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/item-entity.h"
19 #include "system/monster-entity.h"
20 #include "system/monster-race-info.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 "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"
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
37 * @param require_los 射線の通りを要求するならばTRUE
39 void fetch_item(PlayerType *player_ptr, DIRECTION dir, WEIGHT wgt, bool require_los)
43 GAME_TEXT o_name[MAX_NLEN];
45 if (!player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list.empty()) {
46 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."));
51 if (dir == 5 && target_okay(player_ptr)) {
55 if (distance(player_ptr->y, player_ptr->x, ty, tx) > get_max_range(player_ptr)) {
56 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!"));
60 g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
61 if (g_ptr->o_idx_list.empty()) {
62 msg_print(_("そこには何もありません。", "There is no object there."));
66 if (g_ptr->is_icky()) {
67 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."));
72 if (!player_has_los_bold(player_ptr, ty, tx)) {
73 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."));
75 } else if (!projectable(player_ptr, player_ptr->y, player_ptr->x, ty, tx)) {
76 msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
83 bool is_first_loop = true;
84 g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
85 while (is_first_loop || g_ptr->o_idx_list.empty()) {
86 is_first_loop = false;
89 g_ptr = &player_ptr->current_floor_ptr->grid_array[ty][tx];
91 if ((distance(player_ptr->y, player_ptr->x, ty, tx) > get_max_range(player_ptr)) || !cave_has_flag_bold(player_ptr->current_floor_ptr, ty, tx, TerrainCharacteristics::PROJECT)) {
97 o_ptr = &player_ptr->current_floor_ptr->o_list[g_ptr->o_idx_list.front()];
98 if (o_ptr->weight > wgt) {
99 msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
103 OBJECT_IDX i = g_ptr->o_idx_list.front();
104 g_ptr->o_idx_list.pop_front();
105 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 */
107 o_ptr->iy = player_ptr->y;
108 o_ptr->ix = player_ptr->x;
110 describe_flavor(player_ptr, o_name, 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."), o_name);
113 note_spot(player_ptr, player_ptr->y, player_ptr->x);
114 player_ptr->redraw |= PR_MAP;
117 bool fetch_monster(PlayerType *player_ptr)
119 MonsterEntity *m_ptr;
121 GAME_TEXT m_name[MAX_NLEN];
124 if (!target_set(player_ptr, TARGET_KILL)) {
128 m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
132 if (m_idx == player_ptr->riding) {
135 if (!player_has_los_bold(player_ptr, target_row, target_col)) {
138 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
142 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
143 monster_desc(player_ptr, m_name, m_ptr, 0);
144 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
145 projection_path path_g(player_ptr, get_max_range(player_ptr), target_row, target_col, player_ptr->y, player_ptr->x, 0);
146 ty = target_row, tx = target_col;
147 for (const auto &[ny, nx] : path_g) {
148 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
150 if (in_bounds(player_ptr->current_floor_ptr, ny, nx) && is_cave_empty_bold(player_ptr, ny, nx) && !g_ptr->is_object() && !pattern_tile(player_ptr->current_floor_ptr, ny, nx)) {
156 player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
157 player_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
160 (void)set_monster_csleep(player_ptr, m_idx, 0);
161 update_monster(player_ptr, m_idx, true);
162 lite_spot(player_ptr, target_row, target_col);
163 lite_spot(player_ptr, ty, tx);
164 if (monraces_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
165 player_ptr->update |= (PU_MON_LITE);
169 if (!player_ptr->effects()->hallucination()->is_hallucinated()) {
170 monster_race_track(player_ptr, m_ptr->ap_r_idx);
173 health_track(player_ptr, m_idx);