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-redraw-types.h"
10 #include "core/player-update-types.h"
11 #include "core/window-redrawer.h"
12 #include "flavor/flavor-describer.h"
13 #include "flavor/object-flavor-types.h"
14 #include "floor/floor-object.h"
15 #include "game-option/disturbance-options.h"
16 #include "inventory/inventory-slot-types.h"
17 #include "monster-race/monster-race.h"
18 #include "monster-race/race-flags1.h"
19 #include "object-enchant/apply-magic.h"
20 #include "object-enchant/item-apply-magic.h"
21 #include "object-enchant/item-feeling.h"
22 #include "object-enchant/object-boost.h"
23 #include "object-enchant/object-ego.h"
24 #include "object-enchant/special-object-flags.h"
25 #include "object-enchant/trc-types.h"
26 #include "object-enchant/trg-types.h"
27 #include "object-hook/hook-armor.h"
28 #include "object-hook/hook-weapon.h"
29 #include "object/item-tester-hooker.h"
30 #include "object/item-use-flags.h"
31 #include "object/object-kind-hook.h"
32 #include "object/object-kind.h"
33 #include "perception/object-perception.h"
34 #include "player-info/class-info.h"
35 #include "player/player-damage.h"
36 #include "racial/racial-android.h"
37 #include "spell-kind/spells-perception.h"
38 #include "status/bad-status-setter.h"
39 #include "sv-definition/sv-other-types.h"
40 #include "sv-definition/sv-scroll-types.h"
41 #include "sv-definition/sv-weapon-types.h"
42 #include "system/artifact-type-definition.h"
43 #include "system/floor-type-definition.h"
44 #include "system/monster-race-definition.h"
45 #include "system/object-type-definition.h"
46 #include "system/player-type-definition.h"
47 #include "term/screen-processor.h"
48 #include "util/bit-flags-calculator.h"
49 #include "view/display-messages.h"
53 OBJECT_SUBTYPE_VALUE sval;
59 * @brief 装備強化処理の失敗率定数(千分率) /
60 * Used by the "enchant" function (chance of failure)
61 * (modified for Zangband, we need better stuff there...) -- TY
63 static int enchant_table[16] = { 0, 10, 50, 100, 200, 300, 400, 500, 650, 800, 950, 987, 993, 995, 998, 1000 };
66 * Scatter some "amusing" objects near the player
69 #define AMS_NOTHING 0x00 /* No restriction */
70 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
71 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
72 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
73 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
75 static amuse_type amuse_info[]
76 = { { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING }, { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE }, { TV_SPIKE, SV_ANY, 10, AMS_PILE }, { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
77 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE }, { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE }, { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
78 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING }, { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, // Fishing Pole of Taikobo
79 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, // Broken Dagger of Magician
80 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING }, { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING }, { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
82 { TV_NONE, 0, 0, 0 } };
86 * @param player_ptr プレイヤーへの参照ポインタ
87 * @param y1 配置したいフロアのY座標
88 * @param x1 配置したいフロアのX座標
90 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
92 void amusement(player_type *player_ptr, POSITION y1, POSITION x1, int num, bool known)
95 for (int n = 0; amuse_info[n].tval != 0; n++) {
96 t += amuse_info[n].prob;
101 object_type object_type_body;
104 KIND_OBJECT_IDX k_idx;
105 ARTIFACT_IDX a_idx = 0;
107 bool insta_art, fixed_art;
110 r -= amuse_info[i].prob;
114 i_ptr = &object_type_body;
116 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
118 /* Paranoia - reroll if nothing */
122 /* Search an artifact index if need */
123 insta_art = k_info[k_idx].gen_flags.has(TRG::INSTA_ART);
124 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
126 if (insta_art || fixed_art) {
