2 * @brief アイテムに影響のある魔法の処理
7 #include "spell/spells-object.h"
8 #include "avatar/avatar.h"
9 #include "core/player-update-types.h"
10 #include "core/window-redrawer.h"
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "floor/floor-object.h"
14 #include "game-option/disturbance-options.h"
15 #include "inventory/inventory-slot-types.h"
16 #include "monster-race/monster-race.h"
17 #include "monster-race/race-flags1.h"
18 #include "object-enchant/apply-magic.h"
19 #include "object-enchant/item-apply-magic.h"
20 #include "object-enchant/item-feeling.h"
21 #include "object-enchant/object-boost.h"
22 #include "object-enchant/object-ego.h"
23 #include "object-enchant/special-object-flags.h"
24 #include "object-enchant/trc-types.h"
25 #include "object-enchant/trg-types.h"
26 #include "object-hook/hook-armor.h"
27 #include "object-hook/hook-weapon.h"
28 #include "object/item-tester-hooker.h"
29 #include "object/item-use-flags.h"
30 #include "object/object-kind-hook.h"
31 #include "object/object-kind.h"
32 #include "perception/object-perception.h"
33 #include "player-info/class-info.h"
34 #include "racial/racial-android.h"
35 #include "sv-definition/sv-other-types.h"
36 #include "sv-definition/sv-scroll-types.h"
37 #include "sv-definition/sv-weapon-types.h"
38 #include "system/artifact-type-definition.h"
39 #include "system/floor-type-definition.h"
40 #include "system/monster-race-definition.h"
41 #include "system/object-type-definition.h"
42 #include "system/player-type-definition.h"
43 #include "term/screen-processor.h"
44 #include "util/bit-flags-calculator.h"
45 #include "view/display-messages.h"
49 OBJECT_SUBTYPE_VALUE sval;
55 * @brief 装備強化処理の失敗率定数(千分率) /
56 * Used by the "enchant" function (chance of failure)
57 * (modified for Zangband, we need better stuff there...) -- TY
59 static int enchant_table[16] = { 0, 10, 50, 100, 200, 300, 400, 500, 650, 800, 950, 987, 993, 995, 998, 1000 };
62 * Scatter some "amusing" objects near the player
65 #define AMS_NOTHING 0x00 /* No restriction */
66 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
67 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
68 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
69 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
71 static amuse_type amuse_info[]
72 = { { ItemKindType::BOTTLE, SV_ANY, 5, AMS_NOTHING }, { ItemKindType::JUNK, SV_ANY, 3, AMS_MULTIPLE }, { ItemKindType::SPIKE, SV_ANY, 10, AMS_PILE }, { ItemKindType::STATUE, SV_ANY, 15, AMS_NOTHING },
73 { ItemKindType::CORPSE, SV_ANY, 15, AMS_NO_UNIQUE }, { ItemKindType::SKELETON, SV_ANY, 10, AMS_NO_UNIQUE }, { ItemKindType::FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
74 { ItemKindType::PARCHMENT, SV_ANY, 1, AMS_NOTHING }, { ItemKindType::POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, // Fishing Pole of Taikobo
75 { ItemKindType::SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, // Broken Dagger of Magician
76 { ItemKindType::SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING }, { ItemKindType::SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING }, { ItemKindType::SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
78 { ItemKindType::NONE, 0, 0, 0 } };
82 * @param player_ptr プレイヤーへの参照ポインタ
83 * @param y1 配置したいフロアのY座標
84 * @param x1 配置したいフロアのX座標
86 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
88 void amusement(PlayerType *player_ptr, POSITION y1, POSITION x1, int num, bool known)
91 for (int n = 0; amuse_info[n].tval != ItemKindType::NONE; n++) {
92 t += amuse_info[n].prob;
97 ObjectType ObjectType_body;
100 KIND_OBJECT_IDX k_idx;
101 ARTIFACT_IDX a_idx = 0;
103 bool insta_art, fixed_art;
106 r -= amuse_info[i].prob;
110 i_ptr = &ObjectType_body;
112 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
114 /* Paranoia - reroll if nothing */
118 /* Search an artifact index if need */
119 insta_art = k_info[k_idx].gen_flags.has(ItemGenerationTraitType::INSTA_ART);
120 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
122 if (insta_art || fixed_art) {
123 for (const auto &a_ref : a_info) {
