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 "game-option/cheat-options.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags9.h"
13 #include "monster-race/race-indice-types.h"
14 #include "monster-race/monster-race-hook.h"
15 #include "monster/monster-list.h"
16 #include "monster/monster-util.h"
17 #include "object-enchant/artifact.h"
18 #include "object-enchant/object-ego.h"
19 #include "object-enchant/tr-types.h"
20 #include "object-enchant/trc-types.h"
21 #include "perception/object-perception.h"
22 #include "object/object-kind.h"
23 #include "sv-definition/sv-lite-types.h"
24 #include "sv-definition/sv-other-types.h"
25 #include "util/bit-flags-calculator.h"
26 #include "view/display-messages.h"
29 * @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
30 * Apply magic to an item known to be "boring"
31 * @param owner_ptr プレーヤーへの参照ポインタ
32 * @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
36 * Hack -- note the special code for various items
38 void apply_magic_others(player_type *owner_ptr, object_type *o_ptr, int power)
40 object_kind *k_ptr = &k_info[o_ptr->k_idx];
42 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
43 switch (o_ptr->tval) {
48 o_ptr->xtra4 = o_ptr->pval;
53 if (o_ptr->sval == SV_LITE_TORCH) {
55 o_ptr->xtra4 = randint1(o_ptr->pval);
59 if (o_ptr->sval == SV_LITE_LANTERN) {
61 o_ptr->xtra4 = randint1(o_ptr->pval);
65 /* power > 2 is debug only */
67 become_random_artifact(owner_ptr, o_ptr, FALSE);
68 } else if ((power == 2) || ((power == 1) && one_in_(3))) {
69 while (!o_ptr->name2) {
71 bool okay_flag = TRUE;
73 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
75 switch (o_ptr->name2) {
77 if (o_ptr->sval == SV_LITE_FEANOR)
85 } else if (power == -2) {
86 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
87 switch (o_ptr->name2) {
88 case EGO_LITE_DARKNESS:
91 if (o_ptr->sval == SV_LITE_TORCH) {
92 add_flag(o_ptr->art_flags, TR_LITE_M1);
93 } else if (o_ptr->sval == SV_LITE_LANTERN) {
94 add_flag(o_ptr->art_flags, TR_LITE_M2);
95 } else if (o_ptr->sval == SV_LITE_FEANOR) {
96 add_flag(o_ptr->art_flags, TR_LITE_M3);
106 /* The wand or staff gets a number of initial charges equal
107 * to between 1/2 (+1) and the full object kind's pval. -LM-
109 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
113 o_ptr->pval = k_ptr->pval;
118 object_aware(owner_ptr, o_ptr);
123 PARAMETER_VALUE i = 1;
127 i = randint1(max_r_idx - 1);
129 if (!item_monster_okay(owner_ptr, i))
131 if (i == MON_TSUCHINOKO)
135 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
138 if (r_ptr->rarity > 100)
148 o_ptr->curse_flags |= TRC_CURSED;
153 PARAMETER_VALUE i = 1;
157 if (o_ptr->sval == SV_SKELETON) {
158 match = RF9_DROP_SKELETON;
159 } else if (o_ptr->sval == SV_CORPSE) {
160 match = RF9_DROP_CORPSE;
163 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
165 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
167 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
170 if (!(r_ptr->flags9 & match))
179 object_aware(owner_ptr, o_ptr);
184 PARAMETER_VALUE i = 1;
187 i = randint1(max_r_idx - 1);
197 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
200 object_aware(owner_ptr, o_ptr);
205 DEPTH obj_level = k_info[o_ptr->k_idx].level;
209 o_ptr->pval = randint1(obj_level);
210 if (o_ptr->sval == SV_CHEST_KANDUME)
213 o_ptr->xtra3 = floor_ptr->dun_level + 5;
214 if (o_ptr->pval > 55)
215 o_ptr->pval = 55 + (byte)randint0(5);