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[hengbandforosx/hengbandosx.git] / src / object2.c
1 /*!
2  * @file object2.c
3  * @brief オブジェクトの実装 / Object code, part 2
4  * @date 2014/01/11
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\n
8  * This software may be copied and distributed for educational, research,\n
9  * and not for profit purposes provided that this copyright and statement\n
10  * are included in all such copies.  Other copyrights may also apply.\n
11  * 2014 Deskull rearranged comment for Doxygen.\n
12  */
13
14 #include "angband.h"
15 #include "object-boost.h"
16 #include "object-hook.h"
17 #include "object-curse.h"
18 #include "objectkind-hook.h"
19 #include "artifact.h"
20 #include "player-status.h"
21 #include "feature.h"
22 #include "player-move.h"
23
24 #include "monsterrace-hook.h"
25
26 /*!
27  * @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
28  * @param o_idx 削除対象のオブジェクト構造体ポインタ
29  * @return なし
30  */
31 void excise_object_idx(OBJECT_IDX o_idx)
32 {
33         object_type *j_ptr;
34
35         OBJECT_IDX this_o_idx, next_o_idx = 0;
36         OBJECT_IDX prev_o_idx = 0;
37
38         /* Object */
39         j_ptr = &current_floor_ptr->o_list[o_idx];
40
41         if (j_ptr->held_m_idx)
42         {
43                 monster_type *m_ptr;
44                 m_ptr = &current_floor_ptr->m_list[j_ptr->held_m_idx];
45
46                 /* Scan all objects in the grid */
47                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
48                 {
49                         object_type *o_ptr;
50                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
51                         next_o_idx = o_ptr->next_o_idx;
52
53                         if (this_o_idx == o_idx)
54                         {
55                                 /* No previous */
56                                 if (prev_o_idx == 0)
57                                 {
58                                         /* Remove from list */
59                                         m_ptr->hold_o_idx = next_o_idx;
60                                 }
61
62                                 /* Real previous */
63                                 else
64                                 {
65                                         object_type *k_ptr;
66
67                                         /* Previous object */
68                                         k_ptr = &current_floor_ptr->o_list[prev_o_idx];
69
70                                         /* Remove from list */
71                                         k_ptr->next_o_idx = next_o_idx;
72                                 }
73
74                                 /* Forget next pointer */
75                                 o_ptr->next_o_idx = 0;
76
77                                 break;
78                         }
79
80                         /* Save prev_o_idx */
81                         prev_o_idx = this_o_idx;
82                 }
83         }
84
85         /* Dungeon */
86         else
87         {
88                 grid_type *g_ptr;
89
90                 POSITION y = j_ptr->iy;
91                 POSITION x = j_ptr->ix;
92
93                 g_ptr = &current_floor_ptr->grid_array[y][x];
94
95                 /* Scan all objects in the grid */
96                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
97                 {
98                         object_type *o_ptr;
99                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
100                         next_o_idx = o_ptr->next_o_idx;
101
102                         if (this_o_idx == o_idx)
103                         {
104                                 /* No previous */
105                                 if (prev_o_idx == 0)
106                                 {
107                                         /* Remove from list */
108                                         g_ptr->o_idx = next_o_idx;
109                                 }
110
111                                 /* Real previous */
112                                 else
113                                 {
114                                         object_type *k_ptr;
115
116                                         /* Previous object */
117                                         k_ptr = &current_floor_ptr->o_list[prev_o_idx];
118
119                                         /* Remove from list */
120                                         k_ptr->next_o_idx = next_o_idx;
121                                 }
122
123                                 /* Forget next pointer */
124                                 o_ptr->next_o_idx = 0;
125
126                                 break;
127                         }
128
129                         /* Save prev_o_idx */
130                         prev_o_idx = this_o_idx;
131                 }
132         }
133 }
134
135 /*!
136  * @brief オブジェクトを削除する /
137  * Delete a dungeon object
138  * @param o_idx 削除対象のオブジェクト構造体ポインタ
139  * @return なし
140  * @details
141  * Handle "stacks" of objects correctly.
142  */
143 void delete_object_idx(OBJECT_IDX o_idx)
144 {
145         object_type *j_ptr;
146
147         /* Excise */
148         excise_object_idx(o_idx);
149
150         /* Object */
151         j_ptr = &current_floor_ptr->o_list[o_idx];
152
153         /* Dungeon floor */
154         if (!(j_ptr->held_m_idx))
155         {
156                 POSITION y, x;
157                 y = j_ptr->iy;
158                 x = j_ptr->ix;
159                 lite_spot(y, x);
160         }
161         object_wipe(j_ptr);
162
163         /* Count objects */
164         o_cnt--;
165 }
166
167
168 /*!
169  * @brief フロアにマスに落ちているオブジェクトを全て削除する / Deletes all objects at given location
170  * Delete a dungeon object
171  * @param y 削除したフロアマスのY座標
172  * @param x 削除したフロアマスのX座標
173  * @return なし
174  */
175 void delete_object(POSITION y, POSITION x)
176 {
177         grid_type *g_ptr;
178         OBJECT_IDX this_o_idx, next_o_idx = 0;
179
180         /* Refuse "illegal" locations */
181         if (!in_bounds(y, x)) return;
182
183         g_ptr = &current_floor_ptr->grid_array[y][x];
184
185         /* Scan all objects in the grid */
186         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
187         {
188                 object_type *o_ptr;
189                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
190                 next_o_idx = o_ptr->next_o_idx;
191                 object_wipe(o_ptr);
192
193                 /* Count objects */
194                 o_cnt--;
195         }
196
197         /* Objects are gone */
198         g_ptr->o_idx = 0;
199
200         lite_spot(y, x);
201 }
202
203
204 /*!
205  * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
206  * Move an object from index i1 to index i2 in the object list
207  * @param i1 整理したい配列の始点
208  * @param i2 整理したい配列の終点
209  * @return なし
210  */
211 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
212 {
213         OBJECT_IDX i;
214         grid_type *g_ptr;
215         object_type *o_ptr;
216
217         /* Do nothing */
218         if (i1 == i2) return;
219
220         /* Repair objects */
221         for (i = 1; i < o_max; i++)
222         {
223                 o_ptr = &current_floor_ptr->o_list[i];
224
225                 /* Skip "dead" objects */
226                 if (!o_ptr->k_idx) continue;
227
228                 /* Repair "next" pointers */
229                 if (o_ptr->next_o_idx == i1)
230                 {
231                         /* Repair */
232                         o_ptr->next_o_idx = i2;
233                 }
234         }
235         o_ptr = &current_floor_ptr->o_list[i1];
236
237         if (o_ptr->held_m_idx)
238         {
239                 monster_type *m_ptr;
240
241                 /* Acquire monster */
242                 m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
243
244                 /* Repair monster */
245                 if (m_ptr->hold_o_idx == i1)
246                 {
247                         /* Repair */
248                         m_ptr->hold_o_idx = i2;
249                 }
250         }
251
252         /* Dungeon */
253         else
254         {
255                 POSITION y, x;
256
257                 /* Acquire location */
258                 y = o_ptr->iy;
259                 x = o_ptr->ix;
260
261                 /* Acquire grid */
262                 g_ptr = &current_floor_ptr->grid_array[y][x];
263
264                 /* Repair grid */
265                 if (g_ptr->o_idx == i1)
266                 {
267                         /* Repair */
268                         g_ptr->o_idx = i2;
269                 }
270         }
271
272         /* Structure copy */
273         current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
274
275         /* Wipe the hole */
276         object_wipe(o_ptr);
277 }
278
279
280 /*!
281  * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
282  * Compact and Reorder the object list.
283  * @param size 最低でも減らしたいオブジェクト数の水準
284  * @return なし
285  * @details
286  * (危険なので使用には注意すること)
287  * This function can be very dangerous, use with caution!\n
288  *\n
289  * When actually "compacting" objects, we base the saving throw on a\n
290  * combination of object level, distance from player, and current\n
291  * "desperation".\n
292  *\n
293  * After "compacting" (if needed), we "reorder" the objects into a more\n
294  * compact order, and we reset the allocation info, and the "live" array.\n
295  */
296 void compact_objects(int size)
297 {
298         OBJECT_IDX i;
299         POSITION y, x;
300         int num, cnt;
301         int cur_lev, cur_dis, chance;
302         object_type *o_ptr;
303
304         /* Compact */
305         if (size)
306         {
307                 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
308                 p_ptr->redraw |= (PR_MAP);
309                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
310         }
311
312
313         /* Compact at least 'size' objects */
314         for (num = 0, cnt = 1; num < size; cnt++)
315         {
316                 /* Get more vicious each iteration */
317                 cur_lev = 5 * cnt;
318
319                 /* Get closer each iteration */
320                 cur_dis = 5 * (20 - cnt);
321
322                 /* Examine the objects */
323                 for (i = 1; i < o_max; i++)
324                 {
325                         o_ptr = &current_floor_ptr->o_list[i];
326
327                         /* Skip dead objects */
328                         if (!o_ptr->k_idx) continue;
329
330                         /* Hack -- High level objects start out "immune" */
331                         if (k_info[o_ptr->k_idx].level > cur_lev) continue;
332
333                         if (o_ptr->held_m_idx)
334                         {
335                                 monster_type *m_ptr;
336
337                                 /* Acquire monster */
338                                 m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
339
340                                 y = m_ptr->fy;
341                                 x = m_ptr->fx;
342
343                                 /* Monsters protect their objects */
344                                 if (randint0(100) < 90) continue;
345                         }
346
347                         /* Dungeon */
348                         else
349                         {
350                                 y = o_ptr->iy;
351                                 x = o_ptr->ix;
352                         }
353
354                         /* Nearby objects start out "immune" */
355                         if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
356
357                         /* Saving throw */
358                         chance = 90;
359
360                         /* Hack -- only compact artifacts in emergencies */
361                         if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
362                             (cnt < 1000)) chance = 100;
363
364                         /* Apply the saving throw */
365                         if (randint0(100) < chance) continue;
366
367                         delete_object_idx(i);
368
369                         /* Count it */
370                         num++;
371                 }
372         }
373
374
375         /* Excise dead objects (backwards!) */
376         for (i = o_max - 1; i >= 1; i--)
377         {
378                 o_ptr = &current_floor_ptr->o_list[i];
379
380                 /* Skip real objects */
381                 if (o_ptr->k_idx) continue;
382
383                 /* Move last object into open hole */
384                 compact_objects_aux(o_max - 1, i);
385
386                 /* Compress "o_max" */
387                 o_max--;
388         }
389 }
390
391
392 /*!
393  * @brief グローバルオブジェクト配列を初期化する /
394  * Delete all the items when player leaves the level
395  * @note we do NOT visually reflect these (irrelevant) changes
396  * @details
397  * Hack -- we clear the "g_ptr->o_idx" field for every grid,
398  * and the "m_ptr->next_o_idx" field for every monster, since
399  * we know we are clearing every object.  Technically, we only
400  * clear those fields for grids/monsters containing objects,
401  * and we clear it once for every such object.
402  * @return なし
403  */
404 void wipe_o_list(void)
405 {
406         int i;
407
408         /* Delete the existing objects */
409         for (i = 1; i < o_max; i++)
410         {
411                 object_type *o_ptr = &current_floor_ptr->o_list[i];
412
413                 /* Skip dead objects */
414                 if (!o_ptr->k_idx) continue;
415
416                 /* Mega-Hack -- preserve artifacts */
417                 if (!character_dungeon || preserve_mode)
418                 {
419                         /* Hack -- Preserve unknown artifacts */
420                         if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
421                         {
422                                 /* Mega-Hack -- Preserve the artifact */
423                                 a_info[o_ptr->name1].cur_num = 0;
424                         }
425                 }
426
427                 if (o_ptr->held_m_idx)
428                 {
429                         monster_type *m_ptr;
430                         m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
431
432                         /* Hack -- see above */
433                         m_ptr->hold_o_idx = 0;
434                 }
435
436                 /* Dungeon */
437                 else
438                 {
439                         grid_type *g_ptr;
440
441                         /* Access location */
442                         POSITION y = o_ptr->iy;
443                         POSITION x = o_ptr->ix;
444
445                         /* Access grid */
446                         g_ptr = &current_floor_ptr->grid_array[y][x];
447
448                         /* Hack -- see above */
449                         g_ptr->o_idx = 0;
450                 }
451                 object_wipe(o_ptr);
452         }
453
454         /* Reset "o_max" */
455         o_max = 1;
456
457         /* Reset "o_cnt" */
458         o_cnt = 0;
459 }
460
461
462 /*!
463  * @brief グローバルオブジェクト配列から空きを取得する /
464  * Acquires and returns the index of a "free" object.
465  * @return 開いているオブジェクト要素のID
466  * @details
467  * This routine should almost never fail, but in case it does,
468  * we must be sure to handle "failure" of this routine.
469  */
470 OBJECT_IDX o_pop(void)
471 {
472         OBJECT_IDX i;
473
474         /* Initial allocation */
475         if (o_max < current_floor_ptr->max_o_idx)
476         {
477                 /* Get next space */
478                 i = o_max;
479
480                 /* Expand object array */
481                 o_max++;
482
483                 /* Count objects */
484                 o_cnt++;
485
486                 /* Use this object */
487                 return (i);
488         }
489
490
491         /* Recycle dead objects */
492         for (i = 1; i < o_max; i++)
493         {
494                 object_type *o_ptr;
495                 o_ptr = &current_floor_ptr->o_list[i];
496
497                 /* Skip live objects */
498                 if (o_ptr->k_idx) continue;
499
500                 /* Count objects */
501                 o_cnt++;
502
503                 /* Use this object */
504                 return (i);
505         }
506
507
508         /* Warn the player (except during dungeon creation) */
509         if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
510
511         return (0);
512 }
513
514
515 /*!
516  * @brief オブジェクト生成テーブルに生成制約を加える /
517  * Apply a "object restriction function" to the "object allocation table"
518  * @return 常に0を返す。
519  * @details 生成の制約はグローバルのget_obj_num_hook関数ポインタで加える
520  */
521 static errr get_obj_num_prep(void)
522 {
523         int i;
524
525         /* Get the entry */
526         alloc_entry *table = alloc_kind_table;
527
528         /* Scan the allocation table */
529         for (i = 0; i < alloc_kind_size; i++)
530         {
531                 /* Accept objects which pass the restriction, if any */
532                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
533                 {
534                         /* Accept this object */
535                         table[i].prob2 = table[i].prob1;
536                 }
537
538                 /* Do not use this object */
539                 else
540                 {
541                         /* Decline this object */
542                         table[i].prob2 = 0;
543                 }
544         }
545
546         /* Success */
547         return (0);
548 }
549
550
551 /*!
552  * @brief オブジェクト生成テーブルからアイテムを取得する /
553  * Choose an object kind that seems "appropriate" to the given level
554  * @param level 生成階
555  * @return 選ばれたオブジェクトベースID
556  * @details
557  * This function uses the "prob2" field of the "object allocation table",\n
558  * and various local information, to calculate the "prob3" field of the\n
559  * same table, which is then used to choose an "appropriate" object, in\n
560  * a relatively efficient manner.\n
561  *\n
562  * It is (slightly) more likely to acquire an object of the given level\n
563  * than one of a lower level.  This is done by choosing several objects\n
564  * appropriate to the given level and keeping the "hardest" one.\n
565  *\n
566  * Note that if no objects are "appropriate", then this function will\n
567  * fail, and return zero, but this should *almost* never happen.\n
568  */
569 OBJECT_IDX get_obj_num(DEPTH level)
570 {
571         int i, j, p;
572         KIND_OBJECT_IDX k_idx;
573         long value, total;
574         object_kind     *k_ptr;
575         alloc_entry     *table = alloc_kind_table;
576
577         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
578
579         /* Boost level */
580         if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
581         {
582                 /* Occasional "boost" */
583                 if (one_in_(GREAT_OBJ))
584                 {
585                         /* What a bizarre calculation */
586                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
587                 }
588         }
589
590         /* Reset total */
591         total = 0L;
592
593         /* Process probabilities */
594         for (i = 0; i < alloc_kind_size; i++)
595         {
596                 /* Objects are sorted by depth */
597                 if (table[i].level > level) break;
598
599                 /* Default */
600                 table[i].prob3 = 0;
601
602                 k_idx = table[i].index;
603
604                 /* Access the actual kind */
605                 k_ptr = &k_info[k_idx];
606
607                 /* Hack -- prevent embedded chests */
608                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
609
610                 /* Accept */
611                 table[i].prob3 = table[i].prob2;
612
613                 /* Total */
614                 total += table[i].prob3;
615         }
616
617         /* No legal objects */
618         if (total <= 0) return (0);
619
620
621         /* Pick an object */
622         value = randint0(total);
623
624         /* Find the object */
625         for (i = 0; i < alloc_kind_size; i++)
626         {
627                 /* Found the entry */
628                 if (value < table[i].prob3) break;
629
630                 /* Decrement */
631                 value = value - table[i].prob3;
632         }
633
634
635         /* Power boost */
636         p = randint0(100);
637
638         /* Try for a "better" object once (50%) or twice (10%) */
639         if (p < 60)
640         {
641                 /* Save old */
642                 j = i;
643
644                 /* Pick a object */
645                 value = randint0(total);
646
647                 /* Find the object */
648                 for (i = 0; i < alloc_kind_size; i++)
649                 {
650                         /* Found the entry */
651                         if (value < table[i].prob3) break;
652
653                         /* Decrement */
654                         value = value - table[i].prob3;
655                 }
656
657                 /* Keep the "best" one */
658                 if (table[i].level < table[j].level) i = j;
659         }
660
661         /* Try for a "better" object twice (10%) */
662         if (p < 10)
663         {
664                 /* Save old */
665                 j = i;
666
667                 /* Pick a object */
668                 value = randint0(total);
669
670                 /* Find the object */
671                 for (i = 0; i < alloc_kind_size; i++)
672                 {
673                         /* Found the entry */
674                         if (value < table[i].prob3) break;
675
676                         /* Decrement */
677                         value = value - table[i].prob3;
678                 }
679
680                 /* Keep the "best" one */
681                 if (table[i].level < table[j].level) i = j;
682         }
683
684         return (table[i].index);
685 }
686
687
688 /*!
689  * @brief オブジェクトを鑑定済にする /
690  * Known is true when the "attributes" of an object are "known".
691  * @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
692  * @return なし
693  * These include tohit, todam, toac, cost, and pval (charges).\n
694  *\n
695  * Note that "knowing" an object gives you everything that an "awareness"\n
696  * gives you, and much more.  In fact, the player is always "aware" of any\n
697  * item of which he has full "knowledge".\n
698  *\n
699  * But having full knowledge of, say, one "wand of wonder", does not, by\n
700  * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
701  * It happens that most "identify" routines (including "buying from a shop")\n
702  * will make the player "aware" of the object as well as fully "know" it.\n
703  *\n
704  * This routine also removes any inscriptions generated by "feelings".\n
705  */
706 void object_known(object_type *o_ptr)
707 {
708         /* Remove "default inscriptions" */
709         o_ptr->feeling = FEEL_NONE;
710
711         /* Clear the "Felt" info */
712         o_ptr->ident &= ~(IDENT_SENSE);
713
714         /* Clear the "Empty" info */
715         o_ptr->ident &= ~(IDENT_EMPTY);
716
717         /* Now we know about the item */
718         o_ptr->ident |= (IDENT_KNOWN);
719 }
720
721 /*!
722  * @brief オブジェクトを*鑑定*済にする /
723  * The player is now aware of the effects of the given object.
724  * @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
725  * @return なし
726  */
727 void object_aware(object_type *o_ptr)
728 {
729         bool mihanmei = !object_is_aware(o_ptr);
730
731         /* Fully aware of the effects */
732         k_info[o_ptr->k_idx].aware = TRUE;
733
734         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
735            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
736         {
737                 object_type forge;
738                 object_type *q_ptr;
739                 GAME_TEXT o_name[MAX_NLEN];
740
741                 q_ptr = &forge;
742                 object_copy(q_ptr, o_ptr);
743
744                 q_ptr->number = 1;
745                 object_desc(o_name, q_ptr, OD_NAME_ONLY);
746                 
747                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
748         }
749 }
750
751 /*!
