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-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 "system/monster-race-definition.h"
27 #include "system/object-type-definition.h"
28 #include "system/player-type-definition.h"
29 #include "util/bit-flags-calculator.h"
30 #include "view/display-messages.h"
34 * @param player_ptr プレイヤーへの参照ポインタ
35 * @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
37 * @details power > 2はデバッグ専用.
39 OtherItemsEnchanter::OtherItemsEnchanter(PlayerType *player_ptr, ObjectType *o_ptr)
40 : player_ptr(player_ptr)
46 * @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
47 * @details power > 2はデバッグ専用.
49 void OtherItemsEnchanter::apply_magic()
51 switch (this->o_ptr->tval) {
52 case ItemKindType::FLASK:
53 this->o_ptr->fuel = this->o_ptr->pval;
54 this->o_ptr->pval = 0;
56 case ItemKindType::WAND:
57 case ItemKindType::STAFF:
58 this->enchant_wand_staff();
60 case ItemKindType::ROD:
61 this->o_ptr->pval = k_info[this->o_ptr->k_idx].pval;
63 case ItemKindType::CAPTURE:
64 this->o_ptr->pval = 0;
65 object_aware(this->player_ptr, this->o_ptr);
66 object_known(this->o_ptr);
68 case ItemKindType::FIGURINE:
69 this->generate_figurine();
71 case ItemKindType::CORPSE:
72 this->generate_corpse();
74 case ItemKindType::STATUE:
75 this->generate_statue();
77 case ItemKindType::CHEST:
78 this->generate_chest();
87 * The wand or staff gets a number of initial charges equal
88 * to between 1/2 (+1) and the full object kind's pval.
90 void OtherItemsEnchanter::enchant_wand_staff()
92 auto *k_ptr = &k_info[this->o_ptr->k_idx];
93 this->o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
97 * @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
100 * レアリティが1~100のものだけ生成対象になる
104 void OtherItemsEnchanter::generate_figurine()
106 auto *floor_ptr = this->player_ptr->current_floor_ptr;
110 r_idx = randint1(r_info.size() - 1);
111 if (!item_monster_okay(this->player_ptr, r_idx) || (r_idx == MON_TSUCHINOKO)) {
115 auto *r_ptr = &r_info[r_idx];
116 auto check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
117 if ((r_ptr->rarity == 0) || (r_ptr->rarity > 100) || (randint0(check) > 0)) {
124 this->o_ptr->pval = r_idx;
126 this->o_ptr->curse_flags.set(CurseTraitType::CURSED);
131 * @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
133 * そもそも死体も骨も落とさないモンスターは対象外
134 * 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
135 * レアリティが1~100のものだけ生成対象になる (はず)
136 * レベルの高い死体/骨ほど生成されにくい
138 void OtherItemsEnchanter::generate_corpse()
141 if (this->o_ptr->sval == SV_SKELETON) {
142 match = RF9_DROP_SKELETON;
143 } else if (this->o_ptr->sval == SV_CORPSE) {
144 match = RF9_DROP_CORPSE;
147 get_mon_num_prep(this->player_ptr, item_monster_okay, nullptr);
148 auto *floor_ptr = this->player_ptr->current_floor_ptr;
151 r_idx = get_mon_num(this->player_ptr, 0, floor_ptr->dun_level, 0);
152 auto &r_ref = r_info[r_idx];
153 auto check = (floor_ptr->dun_level < r_ref.level) ? (r_ref.level - floor_ptr->dun_level) : 0;
154 if ((r_ref.rarity == 0) || none_bits(r_ref.flags9, match) || (randint0(check) > 0)) {
161 this->o_ptr->pval = r_idx;
162 object_aware(this->player_ptr, this->o_ptr);
163 object_known(this->o_ptr);
167 * @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
168 * @details レアリティが1以上のものだけ生成対象になる
170 void OtherItemsEnchanter::generate_statue()
173 auto &r_ref = r_info[0];
175 r_idx = randint1(r_info.size() - 1);
176 r_ref = r_info[r_idx];
177 if (r_ref.rarity == 0) {
184 this->o_ptr->pval = r_idx;
186 msg_format(_("%sの像", "Statue of %s"), r_ref.name.c_str());
189 object_aware(this->player_ptr, this->o_ptr);
190 object_known(this->o_ptr);
195 * @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
197 void OtherItemsEnchanter::generate_chest()
199 auto obj_level = k_info[this->o_ptr->k_idx].level;
200 if (obj_level <= 0) {
204 this->o_ptr->pval = randint1(obj_level);
205 if (this->o_ptr->sval == SV_CHEST_KANDUME) {
206 this->o_ptr->pval = 6;
209 this->o_ptr->chest_level = this->player_ptr->current_floor_ptr->dun_level + 5;
210 if (this->o_ptr->pval > 55) {
211 this->o_ptr->pval = 55 + randint0(5);