1 #include "effect/effect-item.h"
2 #include "autopick/autopick.h"
3 #include "flavor/flavor-describer.h"
4 #include "flavor/object-flavor-types.h"
5 #include "floor/cave.h"
6 #include "floor/floor-object.h"
8 #include "monster-floor/monster-summon.h"
9 #include "monster-floor/place-monster-types.h"
10 #include "monster/monster-info.h"
11 #include "object-enchant/tr-types.h"
12 #include "object-hook/hook-expendable.h"
13 #include "object/object-broken.h"
14 #include "object/object-flags.h"
15 #include "object/object-mark-types.h"
16 #include "perception/object-perception.h"
17 #include "spell-kind/spells-perception.h"
18 #include "spell/spell-types.h"
19 #include "sv-definition/sv-other-types.h"
20 #include "sv-definition/sv-scroll-types.h"
21 #include "system/floor-type-definition.h"
22 #include "system/grid-type-definition.h"
23 #include "system/monster-type-definition.h"
24 #include "system/object-type-definition.h"
25 #include "system/player-type-definition.h"
26 #include "util/bit-flags-calculator.h"
27 #include "view/display-messages.h"
32 * @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
33 * @param player_ptr プレイヤーへの参照ポインタ
34 * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
35 * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
36 * @param y 目標Y座標 / Target y location (or location to travel "towards")
37 * @param x 目標X座標 / Target x location (or location to travel "towards")
38 * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
39 * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
40 * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
42 bool affect_item(player_type *player_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
44 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
46 bool is_item_affected = false;
47 bool known = player_has_los_bold(player_ptr, y, x);
49 dam = (dam + r) / (r + 1);
50 std::set<OBJECT_IDX> processed_list;
51 for (auto it = g_ptr->o_idx_list.begin(); it != g_ptr->o_idx_list.end();) {
52 const OBJECT_IDX this_o_idx = *it++;
54 if (auto pit = processed_list.find(this_o_idx); pit != processed_list.end())
57 processed_list.insert(this_o_idx);
59 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
62 concptr note_kill = nullptr;
66 bool plural = (o_ptr->number > 1);
68 auto flags = object_flags(o_ptr);
69 bool is_artifact = o_ptr->is_artifact();
72 if (BreakerAcid().hates(o_ptr)) {
74 note_kill = _("融けてしまった!", (plural ? " melt!" : " melts!"));
75 if (flags.has(TR_IGNORE_ACID))
82 if (BreakerElec().hates(o_ptr)) {
84 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
85 if (flags.has(TR_IGNORE_ELEC))
92 if (BreakerFire().hates(o_ptr)) {
94 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
95 if (flags.has(TR_IGNORE_FIRE))
102 if (BreakerCold().hates(o_ptr)) {
103 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
105 if (flags.has(TR_IGNORE_COLD))
112 if (BreakerFire().hates(o_ptr)) {
114 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
115 if (flags.has(TR_IGNORE_FIRE))
119 if (BreakerElec().hates(o_ptr)) {
122 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
123 if (flags.has(TR_IGNORE_ELEC))
130 if (BreakerFire().hates(o_ptr)) {
132 note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
133 if (flags.has(TR_IGNORE_FIRE))
137 if (BreakerCold().hates(o_ptr)) {
140 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
141 if (flags.has(TR_IGNORE_COLD))
151 if (BreakerCold().hates(o_ptr)) {
152 note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
162 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
165 case GF_DISINTEGRATE: {
167 note_kill = _("蒸発してしまった!", (plural ? " evaporate!" : " evaporates!"));
172 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
173 if (flags.has(TR_RES_CHAOS))
175 else if ((o_ptr->tval == ItemKindType::SCROLL) && (o_ptr->sval == SV_SCROLL_CHAOS))
181 if (o_ptr->is_cursed()) {
183 note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
190 note_kill = _("消滅してしまった!", (plural ? " vanish!" : " vanishes!"));
194 identify_item(player_ptr, o_ptr);
195 autopick_alter_item(player_ptr, (-this_o_idx), false);
200 if (o_ptr->tval != ItemKindType::CHEST)
202 if (o_ptr->pval <= 0)
205 o_ptr->pval = (0 - o_ptr->pval);
207 if (known && (o_ptr->marked & OM_FOUND)) {
208 msg_print(_("カチッと音がした!", "Click!"));
209 is_item_affected = true;
215 if (o_ptr->tval != ItemKindType::CORPSE)
219 if (!who || is_pet(&player_ptr->current_floor_ptr->m_list[who]))
220 mode |= PM_FORCE_PET;
222 for (int i = 0; i < o_ptr->number; i++) {
223 if (((o_ptr->sval == SV_CORPSE) && (randint1(100) > 80)) || ((o_ptr->sval == SV_SKELETON) && (randint1(100) > 60))) {
225 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
229 } else if (summon_named_creature(player_ptr, who, y, x, o_ptr->pval, mode)) {
230 note_kill = _("生き返った。", " revived.");
231 } else if (!note_kill) {
232 note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
237 is_item_affected = true;
245 GAME_TEXT o_name[MAX_NLEN];
246 if (known && (o_ptr->marked & OM_FOUND)) {
247 is_item_affected = true;
248 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
251 if ((is_artifact || ignore)) {
252 if (known && (o_ptr->marked & OM_FOUND))
253 msg_format(_("%sは影響を受けない!", (plural ? "The %s are unaffected!" : "The %s is unaffected!")), o_name);
258 if (known && (o_ptr->marked & OM_FOUND) && note_kill)
259 msg_format(_("%sは%s", "The %s%s"), o_name, note_kill);
261 KIND_OBJECT_IDX k_idx = o_ptr->k_idx;
262 bool is_potion = o_ptr->is_potion();
263 delete_object_idx(player_ptr, this_o_idx);
265 (void)potion_smash_effect(player_ptr, who, y, x, k_idx);
267 // 薬の破壊効果によりリストの次のアイテムが破壊された可能性があるのでリストの最初から処理をやり直す
268 // 処理済みのアイテムは processed_list に登録されており、スキップされる
269 it = g_ptr->o_idx_list.begin();
272 lite_spot(player_ptr, y, x);
275 return is_item_affected;