752  * @brief オブジェクトを試行済にする /
753  * Something has been "sampled"
754  * @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
755  * @return なし
756  */
757 void object_tried(object_type *o_ptr)
758 {
759         /* Mark it as tried (even if "aware") */
760         k_info[o_ptr->k_idx].tried = TRUE;
761 }
762
763 /*!
764 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
765 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
766 * @return 擬似鑑定結果のIDを返す。
767 */
768 byte value_check_aux1(object_type *o_ptr)
769 {
770         /* Artifacts */
771         if (object_is_artifact(o_ptr))
772         {
773                 /* Cursed/Broken */
774                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
775
776                 /* Normal */
777                 return FEEL_SPECIAL;
778         }
779
780         /* Ego-Items */
781         if (object_is_ego(o_ptr))
782         {
783                 /* Cursed/Broken */
784                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
785
786                 /* Normal */
787                 return FEEL_EXCELLENT;
788         }
789
790         /* Cursed items */
791         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
792
793         /* Broken items */
794         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
795
796         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
797
798         /* Good "armor" bonus */
799         if (o_ptr->to_a > 0) return FEEL_GOOD;
800
801         /* Good "weapon" bonus */
802         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
803
804         /* Default to "average" */
805         return FEEL_AVERAGE;
806 }
807
808 /*!
809 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 2 (Light).
810 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
811 * @return 擬似鑑定結果のIDを返す。
812 */
813 byte value_check_aux2(object_type *o_ptr)
814 {
815         /* Cursed items (all of them) */
816         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
817
818         /* Broken items (all of them) */
819         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
820
821         /* Artifacts -- except cursed/broken ones */
822         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
823
824         /* Ego-Items -- except cursed/broken ones */
825         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
826
827         /* Good armor bonus */
828         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
829
830         /* Good weapon bonuses */
831         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
832
833         /* No feeling */
834         return FEEL_NONE;
835 }
836
837 /*!
838  * @brief 未鑑定なベースアイテムの基本価格を返す /
839  * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
840  * @param o_ptr 未鑑定価格を確認したいオブジェクトの構造体参照ポインタ
841  * @return オブジェクトの未鑑定価格
842  */
843 static PRICE object_value_base(object_type *o_ptr)
844 {
845         /* Aware item -- use template cost */
846         if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
847
848         /* Analyze the type */
849         switch (o_ptr->tval)
850         {
851
852                 /* Un-aware Food */
853                 case TV_FOOD: return (5L);
854
855                 /* Un-aware Potions */
856                 case TV_POTION: return (20L);
857
858                 /* Un-aware Scrolls */
859                 case TV_SCROLL: return (20L);
860
861                 /* Un-aware Staffs */
862                 case TV_STAFF: return (70L);
863
864                 /* Un-aware Wands */
865                 case TV_WAND: return (50L);
866
867                 /* Un-aware Rods */
868                 case TV_ROD: return (90L);
869
870                 /* Un-aware Rings */
871                 case TV_RING: return (45L);
872
873                 /* Un-aware Amulets */
874                 case TV_AMULET: return (45L);
875
876                 /* Figurines, relative to monster level */
877                 case TV_FIGURINE:
878                 {
879                         DEPTH level = r_info[o_ptr->pval].level;
880                         if (level < 20) return level*50L;
881                         else if (level < 30) return 1000+(level-20)*150L;
882                         else if (level < 40) return 2500+(level-30)*350L;
883                         else if (level < 50) return 6000+(level-40)*800L;
884                         else return 14000+(level-50)*2000L;
885                 }
886
887                 case TV_CAPTURE:
888                         if (!o_ptr->pval) return 1000L;
889                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
890         }
891
892         /* Paranoia -- Oops */
893         return (0L);
894 }
895
896
897 /*!
898  * @brief オブジェクトのフラグ類から価格を算出する /
899  * Return the value of the flags the object has...
900  * @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
901  * @param plusses フラグに与える価格の基本重み
902  * @return オブジェクトのフラグ価格
903  */
904 PRICE flag_cost(object_type *o_ptr, int plusses)
905 {
906         PRICE total = 0;
907         BIT_FLAGS flgs[TR_FLAG_SIZE];
908         PRICE tmp_cost;
909         int count;
910         int i;
911         object_kind *k_ptr = &k_info[o_ptr->k_idx];
912
913         object_flags(o_ptr, flgs);
914
915         /*
916          * Exclude fixed flags of the base item.
917          * pval bonuses of base item will be treated later.
918          */
919         for (i = 0; i < TR_FLAG_SIZE; i++)
920                 flgs[i] &= ~(k_ptr->flags[i]);
921
922         /* Exclude fixed flags of the fixed artifact. */
923         if (object_is_fixed_artifact(o_ptr))
924         {
925                 artifact_type *a_ptr = &a_info[o_ptr->name1];
926
927                 for (i = 0; i < TR_FLAG_SIZE; i++)
928                         flgs[i] &= ~(a_ptr->flags[i]);
929         }
930
931         /* Exclude fixed flags of the ego-item. */
932         else if (object_is_ego(o_ptr))
933         {
934                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
935
936                 for (i = 0; i < TR_FLAG_SIZE; i++)
937                         flgs[i] &= ~(e_ptr->flags[i]);
938         }
939
940
941         /*
942          * Calucurate values of remaining flags
943          */
944         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
945         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
946         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
947         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
948         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
949         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
950         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
951         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
952         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
953         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
954         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
955         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
956                 total += (10000 + (2500 * plusses));
957         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
958                 total += (10000 + (2500 * plusses));
959
960         tmp_cost = 0;
961         count = 0;
962         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
963         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
964         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
965         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
966         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
967         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
968         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
969         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
970         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
971         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
972         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
973         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
974         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
975         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
976         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
977         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
978         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
979         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
980         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
981         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
982         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
983
984         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
985         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
986         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
987         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
988         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
989         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
990         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
991         total += (tmp_cost * count);
992
993         if (have_flag(flgs, TR_SUST_STR)) total += 850;
994         if (have_flag(flgs, TR_SUST_INT)) total += 850;
995         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
996         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
997         if (have_flag(flgs, TR_SUST_CON)) total += 850;
998         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
999         if (have_flag(flgs, TR_RIDING)) total += 0;
1000         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1001         if (have_flag(flgs, TR_THROW)) total += 5000;
1002         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1003         if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1004
1005         tmp_cost = 0;
1006         count = 0;
1007         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1008         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1009         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1010         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1011         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1012         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1013         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1014         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1015         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1016         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1017         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1018         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1019         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1020         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1021         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1022         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1023         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1024         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1025         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1026         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1027         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1028         total += (tmp_cost * count);
1029
1030         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1031         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1032         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1033         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1034         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1035         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1036         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1037         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1038         if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1039         if (have_flag(flgs, TR_LITE_1)) total += 1500;
1040         if (have_flag(flgs, TR_LITE_2)) total += 2500;
1041         if (have_flag(flgs, TR_LITE_3)) total += 4000;
1042         if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1043         if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1044         if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1045         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1046         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1047         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1048         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1049         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1050         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1051         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1052         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1053         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1054         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1055         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1056         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1057         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1058         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1059         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1060         if (have_flag(flgs, TR_REGEN)) total += 2500;
1061         if (have_flag(flgs, TR_WARNING)) total += 2000;
1062         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1063         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1064         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1065         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1066         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1067         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1068         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1069         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1070         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1071         if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1072         if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1073         if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1074         if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1075         if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1076         if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1077         if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1078         if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1079         if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1080         if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1081         if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1082         if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1083         if (have_flag(flgs, TR_TELEPORT))
1084         {
1085                 if (object_is_cursed(o_ptr))
1086                         total -= 7500;
1087                 else
1088                         total += 250;
1089         }
1090         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1091         if (have_flag(flgs, TR_BLESSED)) total += 750;
1092         if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1093         if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1094         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1095         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1096         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1097
1098         /* Also, give some extra for activatable powers... */
1099         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1100         {
1101                 const activation_type* const act_ptr = find_activation_info(o_ptr);
1102                 if (act_ptr) {
1103                         total += act_ptr->value;
1104                 }
1105         }
1106
1107         return total;
1108 }
1109
1110
1111 /*!
1112  * @brief オブジェクトの真の価格を算出する /
1113  * Return the value of the flags the object has...
1114  * @param o_ptr 本価格を確認したいオブジェクトの構造体参照ポインタ
1115  * @return オブジェクトの本価格
1116  * @details
1117  * Return the "real" price of a "known" item, not including discounts\n
1118  *\n
1119  * Wand and staffs get cost for each charge\n
1120  *\n
1121  * Armor is worth an extra 100 gold per bonus point to armor class.\n
1122  *\n
1123  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1124  *\n
1125  * Missiles are only worth 5 gold per bonus point, since they\n
1126  * usually appear in groups of 20, and we want the player to get\n
1127  * the same amount of cash for any "equivalent" item.  Note that\n
1128  * missiles never have any of the "pval" flags, and in fact, they\n
1129  * only have a few of the available flags, primarily of the "slay"\n
1130  * and "brand" and "ignore" variety.\n
1131  *\n
1132  * Armor with a negative armor bonus is worthless.\n
1133  * Weapons with negative hit+damage bonuses are worthless.\n
1134  *\n
1135  * Every wearable item with a "pval" bonus is worth extra (see below).\n
1136  */
1137 PRICE object_value_real(object_type *o_ptr)
1138 {
1139         PRICE value;
1140         BIT_FLAGS flgs[TR_FLAG_SIZE];
1141         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1142
1143
1144         /* Hack -- "worthless" items */
1145         if (!k_info[o_ptr->k_idx].cost) return (0L);
1146
1147         /* Base cost */
1148         value = k_info[o_ptr->k_idx].cost;
1149
1150         /* Extract some flags */
1151         object_flags(o_ptr, flgs);
1152
1153         /* Artifact */
1154         if (object_is_fixed_artifact(o_ptr))
1155         {
1156                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1157
1158                 /* Hack -- "worthless" artifacts */
1159                 if (!a_ptr->cost) return (0L);
1160
1161                 /* Hack -- Use the artifact cost instead */
1162                 value = a_ptr->cost;
1163                 value += flag_cost(o_ptr, o_ptr->pval);
1164
1165                 /* Don't add pval bonuses etc. */
1166                 return (value);
1167         }
1168
1169         /* Ego-Item */
1170         else if (object_is_ego(o_ptr))
1171         {
1172                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1173
1174                 /* Hack -- "worthless" ego-items */
1175                 if (!e_ptr->cost) return (0L);
1176
1177                 /* Hack -- Reward the ego-item with a bonus */
1178                 value += e_ptr->cost;
1179                 value += flag_cost(o_ptr, o_ptr->pval);
1180         }
1181
1182         else
1183         {
1184                 int i;
1185                 bool flag = FALSE;
1186
1187                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1188                         if (o_ptr->art_flags[i]) flag = TRUE;
1189
1190                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1191         }
1192
1193         /* Analyze pval bonus for normal object */
1194         switch (o_ptr->tval)
1195         {
1196         case TV_SHOT:
1197         case TV_ARROW:
1198         case TV_BOLT:
1199         case TV_BOW:
1200         case TV_DIGGING:
1201         case TV_HAFTED:
1202         case TV_POLEARM:
1203         case TV_SWORD:
1204         case TV_BOOTS:
1205         case TV_GLOVES:
1206         case TV_HELM:
1207         case TV_CROWN:
1208         case TV_SHIELD:
1209         case TV_CLOAK:
1210         case TV_SOFT_ARMOR:
1211         case TV_HARD_ARMOR:
1212         case TV_DRAG_ARMOR:
1213         case TV_LITE:
1214         case TV_AMULET:
1215         case TV_RING:
1216                 /* No pval */
1217                 if (!o_ptr->pval) break;
1218
1219                 /* Hack -- Negative "pval" is always bad */
1220                 if (o_ptr->pval < 0) return (0L);
1221
1222                 /* Give credit for stat bonuses */
1223                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1224                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1225                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1226                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1227                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1228                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1229
1230                 /* Give credit for stealth and searching */
1231                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1232                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1233                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1234
1235                 /* Give credit for infra-vision and tunneling */
1236                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1237                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1238
1239                 /* Give credit for extra attacks */
1240                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1241
1242                 /* Give credit for speed bonus */
1243                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1244
1245                 break;
1246         }
1247
1248
1249         /* Analyze the item */
1250         switch (o_ptr->tval)
1251         {
1252                 /* Wands/Staffs */
1253                 case TV_WAND:
1254                 {
1255                         /* Pay extra for charges, depending on standard number of
1256                          * charges.  Handle new-style wands correctly. -LM-
1257                          */
1258                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1259
1260                         break;
1261                 }
1262                 case TV_STAFF:
1263                 {
1264                         /* Pay extra for charges, depending on standard number of
1265                          * charges.  -LM-
1266                          */
1267                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1268
1269                         break;
1270                 }
1271
1272                 /* Rings/Amulets */
1273                 case TV_RING:
1274                 case TV_AMULET:
1275                 {
1276                         /* Hack -- negative bonuses are bad */
1277                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1278
1279                         /* Give credit for bonuses */
1280                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1281
1282                         break;
1283                 }
1284
1285                 /* Armor */
1286                 case TV_BOOTS:
1287                 case TV_GLOVES:
1288                 case TV_CLOAK:
1289                 case TV_CROWN:
1290                 case TV_HELM:
1291                 case TV_SHIELD:
1292                 case TV_SOFT_ARMOR:
1293                 case TV_HARD_ARMOR:
1294                 case TV_DRAG_ARMOR:
1295                 {
1296                         /* Hack -- negative armor bonus */
1297                         if (o_ptr->to_a < 0) return (0L);
1298
1299                         /* Give credit for bonuses */
1300                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1301
1302                         break;
1303                 }
1304
1305                 /* Bows/Weapons */
1306                 case TV_BOW:
1307                 case TV_DIGGING:
1308                 case TV_HAFTED:
1309                 case TV_SWORD:
1310                 case TV_POLEARM:
1311                 {
1312                         /* Hack -- negative hit/damage bonuses */
1313                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1314
1315                         /* Factor in the bonuses */
1316                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1317
1318                         /* Hack -- Factor in extra damage dice and sides */
1319                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1320                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1321
1322                         break;
1323                 }
1324
1325                 /* Ammo */
1326                 case TV_SHOT:
1327                 case TV_ARROW:
1328                 case TV_BOLT:
1329                 {
1330                         /* Hack -- negative hit/damage bonuses */
1331                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1332
1333                         /* Factor in the bonuses */
1334                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1335
1336                         /* Hack -- Factor in extra damage dice and sides */
1337                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1338                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1339
1340                         break;
1341                 }
1342
1343                 /* Figurines, relative to monster level */
1344                 case TV_FIGURINE:
1345                 {
1346                         DEPTH level = r_info[o_ptr->pval].level;
1347                         if (level < 20) value = level*50L;
1348                         else if (level < 30) value = 1000+(level-20)*150L;
1349                         else if (level < 40) value = 2500+(level-30)*350L;
1350                         else if (level < 50) value = 6000+(level-40)*800L;
1351                         else value = 14000+(level-50)*2000L;
1352                         break;
1353                 }
1354
1355                 case TV_CAPTURE:
1356                 {
1357                         if (!o_ptr->pval) value = 1000L;
1358                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1359                         break;
1360                 }
1361
1362                 case TV_CHEST:
1363                 {
1364                         if (!o_ptr->pval) value = 0L;
1365                         break;
1366                 }
1367         }
1368
1369         /* Worthless object */
1370         if (value < 0) return 0L;
1371
1372         /* Return the value */
1373         return (value);
1374 }
1375
1376
1377 /*!
1378  * @brief オブジェクト価格算出のメインルーチン /
1379  * Return the price of an item including plusses (and charges)
1380  * @param o_ptr 判明している現価格を確認したいオブジェクトの構造体参照ポインタ
1381  * @return オブジェクトの判明している現価格
1382  * @details
1383  * This function returns the "value" of the given item (qty one)\n
1384  *\n
1385  * Never notice "unknown" bonuses or properties, including "curses",\n
1386  * since that would give the player information he did not have.\n
1387  *\n
1388  * Note that discounted items stay discounted forever, even if\n
1389  * the discount is "forgotten" by the player via memory loss.\n
1390  */
1391 PRICE object_value(object_type *o_ptr)
1392 {
1393         PRICE value;
1394
1395         /* Unknown items -- acquire a base value */
1396         if (object_is_known(o_ptr))
1397         {
1398                 /* Broken items -- worthless */
1399                 if (object_is_broken(o_ptr)) return (0L);
1400
1401                 /* Cursed items -- worthless */
1402                 if (object_is_cursed(o_ptr)) return (0L);
1403
1404                 /* Real value (see above) */
1405                 value = object_value_real(o_ptr);
1406         }
1407
1408         /* Known items -- acquire the actual value */
1409         else
1410         {
1411                 /* Hack -- Felt broken items */
1412                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1413
1414                 /* Hack -- Felt cursed items */
1415                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1416
1417                 /* Base value (see above) */
1418                 value = object_value_base(o_ptr);
1419         }
1420
1421         /* Apply discount (if any) */
1422         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1423
1424         /* Return the final value */
1425         return (value);
1426 }
1427
1428
1429
1430
1431 /*!
1432  * @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 /
1433  * Distribute charges of rods or wands.
1434  * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1435  * @param q_ptr 分割先オブジェクトの構造体参照ポインタ target item, must be of the same type as o_ptr
1436  * @param amt 分割したい回数量 number of items that are transfered
1437  * @return なし
1438  * @details
1439  * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1440  * charges need to be allocated between the two stacks.  If all the items\n
1441  * are being dropped, it makes for a neater message to leave the original\n
1442  * stack's pval alone. -LM-\n
1443  */
1444 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1445 {
1446         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1447         {
1448                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1449                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1450
1451                 /* Hack -- Rods also need to have their timeouts distributed.  The
1452                  * dropped stack will accept all time remaining to charge up to its
1453                  * maximum.
1454                  */
1455                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1456                 {
1457                         if (q_ptr->pval > o_ptr->timeout)
1458                                 q_ptr->timeout = o_ptr->timeout;
1459                         else
1460                                 q_ptr->timeout = q_ptr->pval;
1461
1462                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1463                 }
1464         }
1465 }
1466
1467 /*!
1468  * @brief 魔法棒やロッドの使用回数を減らす /
1469  * @param o_ptr オブジェクトの構造体参照ポインタ source item
1470  * @param amt 減らしたい回数量 number of items that are transfered
1471  * @return なし
1472  * @details
1473  * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1474  * charges of the stack needs to be reduced, unless all the items are\n
1475  * being destroyed. -LM-\n
1476  */
1477 void reduce_charges(object_type *o_ptr, int amt)
1478 {
1479         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1480                 (amt < o_ptr->number))
1481         {
1482                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1483         }
1484 }
1485
1486 /*
1487  * Determine if an item can "absorb" a second item
1488  *
1489  * See "object_absorb()" for the actual "absorption" code.
1490  *
1491  * If permitted, we allow staffs (if they are known to have equal charges
1492  * and both are either known or confirmed empty) and wands (if both are
1493  * either known or confirmed empty) and rods (in all cases) to combine.
1494  * Staffs will unstack (if necessary) when they are used, but wands and
1495  * rods will only unstack if one is dropped. -LM-
1496  *
1497  * If permitted, we allow weapons/armor to stack, if fully "known".
1498  *
1499  * Missiles will combine if both stacks have the same "known" status.
1500  * This is done to make unidentified stacks of missiles useful.
1501  *
1502  * Food, potions, scrolls, and "easy know" items always stack.
1503  *
1504  * Chests, and activatable items, never stack (for various reasons).
1505  */
1506
1507 /*
1508  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1509  */
1510 #define MAX_STACK_SIZE 99
1511
1512
1513 /*!
1514  * @brief 両オブジェクトをスロットに重ね合わせ可能な最大数を返す。
1515  * Determine if an item can partly absorb a second item. Return maximum number of stack.
