#include "perception/object-perception.h"
#include "system/alloc-entries.h"
#include "system/artifact-type-definition.h"
-#include "system/baseitem-info-definition.h"
+#include "system/baseitem-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-type-definition.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
+#include "system/monster-entity.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "system/system-variables.h"
#include "target/projection-path-calculator.h"
#include "util/bit-flags-calculator.h"
* @brief オブジェクト生成テーブルに生成制約を加える /
* Apply a "object restriction function" to the "object allocation table"
* @return 常に0を返す。
- * @details 生成の制約はグローバルのget_obj_num_hook関数ポインタで加える
+ * @details 生成の制約はグローバルのget_obj_index_hook関数ポインタで加える
*/
-static errr get_obj_num_prep(void)
+static errr get_obj_index_prep(void)
{
for (auto &entry : alloc_kind_table) {
- if (!get_obj_num_hook || (*get_obj_num_hook)(entry.index)) {
+ if (!get_obj_index_hook || (*get_obj_index_hook)(entry.index)) {
entry.prob2 = entry.prob1;
} else {
entry.prob2 = 0;
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
*/
-static void object_mention(PlayerType *player_ptr, ObjectType *o_ptr)
+static void object_mention(PlayerType *player_ptr, ItemEntity *o_ptr)
{
object_aware(player_ptr, o_ptr);
object_known(o_ptr);
o_ptr->ident |= (IDENT_FULL_KNOWN);
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, o_ptr, 0);
- msg_format_wizard(player_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
+ const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
+ msg_format_wizard(player_ptr, CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), item_name.data());
}
static int get_base_floor(FloorType *floor_ptr, BIT_FLAGS mode, std::optional<int> rq_mon_level)
return floor_ptr->object_level;
}
-static void set_ammo_quantity(ObjectType *j_ptr)
+static void set_ammo_quantity(ItemEntity *j_ptr)
{
- auto is_ammo = j_ptr->tval == ItemKindType::SPIKE;
- is_ammo |= j_ptr->tval == ItemKindType::SHOT;
- is_ammo |= j_ptr->tval == ItemKindType::ARROW;
- is_ammo |= j_ptr->tval == ItemKindType::BOLT;
+ auto is_ammo = j_ptr->is_ammo();
+ is_ammo |= j_ptr->bi_key.tval() == ItemKindType::SPIKE;
if (is_ammo && !j_ptr->is_fixed_artifact()) {
j_ptr->number = damroll(6, 7);
}
* @param rq_mon_level ランダムクエスト討伐対象のレベル。ランダムクエスト以外の生成であれば無効値
* @return アイテムの生成成功可否
*/
-bool make_object(PlayerType *player_ptr, ObjectType *j_ptr, BIT_FLAGS mode, std::optional<int> rq_mon_level)
+bool make_object(PlayerType *player_ptr, ItemEntity *j_ptr, BIT_FLAGS mode, std::optional<int> rq_mon_level)
{
auto *floor_ptr = player_ptr->current_floor_ptr;
auto prob = any_bits(mode, AM_GOOD) ? 10 : 1000;
auto base = get_base_floor(floor_ptr, mode, rq_mon_level);
if (!one_in_(prob) || !make_artifact_special(player_ptr, j_ptr)) {
- if (any_bits(mode, AM_GOOD) && !get_obj_num_hook) {
- get_obj_num_hook = kind_is_good;
+ if (any_bits(mode, AM_GOOD) && !get_obj_index_hook) {
+ get_obj_index_hook = kind_is_good;
}
- if (get_obj_num_hook) {
- get_obj_num_prep();
+ if (get_obj_index_hook) {
+ get_obj_index_prep();
}
- auto k_idx = get_obj_num(player_ptr, base, mode);
- if (get_obj_num_hook) {
- get_obj_num_hook = nullptr;
- get_obj_num_prep();
+ auto bi_id = get_obj_index(floor_ptr, base, mode);
+ if (get_obj_index_hook) {
+ get_obj_index_hook = nullptr;
+ get_obj_index_prep();
}
- if (k_idx == 0) {
+ if (bi_id == 0) {
return false;
}
- j_ptr->prep(k_idx);
+ j_ptr->prep(bi_id);
}
ItemMagicApplier(player_ptr, j_ptr, floor_ptr->object_level, mode).execute();
* @details
* The location must be a legal, clean, floor grid.