127 for (const auto &a_ref : a_info) {
130 if (insta_art && !a_ref.gen_flags.has(TRG::INSTA_ART))
132 if (a_ref.tval != k_info[k_idx].tval)
134 if (a_ref.sval != k_info[k_idx].sval)
136 if (a_ref.cur_num > 0)
141 if (a_idx >= static_cast<ARTIFACT_IDX>(a_info.size()))
145 /* Make an object (if possible) */
148 i_ptr->name1 = a_idx;
149 apply_magic_to_object(player_ptr, i_ptr, 1, AM_NO_FIXED_ART);
151 if (amuse_info[i].flag & AMS_NO_UNIQUE) {
152 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE)
156 if (amuse_info[i].flag & AMS_MULTIPLE)
157 i_ptr->number = randint1(3);
158 if (amuse_info[i].flag & AMS_PILE)
159 i_ptr->number = randint1(99);
162 object_aware(player_ptr, i_ptr);
166 /* Paranoia - reroll if nothing */
170 (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
178 * Scatter some "great" objects near the player
179 * @param player_ptr プレイヤーへの参照ポインタ
180 * @param y1 配置したいフロアのY座標
181 * @param x1 配置したいフロアのX座標
183 * @param great TRUEならば必ず高級品以上を落とす
184 * @param special TRUEならば必ず特別品を落とす
185 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
187 void acquirement(player_type *player_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
190 object_type object_type_body;
191 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : AM_NONE) | (special ? AM_SPECIAL : AM_NONE);
195 i_ptr = &object_type_body;
198 /* Make a good (or great) object (if possible) */
199 if (!make_object(player_ptr, i_ptr, mode))
203 object_aware(player_ptr, i_ptr);
207 (void)drop_near(player_ptr, i_ptr, -1, y1, x1);
213 * Curse the players armor
214 * @return 何も持っていない場合を除き、常にTRUEを返す
215 * @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
217 bool curse_armor(player_type *player_ptr)
219 /* Curse the body armor */
221 o_ptr = &player_ptr->inventory_list[INVEN_BODY];
226 GAME_TEXT o_name[MAX_NLEN];
227 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
229 /* Attempt a saving throw for artifacts */
230 if (o_ptr->is_artifact() && (randint0(100) < 50)) {
233 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);
235 msg_format("A %s tries to %s, but your %s resists the effects!", "terrible black aura", "surround your armor", o_name);
240 /* not artifact or failed save... */
241 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);
242 chg_virtue(player_ptr, V_ENCHANT, -5);
244 /* Blast the armor */
246 o_ptr->name2 = EGO_BLASTED;
247 o_ptr->to_a = 0 - randint1(5) - randint1(5);
254 o_ptr->art_flags.clear();
257 o_ptr->curse_flags.set(TRC::CURSED);
260 o_ptr->ident |= (IDENT_BROKEN);
261 player_ptr->update |= (PU_BONUS | PU_MANA);
262 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
268 * Curse the players weapon
269 * @param player_ptr 所持者の参照ポインタ
270 * @param force 無条件に呪縛を行うならばTRUE
271 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
272 * @return 何も持っていない場合を除き、常にTRUEを返す
273 * @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
275 bool curse_weapon_object(player_type *player_ptr, bool force, object_type *o_ptr)
280 GAME_TEXT o_name[MAX_NLEN];
281 describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
283 /* Attempt a saving throw */
284 if (o_ptr->is_artifact() && (randint0(100) < 50) && !force) {
286 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);
288 msg_format("A %s tries to %s, but your %s resists the effects!", "terrible black aura", "surround your weapon", o_name);
293 /* not artifact or failed save... */
295 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);
296 chg_virtue(player_ptr, V_ENCHANT, -5);
298 /* Shatter the weapon */
300 o_ptr->name2 = EGO_SHATTERED;
301 o_ptr->to_h = 0 - randint1(5) - randint1(5);
302 o_ptr->to_d = 0 - randint1(5) - randint1(5);
308 o_ptr->art_flags.clear();
311 o_ptr->curse_flags.set(TRC::CURSED);
314 o_ptr->ident |= (IDENT_BROKEN);
315 player_ptr->update |= (PU_BONUS | PU_MANA);
316 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
321 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
323 * @param player_ptr プレイヤーへの参照ポインタ
325 void brand_bolts(player_type *player_ptr)
327 /* Use the first acceptable bolts */