1516  * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1517  * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1518  * @return 重ね合わせ可能なアイテム数
1519  */
1520 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1521 {
1522         int i;
1523
1524         /* Default maximum number of stack */
1525         int max_num = MAX_STACK_SIZE;
1526
1527         /* Require identical object types */
1528         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1529
1530
1531         /* Analyze the items */
1532         switch (o_ptr->tval)
1533         {
1534                 /* Chests and Statues*/
1535                 case TV_CHEST:
1536                 case TV_CARD:
1537                 case TV_CAPTURE:
1538                 {
1539                         /* Never okay */
1540                         return 0;
1541                 }
1542
1543                 case TV_STATUE:
1544                 {
1545                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1546                         if (o_ptr->pval != j_ptr->pval) return 0;
1547                         break;
1548                 }
1549
1550                 /* Figurines and Corpses*/
1551                 case TV_FIGURINE:
1552                 case TV_CORPSE:
1553                 {
1554                         /* Same monster */
1555                         if (o_ptr->pval != j_ptr->pval) return 0;
1556
1557                         /* Assume okay */
1558                         break;
1559                 }
1560
1561                 /* Food and Potions and Scrolls */
1562                 case TV_FOOD:
1563                 case TV_POTION:
1564                 case TV_SCROLL:
1565                 {
1566                         /* Assume okay */
1567                         break;
1568                 }
1569
1570                 /* Staffs */
1571                 case TV_STAFF:
1572                 {
1573                         /* Require either knowledge or known empty for both staffs. */
1574                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1575                                 !object_is_known(o_ptr)) ||
1576                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1577                                 !object_is_known(j_ptr))) return 0;
1578
1579                         /* Require identical charges, since staffs are bulky. */
1580                         if (o_ptr->pval != j_ptr->pval) return 0;
1581
1582                         /* Assume okay */
1583                         break;
1584                 }
1585
1586                 /* Wands */
1587                 case TV_WAND:
1588                 {
1589                         /* Require either knowledge or known empty for both wands. */
1590                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1591                                 !object_is_known(o_ptr)) ||
1592                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1593                                 !object_is_known(j_ptr))) return 0;
1594
1595                         /* Wand charges combine in O&ZAngband.  */
1596
1597                         /* Assume okay */
1598                         break;
1599                 }
1600
1601                 /* Staffs and Wands and Rods */
1602                 case TV_ROD:
1603                 {
1604                         /* Prevent overflaw of timeout */
1605                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1606
1607                         /* Assume okay */
1608                         break;
1609                 }
1610
1611                 /* Weapons and Armor */
1612                 case TV_BOW:
1613                 case TV_DIGGING:
1614                 case TV_HAFTED:
1615                 case TV_POLEARM:
1616                 case TV_SWORD:
1617                 case TV_BOOTS:
1618                 case TV_GLOVES:
1619                 case TV_HELM:
1620                 case TV_CROWN:
1621                 case TV_SHIELD:
1622                 case TV_CLOAK:
1623                 case TV_SOFT_ARMOR:
1624                 case TV_HARD_ARMOR:
1625                 case TV_DRAG_ARMOR:
1626
1627                 /* Rings, Amulets, Lites */
1628                 case TV_RING:
1629                 case TV_AMULET:
1630                 case TV_LITE:
1631                 case TV_WHISTLE:
1632                 {
1633                         /* Require full knowledge of both items */
1634                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1635
1636                         /* Fall through */
1637                 }
1638
1639                 /* Missiles */
1640                 case TV_BOLT:
1641                 case TV_ARROW:
1642                 case TV_SHOT:
1643                 {
1644                         /* Require identical knowledge of both items */
1645                         if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1646                         if (o_ptr->feeling != j_ptr->feeling) return 0;
1647
1648                         /* Require identical "bonuses" */
1649                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1650                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1651                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1652
1653                         /* Require identical "pval" code */
1654                         if (o_ptr->pval != j_ptr->pval) return 0;
1655
1656                         /* Artifacts never stack */
1657                         if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1658
1659                         /* Require identical "ego-item" names */
1660                         if (o_ptr->name2 != j_ptr->name2) return 0;
1661
1662                         /* Require identical added essence  */
1663                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1664                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1665
1666                         /* Hack -- Never stack "powerful" items */
1667                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1668
1669                         /* Hack -- Never stack recharging items */
1670                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1671
1672                         /* Require identical "values" */
1673                         if (o_ptr->ac != j_ptr->ac) return 0;
1674                         if (o_ptr->dd != j_ptr->dd) return 0;
1675                         if (o_ptr->ds != j_ptr->ds) return 0;
1676
1677                         /* Probably okay */
1678                         break;
1679                 }
1680
1681                 /* Various */
1682                 default:
1683                 {
1684                         /* Require knowledge */
1685                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1686
1687                         /* Probably okay */
1688                         break;
1689                 }
1690         }
1691
1692
1693         /* Hack -- Identical art_flags! */
1694         for (i = 0; i < TR_FLAG_SIZE; i++)
1695                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1696
1697         /* Hack -- Require identical "cursed" status */
1698         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1699
1700         /* Hack -- Require identical "broken" status */
1701         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1702
1703
1704         /* Hack -- require semi-matching "inscriptions" */
1705         if (o_ptr->inscription && j_ptr->inscription &&
1706             (o_ptr->inscription != j_ptr->inscription))
1707                 return 0;
1708
1709         /* Hack -- normally require matching "inscriptions" */
1710         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1711
1712         /* Hack -- normally require matching "discounts" */
1713         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1714
1715
1716         /* They match, so they must be similar */
1717         return max_num;
1718 }
1719
1720 /*!
1721  * @brief 両オブジェクトをスロットに重ねることができるかどうかを返す。
1722  * Determine if an item can absorb a second item.
1723  * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1724  * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1725  * @return 重ね合わせ可能ならばTRUEを返す。
1726  */
1727 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1728 {
1729         int total = o_ptr->number + j_ptr->number;
1730         int max_num;
1731
1732         /* Are these objects similar? */
1733         max_num = object_similar_part(o_ptr, j_ptr);
1734
1735         /* Return if not similar */
1736         if (!max_num) return FALSE;
1737
1738         /* Maximal "stacking" limit */
1739         if (total > max_num) return (0);
1740
1741
1742         /* They match, so they must be similar */
1743         return (TRUE);
1744 }
1745
1746
1747 /*!
1748  * @brief 両オブジェクトをスロットに重ね合わせる。
1749  * Allow one item to "absorb" another, assuming they are similar
1750  * @param o_ptr 重ね合わせ先のオブジェクトの構造体参照ポインタ
1751  * @param j_ptr 重ね合わせ元のオブジェクトの構造体参照ポインタ
1752  * @return なし
1753  */
1754 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1755 {
1756         int max_num = object_similar_part(o_ptr, j_ptr);
1757         int total = o_ptr->number + j_ptr->number;
1758         int diff = (total > max_num) ? total - max_num : 0;
1759
1760         /* Combine quantity, lose excess items */
1761         o_ptr->number = (total > max_num) ? max_num : total;
1762
1763         /* Hack -- blend "known" status */
1764         if (object_is_known(j_ptr)) object_known(o_ptr);
1765
1766         /* Hack -- clear "storebought" if only one has it */
1767         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1768             (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1769         {
1770                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1771                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1772         }
1773
1774         /* Hack -- blend "mental" status */
1775         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1776
1777         /* Hack -- blend "inscriptions" */
1778         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1779
1780         /* Hack -- blend "feelings" */
1781         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1782
1783         /* Hack -- could average discounts */
1784         /* Hack -- save largest discount */
1785         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1786
1787         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1788         if (o_ptr->tval == TV_ROD)
1789         {
1790                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1791                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1792         }
1793
1794         /* Hack -- if wands are stacking, combine the charges. -LM- */
1795         if (o_ptr->tval == TV_WAND)
1796         {
1797                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1798         }
1799 }
1800
1801
1802 /*!
1803  * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1804  * Find the index of the object_kind with the given tval and sval
1805  * @param tval 検索したいベースアイテムのtval
1806  * @param sval 検索したいベースアイテムのsval
1807  * @return なし
1808  */
1809 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1810 {
1811         KIND_OBJECT_IDX k;
1812         int num = 0;
1813         KIND_OBJECT_IDX bk = 0;
1814
1815         /* Look for it */
1816         for (k = 1; k < max_k_idx; k++)
1817         {
1818                 object_kind *k_ptr = &k_info[k];
1819
1820                 /* Require correct tval */
1821                 if (k_ptr->tval != tval) continue;
1822
1823                 /* Found a match */
1824                 if (k_ptr->sval == sval) return (k);
1825
1826                 /* Ignore illegal items */
1827                 if (sval != SV_ANY) continue;
1828
1829                 /* Apply the randomizer */
1830                 if (!one_in_(++num)) continue;
1831
1832                 /* Use this value */
1833                 bk = k;
1834         }
1835
1836         /* Return this choice */
1837         if (sval == SV_ANY)
1838         {
1839                 return bk;
1840         }
1841
1842 #if 0
1843         msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1844 #endif
1845
1846
1847         return (0);
1848 }
1849
1850
1851 /*!
1852  * @brief オブジェクトを初期化する
1853  * Wipe an object clean.
1854  * @param o_ptr 初期化したいオブジェクトの構造体参照ポインタ
1855  * @return なし
1856  */
1857 void object_wipe(object_type *o_ptr)
1858 {
1859         /* Wipe the structure */
1860         (void)WIPE(o_ptr, object_type);
1861 }
1862
1863
1864 /*!
1865  * @brief オブジェクトを複製する
1866  * Wipe an object clean.
1867  * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1868  * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1869  * @return なし
1870  */
1871 void object_copy(object_type *o_ptr, object_type *j_ptr)
1872 {
1873         /* Copy the structure */
1874         (void)COPY(o_ptr, j_ptr, object_type);
1875 }
1876
1877
1878 /*!
1879  * @brief オブジェクト構造体にベースアイテムを作成する
1880  * Prepare an object based on an object kind.
1881  * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1882  * @param k_idx 新たに作成したいベースアイテム情報のID
1883  * @return なし
1884  */
1885 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1886 {
1887         object_kind *k_ptr = &k_info[k_idx];
1888
1889         /* Clear the record */
1890         object_wipe(o_ptr);
1891
1892         /* Save the kind index */
1893         o_ptr->k_idx = k_idx;
1894
1895         /* Efficiency -- tval/sval */
1896         o_ptr->tval = k_ptr->tval;
1897         o_ptr->sval = k_ptr->sval;
1898
1899         /* Default "pval" */
1900         o_ptr->pval = k_ptr->pval;
1901
1902         /* Default number */
1903         o_ptr->number = 1;
1904
1905         /* Default weight */
1906         o_ptr->weight = k_ptr->weight;
1907
1908         /* Default magic */
1909         o_ptr->to_h = k_ptr->to_h;
1910         o_ptr->to_d = k_ptr->to_d;
1911         o_ptr->to_a = k_ptr->to_a;
1912
1913         /* Default power */
1914         o_ptr->ac = k_ptr->ac;
1915         o_ptr->dd = k_ptr->dd;
1916         o_ptr->ds = k_ptr->ds;
1917
1918         /* Default activation */
1919         if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1920
1921         /* Hack -- worthless items are always "broken" */
1922         if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1923
1924         /* Hack -- cursed items are always "cursed" */
1925         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1926         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1927         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1928         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1929         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1930         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1931 }
1932
1933
1934 /*!
1935  * @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
1936  * @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
1937  * @return なし
1938  */
1939 static void object_mention(object_type *o_ptr)
1940 {
1941         GAME_TEXT o_name[MAX_NLEN];
1942
1943         object_aware(o_ptr);
1944         object_known(o_ptr);
1945
1946         /* Mark the item as fully known */
1947         o_ptr->ident |= (IDENT_MENTAL);
1948         object_desc(o_name, o_ptr, 0);
1949         msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1950 }
1951
1952
1953 /*!
1954  * @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
1955  * Choose random ego type
1956  * @param slot 取得したいエゴの装備部位
1957  * @param good TRUEならば通常のエゴ、FALSEならば呪いのエゴが選択対象となる。
1958  * @return 選択されたエゴ情報のID、万一選択できなかった場合はmax_e_idxが返る。
1959  */
1960 static byte get_random_ego(byte slot, bool good)
1961 {
1962         int i, value;
1963         ego_item_type *e_ptr;
1964
1965         long total = 0L;
1966         
1967         for (i = 1; i < max_e_idx; i++)
1968         {
1969                 e_ptr = &e_info[i];
1970                 
1971                 if (e_ptr->slot == slot
1972                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1973                 {
1974                         if (e_ptr->rarity)
1975                                 total += (255 / e_ptr->rarity);
1976                 }
1977         }
1978
1979         value = randint1(total);
1980
1981         for (i = 1; i < max_e_idx; i++)
1982         {
1983                 e_ptr = &e_info[i];
1984                 
1985                 if (e_ptr->slot == slot
1986                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1987                 {
1988                         if (e_ptr->rarity)
1989                                 value -= (255 / e_ptr->rarity);
1990                         if (value <= 0L) break;
1991                 }
1992         }
1993         return (byte)i;
1994 }
1995
1996
1997 /*!
1998  * @brief 武器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
1999  * Apply magic to an item known to be a "weapon"
2000  * @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
2001  * @param level 生成基準階
2002  * @param power 生成ランク
2003  * @return なし
2004  * @details
2005  * Hack -- note special base damage dice boosting\n
2006  * Hack -- note special processing for weapon/digger\n
2007  */
2008 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2009 {
2010         HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2011         HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2012
2013         HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2014         HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2015
2016         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2017         {
2018                 tohit2 = (tohit2 + 1) / 2;
2019                 todam2 = (todam2 + 1) / 2;
2020         }
2021
2022         /* Good */
2023         if (power > 0)
2024         {
2025                 /* Enchant */
2026                 o_ptr->to_h += tohit1;
2027                 o_ptr->to_d += todam1;
2028
2029                 /* Very good */
2030                 if (power > 1)
2031                 {
2032                         /* Enchant again */
2033                         o_ptr->to_h += tohit2;
2034                         o_ptr->to_d += todam2;
2035                 }
2036         }
2037
2038         /* Cursed */
2039         else if (power < 0)
2040         {
2041                 /* Penalize */
2042                 o_ptr->to_h -= tohit1;
2043                 o_ptr->to_d -= todam1;
2044
2045                 /* Very cursed */
2046                 if (power < -1)
2047                 {
2048                         /* Penalize again */
2049                         o_ptr->to_h -= tohit2;
2050                         o_ptr->to_d -= todam2;
2051                 }
2052
2053                 /* Cursed (if "bad") */
2054                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2055         }
2056
2057         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2058
2059         switch (o_ptr->tval)
2060         {
2061                 case TV_DIGGING:
2062                 {
2063                         /* Very good */
2064                         if (power > 1)
2065                         {
2066                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2067                                         create_artifact(o_ptr, FALSE);
2068                                 else
2069                                         /* Special Ego-item */
2070                                         o_ptr->name2 = EGO_DIGGING;
2071                         }
2072
2073                         /* Very bad */
2074                         else if (power < -1)
2075                         {
2076                                 /* Hack -- Horrible digging bonus */
2077                                 o_ptr->pval = 0 - (5 + randint1(5));
2078                         }
2079
2080                         /* Bad */
2081                         else if (power < 0)
2082                         {
2083                                 /* Hack -- Reverse digging bonus */
2084                                 o_ptr->pval = 0 - (o_ptr->pval);
2085                         }
2086
2087                         break;
2088                 }
2089
2090                 case TV_HAFTED:
2091                 case TV_POLEARM:
2092                 case TV_SWORD:
2093                 {
2094                         /* Very Good */
2095                         if (power > 1)
2096                         {
2097                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2098                                 {
2099                                         create_artifact(o_ptr, FALSE);
2100                                         break;
2101                                 }
2102                                 while (1)
2103                                 {
2104                                         /* Roll for an ego-item */
2105                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2106                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2107                                                 continue;
2108                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2109                                                 continue;
2110                                         if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2111                                                 continue;
2112                                         break;
2113                                 }
2114
2115                                 switch (o_ptr->name2)
2116                                 {
2117                                 case EGO_HA:
2118                                         if (one_in_(4) && (level > 40))
2119                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2120                                         break;
2121                                 case EGO_DF:
2122                                         if (one_in_(3))
2123                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2124                                         if (one_in_(3))
2125                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2126                                         break;
2127                                 case EGO_KILL_DRAGON:
2128                                         if (one_in_(3))
2129                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2130                                         break;
2131                                 case EGO_WEST:
2132                                         if (one_in_(3))
2133                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2134                                         break;
2135                                 case EGO_SLAYING_WEAPON:
2136                                         if (one_in_(3)) /* double damage */
2137                                                 o_ptr->dd *= 2;
2138                                         else
2139                                         {
2140                                                 do
2141                                                 {
2142                                                         o_ptr->dd++;
2143                                                 } while (one_in_(o_ptr->dd));
2144
2145                                                 do
2146                                                 {
2147                                                         o_ptr->ds++;
2148                                                 } while (one_in_(o_ptr->ds));
2149                                         }
2150
2151                                         if (one_in_(5))
2152                                         {
2153                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2154                                         }
2155                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2156                                         {
2157                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2158                                         }
2159                                         break;
2160                                 case EGO_TRUMP:
2161                                         if (one_in_(5))
2162                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2163                                         if (one_in_(7))
2164                                                 one_ability(o_ptr);
2165                                         break;
2166                                 case EGO_PATTERN:
2167                                         if (one_in_(3))
2168                                                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2169                                         if (one_in_(3))
2170                                                 add_flag(o_ptr->art_flags, TR_DEX);
2171                                         if (one_in_(5))
2172                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2173                                         break;
2174                                 case EGO_SHARPNESS:
2175                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2176                                         break;
2177                                 case EGO_EARTHQUAKES:
2178                                         if (one_in_(3) && (level > 60))
2179                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2180                                         else
2181                                                 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2182                                         break;
2183                                 case EGO_VAMPIRIC:
2184                                         if (one_in_(5))
2185                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2186                                         break;
2187                                 case EGO_DEMON:
2188
2189                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2190                                         one_in_(3) ?
2191                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2192                                                 one_in_(2) ?
2193                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2194                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2195
2196
2197                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2198                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2199                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2200                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2201                                         break;
2202                                 }
2203
2204                                 if (!o_ptr->art_name)
2205                                 {
2206                                         /* Hack -- Super-charge the damage dice */
2207                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2208
2209                                         /* Hack -- Lower the damage dice */
2210                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2211                                 }
2212                         }
2213
2214                         /* Very cursed */
2215                         else if (power < -1)
2216                         {
2217                                 /* Roll for ego-item */
2218                                 if (randint0(MAX_DEPTH) < level)
2219                                 {
2220                                         while (1)
2221                                         {
2222                                                 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2223                                                 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2224                                                 {
2225                                                         continue;
2226                                                 }
2227                                                 break;
2228                                         }
2229                                         switch (o_ptr->name2)
2230                                         {
2231                                                 case EGO_MORGUL:
2232                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2233                                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2234                                                         break;
2235                                                 case EGO_WEIRD:
2236                                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2237                                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2238                                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2239                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2240                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2241                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2242                                                         break;
2243                                         }
2244                                 }
2245                         }
2246
2247                         break;
2248                 }
2249
2250
2251                 case TV_BOW:
2252                 {
2253                         /* Very good */
2254                         if (power > 1)
2255                         {
2256                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2257                                 {
2258                                         create_artifact(o_ptr, FALSE);
2259                                         break;
2260                                 }
2261                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2262                         }
2263
2264                         break;
2265                 }
2266
2267
2268                 case TV_BOLT:
2269                 case TV_ARROW:
2270                 case TV_SHOT:
2271                 {
2272                         /* Very good */
2273                         if (power > 1)
2274                         {
2275                                 if (power > 2) /* power > 2 is debug only */
2276                                 {
2277                                         create_artifact(o_ptr, FALSE);
2278                                         break;
2279                                 }
2280
2281                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2282
2283                                 switch (o_ptr->name2)
2284                                 {
2285                                 case EGO_SLAYING_BOLT:
2286                                         o_ptr->dd++;
2287                                         break;
2288                                 }
2289
2290                                 /* Hack -- super-charge the damage dice */
2291                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2292
2293                                 /* Hack -- restrict the damage dice */
2294                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2295                         }
2296
2297                         /* Very cursed */
2298                         else if (power < -1)
2299                         {
2300                                 /* Roll for ego-item */
2301                                 if (randint0(MAX_DEPTH) < level)
2302                                 {
2303                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2304                                 }
2305                         }
2306
2307                         break;
2308                 }
2309         }
2310 }
2311
2312 /*!