*/
-bool make_gold(PlayerType *player_ptr, ObjectType *j_ptr)
+bool make_gold(PlayerType *player_ptr, ItemEntity *j_ptr)
{
auto *floor_ptr = player_ptr->current_floor_ptr;
int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
g_ptr = &floor_ptr->grid_array[y][x];
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
o_ptr->wipe();
floor_ptr->o_cnt--;
num -= o_ptr->number;
o_ptr->number += num;
-
- set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
+ static constexpr auto flags = {
+ SubWindowRedrawingFlag::FLOOR_ITEMS,
+ SubWindowRedrawingFlag::FOUND_ITEMS,
+ };
+ RedrawingFlagsUpdater::get_instance().set_flags(flags);
}
/*!
void floor_item_optimize(PlayerType *player_ptr, INVENTORY_IDX item)
{
auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
- if (!o_ptr->k_idx) {
+ if (!o_ptr->is_valid()) {
return;
}
if (o_ptr->number) {
}
delete_object_idx(player_ptr, item);
-
- set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
+ static constexpr auto flags = {
+ SubWindowRedrawingFlag::FLOOR_ITEMS,
+ SubWindowRedrawingFlag::FOUND_ITEMS,
+ };
+ RedrawingFlagsUpdater::get_instance().set_flags(flags);
}
/*!
*/
void delete_object_idx(PlayerType *player_ptr, OBJECT_IDX o_idx)
{
- ObjectType *j_ptr;
+ ItemEntity *j_ptr;
auto *floor_ptr = player_ptr->current_floor_ptr;
excise_object_idx(floor_ptr, o_idx);
j_ptr = &floor_ptr->o_list[o_idx];
j_ptr->wipe();
floor_ptr->o_cnt--;
-
- set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
+ static constexpr auto flags = {
+ SubWindowRedrawingFlag::FLOOR_ITEMS,
+ SubWindowRedrawingFlag::FOUND_ITEMS,
+ };
+ RedrawingFlagsUpdater::get_instance().set_flags(flags);
}
/*!
* the object can combine, stack, or be placed. Artifacts will try very\n
* hard to be placed, including "teleporting" to a useful grid if needed.\n
*/
-OBJECT_IDX drop_near(PlayerType *player_ptr, ObjectType *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
+OBJECT_IDX drop_near(PlayerType *player_ptr, ItemEntity *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
{
int i, k, d, s;
POSITION dy, dx;
POSITION ty, tx = 0;
OBJECT_IDX o_idx = 0;
grid_type *g_ptr;
- GAME_TEXT o_name[MAX_NLEN];
bool flag = false;
bool done = false;
#ifdef JP
#else
bool plural = (j_ptr->number != 1);
#endif
- describe_flavor(player_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- if (!j_ptr->is_artifact() && (randint0(100) < chance)) {
+ const auto item_name = describe_flavor(player_ptr, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ if (!j_ptr->is_fixed_or_random_artifact() && (randint0(100) < chance)) {
#ifdef JP
- msg_format("%sは消えた。", o_name);
+ msg_format("%sは消えた。", item_name.data());
#else
- msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
+ msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
#endif
if (w_ptr->wizard) {
msg_print(_("(破損)", "(breakage)"));
k = 0;
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
if (object_similar(o_ptr, j_ptr)) {
comb = true;
}
}
- if (!flag && !j_ptr->is_artifact()) {
+ if (!flag && !j_ptr->is_fixed_or_random_artifact()) {
#ifdef JP
- msg_format("%sは消えた。", o_name);
+ msg_format("%sは消えた。", item_name.data());
#else
- msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
+ msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
#endif
if (w_ptr->wizard) {
msg_print(_("(床スペースがない)", "(no floor space)"));
flag = true;
}
+ auto &artifact = j_ptr->get_fixed_artifact();
if (!flag) {
int candidates = 0, pick;
for (ty = 1; ty < floor_ptr->height - 1; ty++) {
if (!candidates) {
#ifdef JP
- msg_format("%sは消えた。", o_name);
+ msg_format("%sは消えた。", item_name.data());
