1 #include "perception/object-perception.h"
2 #include "flavor/flavor-describer.h"
3 #include "flavor/object-flavor-types.h"
4 #include "game-option/play-record-options.h"
5 #include "io/write-diary.h"
6 #include "object-enchant/item-feeling.h"
7 #include "object-enchant/special-object-flags.h"
8 #include "object-enchant/trg-types.h"
9 #include "object/item-tester-hooker.h" // 暫定、このファイルへ引っ越す.
10 #include "system/baseitem-info-definition.h"
11 #include "system/object-type-definition.h"
12 #include "system/player-type-definition.h"
15 * @brief オブジェクトを鑑定済にする /
16 * Known is true when the "attributes" of an object are "known".
17 * @param o_ptr 鑑定済にするオブジェクトの構造体参照ポインタ
18 * These include tohit, todam, toac, cost, and pval (charges).\n
20 * Note that "knowing" an object gives you everything that an "awareness"\n
21 * gives you, and much more. In fact, the player is always "aware" of any\n
22 * item of which he has full "knowledge".\n
24 * But having full knowledge of, say, one "wand of wonder", does not, by\n
25 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
26 * It happens that most "identify" routines (including "buying from a shop")\n
27 * will make the player "aware" of the object as well as fully "know" it.\n
29 * This routine also removes any inscriptions generated by "feelings".\n
31 void object_known(ItemEntity *o_ptr)
33 o_ptr->feeling = FEEL_NONE;
34 o_ptr->ident &= ~(IDENT_SENSE);
35 o_ptr->ident &= ~(IDENT_EMPTY);
36 o_ptr->ident |= (IDENT_KNOWN);
40 * @brief オブジェクトを*鑑定*済にする /
41 * The player is now aware of the effects of the given object.
42 * @param player_ptr プレイヤーへの参照ポインタ
43 * @param o_ptr *鑑定*済にするオブジェクトの構造体参照ポインタ
45 void object_aware(PlayerType *player_ptr, const ItemEntity *o_ptr)
47 const bool is_already_awared = o_ptr->is_aware();
49 baseitems_info[o_ptr->k_idx].aware = true;
51 // 以下、playrecordに記録しない場合はreturnする
56 if (is_already_awared || player_ptr->is_dead) {
60 // アーティファクト専用ベースアイテムは記録しない
61 if (baseitems_info[o_ptr->k_idx].gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
66 if (!((o_ptr->tval >= ItemKindType::AMULET && o_ptr->tval <= ItemKindType::POTION) || o_ptr->tval == ItemKindType::FOOD)) {
70 // playrecordに識別したアイテムを記録
73 GAME_TEXT o_name[MAX_NLEN];
76 q_ptr->copy_from(o_ptr);
79 describe_flavor(player_ptr, o_name, q_ptr, OD_NAME_ONLY);
81 exe_write_diary(player_ptr, DIARY_FOUND, 0, o_name);
85 * @brief オブジェクトを試行済にする /
86 * Something has been "sampled"
87 * @param o_ptr 試行済にするオブジェクトの構造体参照ポインタ
89 void object_tried(const ItemEntity *o_ptr)
91 baseitems_info[o_ptr->k_idx].tried = true;