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[Refactor] #3286 Removed player-redraw-types.h
[hengbandforosx/hengbandosx.git] / src / spell-kind / spells-fetcher.cpp
1 #include "spell-kind/spells-fetcher.h"
2 #include "core/stuff-handler.h"
3 #include "flavor/flavor-describer.h"
4 #include "flavor/object-flavor-types.h"
5 #include "floor/cave.h"
6 #include "floor/geometry.h"
7 #include "grid/feature-flag-types.h"
8 #include "grid/grid.h"
9 #include "monster-race/monster-race.h"
10 #include "monster-race/race-brightness-mask.h"
11 #include "monster-race/race-flags7.h"
12 #include "monster/monster-describer.h"
13 #include "monster/monster-status-setter.h"
14 #include "monster/monster-update.h"
15 #include "system/floor-type-definition.h"
16 #include "system/grid-type-definition.h"
17 #include "system/item-entity.h"
18 #include "system/monster-entity.h"
19 #include "system/monster-race-info.h"
20 #include "system/player-type-definition.h"
21 #include "system/redrawing-flags-updater.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 "timed-effect/player-hallucination.h"
27 #include "timed-effect/timed-effects.h"
28 #include "util/bit-flags-calculator.h"
29 #include "view/display-messages.h"
30
31 /*!
32  * @brief アイテム引き寄せ処理 /
33  * Fetch an item (teleport it right underneath the caster)
34  * @param player_ptr プレイヤーへの参照ポインタ
35  * @param dir 魔法の発動方向
36  * @param wgt 許容重量
37  * @param require_los 射線の通りを要求するならばTRUE
38  */
39 void fetch_item(PlayerType *player_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
40 {
41     auto *floor_ptr = player_ptr->current_floor_ptr;
42     if (!floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list.empty()) {
43         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."));
44         return;
45     }
46
47     POSITION ty, tx;
48     grid_type *g_ptr;
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 = &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 = &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 = &floor_ptr->grid_array[ty][tx];
88             if ((distance(player_ptr->y, player_ptr->x, ty, tx) > get_max_range(player_ptr))) {
89                 return;
90             }
91
92             if (!cave_has_flag_bold(floor_ptr, ty, tx, TerrainCharacteristics::PROJECT)) {
93                 return;
94             }
95         }
96     }
97
98     auto *o_ptr = &floor_ptr->o_list[g_ptr->o_idx_list.front()];
99     if (o_ptr->weight > wgt) {
100         msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
101         return;
102     }
103
104     OBJECT_IDX i = g_ptr->o_idx_list.front();
105     g_ptr->o_idx_list.pop_front();
106     floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list.add(floor_ptr, i); /* 'move' it */
107     o_ptr->iy = player_ptr->y;
108     o_ptr->ix = player_ptr->x;
109
110     const auto item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
111     msg_format(_("%s^があなたの足元に飛んできた。", "%s^ flies through the air to your feet."), item_name.data());
112     note_spot(player_ptr, player_ptr->y, player_ptr->x);
113     RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MAP);
114 }
115
116 bool fetch_monster(PlayerType *player_ptr)
117 {
118     if (!target_set(player_ptr, TARGET_KILL)) {
119         return false;
120     }
121
122     auto *floor_ptr = player_ptr->current_floor_ptr;
123     auto m_idx = floor_ptr->grid_array[target_row][target_col].m_idx;
124     if (!m_idx) {
125         return false;
126     }
127     if (m_idx == player_ptr->riding) {
128         return false;
129     }
130     if (!player_has_los_bold(player_ptr, target_row, target_col)) {
131         return false;
132     }
133     if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
134         return false;
135     }
136
137     auto *m_ptr = &floor_ptr->m_list[m_idx];
138     const auto m_name = monster_desc(player_ptr, m_ptr, 0);
139     msg_format(_("%sを引き戻した。", "You pull back %s."), m_name.data());
140     projection_path path_g(player_ptr, get_max_range(player_ptr), target_row, target_col, player_ptr->y, player_ptr->x, 0);
141     auto ty = target_row, tx = target_col;
142     for (const auto &[ny, nx] : path_g) {
143         auto *g_ptr = &floor_ptr->grid_array[ny][nx];
144
145         if (in_bounds(floor_ptr, ny, nx) && is_cave_empty_bold(player_ptr, ny, nx) && !g_ptr->is_object() && !pattern_tile(floor_ptr, ny, nx)) {
146             ty = ny;
147             tx = nx;
148         }
149     }
150
151     floor_ptr->grid_array[target_row][target_col].m_idx = 0;
152     floor_ptr->grid_array[ty][tx].m_idx = m_idx;
153     m_ptr->fy = ty;
154     m_ptr->fx = tx;
155     (void)set_monster_csleep(player_ptr, m_idx, 0);
156     update_monster(player_ptr, m_idx, true);
157     lite_spot(player_ptr, target_row, target_col);
158     lite_spot(player_ptr, ty, tx);
159     if (monraces_info[m_ptr->r_idx].brightness_flags.has_any_of(ld_mask)) {
160         RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_LITE);
161     }
162
163     if (m_ptr->ml) {
164         if (!player_ptr->effects()->hallucination()->is_hallucinated()) {
165             monster_race_track(player_ptr, m_ptr->ap_r_idx);
166         }
167
168         health_track(player_ptr, m_idx);
169     }
170
171     return true;
172 }