2313  * @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
2314  * Apply magic to an item known to be "armor"
2315  * @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
2316  * @param level 生成基準階
2317  * @param power 生成ランク
2318  * @return なし
2319  * @details
2320  * Hack -- note special processing for crown/helm\n
2321  * Hack -- note special processing for robe of permanence\n
2322  */
2323 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2324 {
2325         ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2326         ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2327
2328         /* Good */
2329         if (power > 0)
2330         {
2331                 /* Enchant */
2332                 o_ptr->to_a += toac1;
2333
2334                 /* Very good */
2335                 if (power > 1)
2336                 {
2337                         /* Enchant again */
2338                         o_ptr->to_a += toac2;
2339                 }
2340         }
2341
2342         /* Cursed */
2343         else if (power < 0)
2344         {
2345                 /* Penalize */
2346                 o_ptr->to_a -= toac1;
2347
2348                 /* Very cursed */
2349                 if (power < -1)
2350                 {
2351                         /* Penalize again */
2352                         o_ptr->to_a -= toac2;
2353                 }
2354
2355                 /* Cursed (if "bad") */
2356                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2357         }
2358
2359         switch (o_ptr->tval)
2360         {
2361                 case TV_DRAG_ARMOR:
2362                 {
2363                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2364                                 create_artifact(o_ptr, FALSE);
2365                         break;
2366                 }
2367
2368                 case TV_HARD_ARMOR:
2369                 case TV_SOFT_ARMOR:
2370                 {
2371                         /* Very good */
2372                         if (power > 1)
2373                         {
2374                                 /* Hack -- Try for "Robes of the Magi" */
2375                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2376                                     (o_ptr->sval == SV_ROBE) &&
2377                                     (randint0(100) < 15))
2378                                 {
2379                                         if (one_in_(5))
2380                                         {
2381                                                 o_ptr->name2 = EGO_YOIYAMI;
2382                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2383                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2384                                                 o_ptr->ac = 0;
2385                                                 o_ptr->to_a = 0;
2386                                         }
2387                                         else
2388                                         {
2389                                                 o_ptr->name2 = EGO_PERMANENCE;
2390                                         }
2391                                         break;
2392                                 }
2393
2394                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2395                                 {
2396                                         create_artifact(o_ptr, FALSE);
2397                                         break;
2398                                 }
2399
2400                                 while (1)
2401                                 {
2402                                         bool okay_flag = TRUE;
2403
2404                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2405
2406                                         switch (o_ptr->name2)
2407                                         {
2408                                                 case EGO_DWARVEN:
2409                                                         if (o_ptr->tval != TV_HARD_ARMOR)
2410                                                         {
2411                                                                 okay_flag = FALSE;
2412                                                         }
2413                                                 break;
2414                                                 case EGO_DRUID:
2415                                                         if (o_ptr->tval != TV_SOFT_ARMOR)
2416                                                         {
2417                                                                 okay_flag = FALSE;
2418                                                         }
2419                                                 break;
2420                                                 default:
2421                                                 break;
2422                                         }
2423
2424                                         if (okay_flag) break;
2425                                 }
2426                                 switch (o_ptr->name2)
2427                                 {
2428                                   case EGO_RESISTANCE:
2429                                         if (one_in_(4))
2430                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2431                                                 break;
2432                                   case EGO_DWARVEN:
2433                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2434                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2435                                         break;
2436                                         
2437                                   case EGO_A_DEMON:
2438                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2439                                         one_in_(3) ? 
2440                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2441                                                 one_in_(2) ?
2442                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2443                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2444                                                 
2445                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2446                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2447                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2448                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2449                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2450                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2451                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2452                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2453                                         break;
2454                                   case EGO_A_MORGUL:
2455                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2456                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2457                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2458                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2459                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2460                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2461                                         break;
2462                                   default:
2463                                         break;
2464                                 }
2465                         }
2466
2467                         break;
2468                 }
2469
2470                 case TV_SHIELD:
2471                 {
2472
2473                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2474                         {
2475                                 dragon_resist(o_ptr);
2476                                 if (!one_in_(3)) break;
2477                         }
2478
2479                         /* Very good */
2480                         if (power > 1)
2481                         {
2482                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2483                                 {
2484                                         create_artifact(o_ptr, FALSE);
2485                                         break;
2486                                 }
2487                                 
2488                                 while(1)
2489                                 {
2490                                         o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2491                                         if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD 
2492                                                                 && o_ptr->name2 == EGO_S_DWARVEN)
2493                                         {
2494                                                 continue;
2495                                         }
2496                                         break;
2497                                 }
2498                                 
2499                                 switch (o_ptr->name2)
2500                                 {
2501                                 case EGO_ENDURANCE:
2502                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2503                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2504                                         break;
2505                                 case EGO_REFLECTION:
2506                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2507                                                 o_ptr->name2 = 0;
2508                                         break;
2509                                         
2510                                 case EGO_S_DWARVEN:
2511                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2512                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2513                                         break;
2514                                 }
2515                         }
2516                         break;
2517                 }
2518
2519                 case TV_GLOVES:
2520                 {
2521                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2522                         {
2523                                 dragon_resist(o_ptr);
2524                                 if (!one_in_(3)) break;
2525                         }
2526                         if (power > 1)
2527                         {
2528                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2529                                 {
2530                                         create_artifact(o_ptr, FALSE);
2531                                         break;
2532                                 }
2533                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2534                         }
2535                         
2536                         /* Very cursed */
2537                         else if (power < -1)
2538                         {
2539                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2540                         }
2541
2542                         break;
2543                 }
2544
2545                 case TV_BOOTS:
2546                 {
2547                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2548                         {
2549                                 dragon_resist(o_ptr);
2550                                 if (!one_in_(3)) break;
2551                         }
2552                         /* Very good */
2553                         if (power > 1)
2554                         {
2555                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2556                                 {
2557                                         create_artifact(o_ptr, FALSE);
2558                                         break;
2559                                 }
2560                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2561
2562                                 switch (o_ptr->name2)
2563                                 {
2564                                 case EGO_SLOW_DESCENT:
2565                                         if (one_in_(2))
2566                                         {
2567                                                 one_high_resistance(o_ptr);
2568                                         }
2569                                         break;
2570                                 }
2571                         }
2572                         /* Very cursed */
2573                         else if (power < -1)
2574                         {
2575                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2576                         }
2577
2578                         break;
2579                 }
2580
2581                 case TV_CROWN:
2582                 {
2583                         /* Very good */
2584                         if (power > 1)
2585                         {
2586                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2587                                 {
2588                                         create_artifact(o_ptr, FALSE);
2589                                         break;
2590                                 }
2591                                 while (1)
2592                                 {
2593                                         bool ok_flag = TRUE;
2594                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2595
2596                                         switch (o_ptr->name2)
2597                                         {
2598                                         case EGO_TELEPATHY:
2599                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2600                                                 else add_esp_weak(o_ptr, FALSE);
2601                                                 break;
2602                                         case EGO_MAGI:
2603                                         case EGO_MIGHT:
2604                                         case EGO_REGENERATION:
2605                                         case EGO_LORDLINESS:
2606                                         case EGO_BASILISK:
2607                                                 break;
2608                                         case EGO_SEEING:
2609                                                 if (one_in_(3))
2610                                                 {
2611                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2612                                                         else add_esp_weak(o_ptr, FALSE);
2613                                                 }
2614                                                 break;
2615                                         default:/* not existing crown (wisdom,lite, etc...) */
2616                                                 ok_flag = FALSE;
2617                                         }
2618                                         if (ok_flag)
2619                                                 break; /* while (1) */
2620                                 }
2621                                 break;
2622                         }
2623
2624                         /* Very cursed */
2625                         else if (power < -1)
2626                         {       
2627                                 while (1)
2628                                 {
2629                                         bool ok_flag = TRUE;
2630                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2631
2632                                         switch (o_ptr->name2)
2633                                         {
2634                                           case EGO_ANCIENT_CURSE:
2635                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2636                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2637                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2638                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2639                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2640                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2641                                                 break;
2642                                         }
2643                                         if (ok_flag)
2644                                                 break; /* while (1) */
2645                                 }
2646                         }
2647
2648                         break;
2649                 }
2650
2651                 case TV_HELM:
2652                 {
2653                         if (o_ptr->sval == SV_DRAGON_HELM)
2654                         {
2655                                 dragon_resist(o_ptr);
2656                                 if (!one_in_(3)) break;
2657                         }
2658
2659                         /* Very good */
2660                         if (power > 1)
2661                         {
2662                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2663                                 {
2664                                         create_artifact(o_ptr, FALSE);
2665                                         break;
2666                                 }
2667                                 while (1)
2668                                 {
2669                                         bool ok_flag = TRUE;
2670                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2671
2672                                         switch (o_ptr->name2)
2673                                         {
2674                                         case EGO_BRILLIANCE:
2675                                         case EGO_DARK:
2676                                         case EGO_INFRAVISION:
2677                                         case EGO_H_PROTECTION:
2678                                                 break;
2679                                         case EGO_SEEING:
2680                                                 if (one_in_(7))
2681                                                 {
2682                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2683                                                         else add_esp_weak(o_ptr, FALSE);
2684                                                 }
2685                                                 break;
2686                                         case EGO_LITE:
2687                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2688                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2689                                                 break;
2690                                         case EGO_H_DEMON:
2691                                                 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2692                                                 one_in_(3) ? 
2693                                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2694                                                         one_in_(2) ?
2695                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2696                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2697                                                 
2698                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2699                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2700                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2701                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2702                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2703                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2704                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2705                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2706                                                 break;
2707                                         default:/* not existing helm (Magi, Might, etc...)*/
2708                                                 ok_flag = FALSE;
2709                                         }
2710                                         if (ok_flag)
2711                                                 break; /* while (1) */
2712                                 }
2713                                 break;
2714                         }
2715                         /* Very cursed */
2716                         else if (power < -1)
2717                         {
2718                                 while (1)
2719                                 {
2720                                         bool ok_flag = TRUE;
2721                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2722
2723                                         switch (o_ptr->name2)
2724                                         {
2725                                           case EGO_ANCIENT_CURSE:
2726                                                 ok_flag = FALSE;
2727                                         }
2728                                         if (ok_flag)
2729                                                 break; /* while (1) */
2730                                 }
2731                         }
2732                         break;
2733                 }
2734
2735                 case TV_CLOAK:
2736                 {
2737                         /* Very good */
2738                         if (power > 1)
2739                         {
2740                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2741                                 {
2742                                         create_artifact(o_ptr, FALSE);
2743                                         break;
2744                                 }
2745                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2746
2747                                 switch (o_ptr->name2)
2748                                 {
2749                                 case EGO_BAT:
2750                                         o_ptr->to_d -= 6;
2751                                         o_ptr->to_h -= 6;
2752                                         break;
2753                                 case EGO_NAZGUL:
2754                                         o_ptr->to_d -= 3;
2755                                         o_ptr->to_h -= 3;
2756                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2757                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2758                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2759                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2760                                         break;
2761                                 }
2762
2763                         }
2764
2765                         /* Very cursed */
2766                         else if (power < -1)
2767                         {
2768                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2769                         }
2770
2771                         break;
2772                 }
2773         }
2774
2775 }
2776
2777
2778 /*!
2779  * @brief 装飾品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
2780  * Apply magic to an item known to be a "ring" or "amulet"
2781  * @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
2782  * @param level 生成基準階
2783  * @param power 生成ランク
2784  * @return なし
2785  * @details
2786  * Hack -- note special "pval boost" code for ring of speed\n
2787  * Hack -- note that some items must be cursed (or blessed)\n
2788  */
2789 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2790 {
2791         /* Apply magic (good or bad) according to type */
2792         switch (o_ptr->tval)
2793         {
2794                 case TV_RING:
2795                 {
2796                         /* Analyze */
2797                         switch (o_ptr->sval)
2798                         {
2799                                 case SV_RING_ATTACKS:
2800                                 {
2801                                         /* Stat bonus */
2802                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2803                                         if (one_in_(15)) o_ptr->pval++;
2804                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
2805
2806                                         /* Cursed */
2807                                         if (power < 0)
2808                                         {
2809                                                 /* Broken */
2810                                                 o_ptr->ident |= (IDENT_BROKEN);
2811
2812                                                 /* Cursed */
2813                                                 o_ptr->curse_flags |= TRC_CURSED;
2814
2815                                                 /* Reverse pval */
2816                                                 o_ptr->pval = 0 - (o_ptr->pval);
2817                                         }
2818
2819                                         break;
2820                                 }
2821
2822                                 case SV_RING_SHOTS:
2823                                 {
2824                                         break;
2825                                 }
2826
2827                                 /* Strength, Constitution, Dexterity, Intelligence */
2828                                 case SV_RING_STR:
2829                                 case SV_RING_CON:
2830                                 case SV_RING_DEX:
2831                                 {
2832                                         /* Stat bonus */
2833                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2834
2835                                         /* Cursed */
2836                                         if (power < 0)
2837                                         {
2838                                                 /* Broken */
2839                                                 o_ptr->ident |= (IDENT_BROKEN);
2840
2841                                                 /* Cursed */
2842                                                 o_ptr->curse_flags |= TRC_CURSED;
2843
2844                                                 /* Reverse pval */
2845                                                 o_ptr->pval = 0 - (o_ptr->pval);
2846                                         }
2847
2848                                         break;
2849                                 }
2850
2851                                 /* Ring of Speed! */
2852                                 case SV_RING_SPEED:
2853                                 {
2854                                         /* Base speed (1 to 10) */
2855                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2856
2857                                         /* Super-charge the ring */
2858                                         while (randint0(100) < 50) o_ptr->pval++;
2859
2860                                         /* Cursed Ring */
2861                                         if (power < 0)
2862                                         {
2863                                                 /* Broken */
2864                                                 o_ptr->ident |= (IDENT_BROKEN);
2865
2866                                                 /* Cursed */
2867                                                 o_ptr->curse_flags |= TRC_CURSED;
2868
2869                                                 /* Reverse pval */
2870                                                 o_ptr->pval = 0 - (o_ptr->pval);
2871
2872                                                 break;
2873                                         }
2874
2875                                         break;
2876                                 }
2877
2878                                 case SV_RING_LORDLY:
2879                                 {
2880                                         do
2881                                         {
2882                                                 one_lordly_high_resistance(o_ptr);
2883                                         }
2884                                         while (one_in_(4));
2885
2886                                         /* Bonus to armor class */
2887                                         o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2888                                 }
2889                                 break;
2890
2891                                 case SV_RING_WARNING:
2892                                 {
2893                                         if (one_in_(3)) one_low_esp(o_ptr);
2894                                         break;
2895                                 }
2896
2897                                 /* Searching */
2898                                 case SV_RING_SEARCHING:
2899                                 {
2900                                         /* Bonus to searching */
2901                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2902
2903                                         /* Cursed */
2904                                         if (power < 0)
2905                                         {
2906                                                 /* Broken */
2907                                                 o_ptr->ident |= (IDENT_BROKEN);
2908
2909                                                 /* Cursed */
2910                                                 o_ptr->curse_flags |= TRC_CURSED;
2911
2912                                                 /* Reverse pval */
2913                                                 o_ptr->pval = 0 - (o_ptr->pval);
2914                                         }
2915
2916                                         break;
2917                                 }
2918
2919                                 /* Flames, Acid, Ice */
2920                                 case SV_RING_FLAMES:
2921                                 case SV_RING_ACID:
2922                                 case SV_RING_ICE:
2923                                 case SV_RING_ELEC:
2924                                 {
2925                                         /* Bonus to armor class */
2926                                         o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2927                                         break;
2928                                 }
2929
2930                                 /* Weakness, Stupidity */
2931                                 case SV_RING_WEAKNESS:
2932                                 case SV_RING_STUPIDITY:
2933                                 {
2934                                         /* Broken */
2935                                         o_ptr->ident |= (IDENT_BROKEN);
2936
2937                                         /* Cursed */
2938                                         o_ptr->curse_flags |= TRC_CURSED;
2939
2940                                         /* Penalize */
2941                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2942                                         if (power > 0) power = 0 - power;
2943
2944                                         break;
2945                                 }
2946
2947                                 /* WOE, Stupidity */
2948                                 case SV_RING_WOE:
2949                                 {
2950                                         /* Broken */
2951                                         o_ptr->ident |= (IDENT_BROKEN);
2952
2953                                         /* Cursed */
2954                                         o_ptr->curse_flags |= TRC_CURSED;
2955
2956                                         /* Penalize */
2957                                         o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2958                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2959                                         if (power > 0) power = 0 - power;
2960
2961                                         break;
2962                                 }
2963
2964                                 /* Ring of damage */
2965                                 case SV_RING_DAMAGE:
2966                                 {
2967                                         /* Bonus to damage */
2968                                         o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2969
2970                                         /* Cursed */
2971                                         if (power < 0)
2972                                         {
2973                                                 /* Broken */
2974                                                 o_ptr->ident |= (IDENT_BROKEN);
2975
2976                                                 /* Cursed */
2977                                                 o_ptr->curse_flags |= TRC_CURSED;
2978
2979                                                 /* Reverse bonus */
2980                                                 o_ptr->to_d = 0 - o_ptr->to_d;
2981                                         }
2982
2983                                         break;
2984                                 }
2985
2986                                 /* Ring of Accuracy */
2987                                 case SV_RING_ACCURACY:
2988                                 {
2989                                         /* Bonus to hit */
2990                                         o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2991
2992                                         /* Cursed */
2993                                         if (power < 0)
2994                                         {
2995                                                 /* Broken */
2996                                                 o_ptr->ident |= (IDENT_BROKEN);
2997
2998                                                 /* Cursed */
2999                                                 o_ptr->curse_flags |= TRC_CURSED;
3000
3001                                                 /* Reverse tohit */
3002                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3003                                         }
3004
3005                                         break;
3006                                 }
3007
3008                                 /* Ring of Protection */
3009                                 case SV_RING_PROTECTION:
3010                                 {
3011                                         /* Bonus to armor class */
3012                                         o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3013
3014                                         /* Cursed */
3015                                         if (power < 0)
3016                                         {
3017                                                 /* Broken */
3018                                                 o_ptr->ident |= (IDENT_BROKEN);
3019
3020                                                 /* Cursed */
3021                                                 o_ptr->curse_flags |= TRC_CURSED;
3022
3023                                                 /* Reverse toac */
3024                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3025                                         }
3026
3027                                         break;
3028                                 }
3029
3030                                 /* Ring of Slaying */
3031                                 case SV_RING_SLAYING:
3032                                 {
3033                                         /* Bonus to damage and to hit */
3034                                         o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3035                                         o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3036
3037                                         /* Cursed */
3038                                         if (power < 0)
3039                                         {
3040                                                 /* Broken */
3041                                                 o_ptr->ident |= (IDENT_BROKEN);
3042
3043                                                 /* Cursed */
3044                                                 o_ptr->curse_flags |= TRC_CURSED;
3045
3046                                                 /* Reverse bonuses */
3047                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3048                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3049                                         }
3050
3051                                         break;
3052                                 }
3053
3054                                 case SV_RING_MUSCLE:
3055                                 {
3056                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3057                                         if (one_in_(4)) o_ptr->pval++;
3058
3059                                         /* Cursed */
3060                                         if (power < 0)
3061                                         {
3062                                                 /* Broken */
3063                                                 o_ptr->ident |= (IDENT_BROKEN);
3064
3065                                                 /* Cursed */
3066                                                 o_ptr->curse_flags |= TRC_CURSED;
3067
3068                                                 /* Reverse bonuses */
3069                                                 o_ptr->pval = 0 - o_ptr->pval;
3070                                         }
3071
3072                                         break;
3073                                 }
3074                                 case SV_RING_AGGRAVATION:
3075                                 {
3076                                         /* Broken */
3077                                         o_ptr->ident |= (IDENT_BROKEN);
3078
3079                                         /* Cursed */
3080                                         o_ptr->curse_flags |= TRC_CURSED;
3081
3082                                         if (power > 0) power = 0 - power;
3083                                         break;
3084                                 }
3085                         }
3086                         if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3087                             || (power > 2)) /* power > 2 is debug only */
3088                         {
3089                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3090                                 /* Randart amulet */
3091                                 create_artifact(o_ptr, FALSE);
3092                         }
3093                         else if ((power == 2) && one_in_(2))
3094                         {
3095                                 while(!o_ptr->name2)
3096                                 {
3097                                         int tmp = m_bonus(10, level);
3098                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3099                                         switch(randint1(28))
3100                                         {
3101                                         case 1: case 2:
3102                                                 o_ptr->name2 = EGO_RING_THROW;
3103                                                 break;
3104                                         case 3: case 4:
3105                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3106                                                 o_ptr->name2 = EGO_RING_REGEN;
3107                                                 break;
3108                                         case 5: case 6:
