3 * @brief 防具系のアイテムを強化して(恐らく床に)生成する処理
8 #include "object-enchant/apply-magic-others.h"
9 #include "artifact/random-art-generator.h"
10 #include "game-option/cheat-options.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "monster-race/monster-race-hook.h"
13 #include "monster-race/monster-race.h"
14 #include "monster-race/race-flags9.h"
15 #include "monster-race/race-indice-types.h"
16 #include "monster/monster-list.h"
17 #include "monster/monster-util.h"
18 #include "object-enchant/object-ego.h"
19 #include "object-enchant/tr-types.h"
20 #include "object-enchant/trc-types.h"
21 #include "object/object-kind.h"
22 #include "perception/object-perception.h"
23 #include "sv-definition/sv-lite-types.h"
24 #include "sv-definition/sv-other-types.h"
25 #include "system/floor-type-definition.h"
26 #include "util/bit-flags-calculator.h"
27 #include "view/display-messages.h"
30 * @brief その他雑多のオブジェクトに生成ランクごとの強化を与えるサブルーチン
31 * Apply magic to an item known to be "boring"
32 * @param owner_ptr プレーヤーへの参照ポインタ
33 * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
37 * Hack -- note the special code for various items
39 void apply_magic_others(player_type *owner_ptr, object_type *o_ptr, int power)
41 object_kind *k_ptr = &k_info[o_ptr->k_idx];
43 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
44 switch (o_ptr->tval) {
49 o_ptr->xtra4 = o_ptr->pval;
54 if (o_ptr->sval == SV_LITE_TORCH) {
56 o_ptr->xtra4 = randint1(o_ptr->pval);
60 if (o_ptr->sval == SV_LITE_LANTERN) {
62 o_ptr->xtra4 = randint1(o_ptr->pval);
66 /* power > 2 is debug only */
68 become_random_artifact(owner_ptr, o_ptr, FALSE);
69 } else if ((power == 2) || ((power == 1) && one_in_(3))) {
70 while (!o_ptr->name2) {
72 bool okay_flag = TRUE;
74 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
76 switch (o_ptr->name2) {
78 if (o_ptr->sval == SV_LITE_FEANOR)
86 } else if (power == -2) {
87 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
88 switch (o_ptr->name2) {
89 case EGO_LITE_DARKNESS:
92 if (o_ptr->sval == SV_LITE_TORCH) {
93 add_flag(o_ptr->art_flags, TR_LITE_M1);
94 } else if (o_ptr->sval == SV_LITE_LANTERN) {
95 add_flag(o_ptr->art_flags, TR_LITE_M2);
96 } else if (o_ptr->sval == SV_LITE_FEANOR) {
97 add_flag(o_ptr->art_flags, TR_LITE_M3);
107 /* The wand or staff gets a number of initial charges equal
108 * to between 1/2 (+1) and the full object kind's pval. -LM-
110 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
114 o_ptr->pval = k_ptr->pval;
119 object_aware(owner_ptr, o_ptr);
124 PARAMETER_VALUE i = 1;
128 i = randint1(max_r_idx - 1);
130 if (!item_monster_okay(owner_ptr, i))
132 if (i == MON_TSUCHINOKO)
136 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
139 if (r_ptr->rarity > 100)
149 o_ptr->curse_flags |= TRC_CURSED;
154 PARAMETER_VALUE i = 1;
158 if (o_ptr->sval == SV_SKELETON) {
159 match = RF9_DROP_SKELETON;
160 } else if (o_ptr->sval == SV_CORPSE) {
161 match = RF9_DROP_CORPSE;
164 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
166 i = get_mon_num(owner_ptr, 0, floor_ptr->dun_level, 0);
168 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
171 if (!(r_ptr->flags9 & match))
180 object_aware(owner_ptr, o_ptr);
185 PARAMETER_VALUE i = 1;
188 i = randint1(max_r_idx - 1);
198 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
201 object_aware(owner_ptr, o_ptr);
206 DEPTH obj_level = k_info[o_ptr->k_idx].level;
210 o_ptr->pval = randint1(obj_level);
211 if (o_ptr->sval == SV_CHEST_KANDUME)
214 o_ptr->xtra3 = floor_ptr->dun_level + 5;
215 if (o_ptr->pval > 55)
216 o_ptr->pval = 55 + (byte)randint0(5);