328 for (int i = 0; i < INVEN_PACK; i++) {
329 object_type *o_ptr = &player_ptr->inventory_list[i];
332 if (o_ptr->tval != TV_BOLT)
335 /* Skip artifacts and ego-items */
336 if (o_ptr->is_artifact() || o_ptr->is_ego())
339 /* Skip cursed/broken items */
340 if (o_ptr->is_cursed() || o_ptr->is_broken())
344 if (randint0(100) < 75)
347 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!"));
350 o_ptr->name2 = EGO_FLAME;
351 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
357 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
362 * Break the curse of an item
363 * @param o_ptr 呪い装備情報の参照ポインタ
365 static void break_curse(object_type *o_ptr)
367 BIT_FLAGS is_curse_broken
368 = o_ptr->is_cursed() && o_ptr->curse_flags.has_not(TRC::PERMA_CURSE) && o_ptr->curse_flags.has_not(TRC::HEAVY_CURSE) && (randint0(100) < 25);
369 if (!is_curse_broken) {
373 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
375 o_ptr->curse_flags.clear();
376 o_ptr->ident |= (IDENT_SENSE);
377 o_ptr->feeling = FEEL_NONE;
382 * Enchants a plus onto an item. -RAK-
383 * @param player_ptr プレイヤーへの参照ポインタ
384 * @param o_ptr 強化するアイテムの参照ポインタ
386 * @param eflag 強化オプション(命中/ダメージ/AC)
387 * @return 強化に成功した場合TRUEを返す
390 * Revamped! Now takes item pointer, number of times to try enchanting,
391 * and a flag of what to try enchanting. Artifacts resist enchantment
392 * some of the time, and successful enchantment to at least +0 might
393 * break a curse on the item. -CFT-
395 * Note that an item can technically be enchanted all the way to +15 if
396 * you wait a very, very, long time. Going from +9 to +10 only works
397 * about 5% of the time, and from +10 to +11 only about 1% of the time.
399 * Note that this function can now be used on "piles" of items, and
400 * the larger the pile, the lower the chance of success.
403 bool enchant_equipment(player_type *player_ptr, object_type *o_ptr, int n, int eflag)
405 /* Large piles resist enchantment */
406 int prob = o_ptr->number * 100;
408 /* Missiles are easy to enchant */
409 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT)) {
416 bool a = o_ptr->is_artifact();
417 bool force = (eflag & ENCH_FORCE);
418 for (int i = 0; i < n; i++) {
419 /* Hack -- Roll for pile resistance */
420 if (!force && randint0(prob) >= 100)
424 if (eflag & ENCH_TOHIT) {
427 else if (o_ptr->to_h > 15)
430 chance = enchant_table[o_ptr->to_h];
432 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
436 /* only when you get it above -1 -CFT */
437 if (o_ptr->to_h >= 0)
442 /* Enchant to damage */
443 if (eflag & ENCH_TODAM) {
446 else if (o_ptr->to_d > 15)
449 chance = enchant_table[o_ptr->to_d];
451 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
455 /* only when you get it above -1 -CFT */
456 if (o_ptr->to_d >= 0)
461 /* Enchant to armor class */
462 if (!(eflag & ENCH_TOAC)) {
468 else if (o_ptr->to_a > 15)
471 chance = enchant_table[o_ptr->to_a];
473 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) {
477 /* only when you get it above -1 -CFT */
478 if (o_ptr->to_a >= 0)
486 set_bits(player_ptr->update, PU_BONUS | PU_COMBINE | PU_REORDER);
487 set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
494 * @brief 装備修正強化処理のメインルーチン /
495 * Enchant an item (in the inventory or on the floor)
496 * @param player_ptr プレイヤーへの参照ポインタ
497 * @param num_hit 命中修正量
498 * @param num_dam ダメージ修正量
499 * @param num_ac AC修正量
500 * @return 強化に成功した場合TRUEを返す
502 * Note that "num_ac" requires armour, else weapon
503 * Returns TRUE if attempted, FALSE if cancelled
505 bool enchant_spell(player_type *player_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
507 /* Assume enchant weapon */
508 FuncItemTester item_tester(&object_type::allow_enchant_weapon);
510 /* Enchant armor if requested */
512 item_tester = FuncItemTester(&object_type::is_armour);
514 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
515 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
519 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), item_tester);
523 GAME_TEXT o_name[MAX_NLEN];
524 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
