1 #include "target/target-describer.h"
2 #include "action/travel-execution.h"
3 #include "core/stuff-handler.h"
4 #include "dungeon/quest.h"
5 #include "flavor/flavor-describer.h"
6 #include "floor/cave.h"
7 #include "floor/floor-object.h"
8 #include "floor/floor-town.h"
9 #include "floor/geometry.h"
10 #include "floor/object-scanner.h"
11 #include "game-option/input-options.h"
12 #include "grid/feature.h"
13 #include "grid/grid.h"
14 #include "info-reader/fixed-map-parser.h"
15 #include "io/cursor.h"
16 #include "io/input-key-acceptor.h"
17 #include "locale/english.h"
18 #include "lore/lore-util.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-flags1.h"
21 #include "monster/monster-describer.h"
22 #include "monster/monster-description-types.h"
23 #include "monster/monster-flag-types.h"
24 #include "object/item-tester-hooker.h"
25 #include "object/object-mark-types.h"
26 #include "player-base/player-race.h"
27 #include "player/player-status-table.h"
28 #include "system/building-type-definition.h"
29 #include "system/dungeon-info.h"
30 #include "system/floor-type-definition.h"
31 #include "system/grid-type-definition.h"
32 #include "system/item-entity.h"
33 #include "system/monster-race-info.h"
34 #include "system/monster-type-definition.h"
35 #include "system/player-type-definition.h"
36 #include "system/system-variables.h"
37 #include "system/terrain-type-definition.h"
38 #include "target/target-types.h"
39 #include "term/screen-processor.h"
40 #include "term/term-color-types.h"
41 #include "timed-effect/player-hallucination.h"
42 #include "timed-effect/timed-effects.h"
43 #include "util/bit-flags-calculator.h"
44 #include "view/display-lore.h"
45 #include "view/display-messages.h"
46 #include "view/display-monster-status.h"
47 #include "window/display-sub-windows.h"
48 #include "world/world.h"
50 static const int16_t CONTINUOUS_DESCRIPTION = 256;
52 bool show_gold_on_floor = false;
66 char out_val[MAX_NLEN + 80];
67 OBJECT_IDX floor_list[23];
68 ITEM_NUMBER floor_num;
71 OBJECT_IDX next_o_idx;
77 static eg_type *initialize_eg_type(PlayerType *player_ptr, eg_type *eg_ptr, POSITION y, POSITION x, target_type mode, concptr info)
81 eg_ptr->boring = true;
88 eg_ptr->query = '\001';
89 eg_ptr->floor_num = 0;
91 auto *floor_ptr = player_ptr->current_floor_ptr;
92 eg_ptr->g_ptr = &floor_ptr->grid_array[y][x];
93 eg_ptr->m_ptr = &floor_ptr->m_list[eg_ptr->g_ptr->m_idx];
94 eg_ptr->next_o_idx = 0;
99 * Evaluate number of kill needed to gain level
101 static void evaluate_monster_exp(PlayerType *player_ptr, char *buf, MonsterEntity *m_ptr)
103 MonsterRaceInfo *ap_r_ptr = &monraces_info[m_ptr->ap_r_idx];
104 if ((player_ptr->lev >= PY_MAX_LEVEL) || PlayerRace(player_ptr).equals(PlayerRaceType::ANDROID)) {
109 if (!ap_r_ptr->r_tkills || m_ptr->mflag2.has(MonsterConstantFlagType::KAGE)) {
110 if (!w_ptr->wizard) {
116 int32_t exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
117 uint32_t exp_mon_frac = 0;
118 s64b_div(&exp_mon, &exp_mon_frac, 0, (player_ptr->max_plv + 2));
120 int32_t exp_adv = player_exp[player_ptr->lev - 1] * player_ptr->expfact;
121 uint32_t exp_adv_frac = 0;
122 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
124 s64b_sub(&exp_adv, &exp_adv_frac, player_ptr->exp, player_ptr->exp_frac);
126 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
127 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
129 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
131 auto num = std::min<uint>(999, exp_adv_frac);
132 sprintf(buf, "%03ld", (long int)num);
