OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
/*!
- * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
- * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
- * @return 擬似鑑定結果のIDを返す。
- */
-item_feel_type pseudo_value_check_heavy(object_type *o_ptr)
-{
- if (object_is_artifact(o_ptr))
- {
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
-
- return FEEL_SPECIAL;
- }
-
- if (object_is_ego(o_ptr))
- {
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
-
- return FEEL_EXCELLENT;
- }
-
- if (object_is_cursed(o_ptr)) return FEEL_CURSED;
- if (object_is_broken(o_ptr)) return FEEL_BROKEN;
- if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
- if (o_ptr->to_a > 0) return FEEL_GOOD;
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
-
- return FEEL_AVERAGE;
-}
-
-
-/*!
- * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
- * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
- * @return 擬似鑑定結果のIDを返す。
- */
-item_feel_type pseudo_value_check_light(object_type *o_ptr)
-{
- if (object_is_cursed(o_ptr)) return FEEL_CURSED;
- if (object_is_broken(o_ptr)) return FEEL_BROKEN;
- if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
- if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
- if (o_ptr->to_a > 0) return FEEL_UNCURSED;
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
-
- return FEEL_NONE;
-}
-
-
-/*!
* @brief オブジェクトのフラグ類から価格を算出する /
* Return the value of the flags the object has...
* @param o_ptr フラグ価格を確認したいオブジェクトの構造体参照ポインタ
extern bool (*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
s32b flag_cost(object_type *o_ptr, int plusses);
-item_feel_type pseudo_value_check_heavy(object_type *o_ptr);
-item_feel_type pseudo_value_check_light(object_type *o_ptr);
void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
void reduce_charges(object_type *o_ptr, int amt);
int object_similar_part(object_type *o_ptr, object_type *j_ptr);
-#include "perception/simple-perception.h"
+/*!
+ * @brief 疑似鑑定処理
+ * @date 2020/05/15
+ * @author Hourier
+ */
+
+#include "perception/simple-perception.h"
#include "autopick/autopick.h"
#include "inventory/player-inventory.h"
-#include "object-enchant/item-feeling.h"
-#include "perception/object-perception.h"
-#include "object/object-flavor.h"
-#include "object/object2.h"
#include "object-enchant/special-object-flags.h"
+#include "object/object-flavor.h"
+#include "object/object-hook.h"
+#include "perception/object-perception.h"
#include "player/avatar.h"
#include "player/player-move.h"
sense_inventory_aux(creature_ptr, i, TRUE);
}
}
+
+/*!
+ * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
+ * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
+ * @return 擬似鑑定結果のIDを返す。
+ */
+item_feel_type pseudo_value_check_heavy(object_type *o_ptr)
+{
+ if (object_is_artifact(o_ptr)) {
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
+ return FEEL_TERRIBLE;
+
+ return FEEL_SPECIAL;
+ }
+
+ if (object_is_ego(o_ptr)) {
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
+ return FEEL_WORTHLESS;
+
+ return FEEL_EXCELLENT;
+ }
+
+ if (object_is_cursed(o_ptr))
+ return FEEL_CURSED;
+ if (object_is_broken(o_ptr))
+ return FEEL_BROKEN;
+ if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET))
+ return FEEL_AVERAGE;
+ if (o_ptr->to_a > 0)
+ return FEEL_GOOD;
+ if (o_ptr->to_h + o_ptr->to_d > 0)
+ return FEEL_GOOD;
+
+ return FEEL_AVERAGE;
+}
+
+/*!
+ * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
+ * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
+ * @return 擬似鑑定結果のIDを返す。
+ */
+item_feel_type pseudo_value_check_light(object_type *o_ptr)
+{
+ if (object_is_cursed(o_ptr))
+ return FEEL_CURSED;
+ if (object_is_broken(o_ptr))
+ return FEEL_BROKEN;
+ if (object_is_artifact(o_ptr))
+ return FEEL_UNCURSED;
+ if (object_is_ego(o_ptr))
+ return FEEL_UNCURSED;
+ if (o_ptr->to_a > 0)
+ return FEEL_UNCURSED;
+ if (o_ptr->to_h + o_ptr->to_d > 0)
+ return FEEL_UNCURSED;
+
+ return FEEL_NONE;
+}
#pragma once
#include "system/angband.h"
+#include "object-enchant/item-feeling.h"
void sense_inventory1(player_type* creature_ptr);
void sense_inventory2(player_type* creature_ptr);
+item_feel_type pseudo_value_check_heavy(object_type *o_ptr);
+item_feel_type pseudo_value_check_light(object_type *o_ptr);
#include "object/object-generator.h"
#include "object/object-kind-hook.h"
#include "object/object-mark-types.h"
-#include "object/object2.h"
#include "object-enchant/special-object-flags.h"
-#include "sv-definition/sv-food-types.h"
#include "pet/pet-fall-off.h"
#include "pet/pet-util.h"
+#include "perception/simple-perception.h"
#include "player/avatar.h"
#include "player/player-class.h"
#include "player/player-damage.h"
#include "spell/spells-summon.h"
#include "spell/spells-type.h"
#include "spell/spells3.h"
+#include "sv-definition/sv-food-types.h"
#include "system/system-variables.h"
#include "util/util.h"
#include "view/display-main-window.h"