7 #include "perception/simple-perception.h"
8 #include "autopick/autopick.h"
9 #include "avatar/avatar.h"
10 #include "core/disturbance.h"
11 #include "core/player-update-types.h"
12 #include "core/window-redrawer.h"
13 #include "flavor/flag-inscriptions-table.h"
14 #include "flavor/flavor-describer.h"
15 #include "flavor/object-flavor-types.h"
16 #include "game-option/auto-destruction-options.h"
17 #include "game-option/disturbance-options.h"
18 #include "inventory/inventory-describer.h"
19 #include "inventory/inventory-slot-types.h"
20 #include "mutation/mutation-flag-types.h"
21 #include "object-enchant/special-object-flags.h"
22 #include "object/object-info.h"
23 #include "perception/object-perception.h"
24 #include "player/player-status-flags.h"
25 #include "system/object-type-definition.h"
26 #include "system/player-type-definition.h"
27 #include "timed-effect/player-confusion.h"
28 #include "timed-effect/timed-effects.h"
29 #include "view/display-messages.h"
32 * @brief 擬似鑑定を実際に行い判定を反映する
33 * @param slot 擬似鑑定を行うプレイヤーの所持リストID
34 * @param player_ptr プレイヤーへの参照ポインタ
35 * @param heavy 重度の擬似鑑定を行うならばTRUE
37 static void sense_inventory_aux(PlayerType *player_ptr, INVENTORY_IDX slot, bool heavy)
39 auto *o_ptr = &player_ptr->inventory_list[slot];
40 GAME_TEXT o_name[MAX_NLEN];
41 if (o_ptr->ident & (IDENT_SENSE)) {
44 if (o_ptr->is_known()) {
48 item_feel_type feel = (heavy ? pseudo_value_check_heavy(o_ptr) : pseudo_value_check_light(o_ptr));
53 if ((player_ptr->muta.has(PlayerMutationType::BAD_LUCK)) && !randint0(13)) {
59 case FEEL_WORTHLESS: {
60 feel = FEEL_EXCELLENT;
65 feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
72 feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
77 feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
83 case FEEL_EXCELLENT: {
84 feel = FEEL_WORTHLESS;
98 disturb(player_ptr, false, false);
101 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
102 if (slot >= INVEN_MAIN_HAND) {
104 msg_format("%s%s(%c)は%sという感じがする...", describe_use(player_ptr, slot), o_name, index_to_label(slot), game_inscriptions[feel]);
106 msg_format("You feel the %s (%c) you are %s %s %s...", o_name, index_to_label(slot), describe_use(player_ptr, slot),
107 ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
112 msg_format("ザックの中の%s(%c)は%sという感じがする...", o_name, index_to_label(slot), game_inscriptions[feel]);
114 msg_format("You feel the %s (%c) in your pack %s %s...", o_name, index_to_label(slot), ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
118 o_ptr->ident |= (IDENT_SENSE);
119 o_ptr->feeling = feel;
121 autopick_alter_item(player_ptr, slot, destroy_feeling);
122 player_ptr->update |= (PU_COMBINE | PU_REORDER);
123 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP);
127 * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
129 * Sense the inventory\n
131 * Class 0 = Warrior --> fast and heavy\n
132 * Class 1 = Mage --> slow and light\n
133 * Class 2 = Priest --> fast but light\n
134 * Class 3 = Rogue --> okay and heavy\n
135 * Class 4 = Ranger --> slow but heavy (changed!)\n
136 * Class 5 = Paladin --> slow but heavy\n
138 void sense_inventory1(PlayerType *player_ptr)
140 PLAYER_LEVEL plev = player_ptr->lev;
143 if (player_ptr->effects()->confusion()->is_confused()) {
147 switch (player_ptr->pclass) {
148 case PlayerClassType::WARRIOR:
149 case PlayerClassType::ARCHER:
150 case PlayerClassType::SAMURAI:
151 case PlayerClassType::CAVALRY: {
152 if (0 != randint0(9000L / (plev * plev + 40))) {
159 case PlayerClassType::SMITH: {
160 if (0 != randint0(6000L / (plev * plev + 50))) {
167 case PlayerClassType::MAGE:
168 case PlayerClassType::HIGH_MAGE:
169 case PlayerClassType::SORCERER:
170 case PlayerClassType::MAGIC_EATER:
171 case PlayerClassType::ELEMENTALIST: {
172 if (0 != randint0(240000L / (plev + 5))) {
178 case PlayerClassType::PRIEST:
179 case PlayerClassType::BARD: {
180 if (0 != randint0(10000L / (plev * plev + 40))) {
186 case PlayerClassType::ROGUE:
187 case PlayerClassType::NINJA: {
188 if (0 != randint0(20000L / (plev * plev + 40))) {
195 case PlayerClassType::RANGER: {
196 if (0 != randint0(95000L / (plev * plev + 40))) {
203 case PlayerClassType::PALADIN:
204 case PlayerClassType::SNIPER: {
205 if (0 != randint0(77777L / (plev * plev + 40))) {
212 case PlayerClassType::WARRIOR_MAGE:
213 case PlayerClassType::RED_MAGE: {
214 if (0 != randint0(75000L / (plev * plev + 40))) {
220 case PlayerClassType::MINDCRAFTER:
221 case PlayerClassType::IMITATOR:
222 case PlayerClassType::BLUE_MAGE:
223 case PlayerClassType::MIRROR_MASTER: {
224 if (0 != randint0(55000L / (plev * plev + 40))) {
230 case PlayerClassType::CHAOS_WARRIOR: {
231 if (0 != randint0(80000L / (plev * plev + 40))) {
238 case PlayerClassType::MONK:
239 case PlayerClassType::FORCETRAINER: {
240 if (0 != randint0(20000L / (plev * plev + 40))) {
246 case PlayerClassType::TOURIST: {
247 if (0 != randint0(20000L / ((plev + 50) * (plev + 50)))) {
254 case PlayerClassType::BEASTMASTER: {
255 if (0 != randint0(65000L / (plev * plev + 40))) {
261 case PlayerClassType::BERSERKER: {
266 case PlayerClassType::MAX:
270 if (compare_virtue(player_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) {
274 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++) {
277 o_ptr = &player_ptr->inventory_list[i];
283 switch (o_ptr->tval) {
284 case ItemKindType::SHOT:
285 case ItemKindType::ARROW:
286 case ItemKindType::BOLT:
287 case ItemKindType::BOW:
288 case ItemKindType::DIGGING:
289 case ItemKindType::HAFTED:
290 case ItemKindType::POLEARM:
291 case ItemKindType::SWORD:
292 case ItemKindType::BOOTS:
293 case ItemKindType::GLOVES:
294 case ItemKindType::HELM:
295 case ItemKindType::CROWN:
296 case ItemKindType::SHIELD:
297 case ItemKindType::CLOAK:
298 case ItemKindType::SOFT_ARMOR:
299 case ItemKindType::HARD_ARMOR:
300 case ItemKindType::DRAG_ARMOR:
301 case ItemKindType::CARD: {
314 if ((i < INVEN_MAIN_HAND) && (0 != randint0(5))) {
318 if (has_good_luck(player_ptr) && !randint0(13)) {
322 sense_inventory_aux(player_ptr, i, heavy);
327 * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
329 void sense_inventory2(PlayerType *player_ptr)
331 PLAYER_LEVEL plev = player_ptr->lev;
334 if (player_ptr->effects()->confusion()->is_confused()) {
338 switch (player_ptr->pclass) {
339 case PlayerClassType::WARRIOR:
340 case PlayerClassType::ARCHER:
341 case PlayerClassType::SAMURAI:
342 case PlayerClassType::CAVALRY:
343 case PlayerClassType::BERSERKER:
344 case PlayerClassType::SNIPER: {
347 case PlayerClassType::SMITH:
348 case PlayerClassType::PALADIN:
349 case PlayerClassType::CHAOS_WARRIOR:
350 case PlayerClassType::IMITATOR:
351 case PlayerClassType::BEASTMASTER:
352 case PlayerClassType::NINJA: {
353 if (0 != randint0(240000L / (plev + 5))) {
359 case PlayerClassType::RANGER:
360 case PlayerClassType::WARRIOR_MAGE:
361 case PlayerClassType::RED_MAGE:
362 case PlayerClassType::MONK: {
363 if (0 != randint0(95000L / (plev * plev + 40))) {
369 case PlayerClassType::PRIEST:
370 case PlayerClassType::BARD:
371 case PlayerClassType::ROGUE:
372 case PlayerClassType::FORCETRAINER:
373 case PlayerClassType::MINDCRAFTER: {
374 if (0 != randint0(20000L / (plev * plev + 40))) {
380 case PlayerClassType::MAGE:
381 case PlayerClassType::HIGH_MAGE:
382 case PlayerClassType::SORCERER:
383 case PlayerClassType::MAGIC_EATER:
384 case PlayerClassType::MIRROR_MASTER:
385 case PlayerClassType::BLUE_MAGE:
386 case PlayerClassType::ELEMENTALIST: {
387 if (0 != randint0(9000L / (plev * plev + 40))) {
393 case PlayerClassType::TOURIST: {
394 if (0 != randint0(20000L / ((plev + 50) * (plev + 50)))) {
401 case PlayerClassType::MAX:
405 for (INVENTORY_IDX i = 0; i < INVEN_TOTAL; i++) {
407 o_ptr = &player_ptr->inventory_list[i];
412 switch (o_ptr->tval) {
413 case ItemKindType::RING:
414 case ItemKindType::AMULET:
415 case ItemKindType::LITE:
416 case ItemKindType::FIGURINE: {
429 if ((i < INVEN_MAIN_HAND) && (0 != randint0(5))) {
433 sense_inventory_aux(player_ptr, i, true);
438 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or nullptr) about an item. Method 1 (Heavy).
439 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
440 * @return 擬似鑑定結果のIDを返す。
442 item_feel_type pseudo_value_check_heavy(ObjectType *o_ptr)
444 if (o_ptr->is_artifact()) {
445 if (o_ptr->is_cursed() || o_ptr->is_broken()) {
446 return FEEL_TERRIBLE;
452 if (o_ptr->is_ego()) {
453 if (o_ptr->is_cursed() || o_ptr->is_broken()) {
454 return FEEL_WORTHLESS;
457 return FEEL_EXCELLENT;
460 if (o_ptr->is_cursed()) {
464 if (o_ptr->is_broken()) {
468 if ((o_ptr->tval == ItemKindType::RING) || (o_ptr->tval == ItemKindType::AMULET)) {
472 if (o_ptr->to_a > 0) {
476 if (o_ptr->to_h + o_ptr->to_d > 0) {
484 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or nullptr) about an item. Method 2 (Light).
485 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
486 * @return 擬似鑑定結果のIDを返す。
488 item_feel_type pseudo_value_check_light(ObjectType *o_ptr)
490 if (o_ptr->is_cursed()) {
494 if (o_ptr->is_broken()) {
498 if (o_ptr->is_artifact()) {
499 return FEEL_UNCURSED;
502 if (o_ptr->is_ego()) {
503 return FEEL_UNCURSED;
506 if (o_ptr->to_a > 0) {
507 return FEEL_UNCURSED;
510 if (o_ptr->to_h + o_ptr->to_d > 0) {
511 return FEEL_UNCURSED;