135 static void describe_scan_result(PlayerType *player_ptr, eg_type *eg_ptr)
141 eg_ptr->floor_num = scan_floor_items(player_ptr, eg_ptr->floor_list, eg_ptr->y, eg_ptr->x, SCAN_FLOOR_ONLY_MARKED, AllMatchItemTester());
142 if (eg_ptr->floor_num > 0) {
143 eg_ptr->x_info = _("x物 ", "x,");
147 static void describe_target(PlayerType *player_ptr, eg_type *eg_ptr)
149 if (!player_bold(player_ptr, eg_ptr->y, eg_ptr->x)) {
150 eg_ptr->s1 = _("ターゲット:", "Target:");
159 eg_ptr->s1 = "You are ";
164 static ProcessResult describe_hallucinated_target(PlayerType *player_ptr, eg_type *eg_ptr)
166 if (!player_ptr->effects()->hallucination()->is_hallucinated()) {
167 return ProcessResult::PROCESS_CONTINUE;
170 concptr name = _("何か奇妙な物", "something strange");
172 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
174 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, name, eg_ptr->info);
176 prt(eg_ptr->out_val, 0, 0);
177 move_cursor_relative(eg_ptr->y, eg_ptr->x);
178 eg_ptr->query = inkey();
179 if ((eg_ptr->query != '\r') && (eg_ptr->query != '\n')) {
180 return ProcessResult::PROCESS_TRUE;
183 return ProcessResult::PROCESS_FALSE;
186 static bool describe_grid_lore(PlayerType *player_ptr, eg_type *eg_ptr)
189 screen_roff(player_ptr, eg_ptr->m_ptr->ap_r_idx, MONSTER_LORE_NORMAL);
190 term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), eg_ptr->x_info, eg_ptr->info));
191 eg_ptr->query = inkey();
193 return eg_ptr->query != 'r';
196 static void describe_grid_monster(PlayerType *player_ptr, eg_type *eg_ptr)
199 GAME_TEXT m_name[MAX_NLEN];
200 monster_desc(player_ptr, m_name, eg_ptr->m_ptr, MD_INDEF_VISIBLE);
204 if (describe_grid_lore(player_ptr, eg_ptr)) {
212 evaluate_monster_exp(player_ptr, acount, eg_ptr->m_ptr);
214 sprintf(eg_ptr->out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, eg_ptr->s1, m_name, look_mon_desc(eg_ptr->m_ptr, 0x01), eg_ptr->s2, eg_ptr->s3,
215 eg_ptr->x_info, eg_ptr->info);
217 sprintf(eg_ptr->out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, m_name, look_mon_desc(eg_ptr->m_ptr, 0x01),
218 eg_ptr->x_info, eg_ptr->info);
220 prt(eg_ptr->out_val, 0, 0);
221 move_cursor_relative(eg_ptr->y, eg_ptr->x);
222 eg_ptr->query = inkey();
223 if (eg_ptr->query != 'r') {
231 static void describe_monster_person(eg_type *eg_ptr)
233 MonsterRaceInfo *ap_r_ptr = &monraces_info[eg_ptr->m_ptr->ap_r_idx];
234 eg_ptr->s1 = _("それは", "It is ");
235 if (ap_r_ptr->flags1 & RF1_FEMALE) {
236 eg_ptr->s1 = _("彼女は", "She is ");
237 } else if (ap_r_ptr->flags1 & RF1_MALE) {
238 eg_ptr->s1 = _("彼は", "He is ");
243 eg_ptr->s3 = "持っている";
245 eg_ptr->s2 = "carrying ";
249 static uint16_t describe_monster_item(PlayerType *player_ptr, eg_type *eg_ptr)
251 for (const auto this_o_idx : eg_ptr->m_ptr->hold_o_idx_list) {
252 GAME_TEXT o_name[MAX_NLEN];
254 o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
255 describe_flavor(player_ptr, o_name, o_ptr, 0);
257 sprintf(eg_ptr->out_val, "%s%s%s%s[%s]", eg_ptr->s1, o_name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
259 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, o_name, eg_ptr->info);
261 prt(eg_ptr->out_val, 0, 0);
262 move_cursor_relative(eg_ptr->y, eg_ptr->x);
263 eg_ptr->query = inkey();
264 if ((eg_ptr->query != '\r') && (eg_ptr->query != '\n') && (eg_ptr->query != ' ') && (eg_ptr->query != 'x')) {
265 return eg_ptr->query;
268 if ((eg_ptr->query == ' ') && !(eg_ptr->mode & TARGET_LOOK)) {
269 return eg_ptr->query;
272 eg_ptr->s2 = _("をまた", "also carrying ");
275 return CONTINUOUS_DESCRIPTION;