126 if (insta_art && !a_ref.gen_flags.has(ItemGenerationTraitType::INSTA_ART))
128 if (a_ref.tval != k_info[k_idx].tval)
130 if (a_ref.sval != k_info[k_idx].sval)
132 if (a_ref.cur_num > 0)
139 if (a_idx >= static_cast<ARTIFACT_IDX>(a_info.size()))
143 /* Make an object (if possible) */
146 i_ptr->name1 = a_idx;
147 apply_magic_to_object(player_ptr, i_ptr, 1, AM_NO_FIXED_ART);
149 if (amuse_info[i].flag & AMS_NO_UNIQUE) {
150 if (r_info[i_ptr->pval].kind_flags.has(MonsterKindType::UNIQUE))
154 if (amuse_info[i].flag & AMS_MULTIPLE)
155 i_ptr->number = randint1(3);
156 if (amuse_info[i].flag & AMS_PILE)
157 i_ptr->number = randint1(99);
160 object_aware(player_ptr, i_ptr);
164 /* Paranoia - reroll if nothing */
168 (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
176 * Scatter some "great" objects near the player
177 * @param player_ptr プレイヤーへの参照ポインタ
178 * @param y1 配置したいフロアのY座標
179 * @param x1 配置したいフロアのX座標
181 * @param great TRUEならば必ず高級品以上を落とす
182 * @param special TRUEならば必ず特別品を落とす
183 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
185 void acquirement(PlayerType *player_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
188 ObjectType ObjectType_body;
189 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : AM_NONE) | (special ? AM_SPECIAL : AM_NONE);
193 i_ptr = &ObjectType_body;
196 /* Make a good (or great) object (if possible) */
197 if (!make_object(player_ptr, i_ptr, mode))
201 object_aware(player_ptr, i_ptr);
205 (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
211 * Curse the players armor
212 * @return 何も持っていない場合を除き、常にTRUEを返す
213 * @todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
215 bool curse_armor(PlayerType *player_ptr)
217 /* Curse the body armor */
219 o_ptr = &player_ptr->inventory_list[INVEN_BODY];
224 GAME_TEXT o_name[MAX_NLEN];
225 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
227 /* Attempt a saving throw for artifacts */
228 if (o_ptr->is_artifact() && (randint0(100) < 50)) {
231 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!", "恐怖の暗黒オーラ", "防具", o_name);
233 msg_format("A %s tries to %s, but your %s resists the effects!", "terrible black aura", "surround your armor", o_name);
238 /* not artifact or failed save... */
239 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
240 chg_virtue(player_ptr, V_ENCHANT, -5);
242 /* Blast the armor */
244 o_ptr->name2 = EGO_BLASTED;
245 o_ptr->to_a = 0 - randint1(5) - randint1(5);
252 o_ptr->art_flags.clear();
255 o_ptr->curse_flags.set(CurseTraitType::CURSED);
258 o_ptr->ident |= (IDENT_BROKEN);
259 player_ptr->update |= (PU_BONUS | PU_MANA);
260 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
266 * Curse the players weapon
267 * @param player_ptr 所持者の参照ポインタ
268 * @param force 無条件に呪縛を行うならばTRUE
269 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
270 * @return 何も持っていない場合を除き、常にTRUEを返す
271 * @todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック
273 bool curse_weapon_object(PlayerType *player_ptr, bool force, ObjectType *o_ptr)
278 GAME_TEXT o_name[MAX_NLEN];
279 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
281 /* Attempt a saving throw */
282 if (o_ptr->is_artifact() && (randint0(100) < 50) && !force) {
284 msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!", "恐怖の暗黒オーラ", "武器", o_name);
286 msg_format("A %s tries to %s, but your %s resists the effects!", "terrible black aura", "surround your weapon", o_name);
291 /* not artifact or failed save... */
293 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
294 chg_virtue(player_ptr, V_ENCHANT, -5);
296 /* Shatter the weapon */
298 o_ptr->name2 = EGO_SHATTERED;
299 o_ptr->to_h = 0 - randint1(5) - randint1(5);
300 o_ptr->to_d = 0 - randint1(5) - randint1(5);
306 o_ptr->art_flags.clear();
309 o_ptr->curse_flags.set(CurseTraitType::CURSED);
312 o_ptr->ident |= (IDENT_BROKEN);
313 player_ptr->update |= (PU_BONUS | PU_MANA);
314 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
319 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
321 * @param player_ptr プレイヤーへの参照ポインタ
323 void brand_bolts(PlayerType *player_ptr)
325 /* Use the first acceptable bolts */
