1 #include "object-hook/hook-weapon.h"
2 #include "object-enchant/tr-types.h"
3 #include "object-hook/hook-armor.h"
4 #include "object/object-flags.h"
5 #include "object/tval-types.h"
6 #include "player/player-skill.h"
7 #include "sv-definition/sv-weapon-types.h"
8 #include "system/item-entity.h"
9 #include "system/player-type-definition.h"
10 #include "util/bit-flags-calculator.h"
13 * @brief オブジェクトがプレイヤーの職業に応じた適正武器か否かを返す / Favorite weapons
14 * @param o_ptr 対象のオブジェクト構造体ポインタ
15 * @return オブジェクトが適正武器ならばTRUEを返す
17 bool object_is_favorite(PlayerType *player_ptr, const ItemEntity *o_ptr)
19 if (!o_ptr->is_melee_weapon()) {
23 /* Favorite weapons are varied depend on the class */
24 const auto tval = o_ptr->bi_key.tval();
25 const auto sval = o_ptr->bi_key.sval().value();
26 switch (player_ptr->pclass) {
27 case PlayerClassType::PRIEST: {
28 const auto flags = object_flags_known(o_ptr);
29 return flags.has(TR_BLESSED) || (tval == ItemKindType::HAFTED);
31 case PlayerClassType::MONK:
32 case PlayerClassType::FORCETRAINER:
34 return player_ptr->weapon_exp_max[tval][sval] != PlayerSkill::weapon_exp_at(PlayerSkillRank::UNSKILLED);
35 case PlayerClassType::BEASTMASTER:
36 case PlayerClassType::CAVALRY: {
37 /* Is it known to be suitable to using while riding? */
38 auto flags = object_flags_known(o_ptr);
39 return flags.has(TR_RIDING);
41 case PlayerClassType::SORCERER:
42 return player_ptr->weapon_exp_max[tval][sval] >= PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER);
43 case PlayerClassType::NINJA:
45 return player_ptr->weapon_exp_max[tval][sval] > PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER);