3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\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
15 #include "object-hook.h"
16 #include "object-curse.h"
18 #include "player-status.h"
20 #include "player-move.h"
22 static void one_sustain(object_type *o_ptr);
25 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
27 * @param o_ptr 対象のオブジェクト構造体ポインタ
30 static void one_sustain(object_type *o_ptr)
32 switch (randint0(A_MAX))
34 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
35 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
36 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
37 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
38 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
39 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
44 * @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
45 * @param o_idx 削除対象のオブジェクト構造体ポインタ
48 void excise_object_idx(OBJECT_IDX o_idx)
52 OBJECT_IDX this_o_idx, next_o_idx = 0;
53 OBJECT_IDX prev_o_idx = 0;
56 j_ptr = ¤t_floor_ptr->o_list[o_idx];
58 if (j_ptr->held_m_idx)
61 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
63 /* Scan all objects in the grid */
64 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
67 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
68 next_o_idx = o_ptr->next_o_idx;
70 if (this_o_idx == o_idx)
75 /* Remove from list */
76 m_ptr->hold_o_idx = next_o_idx;
85 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
87 /* Remove from list */
88 k_ptr->next_o_idx = next_o_idx;
91 /* Forget next pointer */
92 o_ptr->next_o_idx = 0;
98 prev_o_idx = this_o_idx;
107 POSITION y = j_ptr->iy;
108 POSITION x = j_ptr->ix;
110 g_ptr = ¤t_floor_ptr->grid_array[y][x];
112 /* Scan all objects in the grid */
113 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
116 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
117 next_o_idx = o_ptr->next_o_idx;
119 if (this_o_idx == o_idx)
124 /* Remove from list */
125 g_ptr->o_idx = next_o_idx;
133 /* Previous object */
134 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
136 /* Remove from list */
137 k_ptr->next_o_idx = next_o_idx;
140 /* Forget next pointer */
141 o_ptr->next_o_idx = 0;
146 /* Save prev_o_idx */
147 prev_o_idx = this_o_idx;
153 * @brief オブジェクトを削除する /
154 * Delete a dungeon object
155 * @param o_idx 削除対象のオブジェクト構造体ポインタ
158 * Handle "stacks" of objects correctly.
160 void delete_object_idx(OBJECT_IDX o_idx)
165 excise_object_idx(o_idx);
168 j_ptr = ¤t_floor_ptr->o_list[o_idx];
171 if (!(j_ptr->held_m_idx))
189 * @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
190 * Delete a dungeon object
191 * @param y 削除したフロアマスのY座標
192 * @param x 削除したフロアマスのX座標
195 void delete_object(POSITION y, POSITION x)
198 OBJECT_IDX this_o_idx, next_o_idx = 0;
200 /* Refuse "illegal" locations */
201 if (!in_bounds(y, x)) return;
203 g_ptr = ¤t_floor_ptr->grid_array[y][x];
205 /* Scan all objects in the grid */
206 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
209 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
210 next_o_idx = o_ptr->next_o_idx;
217 /* Objects are gone */
226 * @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 /
227 * Move an object from index i1 to index i2 in the object list
228 * @param i1 整理したい配列の始点
229 * @param i2 整理したい配列の終点
232 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
239 if (i1 == i2) return;
242 for (i = 1; i < o_max; i++)
244 o_ptr = ¤t_floor_ptr->o_list[i];
246 /* Skip "dead" objects */
247 if (!o_ptr->k_idx) continue;
249 /* Repair "next" pointers */
250 if (o_ptr->next_o_idx == i1)
253 o_ptr->next_o_idx = i2;
256 o_ptr = ¤t_floor_ptr->o_list[i1];
258 if (o_ptr->held_m_idx)
262 /* Acquire monster */
263 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
266 if (m_ptr->hold_o_idx == i1)
269 m_ptr->hold_o_idx = i2;
278 /* Acquire location */
283 g_ptr = ¤t_floor_ptr->grid_array[y][x];
286 if (g_ptr->o_idx == i1)
294 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
302 * @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。 /
303 * Compact and Reorder the object list.
304 * @param size 最低でも減らしたいオブジェクト数の水準
308 * This function can be very dangerous, use with caution!\n
310 * When actually "compacting" objects, we base the saving throw on a\n
311 * combination of object level, distance from player, and current\n
314 * After "compacting" (if needed), we "reorder" the objects into a more\n
315 * compact order, and we reset the allocation info, and the "live" array.\n
317 void compact_objects(int size)
322 int cur_lev, cur_dis, chance;
328 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
329 p_ptr->redraw |= (PR_MAP);
330 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
334 /* Compact at least 'size' objects */
335 for (num = 0, cnt = 1; num < size; cnt++)
337 /* Get more vicious each iteration */
340 /* Get closer each iteration */
341 cur_dis = 5 * (20 - cnt);
343 /* Examine the objects */
344 for (i = 1; i < o_max; i++)
346 o_ptr = ¤t_floor_ptr->o_list[i];
348 /* Skip dead objects */
349 if (!o_ptr->k_idx) continue;
351 /* Hack -- High level objects start out "immune" */
352 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
354 if (o_ptr->held_m_idx)
358 /* Acquire monster */
359 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
364 /* Monsters protect their objects */
365 if (randint0(100) < 90) continue;
375 /* Nearby objects start out "immune" */
376 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
381 /* Hack -- only compact artifacts in emergencies */
382 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
383 (cnt < 1000)) chance = 100;
385 /* Apply the saving throw */
386 if (randint0(100) < chance) continue;
388 delete_object_idx(i);
396 /* Excise dead objects (backwards!) */
397 for (i = o_max - 1; i >= 1; i--)
399 o_ptr = ¤t_floor_ptr->o_list[i];
401 /* Skip real objects */
402 if (o_ptr->k_idx) continue;
404 /* Move last object into open hole */
405 compact_objects_aux(o_max - 1, i);
407 /* Compress "o_max" */
414 * @brief グローバルオブジェクト配列を初期化する /
415 * Delete all the items when player leaves the level
416 * @note we do NOT visually reflect these (irrelevant) changes
418 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
419 * and the "m_ptr->next_o_idx" field for every monster, since
420 * we know we are clearing every object. Technically, we only
421 * clear those fields for grids/monsters containing objects,
422 * and we clear it once for every such object.
