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-race/race-indice-types.h"
11 #include "monster/monster-race-hook.h"
12 #include "object-enchant/artifact.h"
13 #include "object-enchant/object-ego.h"
14 #include "object-enchant/tr-types.h"
15 #include "object-enchant/trc-types.h"
16 #include "perception/object-perception.h"
17 #include "object/object-kind.h"
18 #include "sv-definition/sv-lite-types.h"
19 #include "sv-definition/sv-other-types.h"
22 * @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
23 * Apply magic to an item known to be "boring"
24 * @param owner_ptr プレーヤーへの参照ポインタ
25 * @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
29 * Hack -- note the special code for various items
31 void apply_magic_others(player_type *owner_ptr, object_type *o_ptr, int power)
33 object_kind *k_ptr = &k_info[o_ptr->k_idx];
35 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
36 switch (o_ptr->tval) {
41 o_ptr->xtra4 = o_ptr->pval;
46 if (o_ptr->sval == SV_LITE_TORCH) {
48 o_ptr->xtra4 = randint1(o_ptr->pval);
52 if (o_ptr->sval == SV_LITE_LANTERN) {
54 o_ptr->xtra4 = randint1(o_ptr->pval);
58 /* power > 2 is debug only */
60 become_random_artifact(owner_ptr, o_ptr, FALSE);
61 } else if ((power == 2) || ((power == 1) && one_in_(3))) {
62 while (!o_ptr->name2) {
64 bool okay_flag = TRUE;
66 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
68 switch (o_ptr->name2) {
70 if (o_ptr->sval == SV_LITE_FEANOR)
78 } else if (power == -2) {
79 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
80 switch (o_ptr->name2) {
81 case EGO_LITE_DARKNESS:
84 if (o_ptr->sval == SV_LITE_TORCH) {
85 add_flag(o_ptr->art_flags, TR_LITE_M1);
86 } else if (o_ptr->sval == SV_LITE_LANTERN) {
87 add_flag(o_ptr->art_flags, TR_LITE_M2);
88 } else if (o_ptr->sval == SV_LITE_FEANOR) {
89 add_flag(o_ptr->art_flags, TR_LITE_M3);
99 /* The wand or staff gets a number of initial charges equal
100 * to between 1/2 (+1) and the full object kind's pval. -LM-
102 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
106 o_ptr->pval = k_ptr->pval;
111 object_aware(owner_ptr, o_ptr);
116 PARAMETER_VALUE i = 1;
120 i = randint1(max_r_idx - 1);
122 if (!item_monster_okay(i))
124 if (i == MON_TSUCHINOKO)
128 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
131 if (r_ptr->rarity > 100)
141 o_ptr->curse_flags |= TRC_CURSED;
146 PARAMETER_VALUE i = 1;
150 if (o_ptr->sval == SV_SKELETON) {
151 match = RF9_DROP_SKELETON;
152 } else if (o_ptr->sval == SV_CORPSE) {
153 match = RF9_DROP_CORPSE;
156 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
158 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
160 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
163 if (!(r_ptr->flags9 & match))
172 object_aware(owner_ptr, o_ptr);
177 PARAMETER_VALUE i = 1;
180 i = randint1(max_r_idx - 1);
190 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
193 object_aware(owner_ptr, o_ptr);
198 DEPTH obj_level = k_info[o_ptr->k_idx].level;
202 o_ptr->pval = randint1(obj_level);
203 if (o_ptr->sval == SV_CHEST_KANDUME)
206 o_ptr->xtra3 = floor_ptr->dun_level + 5;
207 if (o_ptr->pval > 55)
208 o_ptr->pval = 55 + (byte)randint0(5);