526 msg_format("%s は明るく輝いた!", o_name);
528 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
532 bool is_enchant_successful = false;
533 if (enchant_equipment(player_ptr, o_ptr, num_hit, ENCH_TOHIT))
534 is_enchant_successful = true;
535 if (enchant_equipment(player_ptr, o_ptr, num_dam, ENCH_TODAM))
536 is_enchant_successful = true;
537 if (enchant_equipment(player_ptr, o_ptr, num_ac, ENCH_TOAC))
538 is_enchant_successful = true;
540 if (!is_enchant_successful) {
543 msg_print(_("強化に失敗した。", "The enchantment failed."));
545 chg_virtue(player_ptr, V_ENCHANT, -1);
547 chg_virtue(player_ptr, V_ENCHANT, 1);
549 calc_android_exp(player_ptr);
551 /* Something happened */
556 * @brief 武器へのエゴ付加処理 /
557 * Brand the current weapon
558 * @param player_ptr プレイヤーへの参照ポインタ
559 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
561 void brand_weapon(player_type *player_ptr, int brand_type)
563 concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
564 concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
568 o_ptr = choose_object(player_ptr, &item, q, s, USE_EQUIP | IGNORE_BOTHHAND_SLOT, FuncItemTester(&object_type::allow_enchant_melee_weapon));
572 bool is_special_item = o_ptr->k_idx && !o_ptr->is_artifact() && !o_ptr->is_ego() && !o_ptr->is_cursed()
573 && !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) && !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
574 && !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
575 if (!is_special_item) {
579 msg_print(_("属性付加に失敗した。", "The branding failed."));
580 chg_virtue(player_ptr, V_ENCHANT, -2);
581 calc_android_exp(player_ptr);
585 GAME_TEXT o_name[MAX_NLEN];
586 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
588 concptr act = nullptr;
589 switch (brand_type) {
591 if (o_ptr->tval == TV_SWORD) {
592 act = _("は鋭さを増した!", "becomes very sharp!");
594 o_ptr->name2 = EGO_SHARPNESS;
595 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, player_ptr->current_floor_ptr->dun_level) + 1;
597 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
600 act = _("は破壊力を増した!", "seems very powerful.");
601 o_ptr->name2 = EGO_EARTHQUAKES;
602 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, player_ptr->current_floor_ptr->dun_level);
607 act = _("は人間の血を求めている!", "seems to be looking for humans!");
608 o_ptr->name2 = EGO_KILL_HUMAN;
611 act = _("は電撃に覆われた!", "covered with lightning!");
612 o_ptr->name2 = EGO_BRAND_ELEC;
615 act = _("は酸に覆われた!", "coated with acid!");
616 o_ptr->name2 = EGO_BRAND_ACID;
619 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
620 o_ptr->name2 = EGO_KILL_EVIL;
623 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
624 o_ptr->name2 = EGO_KILL_DEMON;
627 act = _("は屍を求めている!", "seems to be looking for undead!");
628 o_ptr->name2 = EGO_KILL_UNDEAD;
631 act = _("は動物の血を求めている!", "seems to be looking for animals!");
632 o_ptr->name2 = EGO_KILL_ANIMAL;
635 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
636 o_ptr->name2 = EGO_KILL_DRAGON;
639 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
640 o_ptr->name2 = EGO_KILL_TROLL;
643 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
644 o_ptr->name2 = EGO_KILL_ORC;
647 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
648 o_ptr->name2 = EGO_KILL_GIANT;
651 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
652 o_ptr->name2 = EGO_TRUMP;
653 o_ptr->pval = randint1(2);
656 act = _("は血を求めている!", "thirsts for blood!");
657 o_ptr->name2 = EGO_VAMPIRIC;
660 act = _("は毒に覆われた。", "is coated with poison.");
661 o_ptr->name2 = EGO_BRAND_POIS;
664 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
665 o_ptr->name2 = EGO_CHAOTIC;
668 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
669 o_ptr->name2 = EGO_BRAND_FIRE;
672 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
673 o_ptr->name2 = EGO_BRAND_COLD;
677 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
678 enchant_equipment(player_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
679 o_ptr->discount = 99;
680 chg_virtue(player_ptr, V_ENCHANT, 2);
681 calc_android_exp(player_ptr);