3109                                                 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3110                                                 o_ptr->name2 = EGO_RING_LITE;
3111                                                 break;
3112                                         case 7: case 8:
3113                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3114                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3115                                                 break;
3116                                         case 9: case 10:
3117                                                 if (o_ptr->to_h) break;
3118                                                 o_ptr->name2 = EGO_RING_TO_H;
3119                                                 break;
3120                                         case 11: case 12:
3121                                                 if (o_ptr->to_d) break;
3122                                                 o_ptr->name2 = EGO_RING_TO_D;
3123                                                 break;
3124                                         case 13:
3125                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3126                                                 o_ptr->name2 = EGO_RING_SLAY;
3127                                                 break;
3128                                         case 14:
3129                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3130                                                 o_ptr->name2 = EGO_RING_WIZARD;
3131                                                 break;
3132                                         case 15:
3133                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3134                                                 o_ptr->name2 = EGO_RING_HERO;
3135                                                 break;
3136                                         case 16:
3137                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3138                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3139                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3140                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3141                                                 break;
3142                                         case 17:
3143                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3144                                                 if (!(have_flag(k_ptr->flags, TR_RES_FIRE)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3145                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3146                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3147                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3148                                                 break;
3149                                         case 18:
3150                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3151                                                 if (!(have_flag(k_ptr->flags, TR_RES_COLD)) && (have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3152                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3153                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3154                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3155                                                 break;
3156                                         case 19:
3157                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3158                                                 if (!(have_flag(k_ptr->flags, TR_RES_ELEC)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_FIRE) || have_flag(k_ptr->flags, TR_RES_ACID))) break;
3159                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3160                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3161                                                 break;
3162                                         case 20:
3163                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3164                                                 if (!(have_flag(k_ptr->flags, TR_RES_ACID)) && (have_flag(k_ptr->flags, TR_RES_COLD) || have_flag(k_ptr->flags, TR_RES_ELEC) || have_flag(k_ptr->flags, TR_RES_FIRE))) break;
3165                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3166                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3167                                                 break;
3168                                         case 21: case 22: case 23: case 24: case 25: case 26:
3169                                                 switch (o_ptr->sval)
3170                                                 {
3171                                                 case SV_RING_SPEED:
3172                                                         if (!one_in_(3)) break;
3173                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3174                                                         break;
3175                                                 case SV_RING_DAMAGE:
3176                                                 case SV_RING_ACCURACY:
3177                                                 case SV_RING_SLAYING:
3178                                                         if (one_in_(2)) break;
3179                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3180                                                         else
3181                                                         {
3182                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3183                                                                 o_ptr->to_h -= 2+randint1(4);
3184                                                                 o_ptr->to_d += 2+randint1(4);
3185                                                         }
3186                                                         break;
3187                                                 case SV_RING_PROTECTION:
3188                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3189                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3190                                                         break;
3191                                                 case SV_RING_RES_FEAR:
3192                                                         o_ptr->name2 = EGO_RING_HERO;
3193                                                         break;
3194                                                 case SV_RING_SHOTS:
3195                                                         if (one_in_(2)) break;
3196                                                         o_ptr->name2 = EGO_RING_HUNTER;
3197                                                         break;
3198                                                 case SV_RING_SEARCHING:
3199                                                         o_ptr->name2 = EGO_RING_STEALTH;
3200                                                         break;
3201                                                 case SV_RING_TELEPORTATION:
3202                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3203                                                         break;
3204                                                 case SV_RING_RES_BLINDNESS:
3205                                                         if (one_in_(2))
3206                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3207                                                         else
3208                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3209                                                         break;
3210                                                 case SV_RING_LORDLY:
3211                                                         if (!one_in_(20)) break;
3212                                                         one_lordly_high_resistance(o_ptr);
3213                                                         one_lordly_high_resistance(o_ptr);
3214                                                         o_ptr->name2 = EGO_RING_TRUE;
3215                                                         break;
3216                                                 case SV_RING_SUSTAIN:
3217                                                         if (!one_in_(4)) break;
3218                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3219                                                         break;
3220                                                 case SV_RING_FLAMES:
3221                                                         if (!one_in_(2)) break;
3222                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3223                                                         break;
3224                                                 case SV_RING_ICE:
3225                                                         if (!one_in_(2)) break;
3226                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3227                                                         break;
3228                                                 case SV_RING_WARNING:
3229                                                         if (!one_in_(2)) break;
3230                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3231                                                         break;
3232                                                 default:
3233                                                         break;
3234                                                 }
3235                                                 break;
3236                                         }
3237                                 }
3238                                 o_ptr->curse_flags = 0L;
3239                         }
3240                         else if ((power == -2) && one_in_(2))
3241                         {
3242                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3243                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3244                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3245                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3246                                 o_ptr->art_flags[0] = 0;
3247                                 o_ptr->art_flags[1] = 0;
3248                                 while(!o_ptr->name2)
3249                                 {
3250                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3251                                         switch(randint1(5))
3252                                         {
3253                                         case 1:
3254                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3255                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3256                                                 break;
3257                                         case 2:
3258                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3259                                                 break;
3260                                         case 3:
3261                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3262                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3263                                                 break;
3264                                         case 4:
3265                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3266                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3267                                                 break;
3268                                         case 5:
3269                                                 o_ptr->name2 = EGO_RING_ALBINO;
3270                                                 break;
3271                                         }
3272                                 }
3273                                 /* Broken */
3274                                 o_ptr->ident |= (IDENT_BROKEN);
3275
3276                                 /* Cursed */
3277                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3278                         }
3279                         break;
3280                 }
3281
3282                 case TV_AMULET:
3283                 {
3284                         /* Analyze */
3285                         switch (o_ptr->sval)
3286                         {
3287                                 /* Amulet of wisdom/charisma */
3288                                 case SV_AMULET_INTELLIGENCE:
3289                                 case SV_AMULET_WISDOM:
3290                                 case SV_AMULET_CHARISMA:
3291                                 {
3292                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3293
3294                                         /* Cursed */
3295                                         if (power < 0)
3296                                         {
3297                                                 /* Broken */
3298                                                 o_ptr->ident |= (IDENT_BROKEN);
3299
3300                                                 /* Cursed */
3301                                                 o_ptr->curse_flags |= (TRC_CURSED);
3302
3303                                                 /* Reverse bonuses */
3304                                                 o_ptr->pval = 0 - o_ptr->pval;
3305                                         }
3306
3307                                         break;
3308                                 }
3309
3310                                 /* Amulet of brilliance */
3311                                 case SV_AMULET_BRILLIANCE:
3312                                 {
3313                                         o_ptr->pval = 1 + m_bonus(3, level);
3314                                         if (one_in_(4)) o_ptr->pval++;
3315
3316                                         /* Cursed */
3317                                         if (power < 0)
3318                                         {
3319                                                 /* Broken */
3320                                                 o_ptr->ident |= (IDENT_BROKEN);
3321
3322                                                 /* Cursed */
3323                                                 o_ptr->curse_flags |= (TRC_CURSED);
3324
3325                                                 /* Reverse bonuses */
3326                                                 o_ptr->pval = 0 - o_ptr->pval;
3327                                         }
3328
3329                                         break;
3330                                 }
3331
3332                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3333                                 {
3334                                         if (power < 0)
3335                                         {
3336                                                 o_ptr->curse_flags |= (TRC_CURSED);
3337                                         }
3338                                         break;
3339                                 }
3340
3341                                 case SV_AMULET_RESISTANCE:
3342                                 {
3343                                         if (one_in_(5)) one_high_resistance(o_ptr);
3344                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3345                                 }
3346                                 break;
3347
3348                                 /* Amulet of searching */
3349                                 case SV_AMULET_SEARCHING:
3350                                 {
3351                                         o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3352
3353                                         /* Cursed */
3354                                         if (power < 0)
3355                                         {
3356                                                 /* Broken */
3357                                                 o_ptr->ident |= (IDENT_BROKEN);
3358
3359                                                 /* Cursed */
3360                                                 o_ptr->curse_flags |= (TRC_CURSED);
3361
3362                                                 /* Reverse bonuses */
3363                                                 o_ptr->pval = 0 - (o_ptr->pval);
3364                                         }
3365
3366                                         break;
3367                                 }
3368
3369                                 /* Amulet of the Magi -- never cursed */
3370                                 case SV_AMULET_THE_MAGI:
3371                                 {
3372                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3373                                         o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3374
3375                                         /* gain one low ESP */
3376                                         add_esp_weak(o_ptr, FALSE);
3377
3378                                         break;
3379                                 }
3380
3381                                 /* Amulet of Doom -- always cursed */
3382                                 case SV_AMULET_DOOM:
3383                                 {
3384                                         /* Broken */
3385                                         o_ptr->ident |= (IDENT_BROKEN);
3386
3387                                         /* Cursed */
3388                                         o_ptr->curse_flags |= (TRC_CURSED);
3389
3390                                         /* Penalize */
3391                                         o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3392                                         o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3393                                         if (power > 0) power = 0 - power;
3394
3395                                         break;
3396                                 }
3397
3398                                 case SV_AMULET_MAGIC_MASTERY:
3399                                 {
3400                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3401
3402                                         /* Cursed */
3403                                         if (power < 0)
3404                                         {
3405                                                 /* Broken */
3406                                                 o_ptr->ident |= (IDENT_BROKEN);
3407
3408                                                 /* Cursed */
3409                                                 o_ptr->curse_flags |= (TRC_CURSED);
3410
3411                                                 /* Reverse bonuses */
3412                                                 o_ptr->pval = 0 - o_ptr->pval;
3413                                         }
3414
3415                                         break;
3416                                 }
3417                         }
3418                         if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3419                             || (power > 2)) /* power > 2 is debug only */
3420                         {
3421                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3422                                 /* Randart amulet */
3423                                 create_artifact(o_ptr, FALSE);
3424                         }
3425                         else if ((power == 2) && one_in_(2))
3426                         {
3427                                 while(!o_ptr->name2)
3428                                 {
3429                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3430                                         switch(randint1(21))
3431                                         {
3432                                         case 1: case 2:
3433                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3434                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3435                                                 break;
3436                                         case 3: case 4:
3437                                                 if (o_ptr->pval) break;
3438                                                 o_ptr->name2 = EGO_AMU_INFRA;
3439                                                 break;
3440                                         case 5: case 6:
3441                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3442                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3443                                                 break;
3444                                         case 7: case 8:
3445                                                 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3446                                                 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3447                                                 break;
3448                                         case 9:
3449                                                 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3450                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3451                                                 break;
3452                                         case 10: case 11: case 21:
3453                                                 o_ptr->name2 = EGO_AMU_AC;
3454                                                 break;
3455                                         case 12:
3456                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3457                                                 if (m_bonus(10, level) > 8)
3458                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3459                                                 else
3460                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3461                                                 break;
3462                                         case 13:
3463                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3464                                                 if (m_bonus(10, level) > 8)
3465                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3466                                                 else
3467                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3468                                                 break;
3469                                         case 14:
3470                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3471                                                 if (m_bonus(10, level) > 8)
3472                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3473                                                 else
3474                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3475                                                 break;
3476                                         case 15:
3477                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3478                                                 if (m_bonus(10, level) > 8)
3479                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3480                                                 else
3481                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3482                                                 break;
3483                                         case 16: case 17: case 18: case 19: case 20:
3484                                                 switch (o_ptr->sval)
3485                                                 {
3486                                                 case SV_AMULET_TELEPORT:
3487                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3488                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3489                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3490                                                         break;
3491                                                 case SV_AMULET_RESIST_ACID:
3492                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3493                                                         break;
3494                                                 case SV_AMULET_SEARCHING:
3495                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3496                                                         break;
3497                                                 case SV_AMULET_BRILLIANCE:
3498                                                         if (!one_in_(3)) break;
3499                                                         o_ptr->name2 = EGO_AMU_IDENT;
3500                                                         break;
3501                                                 case SV_AMULET_CHARISMA:
3502                                                         if (!one_in_(3)) break;
3503                                                         o_ptr->name2 = EGO_AMU_CHARM;
3504                                                         break;
3505                                                 case SV_AMULET_THE_MAGI:
3506                                                         if (one_in_(2)) break;
3507                                                         o_ptr->name2 = EGO_AMU_GREAT;
3508                                                         break;
3509                                                 case SV_AMULET_RESISTANCE:
3510                                                         if (!one_in_(5)) break;
3511                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3512                                                         break;
3513                                                 case SV_AMULET_TELEPATHY:
3514                                                         if (!one_in_(3)) break;
3515                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3516                                                         break;
3517                                                 }
3518                                         }
3519                                 }
3520                                 o_ptr->curse_flags = 0L;
3521                         }
3522                         else if ((power == -2) && one_in_(2))
3523                         {
3524                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3525                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3526                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3527                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3528                                 o_ptr->art_flags[0] = 0;
3529                                 o_ptr->art_flags[1] = 0;
3530                                 while(!o_ptr->name2)
3531                                 {
3532                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3533                                         switch(randint1(5))
3534                                         {
3535                                         case 1:
3536                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3537                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3538                                                 break;
3539                                         case 2:
3540                                                 o_ptr->name2 = EGO_AMU_FOOL;
3541                                                 break;
3542                                         case 3:
3543                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3544                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3545                                                 break;
3546                                         case 4:
3547                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3548                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3549                                                 break;
3550                                         case 5:
3551                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3552                                                 break;
3553                                         }
3554                                 }
3555                                 /* Broken */
3556                                 o_ptr->ident |= (IDENT_BROKEN);
3557
3558                                 /* Cursed */
3559                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3560                         }
3561                         break;
3562                 }
3563         }
3564 }
3565
3566
3567 /*!
3568  * @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
3569  * Apply magic to an item known to be "boring"
3570  * @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
3571  * @param level 生成基準階
3572  * @param power 生成ランク
3573  * @return なし
3574  * @details
3575  * Hack -- note the special code for various items
3576  */
3577 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3578 {
3579         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3580
3581         /* Unused */
3582         (void)level;
3583
3584         /* Apply magic (good or bad) according to type */
3585         switch (o_ptr->tval)
3586         {
3587                 case TV_WHISTLE:
3588                 {
3589 #if 0
3590                         /* Cursed */
3591                         if (power < 0)
3592                         {
3593                                 /* Broken */
3594                                 o_ptr->ident |= (IDENT_BROKEN);
3595
3596                                 /* Cursed */
3597                                 o_ptr->curse_flags |= (TRC_CURSED);
3598                         }
3599 #endif
3600                         break;
3601                 }
3602                 case TV_FLASK:
3603                 {
3604                         o_ptr->xtra4 = o_ptr->pval;
3605                         o_ptr->pval = 0;
3606                         break;
3607                 }
3608                 case TV_LITE:
3609                 {
3610                         /* Hack -- Torches -- random fuel */
3611                         if (o_ptr->sval == SV_LITE_TORCH)
3612                         {
3613                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3614                                 o_ptr->pval = 0;
3615                         }
3616
3617                         /* Hack -- Lanterns -- random fuel */
3618                         if (o_ptr->sval == SV_LITE_LANTERN)
3619                         {
3620                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3621                                 o_ptr->pval = 0;
3622                         }
3623
3624                         if (power > 2) /* power > 2 is debug only */
3625                         {
3626                                 create_artifact(o_ptr, FALSE);
3627                         }
3628                         else if ((power == 2) || ((power == 1) && one_in_(3)))
3629                         {
3630                                 while (!o_ptr->name2)
3631                                 {
3632                                         while (1)
3633                                         {
3634                                                 bool okay_flag = TRUE;
3635
3636                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3637
3638                                                 switch (o_ptr->name2)
3639                                                 {
3640                                                 case EGO_LITE_LONG:
3641                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3642                                                                 okay_flag = FALSE;
3643                                                 }
3644                                                 if (okay_flag)
3645                                                         break;
3646                                         }
3647                                 }
3648                         }
3649                         else if (power == -2)
3650                         {
3651                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3652
3653                                 switch (o_ptr->name2)
3654                                 {
3655                                 case EGO_LITE_DARKNESS:
3656                                         o_ptr->xtra4 = 0;
3657                                         
3658                                         if (o_ptr->sval == SV_LITE_TORCH)
3659                                         {
3660                                                 add_flag(o_ptr->art_flags, TR_LITE_M1);
3661                                         }
3662                                         else if (o_ptr->sval == SV_LITE_LANTERN)
3663                                         {
3664                                                 add_flag(o_ptr->art_flags, TR_LITE_M2);
3665                                         }
3666                                         else if (o_ptr->sval == SV_LITE_FEANOR)
3667                                         {
3668                                                 add_flag(o_ptr->art_flags, TR_LITE_M3);
3669                                         }
3670                                         break;
3671                                 }
3672                         }
3673
3674                         break;
3675                 }
3676
3677                 case TV_WAND:
3678                 case TV_STAFF:
3679                 {
3680                         /* The wand or staff gets a number of initial charges equal
3681                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3682                          */
3683                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3684                         break;
3685                 }
3686
3687                 case TV_ROD:
3688                 {
3689                         /* Transfer the pval. -LM- */
3690                         o_ptr->pval = k_ptr->pval;
3691                         break;
3692                 }
3693
3694                 case TV_CAPTURE:
3695                 {
3696                         o_ptr->pval = 0;
3697                         object_aware(o_ptr);
3698                         object_known(o_ptr);
3699                         break;
3700                 }
3701
3702                 case TV_FIGURINE:
3703                 {
3704                         PARAMETER_VALUE i = 1;
3705                         int check;
3706
3707                         monster_race *r_ptr;
3708
3709                         /* Pick a random non-unique monster race */
3710                         while (1)
3711                         {
3712                                 i = randint1(max_r_idx - 1);
3713
3714                                 if (!item_monster_okay(i)) continue;
3715                                 if (i == MON_TSUCHINOKO) continue;
3716
3717                                 r_ptr = &r_info[i];
3718
3719                                 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3720
3721                                 /* Ignore dead monsters */
3722                                 if (!r_ptr->rarity) continue;
3723
3724                                 /* Ignore uncommon monsters */
3725                                 if (r_ptr->rarity > 100) continue;
3726
3727                                 /* Prefer less out-of-depth monsters */
3728                                 if (randint0(check)) continue;
3729
3730                                 break;
3731                         }
3732
3733                         o_ptr->pval = i;
3734
3735                         /* Some figurines are cursed */
3736                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3737
3738                         break;
3739                 }
3740
3741                 case TV_CORPSE:
3742                 {
3743                         PARAMETER_VALUE i = 1;
3744                         int check;
3745
3746                         u32b match = 0;
3747
3748                         monster_race *r_ptr;
3749
3750                         if (o_ptr->sval == SV_SKELETON)
3751                         {
3752                                 match = RF9_DROP_SKELETON;
3753                         }
3754                         else if (o_ptr->sval == SV_CORPSE)
3755                         {
3756                                 match = RF9_DROP_CORPSE;
3757                         }
3758
3759                         /* Hack -- Remove the monster restriction */
3760                         get_mon_num_prep(item_monster_okay, NULL);
3761
3762                         /* Pick a random non-unique monster race */
3763                         while (1)
3764                         {
3765                                 i = get_mon_num(current_floor_ptr->dun_level);
3766
3767                                 r_ptr = &r_info[i];
3768
3769                                 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3770
3771                                 /* Ignore dead monsters */
3772                                 if (!r_ptr->rarity) continue;
3773
3774                                 /* Ignore corpseless monsters */
3775                                 if (!(r_ptr->flags9 & match)) continue;
3776
3777                                 /* Prefer less out-of-depth monsters */
3778                                 if (randint0(check)) continue;
3779
3780                                 break;
3781                         }
3782
3783                         o_ptr->pval = i;
3784
3785
3786                         object_aware(o_ptr);
3787                         object_known(o_ptr);
3788                         break;
3789                 }
3790
3791                 case TV_STATUE:
3792                 {
3793                         PARAMETER_VALUE i = 1;
3794
3795                         monster_race *r_ptr;
3796
3797                         /* Pick a random monster race */
3798                         while (1)
3799                         {
3800                                 i = randint1(max_r_idx - 1);
3801
3802                                 r_ptr = &r_info[i];
3803
3804                                 /* Ignore dead monsters */
3805                                 if (!r_ptr->rarity) continue;
3806
3807                                 break;
3808                         }
3809
3810                         o_ptr->pval = i;
3811
3812                         if (cheat_peek)
3813                         {
3814                                 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3815                         }
3816                         object_aware(o_ptr);
3817                         object_known(o_ptr);
3818
3819                         break;
3820                 }
3821
3822                 case TV_CHEST:
3823                 {
3824                         DEPTH obj_level = k_info[o_ptr->k_idx].level;
3825
3826                         /* Hack -- skip ruined chests */
3827                         if (obj_level <= 0) break;
3828
3829                         /* Hack -- pick a "difficulty" */
3830                         o_ptr->pval = randint1(obj_level);
3831                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3832
3833                         o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3834
3835                         /* Never exceed "difficulty" of 55 to 59 */
3836                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3837
3838                         break;
3839                 }
3840         }
3841 }
3842
3843 /*!