#else
- msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
+ msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
#endif
if (w_ptr->wizard) {
if (preserve_mode) {
if (j_ptr->is_fixed_artifact() && !j_ptr->is_known()) {
- artifacts_info.at(j_ptr->fixed_artifact_idx).is_generated = false;
+ artifact.is_generated = false;
}
}
g_ptr = &floor_ptr->grid_array[by][bx];
for (const auto this_o_idx : g_ptr->o_idx_list) {
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
o_ptr = &floor_ptr->o_list[this_o_idx];
if (object_similar(o_ptr, j_ptr)) {
object_absorb(o_ptr, j_ptr);
if (!done && !o_idx) {
#ifdef JP
- msg_format("%sは消えた。", o_name);
+ msg_format("%sは消えた。", item_name.data());
#else
- msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
+ msg_format("The %s disappear%s.", item_name.data(), (plural ? "" : "s"));
#endif
if (w_ptr->wizard) {
msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
}
if (j_ptr->is_fixed_artifact()) {
- artifacts_info.at(j_ptr->fixed_artifact_idx).is_generated = false;
+ artifact.is_generated = false;
}
return 0;
done = true;
}
+ if (j_ptr->is_fixed_artifact() && w_ptr->character_dungeon) {
+ artifact.floor_id = player_ptr->floor_id;
+ }
+
note_spot(player_ptr, by, bx);
lite_spot(player_ptr, by, bx);
sound(SOUND_DROP);
if (player_bold(player_ptr, by, bx)) {
- set_bits(player_ptr->window_flags, PW_FLOOR_ITEM_LIST);
+ static constexpr auto flags = {
+ SubWindowRedrawingFlag::FLOOR_ITEMS,
+ SubWindowRedrawingFlag::FOUND_ITEMS,
+ };
+ RedrawingFlagsUpdater::get_instance().set_flags(flags);
}
if (chance && player_bold(player_ptr, by, bx)) {
* @param floo_ptr 現在フロアへの参照ポインタ
* @param item メッセージの対象にしたいアイテム所持スロット
*/
-void floor_item_charges(FloorType *floor_ptr, INVENTORY_IDX item)
+void floor_item_charges(FloorType *floor_ptr, INVENTORY_IDX inventory)
{
- auto *o_ptr = &floor_ptr->o_list[item];
- if ((o_ptr->tval != ItemKindType::STAFF) && (o_ptr->tval != ItemKindType::WAND)) {
- return;
- }
- if (!o_ptr->is_known()) {
+ const auto &item = floor_ptr->o_list[inventory];
+ if (!item.is_wand_staff() || !item.is_known()) {
return;
}
#ifdef JP
- if (o_ptr->pval <= 0) {
+ if (item.pval <= 0) {
msg_print("この床上のアイテムは、もう魔力が残っていない。");
} else {
- msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
+ msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", item.pval);
}
#else
- if (o_ptr->pval != 1) {
- msg_format("There are %d charges remaining.", o_ptr->pval);
+ if (item.pval != 1) {
+ msg_format("There are %d charges remaining.", item.pval);
} else {
- msg_format("There is %d charge remaining.", o_ptr->pval);
+ msg_format("There is %d charge remaining.", item.pval);
}
#endif
}
void floor_item_describe(PlayerType *player_ptr, INVENTORY_IDX item)
{
auto *o_ptr = &player_ptr->current_floor_ptr->o_list[item];
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, o_ptr, 0);
+ const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
#ifdef JP
if (o_ptr->number <= 0) {
- msg_format("床上には、もう%sはない。", o_name);
+ msg_format("床上には、もう%sはない。", item_name.data());
} else {
- msg_format("床上には、まだ %sがある。", o_name);
+ msg_format("床上には、まだ %sがある。", item_name.data());
}
#else
- msg_format("You see %s.", o_name);
+ msg_format("You see %s.", item_name.data());
#endif
}
/*
* Choose an item and get auto-picker entry from it.
*/
-ObjectType *choose_object(PlayerType *player_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, const ItemTester &item_tester)
+ItemEntity *choose_object(PlayerType *player_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, const ItemTester &item_tester)
{
OBJECT_IDX item;