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"
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
35 * @param require_los 射線の通りを要求するならばTRUE
37 void fetch_item(PlayerType *player_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
41 GAME_TEXT o_name[MAX_NLEN];
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."));
49 if (dir == 5 && target_okay(player_ptr)) {
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!"));
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."));
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."));
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."));
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."));
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;
87 g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
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))
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."));
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 */
105 o_ptr->iy = player_ptr->y;
106 o_ptr->ix = player_ptr->x;
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);
111 note_spot(player_ptr, player_ptr->y, player_ptr->x);
112 player_ptr->redraw |= PR_MAP;
115 bool fetch_monster(PlayerType *player_ptr)
119 GAME_TEXT m_name[MAX_NLEN];
122 uint16_t path_g[512];
125 if (!target_set(player_ptr, TARGET_KILL))
128 m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
131 if (m_idx == player_ptr->riding)
133 if (!player_has_los_bold(player_ptr, target_row, target_col))
135 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
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];
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)) {
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;
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);
167 if (!player_ptr->hallucinated)
168 monster_race_track(player_ptr, m_ptr->ap_r_idx);
170 health_track(player_ptr, m_idx);