1 #include "perception/object-perception.h"
2 #include "flavor/flavor-describer.h"
3 #include "flavor/object-flavor-types.h"
4 #include "game-option/play-record-options.h"
5 #include "io/write-diary.h"
6 #include "object-enchant/item-feeling.h"
7 #include "object-enchant/special-object-flags.h"
8 #include "object-enchant/trg-types.h"
9 #include "object/item-tester-hooker.h" // 暫定、このファイルへ引っ越す.
10 #include "object/object-generator.h"
11 #include "object/object-kind.h"
12 #include "system/object-type-definition.h"
13 #include "system/player-type-definition.h"
16 * @brief オブジェクトを鑑定済にする /
17 * Known is true when the "attributes" of an object are "known".
18 * @param o_ptr 鑑定済にするオブジェクトの構造体参照ポインタ
19 * These include tohit, todam, toac, cost, and pval (charges).\n
21 * Note that "knowing" an object gives you everything that an "awareness"\n
22 * gives you, and much more. In fact, the player is always "aware" of any\n
23 * item of which he has full "knowledge".\n
25 * But having full knowledge of, say, one "wand of wonder", does not, by\n
26 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
27 * It happens that most "identify" routines (including "buying from a shop")\n
28 * will make the player "aware" of the object as well as fully "know" it.\n
30 * This routine also removes any inscriptions generated by "feelings".\n
32 void object_known(object_type *o_ptr)
34 o_ptr->feeling = FEEL_NONE;
35 o_ptr->ident &= ~(IDENT_SENSE);
36 o_ptr->ident &= ~(IDENT_EMPTY);
37 o_ptr->ident |= (IDENT_KNOWN);
41 * @brief オブジェクトを*鑑定*済にする /
42 * The player is now aware of the effects of the given object.
43 * @param owner_ptr プレーヤーへの参照ポインタ
44 * @param o_ptr *鑑定*済にするオブジェクトの構造体参照ポインタ
46 void object_aware(player_type *owner_ptr, object_type *o_ptr)
48 const bool is_already_awared = object_is_aware(o_ptr);
50 k_info[o_ptr->k_idx].aware = TRUE;
52 // 以下、playrecordに記録しない場合はreturnする
56 if (is_already_awared || owner_ptr->is_dead)
59 // アーティファクト専用ベースアイテムは記録しない
60 if (k_info[o_ptr->k_idx].gen_flags.has(TRG::INSTA_ART))
64 if (!((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || o_ptr->tval == TV_FOOD))
67 // playrecordに識別したアイテムを記録
70 GAME_TEXT o_name[MAX_NLEN];
73 object_copy(q_ptr, o_ptr);
76 describe_flavor(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
78 exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
82 * @brief オブジェクトを試行済にする /
83 * Something has been "sampled"
84 * @param o_ptr 試行済にするオブジェクトの構造体参照ポインタ
86 void object_tried(object_type *o_ptr) { k_info[o_ptr->k_idx].tried = TRUE; }
89 * @brief 与えられたオブジェクトのベースアイテムが鑑定済かを返す / Determine if a given inventory item is "aware"
90 * @param o_ptr オブジェクトへの参照ポインタ
93 bool object_is_aware(object_type *o_ptr) { return k_info[(o_ptr)->k_idx].aware; }
96 * Determine if a given inventory item is "tried"
98 bool object_is_tried(object_type *o_ptr) { return k_info[(o_ptr)->k_idx].tried; }
101 * Determine if a given inventory item is "known"
102 * Test One -- Check for special "known" tag
103 * Test Two -- Check for "Easy Know" + "Aware"
105 bool object_is_known(object_type *o_ptr) { return ((o_ptr->ident & IDENT_KNOWN) != 0) || (k_info[(o_ptr)->k_idx].easy_know && k_info[(o_ptr)->k_idx].aware); }
107 bool object_is_fully_known(object_type *o_ptr) { return (o_ptr->ident & IDENT_FULL_KNOWN) != 0; }