*/
#include "angband.h"
+#include "object-boost.h"
#include "object-hook.h"
#include "object-curse.h"
+#include "objectkind-hook.h"
#include "artifact.h"
#include "player-status.h"
#include "feature.h"
#include "player-move.h"
-static void one_sustain(object_type *o_ptr);
-
-/*!
- * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
- * @details 重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void one_sustain(object_type *o_ptr)
-{
- switch (randint0(A_MAX))
- {
- case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
- case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
- case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
- case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
- case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
- }
-}
+#include "monsterrace-hook.h"
/*!
* @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
if (!(j_ptr->held_m_idx))
{
POSITION y, x;
-
y = j_ptr->iy;
x = j_ptr->ix;
-
- /* Visual update */
lite_spot(y, x);
}
object_wipe(j_ptr);
/* Objects are gone */
g_ptr->o_idx = 0;
- /* Visual update */
lite_spot(y, x);
}
/* Default */
table[i].prob3 = 0;
- /* Access the index */
k_idx = table[i].index;
/* Access the actual kind */
-/*!
- * @brief 破壊可能なアイテムかを返す /
- * Determines whether an object can be destroyed, and makes fake inscription.
- * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが破壊可能ならばTRUEを返す
- */
-bool can_player_destroy_object(object_type *o_ptr)
-{
- /* Artifacts cannot be destroyed */
- if (!object_is_artifact(o_ptr)) return TRUE;
-
- /* If object is unidentified, makes fake inscription */
- if (!object_is_known(o_ptr))
- {
- byte feel = FEEL_SPECIAL;
-
- /* Hack -- Handle icky artifacts */
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
-
- /* Hack -- inscribe the artifact */
- o_ptr->feeling = feel;
-
- /* We have "felt" it (again) */
- o_ptr->ident |= (IDENT_SENSE);
- p_ptr->update |= (PU_COMBINE);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return FALSE;
- }
-
- /* Identified artifact -- Nothing to do */
- return FALSE;
-}
-
/*!
* @brief 魔法棒やロッドのスロット分割時に使用回数を分配する /
/*!
- * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
- * Help determine an "enchantment bonus" for an object.
- * @param max ボーナス値の限度
- * @param level ボーナス値に加味する基準生成階
- * @return 算出されたボーナス値
- * @details
- * To avoid floating point but still provide a smooth distribution of bonuses,\n
- * we simply round the results of division in such a way as to "average" the\n
- * correct floating point value.\n
- *\n
- * This function has been changed. It uses "randnor()" to choose values from\n
- * a normal distribution, whose mean moves from zero towards the max as the\n
- * level increases, and whose standard deviation is equal to 1/4 of the max,\n
- * and whose values are forced to lie between zero and the max, inclusive.\n
- *\n
- * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
- * rare to get the "full" enchantment on an object, even a deep levels.\n
- *\n
- * It is always possible (albeit unlikely) to get the "full" enchantment.\n
- *\n
- * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
- *\n
- * N 0 1 2 3 4 5 6 7 8 9 10\n
- * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
- * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
- * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
- * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
- * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
- * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
- * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
- * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
- * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
- * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
- * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
- * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
- * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
- * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
- * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
- * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
- * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
- * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
- */
-int m_bonus(int max, DEPTH level)
-{
- int bonus, stand, extra, value;
-
-
- /* Paranoia -- enforce maximal "level" */
- if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
-
-
- /* The "bonus" moves towards the max */
- bonus = ((max * level) / MAX_DEPTH);
-
- /* Hack -- determine fraction of error */
- extra = ((max * level) % MAX_DEPTH);
-
- /* Hack -- simulate floating point computations */
- if (randint0(MAX_DEPTH) < extra) bonus++;
-
-
- /* The "stand" is equal to one quarter of the max */
- stand = (max / 4);
-
- /* Hack -- determine fraction of error */
- extra = (max % 4);
-
- /* Hack -- simulate floating point computations */
- if (randint0(4) < extra) stand++;
-
-
- /* Choose an "interesting" value */
- value = randnor(bonus, stand);
-
- /* Enforce the minimum value */
- if (value < 0) return (0);
-
- /* Enforce the maximum value */
- if (value > max) return (max);
- return (value);
-}
-
-
-/*!