425 void wipe_o_list(void)
429 /* Delete the existing objects */
430 for (i = 1; i < o_max; i++)
432 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
434 /* Skip dead objects */
435 if (!o_ptr->k_idx) continue;
437 /* Mega-Hack -- preserve artifacts */
438 if (!character_dungeon || preserve_mode)
440 /* Hack -- Preserve unknown artifacts */
441 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
443 /* Mega-Hack -- Preserve the artifact */
444 a_info[o_ptr->name1].cur_num = 0;
448 if (o_ptr->held_m_idx)
451 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
453 /* Hack -- see above */
454 m_ptr->hold_o_idx = 0;
462 /* Access location */
463 POSITION y = o_ptr->iy;
464 POSITION x = o_ptr->ix;
467 g_ptr = ¤t_floor_ptr->grid_array[y][x];
469 /* Hack -- see above */
484 * @brief グローバルオブジェクト配列から空きを取得する /
485 * Acquires and returns the index of a "free" object.
486 * @return 開いているオブジェクト要素のID
488 * This routine should almost never fail, but in case it does,
489 * we must be sure to handle "failure" of this routine.
491 OBJECT_IDX o_pop(void)
495 /* Initial allocation */
496 if (o_max < current_floor_ptr->max_o_idx)
501 /* Expand object array */
507 /* Use this object */
512 /* Recycle dead objects */
513 for (i = 1; i < o_max; i++)
516 o_ptr = ¤t_floor_ptr->o_list[i];
518 /* Skip live objects */
519 if (o_ptr->k_idx) continue;
524 /* Use this object */
529 /* Warn the player (except during dungeon creation) */
530 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
537 * @brief オブジェクト生成テーブルに生成制約を加える /
538 * Apply a "object restriction function" to the "object allocation table"
540 * @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
542 static errr get_obj_num_prep(void)
547 alloc_entry *table = alloc_kind_table;
549 /* Scan the allocation table */
550 for (i = 0; i < alloc_kind_size; i++)
552 /* Accept objects which pass the restriction, if any */
553 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
555 /* Accept this object */
556 table[i].prob2 = table[i].prob1;
559 /* Do not use this object */
562 /* Decline this object */
573 * @brief オブジェクト生成テーブルからアイテムを取得する /
574 * Choose an object kind that seems "appropriate" to the given level
576 * @return 選ばれたオブジェクトベースID
578 * This function uses the "prob2" field of the "object allocation table",\n
579 * and various local information, to calculate the "prob3" field of the\n
580 * same table, which is then used to choose an "appropriate" object, in\n
581 * a relatively efficient manner.\n
583 * It is (slightly) more likely to acquire an object of the given level\n
584 * than one of a lower level. This is done by choosing several objects\n
585 * appropriate to the given level and keeping the "hardest" one.\n
587 * Note that if no objects are "appropriate", then this function will\n
588 * fail, and return zero, but this should *almost* never happen.\n
590 OBJECT_IDX get_obj_num(DEPTH level)
593 KIND_OBJECT_IDX k_idx;
596 alloc_entry *table = alloc_kind_table;
598 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
601 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
603 /* Occasional "boost" */
604 if (one_in_(GREAT_OBJ))
606 /* What a bizarre calculation */
607 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
614 /* Process probabilities */
615 for (i = 0; i < alloc_kind_size; i++)
617 /* Objects are sorted by depth */
618 if (table[i].level > level) break;
623 /* Access the index */
624 k_idx = table[i].index;
626 /* Access the actual kind */
627 k_ptr = &k_info[k_idx];
629 /* Hack -- prevent embedded chests */
630 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
633 table[i].prob3 = table[i].prob2;
636 total += table[i].prob3;
639 /* No legal objects */
640 if (total <= 0) return (0);
644 value = randint0(total);
646 /* Find the object */
647 for (i = 0; i < alloc_kind_size; i++)
649 /* Found the entry */
650 if (value < table[i].prob3) break;
653 value = value - table[i].prob3;
660 /* Try for a "better" object once (50%) or twice (10%) */
667 value = randint0(total);
669 /* Find the object */
670 for (i = 0; i < alloc_kind_size; i++)
672 /* Found the entry */
673 if (value < table[i].prob3) break;
676 value = value - table[i].prob3;
679 /* Keep the "best" one */
680 if (table[i].level < table[j].level) i = j;
683 /* Try for a "better" object twice (10%) */
690 value = randint0(total);
692 /* Find the object */
693 for (i = 0; i < alloc_kind_size; i++)
695 /* Found the entry */
696 if (value < table[i].prob3) break;
699 value = value - table[i].prob3;
702 /* Keep the "best" one */
703 if (table[i].level < table[j].level) i = j;
706 return (table[i].index);
711 * @brief オブジェクトを鑑定済にする /
712 * Known is true when the "attributes" of an object are "known".
713 * @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
715 * These include tohit, todam, toac, cost, and pval (charges).\n
717 * Note that "knowing" an object gives you everything that an "awareness"\n
718 * gives you, and much more. In fact, the player is always "aware" of any\n
719 * item of which he has full "knowledge".\n
721 * But having full knowledge of, say, one "wand of wonder", does not, by\n
722 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
723 * It happens that most "identify" routines (including "buying from a shop")\n
724 * will make the player "aware" of the object as well as fully "know" it.\n
726 * This routine also removes any inscriptions generated by "feelings".\n
728 void object_known(object_type *o_ptr)
730 /* Remove "default inscriptions" */
731 o_ptr->feeling = FEEL_NONE;
733 /* Clear the "Felt" info */
734 o_ptr->ident &= ~(IDENT_SENSE);
736 /* Clear the "Empty" info */
737 o_ptr->ident &= ~(IDENT_EMPTY);
739 /* Now we know about the item */
740 o_ptr->ident |= (IDENT_KNOWN);
744 * @brief オブジェクトを*鑑定*済にする /
745 * The player is now aware of the effects of the given object.
