-/*!
+/*!
* @brief ベースアイテム情報の構造体 / Information about object "kinds", including player knowledge.
* @date 2019/05/01
* @author deskull
#include "system/baseitem-info.h"
#include "object/tval-types.h"
+#include "sv-definition/sv-armor-types.h"
#include "sv-definition/sv-bow-types.h"
#include "sv-definition/sv-food-types.h"
+#include "sv-definition/sv-lite-types.h"
+#include "sv-definition/sv-other-types.h"
+#include "sv-definition/sv-protector-types.h"
+#include "sv-definition/sv-rod-types.h"
+#include "sv-definition/sv-weapon-types.h"
+#include "system/angband-exceptions.h"
+#include <set>
+#include <unordered_map>
-BaseitemKey::BaseitemKey(const ItemKindType type_value, const std::optional<int> &subtype_value)
- : type_value(type_value)
- , subtype_value(subtype_value)
-{
+namespace {
+constexpr auto ITEM_NOT_BOW = "This item is not a bow!";
+constexpr auto ITEM_NOT_ROD = "This item is not a rod!";
+constexpr auto ITEM_NOT_LITE = "This item is not a lite!";
}
bool BaseitemKey::operator==(const BaseitemKey &other) const
return this->subtype_value;
}
+bool BaseitemKey::is(ItemKindType tval) const
+{
+ return this->type_value == tval;
+}
+
/*!
* @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す
* @return 対応する矢/弾薬のベースアイテムID
*/
ItemKindType BaseitemKey::get_arrow_kind() const
{
- if (this->type_value != ItemKindType::BOW) {
- return ItemKindType::NONE;
- }
-
- if (!this->subtype_value.has_value()) {
- return ItemKindType::NONE;
+ if ((this->type_value != ItemKindType::BOW) || !this->subtype_value) {
+ THROW_EXCEPTION(std::logic_error, ITEM_NOT_BOW);
}
- switch (this->subtype_value.value()) {
+ switch (*this->subtype_value) {
case SV_SLING:
return ItemKindType::SHOT;
case SV_SHORT_BOW:
}
}
+bool BaseitemKey::is_wand_staff() const
+{
+ switch (this->type_value) {
+ case ItemKindType::WAND:
+ case ItemKindType::STAFF:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_protector() const
+{
+ switch (this->type_value) {
+ case ItemKindType::BOOTS:
+ case ItemKindType::GLOVES:
+ case ItemKindType::HELM:
+ case ItemKindType::CROWN:
+ case ItemKindType::SHIELD:
+ case ItemKindType::CLOAK:
+ case ItemKindType::SOFT_ARMOR:
+ case ItemKindType::HARD_ARMOR:
+ case ItemKindType::DRAG_ARMOR:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::can_be_aura_protector() const
+{
+ switch (this->type_value) {
+ case ItemKindType::CLOAK:
+ case ItemKindType::SOFT_ARMOR:
+ case ItemKindType::HARD_ARMOR:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_wearable() const
+{
+ switch (this->type_value) {
+ case ItemKindType::BOW:
+ case ItemKindType::DIGGING:
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::SWORD:
+ case ItemKindType::BOOTS:
+ case ItemKindType::GLOVES:
+ case ItemKindType::HELM:
+ case ItemKindType::CROWN:
+ case ItemKindType::SHIELD:
+ case ItemKindType::CLOAK:
+ case ItemKindType::SOFT_ARMOR:
+ case ItemKindType::HARD_ARMOR:
+ case ItemKindType::DRAG_ARMOR:
+ case ItemKindType::LITE:
+ case ItemKindType::AMULET:
+ case ItemKindType::RING:
+ case ItemKindType::CARD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_weapon() const
+{
+ switch (this->type_value) {
+ case ItemKindType::BOW:
+ case ItemKindType::DIGGING:
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::SWORD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_equipement() const
+{
+ return this->is_wearable() || this->is_ammo();
+}
+
+bool BaseitemKey::is_melee_ammo() const
+{
+ switch (this->type_value) {
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::DIGGING:
+ case ItemKindType::BOLT:
+ case ItemKindType::ARROW:
+ case ItemKindType::SHOT:
+ return true;
+ case ItemKindType::SWORD:
+ return this->subtype_value != SV_POISON_NEEDLE;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_orthodox_melee_weapon() const
+{
+ switch (this->type_value) {
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::DIGGING:
+ return true;
+ case ItemKindType::SWORD:
+ return this->subtype_value != SV_POISON_NEEDLE;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_broken_weapon() const
+{
+ if (this->type_value != ItemKindType::SWORD) {
+ return false;
+ }
+
+ if (!this->subtype_value) {
+ return false;
+ }
+
+ switch (*this->subtype_value) {
+ case SV_BROKEN_DAGGER:
+ case SV_BROKEN_SWORD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_throwable() const
