/*!
 * @brief モンスターが移動した結果、床のアイテムに重なった時の処理
 * @date 2020/03/07
 * @author Hourier
 */

#include "monster/monster-object.h"
#include "floor/floor-object.h"
#include "object/object-flavor.h"
#include "object/object-hook.h"
#include "object/object-mark-types.h"
#include "object-enchant/tr-types.h"

 /*!
  * @brief オブジェクトのフラグを更新する
  */
static void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr)
{
	if (have_flag(flgs, TR_SLAY_DRAGON)) *flg3 |= (RF3_DRAGON);
	if (have_flag(flgs, TR_KILL_DRAGON)) *flg3 |= (RF3_DRAGON);
	if (have_flag(flgs, TR_SLAY_TROLL))  *flg3 |= (RF3_TROLL);
	if (have_flag(flgs, TR_KILL_TROLL))  *flg3 |= (RF3_TROLL);
	if (have_flag(flgs, TR_SLAY_GIANT))  *flg3 |= (RF3_GIANT);
	if (have_flag(flgs, TR_KILL_GIANT))  *flg3 |= (RF3_GIANT);
	if (have_flag(flgs, TR_SLAY_ORC))    *flg3 |= (RF3_ORC);
	if (have_flag(flgs, TR_KILL_ORC))    *flg3 |= (RF3_ORC);
	if (have_flag(flgs, TR_SLAY_DEMON))  *flg3 |= (RF3_DEMON);
	if (have_flag(flgs, TR_KILL_DEMON))  *flg3 |= (RF3_DEMON);
	if (have_flag(flgs, TR_SLAY_UNDEAD)) *flg3 |= (RF3_UNDEAD);
	if (have_flag(flgs, TR_KILL_UNDEAD)) *flg3 |= (RF3_UNDEAD);
	if (have_flag(flgs, TR_SLAY_ANIMAL)) *flg3 |= (RF3_ANIMAL);
	if (have_flag(flgs, TR_KILL_ANIMAL)) *flg3 |= (RF3_ANIMAL);
	if (have_flag(flgs, TR_SLAY_EVIL))   *flg3 |= (RF3_EVIL);
	if (have_flag(flgs, TR_KILL_EVIL))   *flg3 |= (RF3_EVIL);
	if (have_flag(flgs, TR_SLAY_HUMAN))  *flg2 |= (RF2_HUMAN);
	if (have_flag(flgs, TR_KILL_HUMAN))  *flg2 |= (RF2_HUMAN);
	if (have_flag(flgs, TR_BRAND_ACID))  *flgr |= (RFR_IM_ACID);
	if (have_flag(flgs, TR_BRAND_ELEC))  *flgr |= (RFR_IM_ELEC);
	if (have_flag(flgs, TR_BRAND_FIRE))  *flgr |= (RFR_IM_FIRE);
	if (have_flag(flgs, TR_BRAND_COLD))  *flgr |= (RFR_IM_COLD);
	if (have_flag(flgs, TR_BRAND_POIS))  *flgr |= (RFR_IM_POIS);
}


/*!
 * @brief モンスターがアイテムを拾うか壊す処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param o_ptr オブジェクトへの参照ポインタ
 * @param is_special_object モンスターが拾えないアイテム (アーティファクト等)であればTRUE
 * @param ny 移動後の、モンスターのY座標
 * @param nx 移動後の、モンスターのX座標
 * @param m_name モンスター名
 * @param o_name アイテム名
 * @param this_o_idx モンスターが乗ったオブジェクトID
 * @return なし
 */
static void monster_pickup_object(
	player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, object_type *o_ptr, bool is_special_object,
	POSITION ny, POSITION nx, GAME_TEXT *m_name, GAME_TEXT *o_name, OBJECT_IDX this_o_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (is_special_object)
	{
		if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
		{
			turn_flags_ptr->did_take_item = TRUE;
			if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
			{
				msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
			}
		}

		return;
	}

	if (turn_flags_ptr->do_take)
	{
		turn_flags_ptr->did_take_item = TRUE;
		if (player_can_see_bold(target_ptr, ny, nx))
		{
			msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
		}

		excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
		o_ptr->marked &= OM_TOUCHED;
		o_ptr->iy = o_ptr->ix = 0;
		o_ptr->held_m_idx = m_idx;
		o_ptr->next_o_idx = m_ptr->hold_o_idx;
		m_ptr->hold_o_idx = this_o_idx;
		return;
	}

	if (is_pet(m_ptr)) return;

	turn_flags_ptr->did_kill_item = TRUE;
	if (player_has_los_bold(target_ptr, ny, nx))
	{
		msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
	}

	delete_object_idx(target_ptr, this_o_idx);
}


/*!
  * @brief モンスターの移動に伴うオブジェクト処理 (アイテム破壊等)
  * @param target_ptr プレーヤーへの参照ポインタ
  * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
  * @param m_idx モンスターID
  * @param ny 移動後の、モンスターのY座標
  * @param nx 移動後の、モンスターのX座標
  */
void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];

	turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
	OBJECT_IDX next_o_idx;
	for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx > 0; this_o_idx = next_o_idx)
	{
		BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
		GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
		object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
		next_o_idx = o_ptr->next_o_idx;

		if (turn_flags_ptr->do_take)
		{
			/* Skip gold, corpse and statue */
			if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
				continue;
		}

		object_flags(o_ptr, flgs);
		object_desc(target_ptr, o_name, o_ptr, 0);
		monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
		update_object_flags(flgs, &flg2, &flg3, &flgr);

		bool is_special_object = object_is_artifact(o_ptr) ||
			((r_ptr->flags3 & flg3) != 0) ||
			((r_ptr->flags2 & flg2) != 0) ||
			(((~(r_ptr->flagsr) & flgr) != 0) && !(r_ptr->flagsr & RFR_RES_ALL));
		monster_pickup_object(target_ptr, turn_flags_ptr, m_idx, o_ptr, is_special_object, ny, nx, m_name, o_name, this_o_idx);
	}
}