* @brief デバッグ時にアイテム生成情報をメッセージに出力する / Cheat -- describe a created object for the user
* @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
* @return なし
* Hack -- note special base damage dice boosting\n
* Hack -- note special processing for weapon/digger\n
*/
-static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
+void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
{
HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
{
- tohit2 = (tohit2+1)/2;
- todam2 = (todam2+1)/2;
+ tohit2 = (tohit2 + 1) / 2;
+ todam2 = (todam2 + 1) / 2;
}
/* Good */
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
- /* Analyze type */
switch (o_ptr->tval)
{
case TV_DIGGING:
break;
}
-
case TV_HAFTED:
case TV_POLEARM:
case TV_SWORD:
do
{
o_ptr->dd++;
- }
- while (one_in_(o_ptr->dd));
-
+ } while (one_in_(o_ptr->dd));
+
do
{
o_ptr->ds++;
- }
- while (one_in_(o_ptr->ds));
+ } while (one_in_(o_ptr->ds));
}
-
+
if (one_in_(5))
{
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
break;
case EGO_DEMON:
-
- if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- one_in_(3) ?
+
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
one_in_(2) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
- add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-
-
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
/* Roll for ego-item */
if (randint0(MAX_DEPTH) < level)
{
- while(1)
+ while (1)
{
o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
}
switch (o_ptr->name2)
{
- case EGO_MORGUL:
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- case EGO_WEIRD:
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ case EGO_MORGUL:
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ break;
+ case EGO_WEIRD:
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ break;
}
}
}
}
/*!
- * @brief ドラゴン装備にランダムな耐性を与える
- * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
- * @return なし
- */
-static void dragon_resist(object_type * o_ptr)
-{
- do
- {
- if (one_in_(4))
- one_dragon_ele_resistance(o_ptr);
- else
- one_high_resistance(o_ptr);
- }
- while (one_in_(2));
-}
-
-/*!
- * @brief オブジェクトにランダムな強いESPを与える
- * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
- * @return なし
- */
-static bool add_esp_strong(object_type *o_ptr)
-{
- bool nonliv = FALSE;
-
- switch (randint1(3))
- {
- case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
- case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
- }
-
- return nonliv;
-}
-
-/*!
- * @brief オブジェクトにランダムな弱いESPを与える
- * @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
- * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
- * @return なし
- */
-static void add_esp_weak(object_type *o_ptr, bool extra)
-{
- int i;
- u32b weak_esp_list[] = {
- TR_ESP_ANIMAL,
- TR_ESP_UNDEAD,
- TR_ESP_DEMON,
- TR_ESP_ORC,
- TR_ESP_TROLL,
- TR_ESP_GIANT,
- TR_ESP_DRAGON,
- TR_ESP_HUMAN,
- TR_ESP_GOOD,
- TR_ESP_UNIQUE,
- };
- const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
- const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
-
- /* Add unduplicated weak esp flags randomly */
- for (i = 0; i < add_count; ++ i)
- {
- int choice = rand_range(i, MAX_ESP_WEAK - 1);
-
- add_flag(o_ptr->art_flags, weak_esp_list[choice]);
- weak_esp_list[choice] = weak_esp_list[i];
- }
-}
-
-
-/*!
* @brief 防具系オブジェクトに生成ランクごとの強化を与えるサブルーチン
* Apply magic to an item known to be "armor"
* @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
}
-
- /* Analyze type */
switch (o_ptr->tval)
{
case TV_DRAG_ARMOR:
}
}
-/*!
- * @brief モンスターが人形のベースにできるかを返す
- * @param r_idx チェックしたいモンスター種族のID
- * @return 人形にできるならTRUEを返す
- */
-static bool item_monster_okay(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* No uniques */
- if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
- if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
- if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
- if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
- if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
- if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
-
- return (TRUE);
-}
-
/*!