+{
+ switch (this->type_value) {
+ case ItemKindType::DIGGING:
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::SWORD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_wieldable_in_etheir_hand() const
+{
+ switch (this->type_value) {
+ case ItemKindType::DIGGING:
+ case ItemKindType::HAFTED:
+ case ItemKindType::POLEARM:
+ case ItemKindType::SWORD:
+ case ItemKindType::SHIELD:
+ case ItemKindType::CAPTURE:
+ case ItemKindType::CARD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_rare() const
+{
+ static const std::unordered_map<ItemKindType, const std::set<int>> rare_table = {
+ { ItemKindType::HAFTED, { SV_MACE_OF_DISRUPTION, SV_WIZSTAFF } },
+ { ItemKindType::POLEARM, { SV_SCYTHE_OF_SLICING, SV_DEATH_SCYTHE } },
+ { ItemKindType::SWORD, { SV_BLADE_OF_CHAOS, SV_DIAMOND_EDGE, SV_POISON_NEEDLE, SV_HAYABUSA } },
+ { ItemKindType::SHIELD, { SV_DRAGON_SHIELD, SV_MIRROR_SHIELD } },
+ { ItemKindType::HELM, { SV_DRAGON_HELM } },
+ { ItemKindType::BOOTS, { SV_PAIR_OF_DRAGON_GREAVE } },
+ { ItemKindType::CLOAK, { SV_ELVEN_CLOAK, SV_ETHEREAL_CLOAK, SV_SHADOW_CLOAK, SV_MAGIC_RESISTANCE_CLOAK } },
+ { ItemKindType::GLOVES, { SV_SET_OF_DRAGON_GLOVES } },
+ { ItemKindType::SOFT_ARMOR, { SV_KUROSHOUZOKU, SV_ABUNAI_MIZUGI } },
+ { ItemKindType::HARD_ARMOR, { SV_MITHRIL_CHAIN_MAIL, SV_MITHRIL_PLATE_MAIL, SV_ADAMANTITE_PLATE_MAIL } },
+ { ItemKindType::DRAG_ARMOR, { /* Any */ } },
+ };
+
+ if (!this->subtype_value) {
+ return false;
+ }
+
+ if (auto it = rare_table.find(this->type_value); it != rare_table.end()) {
+ const auto &svals = it->second;
+ return svals.empty() || (svals.find(*this->subtype_value) != svals.end());
+ }
+
+ return false;
+}
+
+short BaseitemKey::get_bow_energy() const
+{
+ if ((this->type_value != ItemKindType::BOW) || !this->subtype_value) {
+ THROW_EXCEPTION(std::logic_error, ITEM_NOT_BOW);
+ }
+
+ switch (*this->subtype_value) {
+ case SV_SLING:
+ return 8000;
+ case SV_NAMAKE_BOW:
+ return 7777;
+ case SV_LIGHT_XBOW:
+ return 12000;
+ case SV_HEAVY_XBOW:
+ return 13333;
+ default:
+ return 10000;
+ }
+}
+
+int BaseitemKey::get_arrow_magnification() const
+{
+ if ((this->type_value != ItemKindType::BOW) || !this->subtype_value) {
+ THROW_EXCEPTION(std::logic_error, ITEM_NOT_BOW);
+ }
+
+ switch (*this->subtype_value) {
+ case SV_SLING:
+ case SV_SHORT_BOW:
+ return 2;
+ case SV_LONG_BOW:
+ case SV_NAMAKE_BOW:
+ case SV_LIGHT_XBOW:
+ return 3;
+ case SV_HEAVY_XBOW:
+ return 4;
+ default:
+ return 0;
+ }
+}
+
+bool BaseitemKey::is_aiming_rod() const
+{
+ if ((this->type_value != ItemKindType::ROD) || !this->subtype_value) {
+ THROW_EXCEPTION(std::logic_error, ITEM_NOT_ROD);
+ }
+
+ switch (*this->subtype_value) {
+ case SV_ROD_TELEPORT_AWAY:
+ case SV_ROD_DISARMING:
+ case SV_ROD_LITE:
+ case SV_ROD_SLEEP_MONSTER:
+ case SV_ROD_SLOW_MONSTER:
+ case SV_ROD_HYPODYNAMIA:
+ case SV_ROD_POLYMORPH:
+ case SV_ROD_ACID_BOLT:
+ case SV_ROD_ELEC_BOLT:
+ case SV_ROD_FIRE_BOLT:
+ case SV_ROD_COLD_BOLT:
+ case SV_ROD_ACID_BALL:
+ case SV_ROD_ELEC_BALL:
+ case SV_ROD_FIRE_BALL:
+ case SV_ROD_COLD_BALL:
+ case SV_ROD_STONE_TO_MUD:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_lite_requiring_fuel() const
+{
+ if ((this->type_value != ItemKindType::LITE) || !this->subtype_value) {
+ THROW_EXCEPTION(std::logic_error, ITEM_NOT_LITE);
+ }
+
+ switch (*this->subtype_value) {
+ case SV_LITE_TORCH:
+ case SV_LITE_LANTERN:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_junk() const
+{
+ switch (this->type_value) {
+ case ItemKindType::SKELETON:
+ case ItemKindType::BOTTLE:
+ case ItemKindType::JUNK:
+ case ItemKindType::STATUE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_armour() const
+{
+ switch (this->type_value) {
+ case ItemKindType::SOFT_ARMOR:
+ case ItemKindType::HARD_ARMOR:
+ case ItemKindType::DRAG_ARMOR:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::is_cross_bow() const
+{
+ if ((this->type_value != ItemKindType::BOW) || !this->subtype_value) {
+ return false;
+ }
+
+ switch (*this->subtype_value) {
+ case SV_LIGHT_XBOW:
+ case SV_HEAVY_XBOW:
+ return true;
+ default:
+ return false;
+ }
+}
+
+bool BaseitemKey::refuse_enchant_weapon() const
+{
+ return *this == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE);
+}
+
+/*!