326 for (int i = 0; i < INVEN_PACK; i++) {
327 auto *o_ptr = &player_ptr->inventory_list[i];
330 if (o_ptr->tval != ItemKindType::BOLT)
333 /* Skip artifacts and ego-items */
334 if (o_ptr->is_artifact() || o_ptr->is_ego())
337 /* Skip cursed/broken items */
338 if (o_ptr->is_cursed() || o_ptr->is_broken())
342 if (randint0(100) < 75)
345 msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
348 o_ptr->name2 = EGO_FLAME;
349 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
355 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
360 * Break the curse of an item
361 * @param o_ptr 呪い装備情報の参照ポインタ
363 static void break_curse(ObjectType *o_ptr)
365 BIT_FLAGS is_curse_broken
366 = o_ptr->is_cursed() && o_ptr->curse_flags.has_not(CurseTraitType::PERMA_CURSE) && o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE) && (randint0(100) < 25);
367 if (!is_curse_broken) {
371 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
373 o_ptr->curse_flags.clear();
374 o_ptr->ident |= (IDENT_SENSE);
375 o_ptr->feeling = FEEL_NONE;
380 * Enchants a plus onto an item. -RAK-
381 * @param player_ptr プレイヤーへの参照ポインタ
382 * @param o_ptr 強化するアイテムの参照ポインタ
384 * @param eflag 強化オプション(命中/ダメージ/AC)
385 * @return 強化に成功した場合TRUEを返す
388 * Revamped! Now takes item pointer, number of times to try enchanting,
389 * and a flag of what to try enchanting. Artifacts resist enchantment
390 * some of the time, and successful enchantment to at least +0 might
391 * break a curse on the item. -CFT-
393 * Note that an item can technically be enchanted all the way to +15 if
394 * you wait a very, very, long time. Going from +9 to +10 only works
395 * about 5% of the time, and from +10 to +11 only about 1% of the time.
397 * Note that this function can now be used on "piles" of items, and
398 * the larger the pile, the lower the chance of success.
401 bool enchant_equipment(PlayerType *player_ptr, ObjectType *o_ptr, int n, int eflag)
403 /* Large piles resist enchantment */
404 int prob = o_ptr->number * 100;
406 /* Missiles are easy to enchant */
407 if ((o_ptr->tval == ItemKindType::BOLT) || (o_ptr->tval == ItemKindType::ARROW) || (o_ptr->tval == ItemKindType::SHOT)) {
414 bool a = o_ptr->is_artifact();
415 bool force = (eflag & ENCH_FORCE);
416 for (int i = 0; i < n; i++) {
417 /* Hack -- Roll for pile resistance */
418 if (!force && randint0(prob) >= 100)
422 if (eflag & ENCH_TOHIT) {
425 else if (o_ptr->to_h > 15)
428 chance = enchant_table[o_ptr->to_h];
430 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
434 /* only when you get it above -1 -CFT */
435 if (o_ptr->to_h >= 0)
440 /* Enchant to damage */
441 if (eflag & ENCH_TODAM) {
444 else if (o_ptr->to_d > 15)
447 chance = enchant_table[o_ptr->to_d];
449 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
453 /* only when you get it above -1 -CFT */
454 if (o_ptr->to_d >= 0)
459 /* Enchant to armor class */
460 if (!(eflag & ENCH_TOAC)) {
466 else if (o_ptr->to_a > 15)
469 chance = enchant_table[o_ptr->to_a];
471 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
475 /* only when you get it above -1 -CFT */
476 if (o_ptr->to_a >= 0)
484 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
485 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
492 * @brief 装備修正強化処理のメインルーチン /
493 * Enchant an item (in the inventory or on the floor)
494 * @param player_ptr プレイヤーへの参照ポインタ
495 * @param num_hit 命中修正量
496 * @param num_dam ダメージ修正量
497 * @param num_ac AC修正量
498 * @return 強化に成功した場合TRUEを返す
500 * Note that "num_ac" requires armour, else weapon
501 * Returns TRUE if attempted, FALSE if cancelled
503 bool enchant_spell(PlayerType *player_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
505 /* Assume enchant weapon */
506 FuncItemTester item_tester(&ObjectType::allow_enchant_weapon);
508 /* Enchant armor if requested */
510 item_tester = FuncItemTester(&ObjectType::is_armour);
512 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
513 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
517 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), item_tester);
521 GAME_TEXT o_name[MAX_NLEN];