278 static bool within_char_util(int16_t input)
280 return (input > -127) && (input < 128);
283 static int16_t describe_grid(PlayerType *player_ptr, eg_type *eg_ptr)
285 if ((eg_ptr->g_ptr->m_idx == 0) || !player_ptr->current_floor_ptr->m_list[eg_ptr->g_ptr->m_idx].ml) {
286 return CONTINUOUS_DESCRIPTION;
289 eg_ptr->boring = false;
290 monster_race_track(player_ptr, eg_ptr->m_ptr->ap_r_idx);
291 health_track(player_ptr, eg_ptr->g_ptr->m_idx);
292 handle_stuff(player_ptr);
293 describe_grid_monster(player_ptr, eg_ptr);
294 if ((eg_ptr->query != '\r') && (eg_ptr->query != '\n') && (eg_ptr->query != ' ') && (eg_ptr->query != 'x')) {
295 return eg_ptr->query;
298 if ((eg_ptr->query == ' ') && !(eg_ptr->mode & TARGET_LOOK)) {
299 return eg_ptr->query;
302 describe_monster_person(eg_ptr);
303 uint16_t monster_item_description = describe_monster_item(player_ptr, eg_ptr);
304 if (within_char_util(monster_item_description)) {
305 return (char)monster_item_description;
314 return CONTINUOUS_DESCRIPTION;
317 static int16_t describe_footing(PlayerType *player_ptr, eg_type *eg_ptr)
319 if (eg_ptr->floor_num != 1) {
320 return CONTINUOUS_DESCRIPTION;
323 GAME_TEXT o_name[MAX_NLEN];
325 o_ptr = &player_ptr->current_floor_ptr->o_list[eg_ptr->floor_list[0]];
326 describe_flavor(player_ptr, o_name, o_ptr, 0);
328 sprintf(eg_ptr->out_val, "%s%s%s%s[%s]", eg_ptr->s1, o_name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
330 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, o_name, eg_ptr->info);
332 prt(eg_ptr->out_val, 0, 0);
333 move_cursor_relative(eg_ptr->y, eg_ptr->x);
334 eg_ptr->query = inkey();
335 return eg_ptr->query;
338 static int16_t describe_footing_items(eg_type *eg_ptr)
340 if (!eg_ptr->boring) {
341 return CONTINUOUS_DESCRIPTION;
345 sprintf(eg_ptr->out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", eg_ptr->s1, (int)eg_ptr->floor_num, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
347 sprintf(eg_ptr->out_val, "%s%s%sa pile of %d items [x,%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, (int)eg_ptr->floor_num, eg_ptr->info);
349 prt(eg_ptr->out_val, 0, 0);
350 move_cursor_relative(eg_ptr->y, eg_ptr->x);
351 eg_ptr->query = inkey();
352 if (eg_ptr->query != 'x' && eg_ptr->query != ' ') {
353 return eg_ptr->query;
356 return CONTINUOUS_DESCRIPTION;
359 static char describe_footing_many_items(PlayerType *player_ptr, eg_type *eg_ptr, int *min_width)
363 show_gold_on_floor = true;
364 (void)show_floor_items(player_ptr, 0, eg_ptr->y, eg_ptr->x, min_width, AllMatchItemTester());
365 show_gold_on_floor = false;
367 sprintf(eg_ptr->out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", eg_ptr->s1, (int)eg_ptr->floor_num, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
369 sprintf(eg_ptr->out_val, "%s%s%sa pile of %d items [Enter,%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, (int)eg_ptr->floor_num, eg_ptr->info);
371 prt(eg_ptr->out_val, 0, 0);
372 eg_ptr->query = inkey();
374 if (eg_ptr->query != '\n' && eg_ptr->query != '\r') {
375 return eg_ptr->query;
378 if (eg_ptr->g_ptr->o_idx_list.size() < 2) {
382 eg_ptr->g_ptr->o_idx_list.rotate(player_ptr->current_floor_ptr);
384 // ターゲットしている床の座標を渡す必要があるので、window_stuff経由ではなく直接呼び出す
385 fix_floor_item_list(player_ptr, eg_ptr->y, eg_ptr->x);
389 static int16_t loop_describing_grid(PlayerType *player_ptr, eg_type *eg_ptr)
391 if (eg_ptr->floor_num == 0) {
392 return CONTINUOUS_DESCRIPTION;
397 int16_t footing_description = describe_footing(player_ptr, eg_ptr);
398 if (within_char_util(footing_description)) {
