_level" for the "generation level".\n
94 * We assume that the given object has been "wiped".\n
96 bool make_object(player_type *player_ptr, object_type *j_ptr, BIT_FLAGS mode)
98 floor_type *floor_ptr = player_ptr->current_floor_ptr;
99 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
100 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
101 if (!one_in_(prob) || !make_artifact_special(player_ptr, j_ptr)) {
102 KIND_OBJECT_IDX k_idx;
103 if ((mode & AM_GOOD) && !get_obj_num_hook) {
104 get_obj_num_hook = kind_is_good;
107 if (get_obj_num_hook)
110 k_idx = get_obj_num(player_ptr, base, mode);
111 if (get_obj_num_hook) {
112 get_obj_num_hook = nullptr;
122 apply_magic_to_object(player_ptr, j_ptr, floor_ptr->object_level, mode);
123 switch (j_ptr->tval) {
129 j_ptr->number = (byte)damroll(6, 7);
138 object_mention(player_ptr, j_ptr);
144 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
145 * Make a treasure object
146 * @param floor_ptr 現在フロアへの参照ポインタ
147 * @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
148 * @return 生成に成功したらTRUEを返す。
150 * The location must be a legal, clean, floor grid.
152 bool make_gold(player_type *player_ptr, object_type *j_ptr)
154 floor_type *floor_ptr = player_ptr->current_floor_ptr;
155 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
156 if (one_in_(GREAT_OBJ)) {
157 i += randint1(floor_ptr->object_level + 1);
164 j_ptr->prep(OBJ_GOLD_LIST + i);
166 int32_t base = k_info[OBJ_GOLD_LIST + i].cost;
167 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
173 * @brief フロア中のアイテムを全て削除する / Deletes all objects at given location
174 * Delete a dungeon object
175 * @param player_ptr プレイヤーへの参照ポインタ
176 * @param y 削除したフロアマスのY座標
177 * @param x 削除したフロアマスのX座標
179 void delete_all_items_from_floor(player_type *player_ptr, POSITION y, POSITION x)
182 floor_type *floor_ptr = player_ptr->current_floor_ptr;
183 if (!in_bounds(floor_ptr, y, x))
186 g_ptr = &floor_ptr->grid_array[y][x];
187 for (const auto this_o_idx : g_ptr->o_idx_list) {
189 o_ptr = &floor_ptr->o_list[this_o_idx];
194 g_ptr->o_idx_list.clear();
195 lite_spot(player_ptr, y, x);
199 * @brief 床上のアイテムの数を増やす /
200 * Increase the "number" of an item on the floor
201 * @param player_ptr プレイヤーへの参照ポインタ
202 * @param item 増やしたいアイテムの所持スロット
203 * @param num 増やしたいアイテムの数
205 void floor_item_increase(player_type *player_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
207 floor_type *floor_ptr = player_ptr->current_floor_ptr;
209 object_type *o_ptr = &floor_ptr->o_list[item];
210 num += o_ptr->number;
216 num -= o_ptr->number;
217 o_ptr->number += num;
219 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
223 * @brief 床上の数の無くなったアイテムスロットを消去する /
224 * Optimize an item on the floor (destroy "empty" items)
225 * @param player_ptr プレイヤーへの参照ポインタ
226 * @param item 消去したいアイテムの所持スロット
228 void floor_item_optimize(player_type *player_ptr, INVENTORY_IDX item)
230 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
236 delete_object_idx(player_ptr, item);
238 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
242 * @brief オブジェクトを削除する /
243 * Delete a dungeon object
244 * @param player_ptr プレイヤーへの参照ポインタ
245 * @param o_idx 削除対象のオブジェクト構造体ポインタ
247 * Handle "stacks" of objects correctly.
249 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
252 floor_type *floor_ptr = player_ptr->current_floor_ptr;
253 excise_object_idx(floor_ptr, o_idx);
254 j_ptr = &floor_ptr->o_list[o_idx];
255 if (!j_ptr->is_held_by_monster()) {
259 lite_spot(player_ptr, y, x);
265 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
269 * @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
270 * @param floo_ptr 現在フロアへの参照ポインタ
271 * @param o_idx 削除対象のオブジェクト構造体ポインタ
273 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
275 auto &list = get_o_idx_list_contains(floor_ptr, o_idx);
280 * @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
281 * @param floo_ptr 現在フロアへの参照ポインタ
282 * @param o_idx 参照を得るリストに含まれるOBJECT_IDX
283 * @return o_idxを含む ObjectIndexList への参照
285 ObjectIndexList &get_o_idx_list_contains(floor_type *floor_ptr, OBJECT_IDX o_idx)
287 object_type *o_ptr = &floor_ptr->o_list[o_idx];
289 if (o_ptr->is_held_by_monster()) {
290 return floor_ptr->m_list[o_ptr->held_m_idx].hold_o_idx_list;
292 return floor_ptr->grid_array[o_ptr->iy][o_ptr->ix].o_idx_list;
297 * @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。
298 * Let an object fall to the ground at or near a location.