522 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
524 msg_format("%s は明るく輝いた!", o_name);
526 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
530 bool is_enchant_successful = false;
531 if (enchant_equipment(player_ptr, o_ptr, num_hit, ENCH_TOHIT))
532 is_enchant_successful = true;
533 if (enchant_equipment(player_ptr, o_ptr, num_dam, ENCH_TODAM))
534 is_enchant_successful = true;
535 if (enchant_equipment(player_ptr, o_ptr, num_ac, ENCH_TOAC))
536 is_enchant_successful = true;
538 if (!is_enchant_successful) {
541 msg_print(_("強化に失敗した。", "The enchantment failed."));
543 chg_virtue(player_ptr, V_ENCHANT, -1);
545 chg_virtue(player_ptr, V_ENCHANT, 1);
547 calc_android_exp(player_ptr);
549 /* Something happened */
554 * @brief 武器へのエゴ付加処理 /
555 * Brand the current weapon
556 * @param player_ptr プレイヤーへの参照ポインタ
557 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
559 void brand_weapon(PlayerType *player_ptr, int brand_type)
561 concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
562 concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
566 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | IGNORE_BOTHHAND_SLOT, FuncItemTester(&ObjectType::allow_enchant_melee_weapon));
570 bool is_special_item = o_ptr->k_idx && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed()
571 && !((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) && !((o_ptr->tval == ItemKindType::POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
572 && !((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
573 if (!is_special_item) {
577 msg_print(_("属性付加に失敗した。", "The branding failed."));
578 chg_virtue(player_ptr, V_ENCHANT, -2);
579 calc_android_exp(player_ptr);
583 GAME_TEXT o_name[MAX_NLEN];
584 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
586 concptr act = nullptr;
587 switch (brand_type) {
589 if (o_ptr->tval == ItemKindType::SWORD) {
590 act = _("は鋭さを増した!", "becomes very sharp!");
592 o_ptr->name2 = EGO_SHARPNESS;
593 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, player_ptr->current_floor_ptr->dun_level) + 1;
595 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
598 act = _("は破壊力を増した!", "seems very powerful.");
599 o_ptr->name2 = EGO_EARTHQUAKES;
600 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, player_ptr->current_floor_ptr->dun_level);
605 act = _("は人間の血を求めている!", "seems to be looking for humans!");
606 o_ptr->name2 = EGO_KILL_HUMAN;
609 act = _("は電撃に覆われた!", "covered with lightning!");
610 o_ptr->name2 = EGO_BRAND_ELEC;
613 act = _("は酸に覆われた!", "coated with acid!");
614 o_ptr->name2 = EGO_BRAND_ACID;
617 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
618 o_ptr->name2 = EGO_KILL_EVIL;
621 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
622 o_ptr->name2 = EGO_KILL_DEMON;
625 act = _("は屍を求めている!", "seems to be looking for undead!");
626 o_ptr->name2 = EGO_KILL_UNDEAD;
629 act = _("は動物の血を求めている!", "seems to be looking for animals!");
630 o_ptr->name2 = EGO_KILL_ANIMAL;
633 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
634 o_ptr->name2 = EGO_KILL_DRAGON;
637 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
638 o_ptr->name2 = EGO_KILL_TROLL;
641 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
642 o_ptr->name2 = EGO_KILL_ORC;
645 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
646 o_ptr->name2 = EGO_KILL_GIANT;
649 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
650 o_ptr->name2 = EGO_TRUMP;
651 o_ptr->pval = randint1(2);
654 act = _("は血を求めている!", "thirsts for blood!");
655 o_ptr->name2 = EGO_VAMPIRIC;
658 act = _("は毒に覆われた。", "is coated with poison.");
659 o_ptr->name2 = EGO_BRAND_POIS;
662 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
663 o_ptr->name2 = EGO_CHAOTIC;
666 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
667 o_ptr->name2 = EGO_BRAND_FIRE;
670 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
671 o_ptr->name2 = EGO_BRAND_COLD;
675 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
676 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
677 o_ptr->discount = 99;
678 chg_virtue(player_ptr, V_ENCHANT, 2);
679 calc_android_exp(player_ptr);