3844  * @brief 生成されたベースアイテムに魔法的な強化を与えるメインルーチン
3845  * Complete the "creation" of an object by applying "magic" to the item
3846  * @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
3847  * @param lev 生成基準階
3848  * @param mode 生成オプション
3849  * @return なし
3850  * @details
3851  * This includes not only rolling for random bonuses, but also putting the\n
3852  * finishing touches on ego-items and artifacts, giving charges to wands and\n
3853  * staffs, giving fuel to lites, and placing traps on chests.\n
3854  *\n
3855  * In particular, note that "Instant Artifacts", if "created" by an external\n
3856  * routine, must pass through this function to complete the actual creation.\n
3857  *\n
3858  * The base "chance" of the item being "good" increases with the "level"\n
3859  * parameter, which is usually derived from the dungeon level, being equal\n
3860  * to the level plus 10, up to a maximum of 75.  If "good" is true, then\n
3861  * the object is guaranteed to be "good".  If an object is "good", then\n
3862  * the chance that the object will be "great" (ego-item or artifact), also\n
3863  * increases with the "level", being equal to half the level, plus 5, up to\n
3864  * a maximum of 20.  If "great" is true, then the object is guaranteed to be\n
3865  * "great".  At dungeon level 65 and below, 15/100 objects are "great".\n
3866  *\n
3867  * If the object is not "good", there is a chance it will be "cursed", and\n
3868  * if it is "cursed", there is a chance it will be "broken".  These chances\n
3869  * are related to the "good" / "great" chances above.\n
3870  *\n
3871  * Otherwise "normal" rings and amulets will be "good" half the time and\n
3872  * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3873  *\n
3874  * If "okay" is true, and the object is going to be "great", then there is\n
3875  * a chance that an artifact will be created.  This is true even if both the\n
3876  * "good" and "great" arguments are false.  As a total hack, if "great" is\n
3877  * true, then the item gets 3 extra "attempts" to become an artifact.\n
3878  */
3879 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3880 {
3881         int i, rolls, f1, f2, power;
3882
3883         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3884
3885         /* Maximum "level" for various things */
3886         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3887
3888         /* Base chance of being "good" */
3889         f1 = lev + 10;
3890
3891         /* Maximal chance of being "good" */
3892         if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3893
3894         /* Base chance of being "great" */
3895         f2 = f1 * 2 / 3;
3896
3897         /* Maximal chance of being "great" */
3898         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3899                 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3900
3901         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3902         {
3903                 f1 += 5;
3904                 f2 += 2;
3905         }
3906         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3907         {
3908                 f1 -= 5;
3909                 f2 -= 2;
3910         }
3911
3912         /* Assume normal */
3913         power = 0;
3914
3915         /* Roll for "good" */
3916         if ((mode & AM_GOOD) || magik(f1))
3917         {
3918                 /* Assume "good" */
3919                 power = 1;
3920
3921                 /* Roll for "great" */
3922                 if ((mode & AM_GREAT) || magik(f2))
3923                 {
3924                         power = 2;
3925
3926                         /* Roll for "special" */
3927                         if (mode & AM_SPECIAL) power = 3;
3928                 }
3929         }
3930
3931         /* Roll for "cursed" */
3932         else if (magik(f1))
3933         {
3934                 /* Assume "cursed" */
3935                 power = -1;
3936
3937                 /* Roll for "broken" */
3938                 if (magik(f2)) power = -2;
3939         }
3940
3941         /* Apply curse */
3942         if (mode & AM_CURSED)
3943         {
3944                 /* Assume 'cursed' */
3945                 if (power > 0)
3946                 {
3947                         power = 0 - power;
3948                 }
3949                 /* Everything else gets more badly cursed */
3950                 else
3951                 {
3952                         power--;
3953                 }
3954         }
3955
3956         /* Assume no rolls */
3957         rolls = 0;
3958
3959         /* Get one roll if excellent */
3960         if (power >= 2) rolls = 1;
3961
3962         /* Hack -- Get four rolls if forced great or special */
3963         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3964
3965         /* Hack -- Get no rolls if not allowed */
3966         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3967
3968         /* Roll for artifacts if allowed */
3969         for (i = 0; i < rolls; i++)
3970         {
3971                 /* Roll for an artifact */
3972                 if (make_artifact(o_ptr)) break;
3973                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3974                 {
3975                         if (make_artifact(o_ptr)) break;
3976                 }
3977         }
3978
3979
3980         /* Hack -- analyze artifacts */
3981         if (object_is_fixed_artifact(o_ptr))
3982         {
3983                 artifact_type *a_ptr = &a_info[o_ptr->name1];
3984
3985                 /* Hack -- Mark the artifact as "created" */
3986                 a_ptr->cur_num = 1;
3987
3988                 /* Hack -- Memorize location of artifact in saved floors */
3989                 if (character_dungeon)
3990                         a_ptr->floor_id = p_ptr->floor_id;
3991
3992                 /* Extract the other fields */
3993                 o_ptr->pval = a_ptr->pval;
3994                 o_ptr->ac = a_ptr->ac;
3995                 o_ptr->dd = a_ptr->dd;
3996                 o_ptr->ds = a_ptr->ds;
3997                 o_ptr->to_a = a_ptr->to_a;
3998                 o_ptr->to_h = a_ptr->to_h;
3999                 o_ptr->to_d = a_ptr->to_d;
4000                 o_ptr->weight = a_ptr->weight;
4001                 o_ptr->xtra2 = a_ptr->act_idx;
4002
4003                 if (o_ptr->name1 == ART_MILIM)
4004                 {
4005                     if(p_ptr->pseikaku == SEIKAKU_SEXY)
4006                     {
4007                         o_ptr->pval = 3;
4008                     }
4009                 }
4010
4011                 /* Hack -- extract the "broken" flag */
4012                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4013
4014                 /* Hack -- extract the "cursed" flag */
4015                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4016                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4017                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4018                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4019                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4020                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4021
4022                 return;
4023         }
4024
4025         switch (o_ptr->tval)
4026         {
4027                 case TV_DIGGING:
4028                 case TV_HAFTED:
4029                 case TV_BOW:
4030                 case TV_SHOT:
4031                 case TV_ARROW:
4032                 case TV_BOLT:
4033                 {
4034                         if (power) apply_magic_weapon(o_ptr, lev, power);
4035                         break;
4036                 }
4037
4038                 case TV_POLEARM:
4039                 {
4040                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4041                         break;
4042                 }
4043
4044                 case TV_SWORD:
4045                 {
4046                         if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4047                         break;
4048                 }
4049
4050                 case TV_DRAG_ARMOR:
4051                 case TV_HARD_ARMOR:
4052                 case TV_SOFT_ARMOR:
4053                 case TV_SHIELD:
4054                 case TV_HELM:
4055                 case TV_CROWN:
4056                 case TV_CLOAK:
4057                 case TV_GLOVES:
4058                 case TV_BOOTS:
4059                 {
4060                         /* Elven Cloak and Black Clothes ... */
4061                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4062                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4063                                 o_ptr->pval = randint1(4);
4064
4065 #if 1
4066                         if (power ||
4067                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4068                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4069                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4070                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4071                                 a_m_aux_2(o_ptr, lev, power);
4072 #else
4073                         if (power) a_m_aux_2(o_ptr, lev, power);
4074 #endif
4075                         break;
4076                 }
4077
4078                 case TV_RING:
4079                 case TV_AMULET:
4080                 {
4081                         if (!power && (randint0(100) < 50)) power = -1;
4082                         a_m_aux_3(o_ptr, lev, power);
4083                         break;
4084                 }
4085
4086                 default:
4087                 {
4088                         a_m_aux_4(o_ptr, lev, power);
4089                         break;
4090                 }
4091         }
4092
4093         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4094             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4095             (p_ptr->pseikaku == SEIKAKU_SEXY))
4096         {
4097                 o_ptr->pval = 3;
4098                 add_flag(o_ptr->art_flags, TR_STR);
4099                 add_flag(o_ptr->art_flags, TR_INT);
4100                 add_flag(o_ptr->art_flags, TR_WIS);
4101                 add_flag(o_ptr->art_flags, TR_DEX);
4102                 add_flag(o_ptr->art_flags, TR_CON);
4103                 add_flag(o_ptr->art_flags, TR_CHR);
4104         }
4105
4106         /* Hack -- analyze ego-items */
4107         if (object_is_ego(o_ptr))
4108         {
4109                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4110
4111                 /* Hack -- acquire "broken" flag */
4112                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4113
4114                 /* Hack -- acquire "cursed" flag */
4115                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4116                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4117                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4118                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4119                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4120                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4121
4122                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4123                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4124                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4125                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4126                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4127                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4128                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4129                 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4130                 {
4131                         do
4132                         {
4133                                 o_ptr->dd++;
4134                         }
4135                         while (one_in_(o_ptr->dd));
4136
4137                         if (o_ptr->dd > 9) o_ptr->dd = 9;
4138                 }
4139
4140                 /* Hack -- apply activatin index if needed */
4141                 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4142
4143                 /* Hack -- apply extra penalties if needed */
4144                 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4145                 {
4146                         /* Hack -- obtain bonuses */
4147                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4148                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4149                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4150
4151                         /* Hack -- obtain pval */
4152                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4153                 }
4154
4155                 /* Hack -- apply extra bonuses if needed */
4156                 else
4157                 {
4158                         /* Hack -- obtain bonuses */
4159                         if (e_ptr->max_to_h)
4160                         {
4161                                 if (e_ptr->max_to_h > 127)
4162                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4163                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4164                         }
4165                         if (e_ptr->max_to_d)
4166                         {
4167                                 if (e_ptr->max_to_d > 127)
4168                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4169                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4170                         }
4171                         if (e_ptr->max_to_a)
4172                         {
4173                                 if (e_ptr->max_to_a > 127)
4174                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4175                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4176                         }
4177                         
4178                         /* Accuracy ego must have high to_h */
4179                         if(o_ptr->name2 == EGO_ACCURACY)
4180                         {
4181                                 while(o_ptr->to_h < o_ptr->to_d + 10)
4182                                 {
4183                                         o_ptr->to_h += 5;
4184                                         o_ptr->to_d -= 5;
4185                                 }
4186                                 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4187                         }
4188                         
4189                         /* Accuracy ego must have high to_h */
4190                         if(o_ptr->name2 == EGO_VELOCITY)
4191                         {
4192                                 while(o_ptr->to_d < o_ptr->to_h + 10)
4193                                 {
4194                                         o_ptr->to_d += 5;
4195                                         o_ptr->to_h -= 5;
4196                                 }
4197                                 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4198                         }
4199                         
4200                         /* Protection ego must have high to_a */
4201                         if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4202                         {
4203                                 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4204                         }
4205
4206                         /* Hack -- obtain pval */
4207                         if (e_ptr->max_pval)
4208                         {
4209                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4210                                 {
4211                                         o_ptr->pval++;
4212                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4213                                 }
4214                                 else if (o_ptr->name2 == EGO_DEMON)
4215                                 {
4216                                         if(have_flag(o_ptr->art_flags, TR_BLOWS))
4217                                         {
4218                                                 o_ptr->pval += randint1(2);
4219                                         }
4220                                         else
4221                                         {
4222                                                 o_ptr->pval += randint1(e_ptr->max_pval);
4223                                         }
4224                                 }
4225                                 else if (o_ptr->name2 == EGO_ATTACKS)
4226                                 {
4227                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4228                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4229                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4230                                                 o_ptr->pval += randint1(2);
4231                                 }
4232                                 else if (o_ptr->name2 == EGO_BAT)
4233                                 {
4234                                         o_ptr->pval = randint1(e_ptr->max_pval);
4235                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4236                                 }
4237                                 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4238                                 {
4239                                         o_ptr->pval = randint1(e_ptr->max_pval);
4240                                 }
4241                                 else
4242                                 {
4243                                         o_ptr->pval += randint1(e_ptr->max_pval);
4244                                 }
4245                                 
4246                                 
4247                         }
4248                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4249                         {
4250                                 o_ptr->pval = randint1(o_ptr->pval);
4251                         }
4252                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4253                                 o_ptr->pval = 2;
4254                 }
4255                 
4256                 return;
4257         }
4258
4259         /* Examine real objects */
4260         if (o_ptr->k_idx)
4261         {
4262                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4263
4264                 /* Hack -- acquire "broken" flag */
4265                 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4266
4267                 /* Hack -- acquire "cursed" flag */
4268                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4269                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4270                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4271                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4272                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4273                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4274         }
4275
4276         
4277 }
4278
4279
4280 /*!
4281  * @brief 生成階に応じたベースアイテムの生成を行う。
4282  * Attempt to make an object (normal or good/great)
4283  * @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
4284  * @param mode オプションフラグ
4285  * @return 生成に成功したらTRUEを返す。
4286  * @details
4287  * This routine plays nasty games to generate the "special artifacts".\n
4288  * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4289  * We assume that the given object has been "wiped".\n
4290  */
4291 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4292 {
4293         PERCENTAGE prob;
4294         DEPTH base;
4295
4296
4297         /* Chance of "special object" */
4298         prob = ((mode & AM_GOOD) ? 10 : 1000);
4299
4300         /* Base level for the object */
4301         base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4302
4303
4304         /* Generate a special object, or a normal object */
4305         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4306         {
4307                 KIND_OBJECT_IDX k_idx;
4308
4309                 /* Good objects */
4310                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4311                 {
4312                         /* Activate restriction (if already specified, use that) */
4313                         get_obj_num_hook = kind_is_good;
4314                 }
4315
4316                 /* Restricted objects - prepare allocation table */
4317                 if (get_obj_num_hook) get_obj_num_prep();
4318
4319                 /* Pick a random object */
4320                 k_idx = get_obj_num(base);
4321
4322                 /* Restricted objects */
4323                 if (get_obj_num_hook)
4324                 {
4325                         /* Clear restriction */
4326                         get_obj_num_hook = NULL;
4327
4328                         /* Reset allocation table to default */
4329                         get_obj_num_prep();
4330                 }
4331
4332                 /* Handle failure */
4333                 if (!k_idx) return (FALSE);
4334
4335                 /* Prepare the object */
4336                 object_prep(j_ptr, k_idx);
4337         }
4338
4339         /* Apply magic (allow artifacts) */
4340         apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4341
4342         /* Hack -- generate multiple spikes/missiles */
4343         switch (j_ptr->tval)
4344         {
4345                 case TV_SPIKE:
4346                 case TV_SHOT:
4347                 case TV_ARROW:
4348                 case TV_BOLT:
4349                 {
4350                         if (!j_ptr->name1)
4351                                 j_ptr->number = (byte)damroll(6, 7);
4352                 }
4353         }
4354
4355         if (cheat_peek) object_mention(j_ptr);
4356
4357         /* Success */
4358         return (TRUE);
4359 }
4360
4361
4362 /*!
4363  * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4364  * Attempt to place an object (normal or good/great) at the given location.
4365  * @param y 配置したいフロアのY座標
4366  * @param x 配置したいフロアのX座標
4367  * @param mode オプションフラグ
4368  * @return 生成に成功したらTRUEを返す。
4369  * @details
4370  * This routine plays nasty games to generate the "special artifacts".\n
4371  * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4372  * This routine requires a clean floor grid destination.\n
4373  */
4374 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4375 {
4376         OBJECT_IDX o_idx;
4377
4378         /* Acquire grid */
4379         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
4380
4381         object_type forge;
4382         object_type *q_ptr;
4383
4384
4385         /* Paranoia -- check bounds */
4386         if (!in_bounds(y, x)) return;
4387
4388         /* Require floor space */
4389         if (!cave_drop_bold(y, x)) return;
4390
4391         /* Avoid stacking on other objects */
4392         if (g_ptr->o_idx) return;
4393
4394         q_ptr = &forge;
4395         object_wipe(q_ptr);
4396
4397         /* Make an object (if possible) */
4398         if (!make_object(q_ptr, mode)) return;
4399
4400
4401         /* Make an object */
4402         o_idx = o_pop();
4403
4404         /* Success */
4405         if (o_idx)
4406         {
4407                 object_type *o_ptr;
4408                 o_ptr = &current_floor_ptr->o_list[o_idx];
4409
4410                 /* Structure Copy */
4411                 object_copy(o_ptr, q_ptr);
4412
4413                 o_ptr->iy = y;
4414                 o_ptr->ix = x;
4415
4416                 /* Build a stack */
4417                 o_ptr->next_o_idx = g_ptr->o_idx;
4418
4419                 g_ptr->o_idx = o_idx;
4420                 note_spot(y, x);
4421                 lite_spot(y, x);
4422         }
4423         else
4424         {
4425                 /* Hack -- Preserve artifacts */
4426                 if (object_is_fixed_artifact(q_ptr))
4427                 {
4428                         a_info[q_ptr->name1].cur_num = 0;
4429                 }
4430         }
4431 }
4432
4433
4434 /*!
4435  * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4436  * Make a treasure object
4437  * @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
4438  * @return 生成に成功したらTRUEを返す。
4439  * @details
4440  * The location must be a legal, clean, floor grid.
4441  */
4442 bool make_gold(object_type *j_ptr)
4443 {
4444         int i;
4445         s32b base;
4446
4447         /* Hack -- Pick a Treasure variety */
4448         i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4449
4450         /* Apply "extra" magic */
4451         if (one_in_(GREAT_OBJ))
4452         {
4453                 i += randint1(current_floor_ptr->object_level + 1);
4454         }
4455
4456         /* Hack -- Creeping Coins only generate "themselves" */
4457         if (coin_type) i = coin_type;
4458
4459         /* Do not create "illegal" Treasure Types */
4460         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4461
4462         /* Prepare a gold object */
4463         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4464
4465         /* Hack -- Base coin cost */
4466         base = k_info[OBJ_GOLD_LIST + i].cost;
4467
4468         /* Determine how much the treasure is "worth" */
4469         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4470
4471         /* Success */
4472         return (TRUE);
4473 }
4474
4475
4476 /*!