299 * @param player_ptr プレイヤーへの参照ポインタ
300 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
301 * @param chance ドロップの消滅率(%)
302 * @param y 配置したいフロアのY座標
303 * @param x 配置したいフロアのX座標
304 * @return 生成に成功したらオブジェクトのIDを返す。
306 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
308 * This function takes a parameter "chance". This is the percentage\n
309 * chance that the item will "disappear" instead of drop. If the object\n
310 * has been thrown, then this is the chance of disappearance on contact.\n
312 * Hack -- this function uses "chance" to determine if it should produce\n
313 * some form of "description" of the drop event (under the player).\n
315 * We check several locations to see if we can find a location at which\n
316 * the object can combine, stack, or be placed. Artifacts will try very\n
317 * hard to be placed, including "teleporting" to a useful grid if needed.\n
319 OBJECT_IDX drop_near(player_type *player_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
324 OBJECT_IDX o_idx = 0;
326 GAME_TEXT o_name[MAX_NLEN];
331 bool plural = (j_ptr->number != 1);
333 describe_flavor(player_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
336 if (!j_ptr->is_artifact() && (randint0(100) < chance)) {
338 msg_format("%sは消えた。", o_name);
340 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
350 floor_type *floor_ptr = player_ptr->current_floor_ptr;
351 for (dy = -3; dy <= 3; dy++) {
352 for (dx = -3; dx <= 3; dx++) {
354 d = (dy * dy) + (dx * dx);
360 if (!in_bounds(floor_ptr, ty, tx))
362 if (!projectable(player_ptr, y, x, ty, tx))
365 g_ptr = &floor_ptr->grid_array[ty][tx];
366 if (!cave_drop_bold(floor_ptr, ty, tx))
370 for (const auto this_o_idx : g_ptr->o_idx_list) {
372 o_ptr = &floor_ptr->o_list[this_o_idx];
373 if (object_similar(o_ptr, j_ptr))
384 s = 1000 - (d + k * 5);
391 if ((++bn >= 2) && !one_in_(bn))
403 if (!flag && !j_ptr->is_artifact()) {
405 msg_format("%sは消えた。", o_name);
407 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
412 for (i = 0; !flag && (i < 1000); i++) {
413 ty = rand_spread(by, 1);
414 tx = rand_spread(bx, 1);
416 if (!in_bounds(floor_ptr, ty, tx))
422 if (!cave_drop_bold(floor_ptr, by, bx))
429 int candidates = 0, pick;
430 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
431 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
432 if (cave_drop_bold(floor_ptr, ty, tx))
440 msg_format("%sは消えた。", o_name);
442 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
445 if (j_ptr->is_fixed_artifact() && !j_ptr->is_known()) {
446 a_info[j_ptr->name1].cur_num = 0;
453 pick = randint1(candidates);
454 for (ty = 1; ty < floor_ptr->height - 1; ty++) {
455 for (tx = 1; tx < floor_ptr->width - 1; tx++) {
456 if (cave_drop_bold(floor_ptr, ty, tx)) {
471 g_ptr = &floor_ptr->grid_array[by][bx];
472 for (const auto this_o_idx : g_ptr->o_idx_list) {
474 o_ptr = &floor_ptr->o_list[this_o_idx];
475 if (object_similar(o_ptr, j_ptr)) {
476 object_absorb(o_ptr, j_ptr);
483 o_idx = o_pop(floor_ptr);
486 if (!done && !o_idx) {
488 msg_format("%sは消えた。", o_name);
490 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
492 if (j_ptr->is_fixed_artifact()) {
493 a_info[j_ptr->name1].cur_num = 0;
500 (&floor_ptr->o_list[o_idx])->copy_from(j_ptr);
501 j_ptr = &floor_ptr->o_list[o_idx];
504 j_ptr->held_m_idx = 0;
505 g_ptr->o_idx_list.add(floor_ptr, o_idx);
509 note_spot(player_ptr, by, bx);
510 lite_spot(player_ptr, by, bx);
513 if (player_bold(player_ptr, by, bx))
514 set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
516 if (chance && player_bold(player_ptr, by, bx)) {
517 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
524 * @brief 床上の魔道具の残り残量メッセージを表示する /
525 * Describe the charges on an item on the floor.
526 * @param floo_ptr 現在フロアへの参照ポインタ
527 * @param item メッセージの対象にしたいアイテム所持スロット
529 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
531 object_type *o_ptr = &floor_ptr->o_list[item];
532 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
534 if (!o_ptr->is_known())
538 if (o_ptr->pval <= 0) {
539 msg_print("この床上のアイテムは、もう魔力が残っていない。");
541 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);
544 if (o_ptr->pval != 1) {
545 msg_format("There are %d charges remaining.", o_ptr->pval);
547 msg_format("There is %d charge remaining.", o_ptr->pval);
553 * @brief 床上のアイテムの残り数メッセージを表示する /
554 * Describe the charges on an item on the floor.
555 * @param floo_ptr 現在フロアへの参照ポインタ
556 * @param item メッセージの対象にしたいアイテム所持スロット
558 void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item)
560 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
561 GAME_TEXT o_name[MAX_NLEN];
562 describe_flavor(player_ptr, o_name, o_ptr, 0);
564 if (o_ptr->number <= 0) {
565 msg_format("床上には、もう%sはない。", o_name);
567 msg_format("床上には、まだ %sがある。", o_name);
570 msg_format("You see %s.", o_name);
575 * Choose an item and get auto-picker entry from it.
577 object_type *choose_object(player_type *player_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, const ItemTester& item_tester)
584 FixItemTesterSetter setter(item_tester);
586 if (!get_item(player_ptr, &item, q, s, option, item_tester))
592 if (item == INVEN_FORCE)
595 return ref_item(player_ptr, item);