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 "floor/floor.h"
10 #include "monster/monster-race-hook.h"
11 #include "object-enchant/artifact.h"
12 #include "object-enchant/object-ego.h"
13 #include "object-enchant/trc-types.h"
14 #include "perception/object-perception.h"
15 #include "object/object-kind.h"
16 #include "sv-definition/sv-lite-types.h"
17 #include "sv-definition/sv-other-types.h"
20 * @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
21 * Apply magic to an item known to be "boring"
22 * @param owner_ptr プレーヤーへの参照ポインタ
23 * @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
27 * Hack -- note the special code for various items
29 void apply_magic_others(player_type *owner_ptr, object_type *o_ptr, int power)
31 object_kind *k_ptr = &k_info[o_ptr->k_idx];
33 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
34 switch (o_ptr->tval) {
39 o_ptr->xtra4 = o_ptr->pval;
44 if (o_ptr->sval == SV_LITE_TORCH) {
46 o_ptr->xtra4 = randint1(o_ptr->pval);
50 if (o_ptr->sval == SV_LITE_LANTERN) {
52 o_ptr->xtra4 = randint1(o_ptr->pval);
56 /* power > 2 is debug only */
58 become_random_artifact(owner_ptr, o_ptr, FALSE);
59 } else if ((power == 2) || ((power == 1) && one_in_(3))) {
60 while (!o_ptr->name2) {
62 bool okay_flag = TRUE;
64 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
66 switch (o_ptr->name2) {
68 if (o_ptr->sval == SV_LITE_FEANOR)
76 } else if (power == -2) {
77 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
78 switch (o_ptr->name2) {
79 case EGO_LITE_DARKNESS:
82 if (o_ptr->sval == SV_LITE_TORCH) {
83 add_flag(o_ptr->art_flags, TR_LITE_M1);
84 } else if (o_ptr->sval == SV_LITE_LANTERN) {
85 add_flag(o_ptr->art_flags, TR_LITE_M2);
86 } else if (o_ptr->sval == SV_LITE_FEANOR) {
87 add_flag(o_ptr->art_flags, TR_LITE_M3);
97 /* The wand or staff gets a number of initial charges equal
98 * to between 1/2 (+1) and the full object kind's pval. -LM-
100 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
104 o_ptr->pval = k_ptr->pval;
109 object_aware(owner_ptr, o_ptr);
114 PARAMETER_VALUE i = 1;
118 i = randint1(max_r_idx - 1);
120 if (!item_monster_okay(i))
122 if (i == MON_TSUCHINOKO)
126 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
129 if (r_ptr->rarity > 100)
139 o_ptr->curse_flags |= TRC_CURSED;
144 PARAMETER_VALUE i = 1;
148 if (o_ptr->sval == SV_SKELETON) {
149 match = RF9_DROP_SKELETON;
150 } else if (o_ptr->sval == SV_CORPSE) {
151 match = RF9_DROP_CORPSE;
154 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
156 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
158 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
161 if (!(r_ptr->flags9 & match))
170 object_aware(owner_ptr, o_ptr);
175 PARAMETER_VALUE i = 1;
178 i = randint1(max_r_idx - 1);
188 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
191 object_aware(owner_ptr, o_ptr);
196 DEPTH obj_level = k_info[o_ptr->k_idx].level;
200 o_ptr->pval = randint1(obj_level);
201 if (o_ptr->sval == SV_CHEST_KANDUME)
204 o_ptr->xtra3 = floor_ptr->dun_level + 5;
205 if (o_ptr->pval > 55)
206 o_ptr->pval = 55 + (byte)randint0(5);