4477  * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4478  * Places a treasure (Gold or Gems) at given location
4479  * @param y 配置したいフロアのY座標
4480  * @param x 配置したいフロアのX座標
4481  * @return 生成に成功したらTRUEを返す。
4482  * @details
4483  * The location must be a legal, clean, floor grid.
4484  */
4485 void place_gold(POSITION y, POSITION x)
4486 {
4487         OBJECT_IDX o_idx;
4488
4489         /* Acquire grid */
4490         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
4491
4492         object_type forge;
4493         object_type *q_ptr;
4494
4495
4496         /* Paranoia -- check bounds */
4497         if (!in_bounds(y, x)) return;
4498
4499         /* Require floor space */
4500         if (!cave_drop_bold(y, x)) return;
4501
4502         /* Avoid stacking on other objects */
4503         if (g_ptr->o_idx) return;
4504
4505         q_ptr = &forge;
4506         object_wipe(q_ptr);
4507
4508         /* Make some gold */
4509         if (!make_gold(q_ptr)) return;
4510
4511         /* Make an object */
4512         o_idx = o_pop();
4513
4514         /* Success */
4515         if (o_idx)
4516         {
4517                 object_type *o_ptr;
4518                 o_ptr = &current_floor_ptr->o_list[o_idx];
4519
4520                 /* Copy the object */
4521                 object_copy(o_ptr, q_ptr);
4522
4523                 /* Save location */
4524                 o_ptr->iy = y;
4525                 o_ptr->ix = x;
4526
4527                 /* Build a stack */
4528                 o_ptr->next_o_idx = g_ptr->o_idx;
4529
4530                 g_ptr->o_idx = o_idx;
4531                 note_spot(y, x);
4532                 lite_spot(y, x);
4533         }
4534 }
4535
4536
4537 /*!
4538  * @brief 生成済のオブジェクトをフロアの所定の位置に落とす。
4539  * Let an object fall to the ground at or near a location.
4540  * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4541  * @param chance ドロップの成功率(%)
4542  * @param y 配置したいフロアのY座標
4543  * @param x 配置したいフロアのX座標
4544  * @return 生成に成功したらオブジェクトのIDを返す。
4545  * @details
4546  * The initial location is assumed to be "in_bounds()".\n
4547  *\n
4548  * This function takes a parameter "chance".  This is the percentage\n
4549  * chance that the item will "disappear" instead of drop.  If the object\n
4550  * has been thrown, then this is the chance of disappearance on contact.\n
4551  *\n
4552  * Hack -- this function uses "chance" to determine if it should produce\n
4553  * some form of "description" of the drop event (under the player).\n
4554  *\n
4555  * We check several locations to see if we can find a location at which\n
4556  * the object can combine, stack, or be placed.  Artifacts will try very\n
4557  * hard to be placed, including "teleporting" to a useful grid if needed.\n
4558  */
4559 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4560 {
4561         int i, k, d, s;
4562
4563         int bs, bn;
4564         POSITION by, bx;
4565         POSITION dy, dx;
4566         POSITION ty, tx = 0;
4567
4568         OBJECT_IDX o_idx = 0;
4569         OBJECT_IDX this_o_idx, next_o_idx = 0;
4570
4571         grid_type *g_ptr;
4572
4573         GAME_TEXT o_name[MAX_NLEN];
4574
4575         bool flag = FALSE;
4576         bool done = FALSE;
4577
4578 #ifndef JP
4579         /* Extract plural */
4580         bool plural = (j_ptr->number != 1);
4581 #endif
4582
4583         /* Describe object */
4584         object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4585
4586
4587         /* Handle normal "breakage" */
4588         if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4589         {
4590 #ifdef JP
4591                 msg_format("%sは消えた。", o_name);
4592 #else
4593                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4594 #endif
4595                 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4596
4597                 /* Failure */
4598                 return (0);
4599         }
4600
4601
4602         /* Score */
4603         bs = -1;
4604
4605         /* Picker */
4606         bn = 0;
4607
4608         /* Default */
4609         by = y;
4610         bx = x;
4611
4612         /* Scan local grids */
4613         for (dy = -3; dy <= 3; dy++)
4614         {
4615                 /* Scan local grids */
4616                 for (dx = -3; dx <= 3; dx++)
4617                 {
4618                         bool comb = FALSE;
4619
4620                         /* Calculate actual distance */
4621                         d = (dy * dy) + (dx * dx);
4622
4623                         /* Ignore distant grids */
4624                         if (d > 10) continue;
4625
4626                         ty = y + dy;
4627                         tx = x + dx;
4628
4629                         /* Skip illegal grids */
4630                         if (!in_bounds(ty, tx)) continue;
4631
4632                         /* Require line of projection */
4633                         if (!projectable(y, x, ty, tx)) continue;
4634
4635                         /* Obtain grid */
4636                         g_ptr = &current_floor_ptr->grid_array[ty][tx];
4637
4638                         /* Require floor space */
4639                         if (!cave_drop_bold(ty, tx)) continue;
4640
4641                         /* No objects */
4642                         k = 0;
4643
4644                         /* Scan objects in that grid */
4645                         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4646                         {
4647                                 object_type *o_ptr;
4648                                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
4649                                 next_o_idx = o_ptr->next_o_idx;
4650
4651                                 /* Check for possible combination */
4652                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4653
4654                                 /* Count objects */
4655                                 k++;
4656                         }
4657
4658                         /* Add new object */
4659                         if (!comb) k++;
4660                         if (k > 99) continue;
4661
4662                         /* Calculate score */
4663                         s = 1000 - (d + k * 5);
4664
4665                         /* Skip bad values */
4666                         if (s < bs) continue;
4667
4668                         /* New best value */
4669                         if (s > bs) bn = 0;
4670
4671                         /* Apply the randomizer to equivalent values */
4672                         if ((++bn >= 2) && !one_in_(bn)) continue;
4673
4674                         /* Keep score */
4675                         bs = s;
4676
4677                         /* Track it */
4678                         by = ty;
4679                         bx = tx;
4680
4681                         flag = TRUE;
4682                 }
4683         }
4684
4685
4686         /* Handle lack of space */
4687         if (!flag && !object_is_artifact(j_ptr))
4688         {
4689 #ifdef JP
4690                 msg_format("%sは消えた。", o_name);
4691 #else
4692                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4693 #endif
4694
4695                 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4696
4697                 /* Failure */
4698                 return (0);
4699         }
4700
4701
4702         /* Find a grid */
4703         for (i = 0; !flag && (i < 1000); i++)
4704         {
4705                 /* Bounce around */
4706                 ty = rand_spread(by, 1);
4707                 tx = rand_spread(bx, 1);
4708
4709                 /* Verify location */
4710                 if (!in_bounds(ty, tx)) continue;
4711
4712                 /* Bounce to that location */
4713                 by = ty;
4714                 bx = tx;
4715
4716                 /* Require floor space */
4717                 if (!cave_drop_bold(by, bx)) continue;
4718
4719                 flag = TRUE;
4720         }
4721
4722
4723         if (!flag)
4724         {
4725                 int candidates = 0, pick;
4726
4727                 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4728                 {
4729                         for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4730                         {
4731                                 /* A valid space found */
4732                                 if (cave_drop_bold(ty, tx)) candidates++;
4733                         }
4734                 }
4735
4736                 /* No valid place! */
4737                 if (!candidates)
4738                 {
4739 #ifdef JP
4740                         msg_format("%sは消えた。", o_name);
4741 #else
4742                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4743 #endif
4744
4745                         if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4746
4747                         /* Mega-Hack -- preserve artifacts */
4748                         if (preserve_mode)
4749                         {
4750                                 /* Hack -- Preserve unknown artifacts */
4751                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4752                                 {
4753                                         /* Mega-Hack -- Preserve the artifact */
4754                                         a_info[j_ptr->name1].cur_num = 0;
4755                                 }
4756                         }
4757
4758                         /* Failure */
4759                         return 0;
4760                 }
4761
4762                 /* Choose a random one */
4763                 pick = randint1(candidates);
4764
4765                 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4766                 {
4767                         for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4768                         {
4769                                 if (cave_drop_bold(ty, tx))
4770                                 {
4771                                         pick--;
4772
4773                                         /* Is this a picked one? */
4774                                         if (!pick) break;
4775                                 }
4776                         }
4777
4778                         if (!pick) break;
4779                 }
4780
4781                 by = ty;
4782                 bx = tx;
4783         }
4784
4785
4786         g_ptr = &current_floor_ptr->grid_array[by][bx];
4787
4788         /* Scan objects in that grid for combination */
4789         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4790         {
4791                 object_type *o_ptr;
4792                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
4793                 next_o_idx = o_ptr->next_o_idx;
4794
4795                 /* Check for combination */
4796                 if (object_similar(o_ptr, j_ptr))
4797                 {
4798                         object_absorb(o_ptr, j_ptr);
4799
4800                         /* Success */
4801                         done = TRUE;
4802
4803                         break;
4804                 }
4805         }
4806
4807         if (!done) o_idx = o_pop();
4808
4809         /* Failure */
4810         if (!done && !o_idx)
4811         {
4812 #ifdef JP
4813                 msg_format("%sは消えた。", o_name);
4814 #else
4815                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4816 #endif
4817
4818                 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4819
4820                 /* Hack -- Preserve artifacts */
4821                 if (object_is_fixed_artifact(j_ptr))
4822                 {
4823                         a_info[j_ptr->name1].cur_num = 0;
4824                 }
4825
4826                 /* Failure */
4827                 return (0);
4828         }
4829
4830         /* Stack */
4831         if (!done)
4832         {
4833                 /* Structure copy */
4834                 object_copy(&current_floor_ptr->o_list[o_idx], j_ptr);
4835
4836                 /* Access new object */
4837                 j_ptr = &current_floor_ptr->o_list[o_idx];
4838
4839                 /* Locate */
4840                 j_ptr->iy = by;
4841                 j_ptr->ix = bx;
4842
4843                 /* No monster */
4844                 j_ptr->held_m_idx = 0;
4845
4846                 /* Build a stack */
4847                 j_ptr->next_o_idx = g_ptr->o_idx;
4848
4849                 g_ptr->o_idx = o_idx;
4850
4851                 /* Success */
4852                 done = TRUE;
4853         }
4854
4855         note_spot(by, bx);
4856         lite_spot(by, bx);
4857         sound(SOUND_DROP);
4858
4859         /* Mega-Hack -- no message if "dropped" by player */
4860         /* Message when an object falls under the player */
4861         if (chance && player_bold(by, bx))
4862         {
4863                 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4864         }
4865
4866         return (o_idx);
4867 }
4868
4869 /*!
4870  * @brief 魔道具の使用回数の残量を示すメッセージを表示する /
4871  * Describe the charges on an item in the inventory.
4872  * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4873  * @return なし
4874  */
4875 void inven_item_charges(INVENTORY_IDX item)
4876 {
4877         object_type *o_ptr = &inventory[item];
4878
4879         /* Require staff/wand */
4880         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4881
4882         /* Require known item */
4883         if (!object_is_known(o_ptr)) return;
4884
4885 #ifdef JP
4886         if (o_ptr->pval <= 0)
4887         {
4888                 msg_print("もう魔力が残っていない。");
4889         }
4890         else
4891         {
4892                 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4893         }
4894 #else
4895         /* Multiple charges */
4896         if (o_ptr->pval != 1)
4897         {
4898                 msg_format("You have %d charges remaining.", o_ptr->pval);
4899         }
4900
4901         /* Single charge */
4902         else
4903         {
4904                 msg_format("You have %d charge remaining.", o_ptr->pval);
4905         }
4906 #endif
4907
4908 }
4909
4910 /*!
4911  * @brief アイテムの残り所持数メッセージを表示する /
4912  * Describe an item in the inventory.
4913  * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4914  * @return なし
4915  */
4916 void inven_item_describe(INVENTORY_IDX item)
4917 {
4918         object_type *o_ptr = &inventory[item];
4919         GAME_TEXT o_name[MAX_NLEN];
4920
4921         object_desc(o_name, o_ptr, 0);
4922
4923 #ifdef JP
4924         /* "no more" の場合はこちらで表示する */
4925         if (o_ptr->number <= 0)
4926         {
4927                 /*FIRST*//*ここはもう通らないかも */
4928                 msg_format("もう%sを持っていない。", o_name);
4929         }
4930         else
4931         {
4932                 /* アイテム名を英日切り替え機能対応 */
4933                 msg_format("まだ %sを持っている。", o_name);
4934         }
4935 #else
4936         msg_format("You have %s.", o_name);
4937 #endif
4938
4939 }
4940
4941 /*!
4942  * @brief アイテムを増減させ残り所持数メッセージを表示する /
4943  * Increase the "number" of an item in the inventory
4944  * @param item 所持数を増やしたいプレイヤーのアイテム所持スロット
4945  * @param num 増やしたい量
4946  * @return なし
4947  */
4948 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4949 {
4950         object_type *o_ptr = &inventory[item];
4951
4952         /* Apply */
4953         num += o_ptr->number;
4954
4955         /* Bounds check */
4956         if (num > 255) num = 255;
4957         else if (num < 0) num = 0;
4958
4959         /* Un-apply */
4960         num -= o_ptr->number;
4961
4962         /* Change the number and weight */
4963         if (num)
4964         {
4965                 /* Add the number */
4966                 o_ptr->number += num;
4967
4968                 /* Add the weight */
4969                 p_ptr->total_weight += (num * o_ptr->weight);
4970                 p_ptr->update |= (PU_BONUS);
4971                 p_ptr->update |= (PU_MANA);
4972                 p_ptr->update |= (PU_COMBINE);
4973                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4974
4975                 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4976                 if (!o_ptr->number && p_ptr->ele_attack)
4977                 {
4978                         if ((item == INVEN_RARM) || (item == INVEN_LARM))
4979                         {
4980                                 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4981                                 {
4982                                         /* Clear all temporary elemental brands */
4983                                         set_ele_attack(0, 0);
4984                                 }
4985                         }
4986                 }
4987         }
4988 }
4989
4990 /*!
4991  * @brief 所持アイテムスロットから所持数のなくなったアイテムを消去する /
4992  * Erase an inventory slot if it has no more items
4993  * @param item 消去したいプレイヤーのアイテム所持スロット
4994  * @return なし
4995  */
4996 void inven_item_optimize(INVENTORY_IDX item)
4997 {
4998         object_type *o_ptr = &inventory[item];
4999
5000         /* Only optimize real items */
5001         if (!o_ptr->k_idx) return;
5002
5003         /* Only optimize empty items */
5004         if (o_ptr->number) return;
5005
5006         /* The item is in the pack */
5007         if (item < INVEN_RARM)
5008         {
5009                 int i;
5010
5011                 /* One less item */
5012                 inven_cnt--;
5013
5014                 /* Slide everything down */
5015                 for (i = item; i < INVEN_PACK; i++)
5016                 {
5017                         /* Structure copy */
5018                         inventory[i] = inventory[i+1];
5019                 }
5020
5021                 /* Erase the "final" slot */
5022                 object_wipe(&inventory[i]);
5023
5024                 p_ptr->window |= (PW_INVEN);
5025         }
5026
5027         /* The item is being wielded */
5028         else
5029         {
5030                 /* One less item */
5031                 equip_cnt--;
5032
5033                 /* Erase the empty slot */
5034                 object_wipe(&inventory[item]);
5035                 p_ptr->update |= (PU_BONUS);
5036                 p_ptr->update |= (PU_TORCH);
5037                 p_ptr->update |= (PU_MANA);
5038
5039                 p_ptr->window |= (PW_EQUIP);
5040         }
5041
5042         p_ptr->window |= (PW_SPELL);
5043 }
5044
5045 /*!
5046  * @brief 床上の魔道具の残り残量メッセージを表示する /
5047  * Describe the charges on an item on the floor.
5048  * @param item メッセージの対象にしたいアイテム所持スロット
5049  * @return なし
5050  */
5051 void floor_item_charges(INVENTORY_IDX item)
5052 {
5053         object_type *o_ptr = &current_floor_ptr->o_list[item];
5054
5055         /* Require staff/wand */
5056         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5057
5058         /* Require known item */
5059         if (!object_is_known(o_ptr)) return;
5060
5061 #ifdef JP
5062         if (o_ptr->pval <= 0)
5063         {
5064                 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5065         }
5066         else
5067         {
5068                 msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
5069         }
5070 #else
5071         /* Multiple charges */
5072         if (o_ptr->pval != 1)
5073         {
5074                 msg_format("There are %d charges remaining.", o_ptr->pval);
5075         }
5076
5077         /* Single charge */
5078         else
5079         {
5080                 msg_format("There is %d charge remaining.", o_ptr->pval);
5081         }
5082 #endif
5083
5084 }
5085
5086 /*!
5087  * @brief 床上のアイテムの残り数メッセージを表示する /
5088  * Describe the charges on an item on the floor.
5089  * @param item メッセージの対象にしたいアイテム所持スロット
5090  * @return なし
5091  */
5092 void floor_item_describe(INVENTORY_IDX item)
5093 {
5094         object_type *o_ptr = &current_floor_ptr->o_list[item];
5095         GAME_TEXT o_name[MAX_NLEN];
5096
5097         object_desc(o_name, o_ptr, 0);
5098
5099 #ifdef JP
5100         /* "no more" の場合はこちらで表示を分ける */
5101         if (o_ptr->number <= 0)
5102         {
5103                 msg_format("床上には、もう%sはない。", o_name);
5104         }
5105         else
5106         {
5107                 msg_format("床上には、まだ %sがある。", o_name);
5108         }
5109 #else
5110         msg_format("You see %s.", o_name);
5111 #endif
5112
5113 }
5114
5115
5116 /*!
5117  * @brief 床上のアイテムの数を増やす /
5118  * Increase the "number" of an item on the floor
5119  * @param item 増やしたいアイテムの所持スロット
5120  * @param num 増やしたいアイテムの数
5121  * @return なし
5122  */
5123 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5124 {
5125         object_type *o_ptr = &current_floor_ptr->o_list[item];
5126
5127         /* Apply */
5128         num += o_ptr->number;
5129
5130         /* Bounds check */
5131         if (num > 255) num = 255;
5132         else if (num < 0) num = 0;
5133
5134         /* Un-apply */
5135         num -=  o_ptr->number;
5136
5137         /* Change the number */
5138         o_ptr->number += num;
5139 }
5140
5141
5142 /*!
5143  * @brief 床上の数の無くなったアイテムスロットを消去する /
5144  * Optimize an item on the floor (destroy "empty" items)
5145  * @param item 消去したいアイテムの所持スロット
5146  * @return なし
5147  */
5148 void floor_item_optimize(INVENTORY_IDX item)
5149 {
5150         object_type *o_ptr = &current_floor_ptr->o_list[item];
5151
5152         /* Paranoia -- be sure it exists */
5153         if (!o_ptr->k_idx) return;
5154
5155         /* Only optimize empty items */
5156         if (o_ptr->number) return;
5157
5158         delete_object_idx(item);
5159 }
5160
5161
5162 /*!
5163  * @brief アイテムを拾う際にザックから溢れずに済むかを判定する /
5164  * Check if we have space for an item in the pack without overflow
5165  * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5166  * @return 溢れずに済むならTRUEを返す
5167  */
5168 bool inven_carry_okay(object_type *o_ptr)
5169 {
5170         int j;
5171
5172         /* Empty slot? */
5173         if (inven_cnt < INVEN_PACK) return (TRUE);
5174
5175         /* Similar slot? */
5176         for (j = 0; j < INVEN_PACK; j++)
5177         {
5178                 object_type *j_ptr = &inventory[j];
5179
5180                 /* Skip non-objects */
5181                 if (!j_ptr->k_idx) continue;
5182
5183                 /* Check if the two items can be combined */
5184                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5185         }
5186
5187         return (FALSE);
5188 }
5189
5190 /*!
