2 * @brief 武器でも防具でもアクセサリでもない、その他のアイテム群を生成・強化する処理
5 * @details 他との兼ね合いでEnchanterとなっているが、油つぼ・人形・死体・像は生成のみで強化はしない
8 #include "object-enchant/others/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-indice-types.h"
15 #include "monster/monster-list.h"
16 #include "monster/monster-util.h"
17 #include "object-enchant/object-ego.h"
18 #include "object-enchant/tr-types.h"
19 #include "object-enchant/trc-types.h"
20 #include "object/tval-types.h"
21 #include "perception/object-perception.h"
22 #include "sv-definition/sv-lite-types.h"
23 #include "sv-definition/sv-other-types.h"
24 #include "system/baseitem-info.h"
25 #include "system/floor-type-definition.h"
26 #include "system/item-entity.h"
27 #include "system/monster-race-info.h"
28 #include "system/player-type-definition.h"
29 #include "util/bit-flags-calculator.h"
30 #include "view/display-messages.h"
31 #include <unordered_map>
35 * @param player_ptr プレイヤーへの参照ポインタ
36 * @param o_ptr 強化を与えたい/生成したいオブジェクトの構造体参照ポインタ
38 * @details power > 2はデバッグ専用.
40 OtherItemsEnchanter::OtherItemsEnchanter(PlayerType *player_ptr, ItemEntity *o_ptr)
41 : player_ptr(player_ptr)
47 * @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
48 * @details power > 2はデバッグ専用.
50 void OtherItemsEnchanter::apply_magic()
52 const auto tval = this->o_ptr->bi_key.tval();
54 case ItemKindType::FLASK:
55 this->o_ptr->fuel = this->o_ptr->pval;
56 this->o_ptr->pval = 0;
58 case ItemKindType::WAND:
59 case ItemKindType::STAFF:
60 this->enchant_wand_staff();
62 case ItemKindType::ROD:
63 this->o_ptr->pval = this->o_ptr->get_baseitem().pval;
65 case ItemKindType::CAPTURE:
66 this->o_ptr->pval = 0;
67 object_aware(this->player_ptr, this->o_ptr);
68 object_known(this->o_ptr);
70 case ItemKindType::FIGURINE:
71 this->generate_figurine();
73 case ItemKindType::CORPSE:
74 this->generate_corpse();
76 case ItemKindType::STATUE:
77 this->generate_statue();
79 case ItemKindType::CHEST:
80 this->generate_chest();
89 * The wand or staff gets a number of initial charges equal
90 * to between 1/2 (+1) and the full object kind's pval.
92 void OtherItemsEnchanter::enchant_wand_staff()
94 const auto &baseitem = this->o_ptr->get_baseitem();
95 this->o_ptr->pval = baseitem.pval / 2 + randint1((baseitem.pval + 1) / 2);
99 * @brief ランダムに選択したモンスター種族IDからその人形を作る
102 * レアリティが1~100のものだけ生成対象になる
106 void OtherItemsEnchanter::generate_figurine()
108 auto *floor_ptr = this->player_ptr->current_floor_ptr;
111 r_idx = MonsterRace::pick_one_at_random();
112 if (!item_monster_okay(this->player_ptr, r_idx) || (r_idx == MonsterRaceId::TSUCHINOKO)) {
116 auto *r_ptr = &monraces_info[r_idx];
117 auto check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
118 if ((r_ptr->rarity == 0) || (r_ptr->rarity > 100) || (randint0(check) > 0)) {
125 this->o_ptr->pval = enum2i(r_idx);
127 this->o_ptr->curse_flags.set(CurseTraitType::CURSED);
132 * @brief ランダムに選択したモンスター種族IDからその死体/骨を作る
134 * そもそも死体も骨も落とさないモンスターは対象外
135 * ユニークやあやしい影等、そこらに落ちている死体としてふさわしくないものは弾く
136 * レアリティが1~100のものだけ生成対象になる (はず)
137 * レベルの高い死体/骨ほど生成されにくい
139 void OtherItemsEnchanter::generate_corpse()
141 const std::unordered_map<OBJECT_SUBTYPE_VALUE, MonsterDropType> match = {
142 { SV_SKELETON, MonsterDropType::DROP_SKELETON },
143 { SV_CORPSE, MonsterDropType::DROP_CORPSE },
146 get_mon_num_prep(this->player_ptr, item_monster_okay, nullptr);
147 auto *floor_ptr = this->player_ptr->current_floor_ptr;
150 r_idx = get_mon_num(this->player_ptr, 0, floor_ptr->dun_level, 0);
151 auto &r_ref = monraces_info[r_idx];
152 auto check = (floor_ptr->dun_level < r_ref.level) ? (r_ref.level - floor_ptr->dun_level) : 0;
153 const auto sval = this->o_ptr->bi_key.sval();
154 if (!sval.has_value()) {
158 if ((r_ref.rarity == 0) || (match.find(sval.value()) != match.end() && r_ref.drop_flags.has_not(match.at(sval.value()))) || (randint0(check) > 0)) {
165 this->o_ptr->pval = enum2i(r_idx);
166 object_aware(this->player_ptr, this->o_ptr);
167 object_known(this->o_ptr);
171 * @brief ランダムに選択したモンスター種族IDからその像を作る
172 * @details レアリティが1以上のものだけ生成対象になる
174 void OtherItemsEnchanter::generate_statue()
176 auto pick_r_idx_for_statue = [] {
178 auto r_idx = MonsterRace::pick_one_at_random();
179 if (monraces_info[r_idx].rarity > 0) {
184 auto r_idx = pick_r_idx_for_statue();
185 auto *r_ptr = &monraces_info[r_idx];
187 this->o_ptr->pval = enum2i(r_idx);
189 msg_format(_("%sの像", "Statue of %s"), r_ptr->name.data());
192 object_aware(this->player_ptr, this->o_ptr);
193 object_known(this->o_ptr);
198 * @details 箱にはレベルがあり、箱の召喚トラップが発動すると箱レベルと同等のモンスターが召喚される
200 void OtherItemsEnchanter::generate_chest()
202 auto obj_level = this->o_ptr->get_baseitem().level;
203 if (obj_level <= 0) {
207 this->o_ptr->pval = randint1(obj_level);
208 if (this->o_ptr->bi_key.sval() == SV_CHEST_KANDUME) {
209 this->o_ptr->pval = 6;
212 this->o_ptr->chest_level = this->player_ptr->current_floor_ptr->dun_level + 5;
213 if (this->o_ptr->pval > 55) {
214 this->o_ptr->pval = 55 + randint0(5);