746 * @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
749 void object_aware(object_type *o_ptr)
751 bool mihanmei = !object_is_aware(o_ptr);
753 /* Fully aware of the effects */
754 k_info[o_ptr->k_idx].aware = TRUE;
756 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
757 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
761 GAME_TEXT o_name[MAX_NLEN];
764 object_copy(q_ptr, o_ptr);
767 object_desc(o_name, q_ptr, OD_NAME_ONLY);
769 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
774 * @brief オブジェクトを試行済にする /
775 * Something has been "sampled"
776 * @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
779 void object_tried(object_type *o_ptr)
781 /* Mark it as tried (even if "aware") */
782 k_info[o_ptr->k_idx].tried = TRUE;
786 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
787 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
788 * @return 擬似鑑定結果のIDを返す。
790 byte value_check_aux1(object_type *o_ptr)
793 if (object_is_artifact(o_ptr))
796 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
803 if (object_is_ego(o_ptr))
806 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
809 return FEEL_EXCELLENT;
813 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
816 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
818 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
820 /* Good "armor" bonus */
821 if (o_ptr->to_a > 0) return FEEL_GOOD;
823 /* Good "weapon" bonus */
824 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
826 /* Default to "average" */
831 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
832 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
833 * @return 擬似鑑定結果のIDを返す。
835 byte value_check_aux2(object_type *o_ptr)
837 /* Cursed items (all of them) */
838 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
840 /* Broken items (all of them) */
841 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
843 /* Artifacts -- except cursed/broken ones */
844 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
846 /* Ego-Items -- except cursed/broken ones */
847 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
849 /* Good armor bonus */
850 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
852 /* Good weapon bonuses */
853 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
860 * @brief 未鑑定なベースアイテムの基本価格を返す /
861 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
862 * @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
863 * @return オブジェクトの未鑑定価格
865 static PRICE object_value_base(object_type *o_ptr)
867 /* Aware item -- use template cost */
868 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
870 /* Analyze the type */
875 case TV_FOOD: return (5L);
877 /* Un-aware Potions */
878 case TV_POTION: return (20L);
880 /* Un-aware Scrolls */
881 case TV_SCROLL: return (20L);
883 /* Un-aware Staffs */
884 case TV_STAFF: return (70L);
887 case TV_WAND: return (50L);
890 case TV_ROD: return (90L);
893 case TV_RING: return (45L);
895 /* Un-aware Amulets */
896 case TV_AMULET: return (45L);
898 /* Figurines, relative to monster level */
901 DEPTH level = r_info[o_ptr->pval].level;
902 if (level < 20) return level*50L;
903 else if (level < 30) return 1000+(level-20)*150L;
904 else if (level < 40) return 2500+(level-30)*350L;
905 else if (level < 50) return 6000+(level-40)*800L;
906 else return 14000+(level-50)*2000L;
910 if (!o_ptr->pval) return 1000L;
911 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
914 /* Paranoia -- Oops */
920 * @brief オブジェクトのフラグ類から価格を算出する /
921 * Return the value of the flags the object has...
922 * @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
923 * @param plusses フラグに与える価格の基本重み
924 * @return オブジェクトのフラグ価格
926 PRICE flag_cost(object_type *o_ptr, int plusses)
929 BIT_FLAGS flgs[TR_FLAG_SIZE];
933 object_kind *k_ptr = &k_info[o_ptr->k_idx];
935 object_flags(o_ptr, flgs);
938 * Exclude fixed flags of the base item.
939 * pval bonuses of base item will be treated later.
941 for (i = 0; i < TR_FLAG_SIZE; i++)
942 flgs[i] &= ~(k_ptr->flags[i]);
944 /* Exclude fixed flags of the fixed artifact. */
945 if (object_is_fixed_artifact(o_ptr))
947 artifact_type *a_ptr = &a_info[o_ptr->name1];
949 for (i = 0; i < TR_FLAG_SIZE; i++)
950 flgs[i] &= ~(a_ptr->flags[i]);
953 /* Exclude fixed flags of the ego-item. */
954 else if (object_is_ego(o_ptr))
956 ego_item_type *e_ptr = &e_info[o_ptr->name2];
958 for (i = 0; i < TR_FLAG_SIZE; i++)
959 flgs[i] &= ~(e_ptr->flags[i]);
964 * Calucurate values of remaining flags
966 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
967 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
968 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
969 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
970 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
971 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
972 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
973 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
974 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
975 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
976 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
977 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
978 total += (10000 + (2500 * plusses));
979 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
980 total += (10000 + (2500 * plusses));
984 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
985 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
986 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
987 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
988 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
989 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
990 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
991 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
992 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
993 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
994 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
995 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
996 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
997 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
998 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
999 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1000 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1001 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1002 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1003 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1004 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1006 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1007 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1008 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1009 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1010 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1011 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1012 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1013 total += (tmp_cost * count);
1015 if (have_flag(flgs, TR_SUST_STR)) total += 850;
1016 if (have_flag(flgs, TR_SUST_INT)) total += 850;
1017 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1018 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1019 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1020 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1021 if (have_flag(flgs, TR_RIDING)) total += 0;
1022 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1023 if (have_flag(flgs, TR_THROW)) total += 5000;
1024 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1025 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1029 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1030 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1031 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1032 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1033 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1034 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1035 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1036 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1037 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1038 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1039 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1040 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1041 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1042 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1043 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1044 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1045 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1046 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1047 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1048 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1049 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1050 total += (tmp_cost * count);
1052 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1053 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1054 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1055 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1056 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1057 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1058 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1059 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1060 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1061 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1062 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1063 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1064 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1065 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1066 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1067 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1068 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1069 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1070 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1071 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1072 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1073 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1074 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1075 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1076 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1077 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1078 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1079 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1080 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1081 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1082 if (have_flag(flgs, TR_REGEN)) total += 2500;
1083 if (have_flag(flgs, TR_WARNING)) total += 2000;
1084 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1085 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1086 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1087 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1088 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1089 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1090 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1091 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1092 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1093 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1094 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1095 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1096 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1097 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1098 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1099 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1100 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1101 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1102 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1103 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1104 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1105 if (have_flag(flgs, TR_TELEPORT))
1107 if (object_is_cursed(o_ptr))
1112 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1113 if (have_flag(flgs, TR_BLESSED)) total += 750;
1114 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1115 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1116 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1117 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1118 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1120 /* Also, give some extra for activatable powers... */
1121 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1123 const activation_type* const act_ptr = find_activation_info(o_ptr);
1125 total += act_ptr->value;
1134 * @brief オブジェクトの真の価格を算出する /
1135 * Return the value of the flags the object has...