5191  * @brief オブジェクトを定義された基準に従いソートするための関数 /
5192  * Check if we have space for an item in the pack without overflow
5193  * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5194  * @param o_value o_ptrのアイテム価値(手動であらかじめ代入する必要がある?)
5195  * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5196  * @return o_ptrの方が上位ならばTRUEを返す。
5197  */
5198 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5199 {
5200         int o_type, j_type;
5201
5202         /* Use empty slots */
5203         if (!j_ptr->k_idx) return TRUE;
5204
5205         /* Hack -- readable books always come first */
5206         if ((o_ptr->tval == REALM1_BOOK) &&
5207             (j_ptr->tval != REALM1_BOOK)) return TRUE;
5208         if ((j_ptr->tval == REALM1_BOOK) &&
5209             (o_ptr->tval != REALM1_BOOK)) return FALSE;
5210
5211         if ((o_ptr->tval == REALM2_BOOK) &&
5212             (j_ptr->tval != REALM2_BOOK)) return TRUE;
5213         if ((j_ptr->tval == REALM2_BOOK) &&
5214             (o_ptr->tval != REALM2_BOOK)) return FALSE;
5215
5216         /* Objects sort by decreasing type */
5217         if (o_ptr->tval > j_ptr->tval) return TRUE;
5218         if (o_ptr->tval < j_ptr->tval) return FALSE;
5219
5220         /* Non-aware (flavored) items always come last */
5221         /* Can happen in the home */
5222         if (!object_is_aware(o_ptr)) return FALSE;
5223         if (!object_is_aware(j_ptr)) return TRUE;
5224
5225         /* Objects sort by increasing sval */
5226         if (o_ptr->sval < j_ptr->sval) return TRUE;
5227         if (o_ptr->sval > j_ptr->sval) return FALSE;
5228
5229         /* Unidentified objects always come last */
5230         /* Objects in the home can be unknown */
5231         if (!object_is_known(o_ptr)) return FALSE;
5232         if (!object_is_known(j_ptr)) return TRUE;
5233
5234         /* Fixed artifacts, random artifacts and ego items */
5235         if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5236         else if (o_ptr->art_name) o_type = 2;
5237         else if (object_is_ego(o_ptr)) o_type = 1;
5238         else o_type = 0;
5239
5240         if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5241         else if (j_ptr->art_name) j_type = 2;
5242         else if (object_is_ego(j_ptr)) j_type = 1;
5243         else j_type = 0;
5244
5245         if (o_type < j_type) return TRUE;
5246         if (o_type > j_type) return FALSE;
5247
5248         switch (o_ptr->tval)
5249         {
5250         case TV_FIGURINE:
5251         case TV_STATUE:
5252         case TV_CORPSE:
5253         case TV_CAPTURE:
5254                 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5255                 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5256                 return FALSE;
5257
5258         case TV_SHOT:
5259         case TV_ARROW:
5260         case TV_BOLT:
5261                 /* Objects sort by increasing hit/damage bonuses */
5262                 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5263                 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5264                 break;
5265
5266         /* Hack:  otherwise identical rods sort by
5267         increasing recharge time --dsb */
5268         case TV_ROD:
5269                 if (o_ptr->pval < j_ptr->pval) return TRUE;
5270                 if (o_ptr->pval > j_ptr->pval) return FALSE;
5271                 break;
5272         }
5273
5274         /* Objects sort by decreasing value */
5275         return o_value > object_value(j_ptr);
5276 }
5277
5278
5279 /*!
5280  * @brief オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン /
5281  * Add an item to the players inventory, and return the slot used.
5282  * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5283  * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
5284  * @details
5285  * If the new item can combine with an existing item in the inventory,\n
5286  * it will do so, using "object_similar()" and "object_absorb()", else,\n
5287  * the item will be placed into the "proper" location in the inventory.\n
5288  *\n
5289  * This function can be used to "over-fill" the player's pack, but only\n
5290  * once, and such an action must trigger the "overflow" code immediately.\n
5291  * Note that when the pack is being "over-filled", the new item must be\n
5292  * placed into the "overflow" slot, and the "overflow" must take place\n
5293  * before the pack is reordered, but (optionally) after the pack is\n
5294  * combined.  This may be tricky.  See "dungeon.c" for info.\n
5295  *\n
5296  * Note that this code must remove any location/stack information\n
5297  * from the object once it is placed into the inventory.\n
5298  */
5299 s16b inven_carry(object_type *o_ptr)
5300 {
5301         INVENTORY_IDX i, j, k;
5302         INVENTORY_IDX n = -1;
5303
5304         object_type *j_ptr;
5305
5306
5307         /* Check for combining */
5308         for (j = 0; j < INVEN_PACK; j++)
5309         {
5310                 j_ptr = &inventory[j];
5311
5312                 /* Skip non-objects */
5313                 if (!j_ptr->k_idx) continue;
5314
5315                 /* Hack -- track last item */
5316                 n = j;
5317
5318                 /* Check if the two items can be combined */
5319                 if (object_similar(j_ptr, o_ptr))
5320                 {
5321                         object_absorb(j_ptr, o_ptr);
5322
5323                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5324                         p_ptr->update |= (PU_BONUS);
5325                         p_ptr->window |= (PW_INVEN);
5326
5327                         /* Success */
5328                         return (j);
5329                 }
5330         }
5331
5332         if (inven_cnt > INVEN_PACK) return (-1);
5333
5334         /* Find an empty slot */
5335         for (j = 0; j <= INVEN_PACK; j++)
5336         {
5337                 j_ptr = &inventory[j];
5338
5339                 /* Use it if found */
5340                 if (!j_ptr->k_idx) break;
5341         }
5342
5343         /* Use that slot */
5344         i = j;
5345
5346
5347         /* Reorder the pack */
5348         if (i < INVEN_PACK)
5349         {
5350                 /* Get the "value" of the item */
5351                 s32b o_value = object_value(o_ptr);
5352
5353                 /* Scan every occupied slot */
5354                 for (j = 0; j < INVEN_PACK; j++)
5355                 {
5356                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5357                 }
5358
5359                 /* Use that slot */
5360                 i = j;
5361
5362                 /* Slide objects */
5363                 for (k = n; k >= i; k--)
5364                 {
5365                         /* Hack -- Slide the item */
5366                         object_copy(&inventory[k+1], &inventory[k]);
5367                 }
5368
5369                 /* Wipe the empty slot */
5370                 object_wipe(&inventory[i]);
5371         }
5372
5373
5374         /* Copy the item */
5375         object_copy(&inventory[i], o_ptr);
5376
5377         /* Access new object */
5378         j_ptr = &inventory[i];
5379
5380         /* Forget stack */
5381         j_ptr->next_o_idx = 0;
5382
5383         /* Forget monster */
5384         j_ptr->held_m_idx = 0;
5385
5386         /* Forget location */
5387         j_ptr->iy = j_ptr->ix = 0;
5388
5389         /* Player touches it, and no longer marked */
5390         j_ptr->marked = OM_TOUCHED;
5391
5392         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5393
5394         /* Count the items */
5395         inven_cnt++;
5396         p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5397         p_ptr->window |= (PW_INVEN);
5398
5399         /* Return the slot */
5400         return (i);
5401 }
5402
5403
5404 /*!
5405  * @brief 装備スロットからオブジェクトを外すメインルーチン /
5406  * Take off (some of) a non-cursed equipment item
5407  * @param item オブジェクトを外したい所持テーブルのID
5408  * @param amt 外したい個数
5409  * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
5410  * @details
5411  * Note that only one item at a time can be wielded per slot.\n
5412  * Note that taking off an item when "full" may cause that item\n
5413  * to fall to the ground.\n
5414  * Return the inventory slot into which the item is placed.\n
5415  */
5416 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5417 {
5418         INVENTORY_IDX slot;
5419
5420         object_type forge;
5421         object_type *q_ptr;
5422
5423         object_type *o_ptr;
5424
5425         concptr act;
5426
5427         GAME_TEXT o_name[MAX_NLEN];
5428
5429
5430         /* Get the item to take off */
5431         o_ptr = &inventory[item];
5432         if (amt <= 0) return (-1);
5433
5434         /* Verify */
5435         if (amt > o_ptr->number) amt = o_ptr->number;
5436         q_ptr = &forge;
5437
5438         /* Obtain a local object */
5439         object_copy(q_ptr, o_ptr);
5440
5441         /* Modify quantity */
5442         q_ptr->number = amt;
5443
5444         object_desc(o_name, q_ptr, 0);
5445
5446         /* Took off weapon */
5447         if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5448             object_is_melee_weapon(o_ptr))
5449         {
5450                 act = _("を装備からはずした", "You were wielding");
5451         }
5452
5453         /* Took off bow */
5454         else if (item == INVEN_BOW)
5455         {
5456                 act = _("を装備からはずした", "You were holding");
5457         }
5458
5459         /* Took off light */
5460         else if (item == INVEN_LITE)
5461         {
5462                 act = _("を光源からはずした", "You were holding");
5463         }
5464
5465         /* Took off something */
5466         else
5467         {
5468                 act = _("を装備からはずした", "You were wearing");
5469         }
5470
5471         /* Modify, Optimize */
5472         inven_item_increase(item, -amt);
5473         inven_item_optimize(item);
5474
5475         /* Carry the object */
5476         slot = inven_carry(q_ptr);
5477
5478 #ifdef JP
5479         msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5480 #else
5481         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5482 #endif
5483
5484
5485         /* Return slot */
5486         return (slot);
5487 }
5488
5489
5490 /*!
5491  * @brief 所持スロットから床下にオブジェクトを落とすメインルーチン /
5492  * Drop (some of) a non-cursed inventory/equipment item
5493  * @param item 所持テーブルのID
5494  * @param amt 落としたい個数
5495  * @return なし
5496  * @details
5497  * The object will be dropped "near" the current location
5498  */
5499 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5500 {
5501         object_type forge;
5502         object_type *q_ptr;
5503         object_type *o_ptr;
5504
5505         GAME_TEXT o_name[MAX_NLEN];
5506
5507         /* Access original object */
5508         o_ptr = &inventory[item];
5509
5510         /* Error check */
5511         if (amt <= 0) return;
5512
5513         /* Not too many */
5514         if (amt > o_ptr->number) amt = o_ptr->number;
5515
5516         /* Take off equipment */
5517         if (item >= INVEN_RARM)
5518         {
5519                 /* Take off first */
5520                 item = inven_takeoff(item, amt);
5521
5522                 /* Access original object */
5523                 o_ptr = &inventory[item];
5524         }
5525
5526         q_ptr = &forge;
5527
5528         /* Obtain local object */
5529         object_copy(q_ptr, o_ptr);
5530
5531         /* Distribute charges of wands or rods */
5532         distribute_charges(o_ptr, q_ptr, amt);
5533
5534         /* Modify quantity */
5535         q_ptr->number = amt;
5536
5537         /* Describe local object */
5538         object_desc(o_name, q_ptr, 0);
5539
5540         msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5541
5542         /* Drop it near the player */
5543         (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5544
5545         /* Modify, Describe, Optimize */
5546         inven_item_increase(item, -amt);
5547         inven_item_describe(item);
5548         inven_item_optimize(item);
5549 }
5550
5551
5552 /*!
5553  * @brief プレイヤーの所持スロットに存在するオブジェクトをまとめなおす /
5554  * Combine items in the pack
5555  * @return なし
5556  * @details
5557  * Note special handling of the "overflow" slot
5558  */
5559 void combine_pack(void)
5560 {
5561         int             i, j, k;
5562         object_type *o_ptr;
5563         object_type     *j_ptr;
5564         bool            flag = FALSE, combined;
5565
5566         do
5567         {
5568                 combined = FALSE;
5569
5570                 /* Combine the pack (backwards) */
5571                 for (i = INVEN_PACK; i > 0; i--)
5572                 {
5573                         o_ptr = &inventory[i];
5574
5575                         /* Skip empty items */
5576                         if (!o_ptr->k_idx) continue;
5577
5578                         /* Scan the items above that item */
5579                         for (j = 0; j < i; j++)
5580                         {
5581                                 int max_num;
5582
5583                                 j_ptr = &inventory[j];
5584
5585                                 /* Skip empty items */
5586                                 if (!j_ptr->k_idx) continue;
5587
5588                                 /*
5589                                  * Get maximum number of the stack if these
5590                                  * are similar, get zero otherwise.
5591                                  */
5592                                 max_num = object_similar_part(j_ptr, o_ptr);
5593
5594                                 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5595                                 if (max_num && j_ptr->number < max_num)
5596                                 {
5597                                         if (o_ptr->number + j_ptr->number <= max_num)
5598                                         {
5599                                                 /* Take note */
5600                                                 flag = TRUE;
5601
5602                                                 /* Add together the item counts */
5603                                                 object_absorb(j_ptr, o_ptr);
5604
5605                                                 /* One object is gone */
5606                                                 inven_cnt--;
5607
5608                                                 /* Slide everything down */
5609                                                 for (k = i; k < INVEN_PACK; k++)
5610                                                 {
5611                                                         /* Structure copy */
5612                                                         inventory[k] = inventory[k+1];
5613                                                 }
5614
5615                                                 /* Erase the "final" slot */
5616                                                 object_wipe(&inventory[k]);
5617                                         }
5618                                         else
5619                                         {
5620                                                 int old_num = o_ptr->number;
5621                                                 int remain = j_ptr->number + o_ptr->number - max_num;
5622 #if 0
5623                                                 o_ptr->number -= remain;
5624 #endif
5625                                                 /* Add together the item counts */
5626                                                 object_absorb(j_ptr, o_ptr);
5627
5628                                                 o_ptr->number = remain;
5629
5630                                                 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5631                                                 if (o_ptr->tval == TV_ROD)
5632                                                 {
5633                                                         o_ptr->pval =  o_ptr->pval * remain / old_num;
5634                                                         o_ptr->timeout = o_ptr->timeout * remain / old_num;
5635                                                 }
5636
5637                                                 /* Hack -- if wands are stacking, combine the charges. -LM- */
5638                                                 if (o_ptr->tval == TV_WAND)
5639                                                 {
5640                                                         o_ptr->pval = o_ptr->pval * remain / old_num;
5641                                                 }
5642                                         }
5643
5644                                         p_ptr->window |= (PW_INVEN);
5645
5646                                         /* Take note */
5647                                         combined = TRUE;
5648
5649                                         break;
5650                                 }
5651                         }
5652                 }
5653         }
5654         while (combined);
5655
5656         if (flag) msg_print(_("ザックの中のアイテムをまとめ直した。", "You combine some items in your pack."));
5657 }
5658
5659 /*!
5660  * @brief プレイヤーの所持スロットに存在するオブジェクトを並び替える /
5661  * Reorder items in the pack
5662  * @return なし
5663  * @details
5664  * Note special handling of the "overflow" slot
5665  */
5666 void reorder_pack(void)
5667 {
5668         int             i, j, k;
5669         s32b            o_value;
5670         object_type     forge;
5671         object_type     *q_ptr;
5672         object_type *o_ptr;
5673         bool            flag = FALSE;
5674
5675
5676         /* Re-order the pack (forwards) */
5677         for (i = 0; i < INVEN_PACK; i++)
5678         {
5679                 /* Mega-Hack -- allow "proper" over-flow */
5680                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5681
5682                 o_ptr = &inventory[i];
5683
5684                 /* Skip empty slots */
5685                 if (!o_ptr->k_idx) continue;
5686
5687                 /* Get the "value" of the item */
5688                 o_value = object_value(o_ptr);
5689
5690                 /* Scan every occupied slot */
5691                 for (j = 0; j < INVEN_PACK; j++)
5692                 {
5693                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5694                 }
5695
5696                 /* Never move down */
5697                 if (j >= i) continue;
5698
5699                 /* Take note */
5700                 flag = TRUE;
5701                 q_ptr = &forge;
5702
5703                 /* Save a copy of the moving item */
5704                 object_copy(q_ptr, &inventory[i]);
5705
5706                 /* Slide the objects */
5707                 for (k = i; k > j; k--)
5708                 {
5709                         /* Slide the item */
5710                         object_copy(&inventory[k], &inventory[k-1]);
5711                 }
5712
5713                 /* Insert the moving item */
5714                 object_copy(&inventory[j], q_ptr);
5715
5716                 p_ptr->window |= (PW_INVEN);
5717         }
5718
5719         if (flag) msg_print(_("ザックの中のアイテムを並べ直した。", "You reorder some items in your pack."));
5720 }
5721
5722 /*!
5723  * @brief 現在アクティブになっているウィンドウにオブジェクトの詳細を表示する /
5724  * Hack -- display an object kind in the current window
5725  * @param k_idx ベースアイテムの参照ID
5726  * @return なし
5727  * @details
5728  * Include list of usable spells for readible books
5729  */
5730 void display_koff(KIND_OBJECT_IDX k_idx)
5731 {
5732         int y;
5733
5734         object_type forge;
5735         object_type *q_ptr;
5736         int         sval;
5737         REALM_IDX   use_realm;
5738
5739         GAME_TEXT o_name[MAX_NLEN];
5740
5741
5742         /* Erase the window */
5743         for (y = 0; y < Term->hgt; y++)
5744         {
5745                 /* Erase the line */
5746                 Term_erase(0, y, 255);
5747         }
5748
5749         /* No info */
5750         if (!k_idx) return;
5751         q_ptr = &forge;
5752
5753         /* Prepare the object */
5754         object_prep(q_ptr, k_idx);
5755         object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5756
5757         /* Mention the object name */
5758         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5759
5760         /* Access the item's sval */
5761         sval = q_ptr->sval;
5762         use_realm = tval2realm(q_ptr->tval);
5763
5764         /* Warriors are illiterate */
5765         if (p_ptr->realm1 || p_ptr->realm2)
5766         {
5767                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5768         }
5769         else
5770         {
5771                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5772                 if (!is_magic(use_realm)) return;
5773                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5774         }
5775
5776         /* Display spells in readible books */
5777         {
5778                 int     spell = -1;
5779                 int     num = 0;
5780                 SPELL_IDX    spells[64];
5781
5782                 /* Extract spells */
5783                 for (spell = 0; spell < 32; spell++)
5784                 {
5785                         /* Check for this spell */
5786                         if (fake_spell_flags[sval] & (1L << spell))
5787                         {
5788                                 /* Collect this spell */
5789                                 spells[num++] = spell;
5790                         }
5791                 }
5792
5793                 /* Print spells */
5794                 print_spells(0, spells, num, 2, 0, use_realm);
5795         }
5796 }
5797
5798
5799 /*!
5800  * @brief 投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。
5801  * Torches have special abilities when they are flaming.
5802  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5803  * @param flgs 特別に追加するフラグを返す参照ポインタ
5804  * @return なし
5805  */
5806 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5807 {
5808         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5809         {
5810                 if (o_ptr->xtra4 > 0)
5811                 {
5812                         add_flag(flgs, TR_BRAND_FIRE);
5813                         add_flag(flgs, TR_KILL_UNDEAD);
5814                         add_flag(flgs, TR_THROW);
5815                 }
5816         }
5817 }
5818
5819 /*!
5820  * @brief 投擲時たいまつにダイスを与える。
5821  * Torches have special abilities when they are flaming.
5822  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5823  * @param dd 特別なダイス数を返す参照ポインタ
5824  * @param ds 特別なダイス面数を返す参照ポインタ
5825  * @return なし
5826  */
5827 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5828 {
5829         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5830         {
5831                 if (o_ptr->xtra4 > 0)
5832                 {
5833                         (*dd) = 1;
5834                         (*ds) = 6;
5835                 }
5836         }
5837 }
5838
5839 /*!
5840  * @brief 投擲時命中したたいまつの寿命を縮める。
5841  * Torches have special abilities when they are flaming.
5842  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5843  * @return なし
5844  */
5845 void torch_lost_fuel(object_type *o_ptr)
5846 {
5847         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5848         {
5849                 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5850                 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5851         }
5852 }