* @brief その他雑多のオブジェクトに生成ランクごとの強化を与えるサブルーチン
case TV_ARROW:
case TV_BOLT:
{
- if (power) a_m_aux_1(o_ptr, lev, power);
+ if (power) apply_magic_weapon(o_ptr, lev, power);
break;
}
case TV_POLEARM:
{
- if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
+ if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
break;
}
case TV_SWORD:
{
- if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
+ if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
break;
}
/*!
- * @brief ベースアイテムが上質として扱われるかどうかを返す。
- * Hack -- determine if a template is "good"
- * @param k_idx 判定したいベースアイテムのID
- * @return ベースアイテムが上質ならばTRUEを返す。
- */
-static bool kind_is_good(KIND_OBJECT_IDX k_idx)
-{
- object_kind *k_ptr = &k_info[k_idx];
-
- /* Analyze the item type */
- switch (k_ptr->tval)
- {
- /* Armor -- Good unless damaged */
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_DRAG_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- {
- if (k_ptr->to_a < 0) return (FALSE);
- return (TRUE);
- }
-
- /* Weapons -- Good unless damaged */
- case TV_BOW:
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- if (k_ptr->to_h < 0) return (FALSE);
- if (k_ptr->to_d < 0) return (FALSE);
- return (TRUE);
- }
-
- /* Ammo -- Arrows/Bolts are good */
- case TV_BOLT:
- case TV_ARROW:
- {
- return (TRUE);
- }
-
- /* Books -- High level books are good (except Arcane books) */
- case TV_LIFE_BOOK:
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_TRUMP_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HISSATSU_BOOK:
- case TV_HEX_BOOK:
- {
- if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
- return (FALSE);
- }
-
- /* Rings -- Rings of Speed are good */
- case TV_RING:
- {
- if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
- if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
- return (FALSE);
- }
-
- /* Amulets -- Amulets of the Magi and Resistance are good */
- case TV_AMULET:
- {
- if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
- if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
- return (FALSE);
- }
- }
-
- /* Assume not good */
- return (FALSE);
-}
-
-/*!
* @brief 生成階に応じたベースアイテムの生成を行う。
* Attempt to make an object (normal or good/great)
* @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
/* Build a stack */
o_ptr->next_o_idx = g_ptr->o_idx;
- /* Place the object */
g_ptr->o_idx = o_idx;
-
note_spot(y, x);
-
lite_spot(y, x);
}
else
/* Build a stack */
o_ptr->next_o_idx = g_ptr->o_idx;
- /* Place the object */
g_ptr->o_idx = o_idx;
-
note_spot(y, x);
-
lite_spot(y, x);
}
}
#else
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
- /* Debug */
if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
/* Failure */
/* Add new object */
if (!comb) k++;
-
- /* Paranoia */
if (k > 99) continue;
/* Calculate score */
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
-
- /* Debug */
if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
/* Failure */
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
- /* Debug */
if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
/* Mega-Hack -- preserve artifacts */
msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
#endif
- /* Debug */
if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
/* Hack -- Preserve artifacts */
/* Build a stack */
j_ptr->next_o_idx = g_ptr->o_idx;
- /* Place the object */
g_ptr->o_idx = o_idx;
/* Success */
/* Add the weight */
p_ptr->total_weight += (num * o_ptr->weight);
p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana XXX */
p_ptr->update |= (PU_MANA);
p_ptr->update |= (PU_COMBINE);
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Erase the empty slot */
object_wipe(&inventory[item]);
p_ptr->update |= (PU_BONUS);
-
p_ptr->update |= (PU_TORCH);
-
- /* Recalculate mana XXX */
p_ptr->update |= (PU_MANA);
p_ptr->window |= (PW_EQUIP);
}
}
-
- /* Paranoia */
if (inven_cnt > INVEN_PACK) return (-1);
/* Find an empty slot */
/* Get the item to take off */
o_ptr = &inventory[item];
-
- /* Paranoia */
if (amt <= 0) return (-1);
/* Verify */