1136 * @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
1137 * @return オブジェクトの本価格
1139 * Return the "real" price of a "known" item, not including discounts\n
1141 * Wand and staffs get cost for each charge\n
1143 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1145 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1147 * Missiles are only worth 5 gold per bonus point, since they\n
1148 * usually appear in groups of 20, and we want the player to get\n
1149 * the same amount of cash for any "equivalent" item. Note that\n
1150 * missiles never have any of the "pval" flags, and in fact, they\n
1151 * only have a few of the available flags, primarily of the "slay"\n
1152 * and "brand" and "ignore" variety.\n
1154 * Armor with a negative armor bonus is worthless.\n
1155 * Weapons with negative hit+damage bonuses are worthless.\n
1157 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1159 PRICE object_value_real(object_type *o_ptr)
1162 BIT_FLAGS flgs[TR_FLAG_SIZE];
1163 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1166 /* Hack -- "worthless" items */
1167 if (!k_info[o_ptr->k_idx].cost) return (0L);
1170 value = k_info[o_ptr->k_idx].cost;
1172 /* Extract some flags */
1173 object_flags(o_ptr, flgs);
1176 if (object_is_fixed_artifact(o_ptr))
1178 artifact_type *a_ptr = &a_info[o_ptr->name1];
1180 /* Hack -- "worthless" artifacts */
1181 if (!a_ptr->cost) return (0L);
1183 /* Hack -- Use the artifact cost instead */
1184 value = a_ptr->cost;
1185 value += flag_cost(o_ptr, o_ptr->pval);
1187 /* Don't add pval bonuses etc. */
1192 else if (object_is_ego(o_ptr))
1194 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1196 /* Hack -- "worthless" ego-items */
1197 if (!e_ptr->cost) return (0L);
1199 /* Hack -- Reward the ego-item with a bonus */
1200 value += e_ptr->cost;
1201 value += flag_cost(o_ptr, o_ptr->pval);
1209 for (i = 0; i < TR_FLAG_SIZE; i++)
1210 if (o_ptr->art_flags[i]) flag = TRUE;
1212 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1215 /* Analyze pval bonus for normal object */
1216 switch (o_ptr->tval)
1239 if (!o_ptr->pval) break;
1241 /* Hack -- Negative "pval" is always bad */
1242 if (o_ptr->pval < 0) return (0L);
1244 /* Give credit for stat bonuses */
1245 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1246 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1247 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1248 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1249 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1250 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1252 /* Give credit for stealth and searching */
1253 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1254 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1255 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1257 /* Give credit for infra-vision and tunneling */
1258 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1259 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1261 /* Give credit for extra attacks */
1262 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1264 /* Give credit for speed bonus */
1265 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1271 /* Analyze the item */
1272 switch (o_ptr->tval)
1277 /* Pay extra for charges, depending on standard number of
1278 * charges. Handle new-style wands correctly. -LM-
1280 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1286 /* Pay extra for charges, depending on standard number of
1289 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1298 /* Hack -- negative bonuses are bad */
1299 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1301 /* Give credit for bonuses */
1302 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1318 /* Hack -- negative armor bonus */
1319 if (o_ptr->to_a < 0) return (0L);
1321 /* Give credit for bonuses */
1322 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1334 /* Hack -- negative hit/damage bonuses */
1335 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1337 /* Factor in the bonuses */
1338 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1340 /* Hack -- Factor in extra damage dice and sides */
1341 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1342 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1352 /* Hack -- negative hit/damage bonuses */
1353 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1355 /* Factor in the bonuses */
1356 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1358 /* Hack -- Factor in extra damage dice and sides */
1359 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1360 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1365 /* Figurines, relative to monster level */
1368 DEPTH level = r_info[o_ptr->pval].level;
1369 if (level < 20) value = level*50L;
1370 else if (level < 30) value = 1000+(level-20)*150L;
1371 else if (level < 40) value = 2500+(level-30)*350L;
1372 else if (level < 50) value = 6000+(level-40)*800L;
1373 else value = 14000+(level-50)*2000L;
1379 if (!o_ptr->pval) value = 1000L;
1380 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1386 if (!o_ptr->pval) value = 0L;
1391 /* Worthless object */
1392 if (value < 0) return 0L;
1394 /* Return the value */
1400 * @brief オブジェクト価格算出のメインルーチン /
1401 * Return the price of an item including plusses (and charges)
1402 * @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
1403 * @return オブジェクトの判明している現価格
1405 * This function returns the "value" of the given item (qty one)\n
1407 * Never notice "unknown" bonuses or properties, including "curses",\n
1408 * since that would give the player information he did not have.\n
1410 * Note that discounted items stay discounted forever, even if\n
1411 * the discount is "forgotten" by the player via memory loss.\n
1413 PRICE object_value(object_type *o_ptr)
1417 /* Unknown items -- acquire a base value */
1418 if (object_is_known(o_ptr))
1420 /* Broken items -- worthless */
1421 if (object_is_broken(o_ptr)) return (0L);
1423 /* Cursed items -- worthless */
1424 if (object_is_cursed(o_ptr)) return (0L);
1426 /* Real value (see above) */
1427 value = object_value_real(o_ptr);
1430 /* Known items -- acquire the actual value */
1433 /* Hack -- Felt broken items */
1434 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1436 /* Hack -- Felt cursed items */
1437 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1439 /* Base value (see above) */
1440 value = object_value_base(o_ptr);
1443 /* Apply discount (if any) */
1444 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1446 /* Return the final value */
1453 * @brief 破壊可能なアイテムかを返す /
1454 * Determines whether an object can be destroyed, and makes fake inscription.
1455 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1456 * @return オブジェクトが破壊可能ならばTRUEを返す
1458 bool can_player_destroy_object(object_type *o_ptr)
1460 /* Artifacts cannot be destroyed */
1461 if (!object_is_artifact(o_ptr)) return TRUE;
1463 /* If object is unidentified, makes fake inscription */
1464 if (!object_is_known(o_ptr))
1466 byte feel = FEEL_SPECIAL;
1468 /* Hack -- Handle icky artifacts */
1469 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1471 /* Hack -- inscribe the artifact */
1472 o_ptr->feeling = feel;
1474 /* We have "felt" it (again) */
1475 o_ptr->ident |= (IDENT_SENSE);
1476 p_ptr->update |= (PU_COMBINE);
1477 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1482 /* Identified artifact -- Nothing to do */
1488 * @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 /
1489 * Distribute charges of rods or wands.
