1 #include "market/building-craft-fix.h"
2 #include "artifact/artifact-info.h"
3 #include "art-definition/art-sword-types.h"
4 #include "core/asking-player.h"
5 #include "core/player-update-types.h"
6 #include "core/stuff-handler.h"
7 #include "flavor/flavor-describer.h"
8 #include "flavor/object-flavor-types.h"
9 #include "floor/floor-object.h"
10 #include "inventory/inventory-object.h"
11 #include "market/building-util.h"
12 #include "object-enchant/object-boost.h"
13 #include "object-enchant/special-object-flags.h"
14 #include "object-enchant/tr-types.h"
15 #include "object-hook/hook-enchant.h"
16 #include "object-hook/hook-weapon.h"
17 #include "object/item-tester-hooker.h"
18 #include "object/item-use-flags.h"
19 #include "object/object-flags.h"
20 #include "object/object-kind-hook.h"
21 #include "object/object-kind.h"
22 #include "object/object-value.h"
23 #include "racial/racial-android.h"
24 #include "spell-realm/spells-hex.h"
25 #include "sv-definition/sv-other-types.h"
26 #include "sv-definition/sv-weapon-types.h"
27 #include "term/screen-processor.h"
28 #include "util/bit-flags-calculator.h"
29 #include "view/display-messages.h"
32 * @brief 修復材料のオブジェクトから修復対象に特性を移植する。
33 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
34 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
35 * @return 修復対象になるならTRUEを返す。
37 static void give_one_ability_of_object(player_type *player_ptr, object_type *to_ptr, object_type *from_ptr)
39 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
40 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
41 object_flags(player_ptr, to_ptr, to_flgs);
42 object_flags(player_ptr, from_ptr, from_flgs);
45 int cand[TR_FLAG_MAX];
46 for (tr_type i = 0; i < TR_FLAG_MAX; i++) {
63 if (has_flag(from_flgs, i) && !has_flag(to_flgs, i)) {
64 if (!(is_pval_flag(i) && (from_ptr->pval < 1)))
73 int tr_idx = cand[randint0(n)];
74 add_flag(to_ptr->art_flags, tr_idx);
75 if (is_pval_flag(tr_idx))
76 to_ptr->pval = MAX(to_ptr->pval, 1);
77 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
78 if (tr_idx == TR_BLOWS)
79 to_ptr->pval = MIN(to_ptr->pval, bmax);
80 if (tr_idx == TR_SPEED)
81 to_ptr->pval = MIN(to_ptr->pval, 4);
85 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
86 * @param player_ptr プレーヤーへの参照ポインタ
90 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
94 prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
95 prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row + 1, 2);
97 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
98 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
99 item_tester_hook = item_tester_hook_broken_weapon;
103 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
107 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr)) {
108 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
112 if (o_ptr->number > 1) {
113 msg_format(_("一度に複数を修復することはできません!", "They are too many to repair at once!"));
117 char basenm[MAX_NLEN];
118 describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
119 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
121 q = _("材料となる武器は?", "Which weapon for material? ");
122 s = _("材料となる武器がありません。", "You have no material to repair.");
124 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
127 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
131 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
135 describe_flavor(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
136 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
137 PRICE cost = bcost + object_value_real(player_ptr, o_ptr) * 2;
138 if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost)))
141 if (player_ptr->au < cost) {
142 describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
143 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
148 player_ptr->total_weight -= o_ptr->weight;
149 KIND_OBJECT_IDX k_idx;
150 if (o_ptr->sval == SV_BROKEN_DAGGER) {
153 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++) {
154 object_kind *k_aux_ptr = &k_info[j];
156 if (k_aux_ptr->tval != TV_SWORD)
158 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) || (k_aux_ptr->sval == SV_BROKEN_SWORD) || (k_aux_ptr->sval == SV_POISON_NEEDLE))
160 if (k_aux_ptr->weight > 99)
169 tval_type tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
172 k_idx = lookup_kind(tval, SV_ANY);
173 ck_ptr = &k_info[k_idx];
175 if (tval == TV_SWORD) {
176 if ((ck_ptr->sval == SV_BROKEN_DAGGER) || (ck_ptr->sval == SV_BROKEN_SWORD) || (ck_ptr->sval == SV_DIAMOND_EDGE)
177 || (ck_ptr->sval == SV_POISON_NEEDLE))
180 if (tval == TV_POLEARM) {
181 if ((ck_ptr->sval == SV_DEATH_SCYTHE) || (ck_ptr->sval == SV_TSURIZAO))
184 if (tval == TV_HAFTED) {
185 if ((ck_ptr->sval == SV_GROND) || (ck_ptr->sval == SV_WIZSTAFF) || (ck_ptr->sval == SV_NAMAKE_HAMMER))
193 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
194 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
195 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
196 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
199 k_ptr = &k_info[k_idx];
200 o_ptr->k_idx = k_idx;
201 o_ptr->weight = k_ptr->weight;
202 o_ptr->tval = k_ptr->tval;
203 o_ptr->sval = k_ptr->sval;
204 o_ptr->dd = k_ptr->dd;
205 o_ptr->ds = k_ptr->ds;
207 for (int i = 0; i < TR_FLAG_SIZE; i++)
208 o_ptr->art_flags[i] |= k_ptr->flags[i];
210 o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
211 if (has_flag(k_ptr->flags, TR_ACTIVATE))
212 o_ptr->xtra2 = (byte)k_ptr->act_idx;
216 for (int i = 1; i < dd_bonus; i++) {
217 if (one_in_(o_ptr->dd + i))
224 for (int i = 1; i < ds_bonus; i++) {
225 if (one_in_(o_ptr->ds + i))
230 if (has_flag(k_ptr->flags, TR_BLOWS)) {
231 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
232 o_ptr->pval = MIN(o_ptr->pval, bmax);
235 give_one_ability_of_object(player_ptr, o_ptr, mo_ptr);
236 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
237 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
238 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
240 if ((o_ptr->name1 == ART_NARSIL) || (object_is_random_artifact(o_ptr) && one_in_(1)) || (object_is_ego(o_ptr) && one_in_(7))) {
241 if (object_is_ego(o_ptr)) {
242 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
243 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
246 give_one_ability_of_object(player_ptr, o_ptr, mo_ptr);
247 if (!activation_index(player_ptr, o_ptr))
248 one_activation(o_ptr);
250 if (o_ptr->name1 == ART_NARSIL) {
251 one_high_resistance(o_ptr);
255 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
258 describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
260 msg_format("$%dで%sに修復しました。", cost, basenm);
262 msg_format("Repaired into %s for %d gold.", basenm, cost);
265 o_ptr->ident &= ~(IDENT_BROKEN);
266 o_ptr->discount = 99;
268 player_ptr->total_weight += o_ptr->weight;
269 calc_android_exp(player_ptr);
270 inven_item_increase(player_ptr, mater, -1);
271 inven_item_optimize(player_ptr, mater);
273 player_ptr->update |= PU_BONUS;
274 handle_stuff(player_ptr);
279 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
280 * @param player_ptr プレーヤーへの参照ポインタ
281 * @param bcost 基本鑑定費用
284 int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
288 cost = repair_broken_weapon_aux(player_ptr, bcost);