399 return (char)footing_description;
402 int16_t footing_descriptions = describe_footing_items(eg_ptr);
403 if (within_char_util(footing_descriptions)) {
404 return (char)footing_descriptions;
407 return describe_footing_many_items(player_ptr, eg_ptr, &min_width);
411 static int16_t describe_footing_sight(PlayerType *player_ptr, eg_type *eg_ptr, ItemEntity *o_ptr)
413 if ((o_ptr->marked & OM_FOUND) == 0) {
414 return CONTINUOUS_DESCRIPTION;
417 GAME_TEXT o_name[MAX_NLEN];
418 eg_ptr->boring = false;
419 describe_flavor(player_ptr, o_name, o_ptr, 0);
421 sprintf(eg_ptr->out_val, "%s%s%s%s[%s]", eg_ptr->s1, o_name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
423 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, o_name, eg_ptr->info);
425 prt(eg_ptr->out_val, 0, 0);
426 move_cursor_relative(eg_ptr->y, eg_ptr->x);
427 eg_ptr->query = inkey();
428 if ((eg_ptr->query != '\r') && (eg_ptr->query != '\n') && (eg_ptr->query != ' ') && (eg_ptr->query != 'x')) {
429 return eg_ptr->query;
432 if ((eg_ptr->query == ' ') && !(eg_ptr->mode & TARGET_LOOK)) {
433 return eg_ptr->query;
436 eg_ptr->s1 = _("それは", "It is ");
437 if (o_ptr->number != 1) {
438 eg_ptr->s1 = _("それらは", "They are ");
447 return CONTINUOUS_DESCRIPTION;
450 static int16_t sweep_footing_items(PlayerType *player_ptr, eg_type *eg_ptr)
452 for (const auto this_o_idx : eg_ptr->g_ptr->o_idx_list) {
454 o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
455 int16_t ret = describe_footing_sight(player_ptr, eg_ptr, o_ptr);
456 if (within_char_util(ret)) {
461 return CONTINUOUS_DESCRIPTION;
464 static concptr decide_target_floor(PlayerType *player_ptr, eg_type *eg_ptr)
466 if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::QUEST_ENTER)) {
467 QuestId old_quest = player_ptr->current_floor_ptr->quest_number;
468 const auto &quest_list = QuestList::get_instance();
469 const QuestId number = i2enum<QuestId>(eg_ptr->g_ptr->special);
470 const auto *q_ptr = &quest_list[number];
471 std::string_view msg(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"));
472 for (int j = 0; j < 10; j++) {
473 quest_text[j][0] = '\0';
477 player_ptr->current_floor_ptr->quest_number = number;
478 init_flags = INIT_NAME_ONLY;
479 parse_fixed_map(player_ptr, QUEST_DEFINITION_LIST, 0, 0, 0, 0);
480 player_ptr->current_floor_ptr->quest_number = old_quest;
481 return format(msg.data(), q_ptr->name, q_ptr->level);
484 if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::BLDG) && !player_ptr->current_floor_ptr->inside_arena) {
485 return building[eg_ptr->f_ptr->subtype].name;
488 if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::ENTRANCE)) {
489 return format(_("%s(%d階相当)", "%s(level %d)"), dungeons_info[eg_ptr->g_ptr->special].text.data(), dungeons_info[eg_ptr->g_ptr->special].mindepth);
492 if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::TOWN)) {
493 return town_info[eg_ptr->g_ptr->special].name;
496 if (player_ptr->wild_mode && (eg_ptr->feat == feat_floor)) {
497 return _("道", "road");
500 return eg_ptr->f_ptr->name.data();
503 static void describe_grid_monster_all(eg_type *eg_ptr)
505 if (!w_ptr->wizard) {
507 sprintf(eg_ptr->out_val, "%s%s%s%s[%s]", eg_ptr->s1, eg_ptr->name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info);
509 sprintf(eg_ptr->out_val, "%s%s%s%s [%s]", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, eg_ptr->name, eg_ptr->info);
515 if (eg_ptr->g_ptr->mimic) {
516 sprintf(f_idx_str, "%d/%d", eg_ptr->g_ptr->feat, eg_ptr->g_ptr->mimic);
518 sprintf(f_idx_str, "%d", eg_ptr->g_ptr->feat);