1490 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1491 * @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
1492 * @param amt 分割したい回数量 number of items that are transfered
1495 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1496 * charges need to be allocated between the two stacks. If all the items\n
1497 * are being dropped, it makes for a neater message to leave the original\n
1498 * stack's pval alone. -LM-\n
1500 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1502 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1504 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1505 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1507 /* Hack -- Rods also need to have their timeouts distributed. The
1508 * dropped stack will accept all time remaining to charge up to its
1511 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1513 if (q_ptr->pval > o_ptr->timeout)
1514 q_ptr->timeout = o_ptr->timeout;
1516 q_ptr->timeout = q_ptr->pval;
1518 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1524 * @brief 魔法棒やロッドの使用回数を減らす /
1525 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1526 * @param amt 減らしたい回数量 number of items that are transfered
1529 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1530 * charges of the stack needs to be reduced, unless all the items are\n
1531 * being destroyed. -LM-\n
1533 void reduce_charges(object_type *o_ptr, int amt)
1535 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1536 (amt < o_ptr->number))
1538 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1543 * Determine if an item can "absorb" a second item
1545 * See "object_absorb()" for the actual "absorption" code.
1547 * If permitted, we allow staffs (if they are known to have equal charges
1548 * and both are either known or confirmed empty) and wands (if both are
1549 * either known or confirmed empty) and rods (in all cases) to combine.
1550 * Staffs will unstack (if necessary) when they are used, but wands and
1551 * rods will only unstack if one is dropped. -LM-
1553 * If permitted, we allow weapons/armor to stack, if fully "known".
1555 * Missiles will combine if both stacks have the same "known" status.
1556 * This is done to make unidentified stacks of missiles useful.
1558 * Food, potions, scrolls, and "easy know" items always stack.
1560 * Chests, and activatable items, never stack (for various reasons).
1564 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1566 #define MAX_STACK_SIZE 99
1570 * @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。
1571 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1572 * @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
1573 * @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
1574 * @return 重ね合わせ可能なアイテム数
1576 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1580 /* Default maximum number of stack */
1581 int max_num = MAX_STACK_SIZE;
1583 /* Require identical object types */
1584 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1587 /* Analyze the items */
1588 switch (o_ptr->tval)
1590 /* Chests and Statues*/
1601 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1602 if (o_ptr->pval != j_ptr->pval) return 0;
1606 /* Figurines and Corpses*/
1611 if (o_ptr->pval != j_ptr->pval) return 0;
1617 /* Food and Potions and Scrolls */
1629 /* Require either knowledge or known empty for both staffs. */
1630 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1631 !object_is_known(o_ptr)) ||
1632 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1633 !object_is_known(j_ptr))) return 0;
1635 /* Require identical charges, since staffs are bulky. */
1636 if (o_ptr->pval != j_ptr->pval) return 0;
1645 /* Require either knowledge or known empty for both wands. */
1646 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1647 !object_is_known(o_ptr)) ||
1648 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1649 !object_is_known(j_ptr))) return 0;
1651 /* Wand charges combine in O&ZAngband. */
1657 /* Staffs and Wands and Rods */
1660 /* Prevent overflaw of timeout */
1661 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1667 /* Weapons and Armor */
1683 /* Rings, Amulets, Lites */
1689 /* Require full knowledge of both items */
1690 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1700 /* Require identical knowledge of both items */
1701 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1702 if (o_ptr->feeling != j_ptr->feeling) return 0;
1704 /* Require identical "bonuses" */
1705 if (o_ptr->to_h != j_ptr->to_h) return 0;
1706 if (o_ptr->to_d != j_ptr->to_d) return 0;
1707 if (o_ptr->to_a != j_ptr->to_a) return 0;
1709 /* Require identical "pval" code */
1710 if (o_ptr->pval != j_ptr->pval) return 0;
1712 /* Artifacts never stack */
1713 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1715 /* Require identical "ego-item" names */
1716 if (o_ptr->name2 != j_ptr->name2) return 0;
1718 /* Require identical added essence */
1719 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1720 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1722 /* Hack -- Never stack "powerful" items */
1723 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1725 /* Hack -- Never stack recharging items */
1726 if (o_ptr->timeout || j_ptr->timeout) return 0;
1728 /* Require identical "values" */
1729 if (o_ptr->ac != j_ptr->ac) return 0;
1730 if (o_ptr->dd != j_ptr->dd) return 0;
1731 if (o_ptr->ds != j_ptr->ds) return 0;
1740 /* Require knowledge */
1741 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1749 /* Hack -- Identical art_flags! */
1750 for (i = 0; i < TR_FLAG_SIZE; i++)
1751 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1753 /* Hack -- Require identical "cursed" status */
1754 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1756 /* Hack -- Require identical "broken" status */
1757 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1760 /* Hack -- require semi-matching "inscriptions" */
1761 if (o_ptr->inscription && j_ptr->inscription &&
1762 (o_ptr->inscription != j_ptr->inscription))
1765 /* Hack -- normally require matching "inscriptions" */
1766 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1768 /* Hack -- normally require matching "discounts" */
1769 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1772 /* They match, so they must be similar */
1777 * @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。
1778 * Determine if an item can absorb a second item.
1779 * @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
1780 * @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
1781 * @return 重ね合わせ可能ならばTRUEを返す。
1783 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1785 int total = o_ptr->number + j_ptr->number;
1788 /* Are these objects similar? */
1789 max_num = object_similar_part(o_ptr, j_ptr);
1791 /* Return if not similar */
1792 if (!max_num) return FALSE;
1794 /* Maximal "stacking" limit */
1795 if (total > max_num) return (0);
1798 /* They match, so they must be similar */
1804 * @brief 両オブジェクトをスロットに重ね合わせる。
1805 * Allow one item to "absorb" another, assuming they are similar
1806 * @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
1807 * @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
1810 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1812 int max_num = object_similar_part(o_ptr, j_ptr);
1813 int total = o_ptr->number + j_ptr->number;
1814 int diff = (total > max_num) ? total - max_num : 0;
1816 /* Combine quantity, lose excess items */
1817 o_ptr->number = (total > max_num) ? max_num : total;
1819 /* Hack -- blend "known" status */
1820 if (object_is_known(j_ptr)) object_known(o_ptr);
1822 /* Hack -- clear "storebought" if only one has it */
1823 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1824 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1826 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1827 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1830 /* Hack -- blend "mental" status */
1831 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1833 /* Hack -- blend "inscriptions" */
1834 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1836 /* Hack -- blend "feelings" */
1837 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1839 /* Hack -- could average discounts */
1840 /* Hack -- save largest discount */
1841 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1843 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1844 if (o_ptr->tval == TV_ROD)
1846 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1847 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1850 /* Hack -- if wands are stacking, combine the charges. -LM- */
1851 if (o_ptr->tval == TV_WAND)
1853 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1859 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1860 * Find the index of the object_kind with the given tval and sval
1861 * @param tval 検索したいベースアイテムのtval
1862 * @param sval 検索したいベースアイテムのsval
1865 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1869 KIND_OBJECT_IDX bk = 0;
1872 for (k = 1; k < max_k_idx; k++)
1874 object_kind *k_ptr = &k_info[k];
1876 /* Require correct tval */
1877 if (k_ptr->tval != tval) continue;
1880 if (k_ptr->sval == sval) return (k);
1882 /* Ignore illegal items */
1883 if (sval != SV_ANY) continue;
1885 /* Apply the randomizer */
1886 if (!one_in_(++num)) continue;
1888 /* Use this value */
1892 /* Return this choice */
1899 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1908 * @brief オブジェクトを初期化する
1909 * Wipe an object clean.
