2 * @brief オブジェクトの実装 / Object code, part 1
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
13 #include "object/object-info.h"
14 #include "art-definition/art-weapon-types.h"
15 #include "art-definition/random-art-effects.h"
16 #include "floor/floor.h"
17 #include "object-enchant/activation-info-table.h"
18 #include "object-enchant/artifact.h"
19 #include "object-enchant/dragon-breaths-table.h"
20 #include "object-enchant/object-ego.h"
21 #include "object/object-flags.h"
22 #include "object/object-kind.h"
23 #include "sv-definition/sv-other-types.h"
24 #include "sv-definition/sv-ring-types.h"
25 #include "term/term-color-types.h"
28 * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
29 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
30 * @return concptr 発動名称を返す文字列ポインタ
32 static concptr item_activation_dragon_breath(object_type *o_ptr)
34 static char desc[256];
35 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
38 object_flags(o_ptr, flgs);
39 strcpy(desc, _("", "breath "));
41 for (int i = 0; dragonbreath_info[i].flag != 0; i++) {
42 if (have_flag(flgs, dragonbreath_info[i].flag)) {
44 strcat(desc, _("、", ", "));
46 strcat(desc, dragonbreath_info[i].name);
51 strcat(desc, _("のブレス(250)", ""));
56 * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
57 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
58 * @return concptr 発動名称を返す文字列ポインタ
60 static concptr item_activation_aux(object_type *o_ptr)
62 static char activation_detail[256];
64 const activation_type *const act_ptr = find_activation_info(o_ptr);
67 return _("未定義", "something undefined");
69 concptr desc = act_ptr->desc;
70 switch (act_ptr->index) {
72 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
73 desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
76 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
77 desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
80 desc = item_activation_dragon_breath(o_ptr);
83 if (o_ptr->name1 == ART_HYOUSIGI)
84 desc = _("拍子木を打ちならす", "beat wooden clappers");
87 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
88 desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
91 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
92 desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
95 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
96 desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
99 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
100 desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
102 case ACT_RESIST_POIS:
103 if (o_ptr->name2 == EGO_BRAND_POIS)
104 desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
108 /* Timeout description */
109 int constant = act_ptr->timeout.constant;
110 int dice = act_ptr->timeout.dice;
111 if (constant == 0 && dice == 0) {
112 /* We can activate it every turn */
113 strcpy(timeout, _("いつでも", "every turn"));
114 } else if (constant < 0) {
115 /* Activations that have special timeout */
116 switch (act_ptr->index) {
118 sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
121 sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
124 strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
127 strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
130 strcpy(timeout, "undefined");
134 char constant_str[16], dice_str[16];
135 sprintf(constant_str, "%d", constant);
136 sprintf(dice_str, "d%d", dice);
137 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"), (constant > 0) ? constant_str : "", (constant > 0 && dice > 0) ? "+" : "",
138 (dice > 0) ? dice_str : "");
141 sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
142 return activation_detail;
146 * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
147 * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
148 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
149 * @return concptr 発動名称を返す文字列ポインタ
151 concptr activation_explanation(object_type *o_ptr)
153 BIT_FLAGS flgs[TR_FLAG_SIZE];
154 object_flags(o_ptr, flgs);
155 if (!(have_flag(flgs, TR_ACTIVATE)))
156 return (_("なし", "nothing"));
158 if (activation_index(o_ptr)) {
159 return item_activation_aux(o_ptr);
162 if (o_ptr->tval == TV_WHISTLE) {
163 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
166 if (o_ptr->tval == TV_CAPTURE) {
167 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
170 return _("何も起きない", "Nothing");
174 * @brief オブジェクト選択時の選択アルファベットラベルを返す /
175 * Convert an inventory index into a one character label
176 * @param i プレイヤーの所持/装備オブジェクトID
177 * @return 対応するアルファベット
178 * @details Note that the label does NOT distinguish inven/equip.
180 char index_to_label(int i) { return (i < INVEN_RARM) ? (I2A(i)) : (I2A(i - INVEN_RARM)); }
183 * @brief オブジェクトの該当装備部位IDを返す /
184 * Determine which equipment slot (if any) an item likes
185 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
188 s16b wield_slot(player_type *owner_ptr, object_type *o_ptr)
190 switch (o_ptr->tval) {
195 if (!owner_ptr->inventory_list[INVEN_RARM].k_idx)
197 if (owner_ptr->inventory_list[INVEN_LARM].k_idx)
204 if (!owner_ptr->inventory_list[INVEN_LARM].k_idx)
206 if (owner_ptr->inventory_list[INVEN_RARM].k_idx)
214 if (!owner_ptr->inventory_list[INVEN_RIGHT].k_idx)
215 return (INVEN_RIGHT);
228 case TV_SOFT_ARMOR: {
232 return (INVEN_OUTER);
239 return (INVEN_HANDS);
250 * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
251 * Hack: Check if a spellbook is one of the realms we can use. -- TY
252 * @param book_tval ベースアイテムのtval
253 * @param book_sval ベースアイテムのsval
254 * @return 使用可能な魔法書ならばTRUEを返す。
256 bool check_book_realm(player_type *owner_ptr, const tval_type book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
258 if (book_tval < TV_LIFE_BOOK)
260 if (owner_ptr->pclass == CLASS_SORCERER) {
261 return is_magic(tval2realm(book_tval));
262 } else if (owner_ptr->pclass == CLASS_RED_MAGE) {
263 if (is_magic(tval2realm(book_tval)))
264 return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
267 return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
270 object_type *ref_item(player_type *owner_ptr, INVENTORY_IDX item)
272 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
273 return item >= 0 ? &owner_ptr->inventory_list[item] : &(floor_ptr->o_list[0 - item]);
277 * Return the "attr" for a given item.
278 * Use "flavor" if available.
279 * Default to user definitions.
281 TERM_COLOR object_attr(object_type *o_ptr)
283 return ((k_info[o_ptr->k_idx].flavor)
284 ? (k_info[k_info[o_ptr->k_idx].flavor].x_attr)
285 : ((!o_ptr->k_idx || (o_ptr->tval != TV_CORPSE) || (o_ptr->sval != SV_CORPSE) || (k_info[o_ptr->k_idx].x_attr != TERM_DARK))
286 ? (k_info[o_ptr->k_idx].x_attr)
287 : (r_info[o_ptr->pval].x_attr)));