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 "monster-race/monster-race.h"
18 #include "object-enchant/activation-info-table.h"
19 #include "object-enchant/artifact.h"
20 #include "object-enchant/dragon-breaths-table.h"
21 #include "object-enchant/object-ego.h"
22 #include "object/object-flags.h"
23 #include "object/object-kind.h"
24 #include "realm/realm-names-table.h"
25 #include "sv-definition/sv-other-types.h"
26 #include "sv-definition/sv-ring-types.h"
27 #include "term/term-color-types.h"
28 #include "util/bit-flags-calculator.h"
29 #include "util/int-char-converter.h"
32 * @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)
33 * @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
34 * @return concptr 発動名称を返す文字列ポインタ
36 static concptr item_activation_dragon_breath(object_type *o_ptr)
38 static char desc[256];
39 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
42 object_flags(o_ptr, flgs);
43 strcpy(desc, _("", "breath "));
45 for (int i = 0; dragonbreath_info[i].flag != 0; i++) {
46 if (have_flag(flgs, dragonbreath_info[i].flag)) {
48 strcat(desc, _("、", ", "));
50 strcat(desc, dragonbreath_info[i].name);
55 strcat(desc, _("のブレス(250)", ""));
60 * @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)
61 * @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
62 * @return concptr 発動名称を返す文字列ポインタ
64 static concptr item_activation_aux(object_type *o_ptr)
66 static char activation_detail[256];
68 const activation_type *const act_ptr = find_activation_info(o_ptr);
71 return _("未定義", "something undefined");
73 concptr desc = act_ptr->desc;
74 switch (act_ptr->index) {
76 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
77 desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
80 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
81 desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
84 desc = item_activation_dragon_breath(o_ptr);
87 if (o_ptr->name1 == ART_HYOUSIGI)
88 desc = _("拍子木を打ちならす", "beat wooden clappers");
91 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
92 desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
95 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
96 desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
99 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
100 desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
102 case ACT_RESIST_ELEC:
103 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
104 desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
106 case ACT_RESIST_POIS:
107 if (o_ptr->name2 == EGO_BRAND_POIS)
108 desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
112 /* Timeout description */
113 int constant = act_ptr->timeout.constant;
114 int dice = act_ptr->timeout.dice;
115 if (constant == 0 && dice == 0) {
116 /* We can activate it every turn */
117 strcpy(timeout, _("いつでも", "every turn"));
118 } else if (constant < 0) {
119 /* Activations that have special timeout */
120 switch (act_ptr->index) {
122 sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
125 sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
128 strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
131 strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
134 strcpy(timeout, "undefined");
138 char constant_str[16], dice_str[16];
139 sprintf(constant_str, "%d", constant);
140 sprintf(dice_str, "d%d", dice);
141 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"), (constant > 0) ? constant_str : "", (constant > 0 && dice > 0) ? "+" : "",
142 (dice > 0) ? dice_str : "");
145 sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
146 return activation_detail;
150 * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
151 * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
152 * @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
153 * @return concptr 発動名称を返す文字列ポインタ
155 concptr activation_explanation(object_type *o_ptr)
157 BIT_FLAGS flgs[TR_FLAG_SIZE];
158 object_flags(o_ptr, flgs);
159 if (!(have_flag(flgs, TR_ACTIVATE)))
160 return (_("なし", "nothing"));
162 if (activation_index(o_ptr)) {
163 return item_activation_aux(o_ptr);
166 if (o_ptr->tval == TV_WHISTLE) {
167 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
170 if (o_ptr->tval == TV_CAPTURE) {
171 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
174 return _("何も起きない", "Nothing");
178 * @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 /
179 * Convert an inventory index into a one character label
180 * @param i プレイヤーの所持/装備オブジェクトID
181 * @return 対応するアルファベット
182 * @details Note that the label does NOT distinguish inven/equip.
184 char index_to_label(int i) { return (i < INVEN_RARM) ? (I2A(i)) : (I2A(i - INVEN_RARM)); }
187 * @brief オブジェクトの該当装備部位IDを返す /
188 * Determine which equipment slot (if any) an item likes
189 * @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
192 s16b wield_slot(player_type *owner_ptr, object_type *o_ptr)
194 switch (o_ptr->tval) {
199 if (!owner_ptr->inventory_list[INVEN_RARM].k_idx)
201 if (owner_ptr->inventory_list[INVEN_LARM].k_idx)
208 if (!owner_ptr->inventory_list[INVEN_LARM].k_idx)
210 if (owner_ptr->inventory_list[INVEN_RARM].k_idx)
218 if (!owner_ptr->inventory_list[INVEN_RIGHT].k_idx)
219 return (INVEN_RIGHT);
232 case TV_SOFT_ARMOR: {
236 return (INVEN_OUTER);
243 return (INVEN_HANDS);
254 * @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 /
255 * Hack: Check if a spellbook is one of the realms we can use. -- TY
256 * @param book_tval ベースアイテムのtval
257 * @param book_sval ベースアイテムのsval
258 * @return 使用可能な魔法書ならばTRUEを返す。
260 bool check_book_realm(player_type *owner_ptr, const tval_type book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
262 if (book_tval < TV_LIFE_BOOK)
264 if (owner_ptr->pclass == CLASS_SORCERER) {
265 return is_magic(tval2realm(book_tval));
266 } else if (owner_ptr->pclass == CLASS_RED_MAGE) {
267 if (is_magic(tval2realm(book_tval)))
268 return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
271 return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
274 object_type *ref_item(player_type *owner_ptr, INVENTORY_IDX item)
276 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
277 return item >= 0 ? &owner_ptr->inventory_list[item] : &(floor_ptr->o_list[0 - item]);
281 * Return the "attr" for a given item.
282 * Use "flavor" if available.
283 * Default to user definitions.
285 TERM_COLOR object_attr(object_type *o_ptr)
287 return ((k_info[o_ptr->k_idx].flavor)
288 ? (k_info[k_info[o_ptr->k_idx].flavor].x_attr)
289 : ((!o_ptr->k_idx || (o_ptr->tval != TV_CORPSE) || (o_ptr->sval != SV_CORPSE) || (k_info[o_ptr->k_idx].x_attr != TERM_DARK))
290 ? (k_info[o_ptr->k_idx].x_attr)
291 : (r_info[o_ptr->pval].x_attr)));