1 #include "market/building-craft-fix.h"
2 #include "artifact/random-art-effects.h"
3 #include "artifact/fixed-art-types.h"
4 #include "artifact/artifact-info.h"
5 #include "core/asking-player.h"
6 #include "core/player-update-types.h"
7 #include "core/stuff-handler.h"
8 #include "flavor/flavor-describer.h"
9 #include "flavor/object-flavor-types.h"
10 #include "floor/floor-object.h"
11 #include "inventory/inventory-object.h"
12 #include "market/building-util.h"
13 #include "object-enchant/object-boost.h"
14 #include "object-enchant/special-object-flags.h"
15 #include "object-enchant/tr-types.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 "system/object-type-definition.h"
28 #include "system/player-type-definition.h"
29 #include "term/screen-processor.h"
30 #include "util/bit-flags-calculator.h"
31 #include "view/display-messages.h"
34 * @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。
35 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
36 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
37 * @return 修復対象になるならTRUEを返す。
39 static void give_one_ability_of_object(ObjectType *to_ptr, ObjectType *from_ptr)
41 auto to_flgs = object_flags(to_ptr);
42 auto from_flgs = object_flags(from_ptr);
45 tr_type cand[TR_FLAG_MAX];
46 for (int i = 0; i < TR_FLAG_MAX; i++) {
63 auto tr_flag = i2enum<tr_type>(i);
64 if (from_flgs.has(tr_flag) && to_flgs.has_not(tr_flag)) {
65 if (!(TR_PVAL_FLAG_MASK.has(tr_flag) && (from_ptr->pval < 1)))
74 auto tr_idx = cand[randint0(n)];
75 to_ptr->art_flags.set(tr_idx);
76 if (TR_PVAL_FLAG_MASK.has(tr_idx))
77 to_ptr->pval = std::max<short>(to_ptr->pval, 1);
78 auto bmax = std::min<short>(3, std::max<short>(1, 40 / (to_ptr->dd * to_ptr->ds)));
79 if (tr_idx == TR_BLOWS)
80 to_ptr->pval = std::min<short>(to_ptr->pval, bmax);
81 if (tr_idx == TR_SPEED)
82 to_ptr->pval = std::min<short>(to_ptr->pval, 4);
86 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
87 * @param player_ptr プレイヤーへの参照ポインタ
91 static PRICE repair_broken_weapon_aux(PlayerType *player_ptr, PRICE bcost)
95 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);
96 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);
98 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
99 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.");
103 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), FuncItemTester(&ObjectType::is_broken_weapon));
107 if (!o_ptr->is_ego() && !o_ptr->is_artifact()) {
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 for the repair.");
126 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), FuncItemTester(&ObjectType::is_orthodox_melee_weapons));
130 msg_print(_("クラインの壷じゃない!", "This is not a Klein bottle!"));
134 describe_flavor(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
135 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
136 PRICE cost = bcost + object_value_real(o_ptr) * 2;
137 if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost)))
140 if (player_ptr->au < cost) {
141 describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
142 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);
147 KIND_OBJECT_IDX k_idx;
148 if (o_ptr->sval == SV_BROKEN_DAGGER) {
151 for (const auto &k_ref : k_info) {
152 if (k_ref.tval != ItemKindType::SWORD)
154 if ((k_ref.sval == SV_BROKEN_DAGGER) || (k_ref.sval == SV_BROKEN_SWORD) || (k_ref.sval == SV_POISON_NEEDLE))
156 if (k_ref.weight > 99)
165 auto tval = (one_in_(5) ? mo_ptr->tval : ItemKindType::SWORD);
168 k_idx = lookup_kind(tval, SV_ANY);
169 ck_ptr = &k_info[k_idx];
171 if (tval == ItemKindType::SWORD) {
172 if ((ck_ptr->sval == SV_BROKEN_DAGGER) || (ck_ptr->sval == SV_BROKEN_SWORD) || (ck_ptr->sval == SV_DIAMOND_EDGE)
173 || (ck_ptr->sval == SV_POISON_NEEDLE))
176 if (tval == ItemKindType::POLEARM) {
177 if ((ck_ptr->sval == SV_DEATH_SCYTHE) || (ck_ptr->sval == SV_TSURIZAO))
180 if (tval == ItemKindType::HAFTED) {
181 if ((ck_ptr->sval == SV_GROND) || (ck_ptr->sval == SV_WIZSTAFF) || (ck_ptr->sval == SV_NAMAKE_HAMMER))
189 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
190 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
191 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
192 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
195 k_ptr = &k_info[k_idx];
196 o_ptr->k_idx = k_idx;
197 o_ptr->weight = k_ptr->weight;
198 o_ptr->tval = k_ptr->tval;
199 o_ptr->sval = k_ptr->sval;
200 o_ptr->dd = k_ptr->dd;
201 o_ptr->ds = k_ptr->ds;
203 o_ptr->art_flags.set(k_ptr->flags);
206 o_ptr->pval = std::max<short>(o_ptr->pval, randint1(k_ptr->pval));
207 if (k_ptr->flags.has(TR_ACTIVATE))
208 o_ptr->activation_id = k_ptr->act_idx;
212 for (int i = 1; i < dd_bonus; i++) {
213 if (one_in_(o_ptr->dd + i))
220 for (int i = 1; i < ds_bonus; i++) {
221 if (one_in_(o_ptr->ds + i))
226 if (k_ptr->flags.has(TR_BLOWS)) {
227 auto bmax = std::min<short>(3, std::max<short>(1, 40 / (o_ptr->dd * o_ptr->ds)));
228 o_ptr->pval = std::min<short>(o_ptr->pval, bmax);
231 give_one_ability_of_object(o_ptr, mo_ptr);
232 o_ptr->to_d += std::max(0, (mo_ptr->to_d / 3));
233 o_ptr->to_h += std::max<short>(0, (mo_ptr->to_h / 3));
234 o_ptr->to_a += std::max<short>(0, (mo_ptr->to_a));
236 if ((o_ptr->name1 == ART_NARSIL) || (o_ptr->is_random_artifact() && one_in_(1)) || (o_ptr->is_ego() && one_in_(7))) {
237 if (o_ptr->is_ego()) {
238 o_ptr->art_flags.set(TR_IGNORE_FIRE);
239 o_ptr->art_flags.set(TR_IGNORE_ACID);
242 give_one_ability_of_object(o_ptr, mo_ptr);
243 if (activation_index(o_ptr) == RandomArtActType::NONE)
244 one_activation(o_ptr);
246 if (o_ptr->name1 == ART_NARSIL) {
247 one_high_resistance(o_ptr);
251 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
254 describe_flavor(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
256 msg_format("$%dで%sに修復しました。", cost, basenm);
258 msg_format("Repaired into %s for %d gold.", basenm, cost);
261 o_ptr->ident &= ~(IDENT_BROKEN);
262 o_ptr->discount = 99;
264 calc_android_exp(player_ptr);
265 inven_item_increase(player_ptr, mater, -1);
266 inven_item_optimize(player_ptr, mater);
268 player_ptr->update |= PU_BONUS;
269 handle_stuff(player_ptr);
274 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
275 * @param player_ptr プレイヤーへの参照ポインタ
276 * @param bcost 基本鑑定費用
279 int repair_broken_weapon(PlayerType *player_ptr, PRICE bcost)
283 cost = repair_broken_weapon_aux(player_ptr, bcost);