+ * @brief ベースアイテムが発動効果を持つ時、その記述を生成する
+ * @return 発動効果
+ */
+std::string BaseitemKey::explain_activation() const
+{
+ switch (this->type_value) {
+ case ItemKindType::WHISTLE:
+ return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
+ case ItemKindType::CAPTURE:
+ return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
+ default:
+ return _("何も起きない", "Nothing");
+ }
+}
+
+bool BaseitemKey::is_convertible() const
+{
+ auto is_convertible = this->is(ItemKindType::JUNK) || this->is(ItemKindType::SKELETON);
+ is_convertible |= *this == BaseitemKey(ItemKindType::CORPSE, SV_SKELETON);
+ return is_convertible;
+}
+
+bool BaseitemKey::is_fuel() const
+{
+ auto is_fuel = *this == BaseitemKey(ItemKindType::LITE, SV_LITE_TORCH);
+ is_fuel |= *this == BaseitemKey(ItemKindType::LITE, SV_LITE_LANTERN);
+ is_fuel |= *this == BaseitemKey(ItemKindType::FLASK, SV_FLASK_OIL);
+ return is_fuel;
+}
+
+bool BaseitemKey::is_lance() const
+{
+ auto is_lance = *this == BaseitemKey(ItemKindType::POLEARM, SV_LANCE);
+ is_lance |= *this == BaseitemKey(ItemKindType::POLEARM, SV_HEAVY_LANCE);
+ return is_lance;
+}
+
+bool BaseitemKey::is_readable() const
+{
+ auto can_read = this->is(ItemKindType::SCROLL);
+ can_read |= this->is(ItemKindType::PARCHMENT);
+ return can_read;
+}
+
+bool BaseitemKey::is_corpse() const
+{
+ return *this == BaseitemKey(ItemKindType::CORPSE, SV_CORPSE);
+}
+
bool BaseitemKey::is_mushrooms() const
{
- if (!this->subtype_value.has_value()) {
+ if (!this->subtype_value) {
return false;
}
- switch (this->subtype_value.value()) {
+ switch (*this->subtype_value) {
case SV_FOOD_POISON:
case SV_FOOD_BLINDNESS:
case SV_FOOD_PARANOIA:
{
}
+/*!
+ * @brief 最初から簡易な名称が明らかなベースアイテムにその旨のフラグを立てる
+ */
+void BaseitemInfo::decide_easy_know()
+{
+ switch (this->bi_key.tval()) {
+ case ItemKindType::LIFE_BOOK:
+ case ItemKindType::SORCERY_BOOK:
+ case ItemKindType::NATURE_BOOK:
+ case ItemKindType::CHAOS_BOOK:
+ case ItemKindType::DEATH_BOOK:
+ case ItemKindType::TRUMP_BOOK:
+ case ItemKindType::ARCANE_BOOK:
+ case ItemKindType::CRAFT_BOOK:
+ case ItemKindType::DEMON_BOOK:
+ case ItemKindType::CRUSADE_BOOK:
+ case ItemKindType::MUSIC_BOOK:
+ case ItemKindType::HISSATSU_BOOK:
+ case ItemKindType::HEX_BOOK:
+ case ItemKindType::FLASK:
+ case ItemKindType::JUNK:
+ case ItemKindType::BOTTLE:
+ case ItemKindType::SKELETON:
+ case ItemKindType::SPIKE:
+ case ItemKindType::WHISTLE:
+ case ItemKindType::FOOD:
+ case ItemKindType::POTION:
+ case ItemKindType::SCROLL:
+ case ItemKindType::ROD:
+ case ItemKindType::STATUE:
+ case ItemKindType::PARCHMENT:
+ this->easy_know = true;
+ return;
+ default:
+ this->easy_know = false;
+ return;
+ }
+}
+
+/*!
+ * @brief オブジェクトを試行済にする
+ */
+void BaseitemInfo::mark_as_tried()
+{
+ this->tried = true;
+}
+
std::vector<BaseitemInfo> baseitems_info;