1910 * @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
1913 void object_wipe(object_type *o_ptr)
1915 /* Wipe the structure */
1916 (void)WIPE(o_ptr, object_type);
1921 * @brief オブジェクトを複製する
1922 * Wipe an object clean.
1923 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1924 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1927 void object_copy(object_type *o_ptr, object_type *j_ptr)
1929 /* Copy the structure */
1930 (void)COPY(o_ptr, j_ptr, object_type);
1935 * @brief オブジェクト構造体にベースアイテムを作成する
1936 * Prepare an object based on an object kind.
1937 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1938 * @param k_idx 新たに作成したいベースアイテム情報のID
1941 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1943 object_kind *k_ptr = &k_info[k_idx];
1945 /* Clear the record */
1948 /* Save the kind index */
1949 o_ptr->k_idx = k_idx;
1951 /* Efficiency -- tval/sval */
1952 o_ptr->tval = k_ptr->tval;
1953 o_ptr->sval = k_ptr->sval;
1955 /* Default "pval" */
1956 o_ptr->pval = k_ptr->pval;
1958 /* Default number */
1961 /* Default weight */
1962 o_ptr->weight = k_ptr->weight;
1965 o_ptr->to_h = k_ptr->to_h;
1966 o_ptr->to_d = k_ptr->to_d;
1967 o_ptr->to_a = k_ptr->to_a;
1970 o_ptr->ac = k_ptr->ac;
1971 o_ptr->dd = k_ptr->dd;
1972 o_ptr->ds = k_ptr->ds;
1974 /* Default activation */
1975 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1977 /* Hack -- worthless items are always "broken" */
1978 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1980 /* Hack -- cursed items are always "cursed" */
1981 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1982 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1983 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1984 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1985 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1986 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1991 * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
1992 * Help determine an "enchantment bonus" for an object.
1993 * @param max ボーナス値の限度
1994 * @param level ボーナス値に加味する基準生成階
1995 * @return 算出されたボーナス値
1997 * To avoid floating point but still provide a smooth distribution of bonuses,\n
1998 * we simply round the results of division in such a way as to "average" the\n
1999 * correct floating point value.\n
2001 * This function has been changed. It uses "randnor()" to choose values from\n
2002 * a normal distribution, whose mean moves from zero towards the max as the\n
2003 * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2004 * and whose values are forced to lie between zero and the max, inclusive.\n
2006 * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2007 * rare to get the "full" enchantment on an object, even a deep levels.\n
2009 * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2011 * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2013 * N 0 1 2 3 4 5 6 7 8 9 10\n
2014 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
2015 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
2016 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
2017 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
2018 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
2019 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
2020 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
2021 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
2022 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
2023 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
2024 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
2025 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
2026 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
2027 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
2028 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
2029 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
2030 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
2031 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
2033 int m_bonus(int max, DEPTH level)
2035 int bonus, stand, extra, value;
2038 /* Paranoia -- enforce maximal "level" */
2039 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2042 /* The "bonus" moves towards the max */
2043 bonus = ((max * level) / MAX_DEPTH);
2045 /* Hack -- determine fraction of error */
2046 extra = ((max * level) % MAX_DEPTH);
2048 /* Hack -- simulate floating point computations */
2049 if (randint0(MAX_DEPTH) < extra) bonus++;
2052 /* The "stand" is equal to one quarter of the max */
2055 /* Hack -- determine fraction of error */
2058 /* Hack -- simulate floating point computations */
2059 if (randint0(4) < extra) stand++;
2062 /* Choose an "interesting" value */
2063 value = randnor(bonus, stand);
2065 /* Enforce the minimum value */
2066 if (value < 0) return (0);
2068 /* Enforce the maximum value */
2069 if (value > max) return (max);
2075 * @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
2076 * @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
2079 static void object_mention(object_type *o_ptr)
2081 GAME_TEXT o_name[MAX_NLEN];
2083 object_aware(o_ptr);
2084 object_known(o_ptr);
2086 /* Mark the item as fully known */
2087 o_ptr->ident |= (IDENT_MENTAL);
2088 object_desc(o_name, o_ptr, 0);
2089 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2094 * @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
2095 * Choose random ego type
2096 * @param slot 取得したいエゴの装備部位
2097 * @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。
2098 * @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。
2100 static byte get_random_ego(byte slot, bool good)
2103 ego_item_type *e_ptr;
2107 for (i = 1; i < max_e_idx; i++)
2111 if (e_ptr->slot == slot
2112 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2115 total += (255 / e_ptr->rarity);
2119 value = randint1(total);
2121 for (i = 1; i < max_e_idx; i++)
2125 if (e_ptr->slot == slot
2126 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2129 value -= (255 / e_ptr->rarity);
2130 if (value <= 0L) break;
2138 * @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
2139 * Apply magic to an item known to be a "weapon"
2140 * @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
2141 * @param level 生成基準階
2142 * @param power 生成ランク
2145 * Hack -- note special base damage dice boosting\n
2146 * Hack -- note special processing for weapon/digger\n
2148 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2150 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2151 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2153 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2154 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2156 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2158 tohit2 = (tohit2+1)/2;
2159 todam2 = (todam2+1)/2;
2166 o_ptr->to_h += tohit1;
2167 o_ptr->to_d += todam1;
2173 o_ptr->to_h += tohit2;
2174 o_ptr->to_d += todam2;
2182 o_ptr->to_h -= tohit1;
2183 o_ptr->to_d -= todam1;
2188 /* Penalize again */
2189 o_ptr->to_h -= tohit2;
2190 o_ptr->to_d -= todam2;
2193 /* Cursed (if "bad") */
2194 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2197 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2199 switch (o_ptr->tval)
2206 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2207 create_artifact(o_ptr, FALSE);
2209 /* Special Ego-item */
2210 o_ptr->name2 = EGO_DIGGING;
2214 else if (power < -1)
2216 /* Hack -- Horrible digging bonus */
2217 o_ptr->pval = 0 - (5 + randint1(5));
2223 /* Hack -- Reverse digging bonus */
2224 o_ptr->pval = 0 - (o_ptr->pval);
2238 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2240 create_artifact(o_ptr, FALSE);
2245 /* Roll for an ego-item */
2246 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2247 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2249 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2251 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2256 switch (o_ptr->name2)
