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[Refactor] #2124 Changed struct object_type to class ObjectType
[hengbandforosx/hengbandosx.git] / src / spell-kind / spells-fetcher.cpp
1 #include "spell-kind/spells-fetcher.h"
2 #include "core/player-redraw-types.h"
3 #include "core/player-update-types.h"
4 #include "core/stuff-handler.h"
5 #include "flavor/flavor-describer.h"
6 #include "flavor/object-flavor-types.h"
7 #include "floor/cave.h"
8 #include "floor/geometry.h"
9 #include "grid/feature-flag-types.h"
10 #include "grid/grid.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags7.h"
13 #include "monster/monster-describer.h"
14 #include "monster/monster-status-setter.h"
15 #include "monster/monster-update.h"
16 #include "system/floor-type-definition.h"
17 #include "system/grid-type-definition.h"
18 #include "system/object-type-definition.h"
19 #include "system/monster-race-definition.h"
20 #include "system/monster-type-definition.h"
21 #include "system/player-type-definition.h"
22 #include "target/projection-path-calculator.h"
23 #include "target/target-checker.h"
24 #include "target/target-setter.h"
25 #include "target/target-types.h"
26 #include "util/bit-flags-calculator.h"
27 #include "view/display-messages.h"
28
29 /*!
30  * @brief アイテム引き寄せ処理 /
31  * Fetch an item (teleport it right underneath the caster)
32  * @param player_ptr プレイヤーへの参照ポインタ
33  * @param dir 魔法の発動方向
34  * @param wgt 許容重量
35  * @param require_los 射線の通りを要求するならばTRUE
36  */
37 void fetch_item(PlayerType *player_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
38 {
39     grid_type *g_ptr;
40     ObjectType *o_ptr;
41     GAME_TEXT o_name[MAX_NLEN];
42
43     if (!player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list.empty()) {
44         msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
45         return;
46     }
47
48     POSITION ty, tx;
49     if (dir == 5 && target_okay(player_ptr)) {
50         tx = target_col;
51         ty = target_row;
52
53         if (distance(player_ptr->y, player_ptr->x, ty, tx) > get_max_range(player_ptr)) {
54             msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
55             return;
56         }
57
58         g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
59         if (g_ptr->o_idx_list.empty()) {
60             msg_print(_("そこには何もありません。", "There is no object there."));
61             return;
62         }
63
64         if (g_ptr->is_icky()) {
65             msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
66             return;
67         }
68
69         if (require_los) {
70             if (!player_has_los_bold(player_ptr, ty, tx)) {
71                 msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
72                 return;
73             } else if (!projectable(player_ptr, player_ptr->y, player_ptr->x, ty, tx)) {
74                 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
75                 return;
76             }
77         }
78     } else {
79         ty = player_ptr->y;
80         tx = player_ptr->x;
81         bool is_first_loop = true;
82         g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
83         while (is_first_loop || g_ptr->o_idx_list.empty()) {
84             is_first_loop = false;
85             ty += ddy[dir];
86             tx += ddx[dir];
87             g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
88
89             if ((distance(player_ptr->y, player_ptr->x, ty, tx) > get_max_range(player_ptr))
90                 || !cave_has_flag_bold(player_ptr->current_floor_ptr, ty, tx, FloorFeatureType::PROJECT))
91                 return;
92         }
93     }
94
95     o_ptr = &player_ptr->current_floor_ptr->o_list[g_ptr->o_idx_list.front()];
96     if (o_ptr->weight > wgt) {
97         msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
98         return;
99     }
100
101     OBJECT_IDX i = g_ptr->o_idx_list.front();
102     g_ptr->o_idx_list.pop_front();
103     player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list.add(player_ptr->current_floor_ptr, i); /* 'move' it */
104
105     o_ptr->iy = player_ptr->y;
106     o_ptr->ix = player_ptr->x;
107
108     describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
109     msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
110
111     note_spot(player_ptr, player_ptr->y, player_ptr->x);
112     player_ptr->redraw |= PR_MAP;
113 }
114
115 bool fetch_monster(PlayerType *player_ptr)
116 {
117     monster_type *m_ptr;
118     MONSTER_IDX m_idx;
119     GAME_TEXT m_name[MAX_NLEN];
120     int i;
121     int path_n;
122     uint16_t path_g[512];
123     POSITION ty, tx;
124
125     if (!target_set(player_ptr, TARGET_KILL))
126         return false;
127
128     m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
129     if (!m_idx)
130         return false;
131     if (m_idx == player_ptr->riding)
132         return false;
133     if (!player_has_los_bold(player_ptr, target_row, target_col))
134         return false;
135     if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
136         return false;
137
138     m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
139     monster_desc(player_ptr, m_name, m_ptr, 0);
140     msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
141     path_n = projection_path(player_ptr, path_g, get_max_range(player_ptr), target_row, target_col, player_ptr->y, player_ptr->x, 0);
142     ty = target_row, tx = target_col;
143     for (i = 1; i < path_n; i++) {
144         POSITION ny = get_grid_y(path_g[i]);
145         POSITION nx = get_grid_x(path_g[i]);
146         grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
147
148         if (in_bounds(player_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(player_ptr, ny, nx) && !g_ptr->is_object()
149             && !pattern_tile(player_ptr->current_floor_ptr, ny, nx)) {
150             ty = ny;
151             tx = nx;
152         }
153     }
154
155     player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
156     player_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
157     m_ptr->fy = ty;
158     m_ptr->fx = tx;
159     (void)set_monster_csleep(player_ptr, m_idx, 0);
160     update_monster(player_ptr, m_idx, true);
161     lite_spot(player_ptr, target_row, target_col);
162     lite_spot(player_ptr, ty, tx);
163     if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
164         player_ptr->update |= (PU_MON_LITE);
165
166     if (m_ptr->ml) {
167         if (!player_ptr->hallucinated)
168             monster_race_track(player_ptr, m_ptr->ap_r_idx);
169
170         health_track(player_ptr, m_idx);
171     }
172
173     return true;
174 }