522 sprintf(eg_ptr->out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", eg_ptr->s1, eg_ptr->name, eg_ptr->s2, eg_ptr->s3, eg_ptr->info,
523 (uint)eg_ptr->g_ptr->info, f_idx_str, eg_ptr->g_ptr->dists[FLOW_NORMAL], eg_ptr->g_ptr->costs[FLOW_NORMAL], eg_ptr->g_ptr->when, (int)eg_ptr->y,
524 (int)eg_ptr->x, travel.cost[eg_ptr->y][eg_ptr->x]);
526 sprintf(eg_ptr->out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", eg_ptr->s1, eg_ptr->s2, eg_ptr->s3, eg_ptr->name, eg_ptr->info, eg_ptr->g_ptr->info,
527 f_idx_str, eg_ptr->g_ptr->dists[FLOW_NORMAL], eg_ptr->g_ptr->costs[FLOW_NORMAL], eg_ptr->g_ptr->when, (int)eg_ptr->y, (int)eg_ptr->x);
532 * @brief xまたはlで指定したグリッドにあるアイテムやモンスターの説明を記述する
533 * @param player_ptr プレイヤーへの参照ポインタ
534 * @param y 指定グリッドのY座標
535 * @param x 指定グリッドのX座標
536 * @param mode x (KILL)かl (LOOK)
541 char examine_grid(PlayerType *player_ptr, const POSITION y, const POSITION x, target_type mode, concptr info)
544 eg_type *eg_ptr = initialize_eg_type(player_ptr, &tmp_eg, y, x, mode, info);
545 describe_scan_result(player_ptr, eg_ptr);
546 describe_target(player_ptr, eg_ptr);
547 ProcessResult next_target = describe_hallucinated_target(player_ptr, eg_ptr);
548 switch (next_target) {
549 case ProcessResult::PROCESS_FALSE:
551 case ProcessResult::PROCESS_TRUE:
552 return eg_ptr->query;
557 int16_t description_grid = describe_grid(player_ptr, eg_ptr);
558 if (within_char_util(description_grid)) {
559 return (char)description_grid;
562 int16_t loop_description = loop_describing_grid(player_ptr, eg_ptr);
563 if (within_char_util(loop_description)) {
564 return (char)loop_description;
567 int16_t footing_items_description = sweep_footing_items(player_ptr, eg_ptr);
568 if (within_char_util(footing_items_description)) {
569 return (char)footing_items_description;
572 eg_ptr->feat = eg_ptr->g_ptr->get_feat_mimic();
573 if (!eg_ptr->g_ptr->is_mark() && !player_can_see_bold(player_ptr, y, x)) {
574 eg_ptr->feat = feat_none;
577 eg_ptr->f_ptr = &terrains_info[eg_ptr->feat];
578 if (!eg_ptr->boring && eg_ptr->f_ptr->flags.has_not(TerrainCharacteristics::REMEMBER)) {
579 return (eg_ptr->query != '\r') && (eg_ptr->query != '\n') ? eg_ptr->query : 0;
583 * グローバル変数への代入をここで行っているので動かしたくない
584 * 安全を確保できたら構造体から外すことも検討する
586 eg_ptr->name = decide_target_floor(player_ptr, eg_ptr);
587 if (*eg_ptr->s2 && (eg_ptr->f_ptr->flags.has_none_of({ TerrainCharacteristics::MOVE, TerrainCharacteristics::CAN_FLY }) || eg_ptr->f_ptr->flags.has_none_of({ TerrainCharacteristics::LOS, TerrainCharacteristics::TREE }) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::TOWN))) {
588 eg_ptr->s2 = _("の中", "in ");
591 if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::STORE) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::QUEST_ENTER) || (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::BLDG) && !player_ptr->current_floor_ptr->inside_arena) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::ENTRANCE)) {
592 eg_ptr->s2 = _("の入口", "");
596 else if (eg_ptr->f_ptr->flags.has(TerrainCharacteristics::FLOOR) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::TOWN) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::SHALLOW) || eg_ptr->f_ptr->flags.has(TerrainCharacteristics::DEEP)) {
599 eg_ptr->s3 = (is_a_vowel(eg_ptr->name[0])) ? "an " : "a ";
603 describe_grid_monster_all(eg_ptr);
604 prt(eg_ptr->out_val, 0, 0);
605 move_cursor_relative(y, x);
606 eg_ptr->query = inkey();
607 if ((eg_ptr->query != '\r') && (eg_ptr->query != '\n')) {
608 return eg_ptr->query;