2259 if (one_in_(4) && (level > 40))
2260 add_flag(o_ptr->art_flags, TR_BLOWS);
2264 add_flag(o_ptr->art_flags, TR_RES_POIS);
2266 add_flag(o_ptr->art_flags, TR_WARNING);
2268 case EGO_KILL_DRAGON:
2270 add_flag(o_ptr->art_flags, TR_RES_POIS);
2274 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2276 case EGO_SLAYING_WEAPON:
2277 if (one_in_(3)) /* double damage */
2285 while (one_in_(o_ptr->dd));
2291 while (one_in_(o_ptr->ds));
2296 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2298 if (o_ptr->tval == TV_SWORD && one_in_(3))
2300 add_flag(o_ptr->art_flags, TR_VORPAL);
2305 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2311 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2313 add_flag(o_ptr->art_flags, TR_DEX);
2315 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2318 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2320 case EGO_EARTHQUAKES:
2321 if (one_in_(3) && (level > 60))
2322 add_flag(o_ptr->art_flags, TR_BLOWS);
2324 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2328 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2332 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2334 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2336 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2337 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2340 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2341 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2342 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2343 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2347 if (!o_ptr->art_name)
2349 /* Hack -- Super-charge the damage dice */
2350 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2352 /* Hack -- Lower the damage dice */
2353 if (o_ptr->dd > 9) o_ptr->dd = 9;
2358 else if (power < -1)
2360 /* Roll for ego-item */
2361 if (randint0(MAX_DEPTH) < level)
2365 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2366 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2372 switch (o_ptr->name2)
2375 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2376 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2378 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2379 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2380 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2381 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2382 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2383 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2397 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2399 create_artifact(o_ptr, FALSE);
2402 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2416 if (power > 2) /* power > 2 is debug only */
2418 create_artifact(o_ptr, FALSE);
2422 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2424 switch (o_ptr->name2)
2426 case EGO_SLAYING_BOLT:
2431 /* Hack -- super-charge the damage dice */
2432 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2434 /* Hack -- restrict the damage dice */
2435 if (o_ptr->dd > 9) o_ptr->dd = 9;
2439 else if (power < -1)
2441 /* Roll for ego-item */
2442 if (randint0(MAX_DEPTH) < level)
2444 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2454 * @brief ドラゴン装備にランダムな耐性を与える
2455 * @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
2458 static void dragon_resist(object_type * o_ptr)
2463 one_dragon_ele_resistance(o_ptr);
2465 one_high_resistance(o_ptr);
2471 * @brief オブジェクトにランダムな強いESPを与える
2472 * @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
2475 static bool add_esp_strong(object_type *o_ptr)
2477 bool nonliv = FALSE;
2479 switch (randint1(3))
2481 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2482 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2483 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2490 * @brief オブジェクトにランダムな弱いESPを与える
2491 * @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
2492 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2495 static void add_esp_weak(object_type *o_ptr, bool extra)
2498 u32b weak_esp_list[] = {
2510 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2511 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2513 /* Add unduplicated weak esp flags randomly */
2514 for (i = 0; i < add_count; ++ i)
2516 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2518 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2519 weak_esp_list[choice] = weak_esp_list[i];
2525 * @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
2526 * Apply magic to an item known to be "armor"
2527 * @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
2528 * @param level 生成基準階
2529 * @param power 生成ランク
2532 * Hack -- note special processing for crown/helm\n
2533 * Hack -- note special processing for robe of permanence\n
2535 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2537 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2538 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2544 o_ptr->to_a += toac1;
2550 o_ptr->to_a += toac2;
2558 o_ptr->to_a -= toac1;
2563 /* Penalize again */
2564 o_ptr->to_a -= toac2;
2567 /* Cursed (if "bad") */
2568 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2571 switch (o_ptr->tval)
2575 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2576 create_artifact(o_ptr, FALSE);
2586 /* Hack -- Try for "Robes of the Magi" */
2587 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2588 (o_ptr->sval == SV_ROBE) &&
2589 (randint0(100) < 15))
2593 o_ptr->name2 = EGO_YOIYAMI;
2594 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2595 o_ptr->sval = SV_YOIYAMI_ROBE;
2601 o_ptr->name2 = EGO_PERMANENCE;
2606 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2608 create_artifact(o_ptr, FALSE);
2614 bool okay_flag = TRUE;
2616 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2618 switch (o_ptr->name2)
2621 if (o_ptr->tval != TV_HARD_ARMOR)
2627 if (o_ptr->tval != TV_SOFT_ARMOR)
2636 if (okay_flag) break;
2638 switch (o_ptr->name2)
2640 case EGO_RESISTANCE:
2642 add_flag(o_ptr->art_flags, TR_RES_POIS);
2645 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2646 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2650 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2652 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2654 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2655 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2657 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2658 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2659 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2660 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2661 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2662 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2663 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2664 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2667 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2668 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2669 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2670 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2671 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2672 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2685 if (o_ptr->sval == SV_DRAGON_SHIELD)
2687 dragon_resist(o_ptr);
2688 if (!one_in_(3)) break;
2694 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2696 create_artifact(o_ptr, FALSE);
2702 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2703 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2704 && o_ptr->name2 == EGO_S_DWARVEN)
2711 switch (o_ptr->name2)
2714 if (!one_in_(3)) one_high_resistance(o_ptr);
2715 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2717 case EGO_REFLECTION:
2718 if (o_ptr->sval == SV_MIRROR_SHIELD)
2723 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2724 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2733 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2735 dragon_resist(o_ptr);
2736 if (!one_in_(3)) break;
2740 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2742 create_artifact(o_ptr, FALSE);
2745 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2749 else if (power < -1)
2751 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2759 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2761 dragon_resist(o_ptr);
2762 if (!one_in_(3)) break;
2767 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2769 create_artifact(o_ptr, FALSE);
2772 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2774 switch (o_ptr->name2)
2776 case EGO_SLOW_DESCENT:
2779 one_high_resistance(o_ptr);
2785 else if (power < -1)
2787 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2798 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2800 create_artifact(o_ptr, FALSE);
2805 bool ok_flag = TRUE;
2806 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2808 switch (o_ptr->name2)
2811 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2812 else add_esp_weak(o_ptr, FALSE);
2816 case EGO_REGENERATION:
2817 case EGO_LORDLINESS:
2823 if (one_in_(2)) add_esp_strong(o_ptr);
2824 else add_esp_weak(o_ptr, FALSE);
2827 default:/* not existing crown (wisdom,lite, etc...) */
2831 break; /* while (1) */
2837 else if (power < -1)
2841 bool ok_flag = TRUE;
2842 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2844 switch (o_ptr->name2)
2846 case EGO_ANCIENT_CURSE:
2847 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2848 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2849 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2850 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2851 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2852 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2856 break; /* while (1) */
2865 if (o_ptr->sval == SV_DRAGON_HELM)
2867 dragon_resist(o_ptr);
2868 if (!one_in_(3)) break;
2874 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2876 create_artifact(o_ptr, FALSE);
2881 bool ok_flag = TRUE;
2882 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2884 switch (o_ptr->name2)
2886 case EGO_BRILLIANCE:
2888 case EGO_INFRAVISION:
2889 case EGO_H_PROTECTION:
2894 if (one_in_(2)) add_esp_strong(o_ptr);
2895 else add_esp_weak(o_ptr, FALSE);
2899 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2900 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2903 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2905 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2907 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2908 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2910 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2911 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2912 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2913 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2914 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2915 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2916 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2917 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2919 default:/* not existing helm (Magi, Might, etc...)*/
2923 break; /* while (1) */
2928 else if (power < -1)
2932 bool ok_flag = TRUE;
2933 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2935 switch (o_ptr->name2)
2937 case EGO_ANCIENT_CURSE:
2941 break; /* while (1) */
2952 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2954 create_artifact(o_ptr, FALSE);
2957 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2959 switch (o_ptr->name2)
2968 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2969 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2970 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2971 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2978 else if (power < -1)
2980 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2991 * @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
2992 * Apply magic to an item known to be a "ring" or "amulet"
2993 * @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
2994 * @param level 生成基準階
2995 * @param power 生成ランク
2998 * Hack -- note special "pval boost" code for ring of speed\n
2999 * Hack -- note that some items must be cursed (or blessed)\n
3001 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
3003 /* Apply magic (good or bad) according to type */
3004 switch (o_ptr->tval)
3009 switch (o_ptr->sval)
3011 case SV_RING_ATTACKS:
3014 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
3015 if (one_in_(15)) o_ptr->pval++;
3016 if (o_ptr->pval < 1) o_ptr->pval = 1;
3022 o_ptr->ident |= (IDENT_BROKEN);
3025 o_ptr->curse_flags |= TRC_CURSED;
3028 o_ptr->pval = 0 - (o_ptr->pval);
3039 /* Strength, Constitution, Dexterity, Intelligence */
3045 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3051 o_ptr->ident |= (IDENT_BROKEN);
3054 o_ptr->curse_flags |= TRC_CURSED;
3057 o_ptr->pval = 0 - (o_ptr->pval);
3063 /* Ring of Speed! */
3066 /* Base speed (1 to 10) */
3067 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3069 /* Super-charge the ring */
3070 while (randint0(100) < 50) o_ptr->pval++;
3076 o_ptr->ident |= (IDENT_BROKEN);
3079 o_ptr->curse_flags |= TRC_CURSED;
3082 o_ptr->pval = 0 - (o_ptr->pval);
3090 case SV_RING_LORDLY:
3094 one_lordly_high_resistance(o_ptr);
3098 /* Bonus to armor class */
3099 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3103 case SV_RING_WARNING:
3105 if (one_in_(3)) one_low_esp(o_ptr);
3110 case SV_RING_SEARCHING:
3112 /* Bonus to searching */
3113 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3119 o_ptr->ident |= (IDENT_BROKEN);
3122 o_ptr->curse_flags |= TRC_CURSED;
3125 o_ptr->pval = 0 - (o_ptr->pval);
3131 /* Flames, Acid, Ice */
3132 case SV_RING_FLAMES:
3137 /* Bonus to armor class */
3138 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3142 /* Weakness, Stupidity */
3143 case SV_RING_WEAKNESS:
3144 case SV_RING_STUPIDITY:
3147 o_ptr->ident |= (IDENT_BROKEN);
3150 o_ptr->curse_flags |= TRC_CURSED;
3153 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3154 if (power > 0) power = 0 - power;
3159 /* WOE, Stupidity */
3163 o_ptr->ident |= (IDENT_BROKEN);
3166 o_ptr->curse_flags |= TRC_CURSED;
3169 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
3170 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3171 if (power > 0) power = 0 - power;
3176 /* Ring of damage */
3177 case SV_RING_DAMAGE:
3179 /* Bonus to damage */
3180 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3186 o_ptr->ident |= (IDENT_BROKEN);
3189 o_ptr->curse_flags |= TRC_CURSED;
3192 o_ptr->to_d = 0 - o_ptr->to_d;
3198 /* Ring of Accuracy */
3199 case SV_RING_ACCURACY:
3202 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3208 o_ptr->ident |= (IDENT_BROKEN);
3211 o_ptr->curse_flags |= TRC_CURSED;
3214 o_ptr->to_h = 0 - o_ptr->to_h;
3220 /* Ring of Protection */
3221 case SV_RING_PROTECTION:
3223 /* Bonus to armor class */
3224 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3230 o_ptr->ident |= (IDENT_BROKEN);
3233 o_ptr->curse_flags |= TRC_CURSED;
3236 o_ptr->to_a = 0 - o_ptr->to_a;
3242 /* Ring of Slaying */
3243 case SV_RING_SLAYING:
3245 /* Bonus to damage and to hit */
3246 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3247 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3253 o_ptr->ident |= (IDENT_BROKEN);
3256 o_ptr->curse_flags |= TRC_CURSED;
3258 /* Reverse bonuses */
3259 o_ptr->to_h = 0 - o_ptr->to_h;
3260 o_ptr->to_d = 0 - o_ptr->to_d;
3266 case SV_RING_MUSCLE:
3268 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3269 if (one_in_(4)) o_ptr->pval++;
3275 o_ptr->ident |= (IDENT_BROKEN);
3278 o_ptr->curse_flags |= TRC_CURSED;
3280 /* Reverse bonuses */
3281 o_ptr->pval = 0 - o_ptr->pval;
3286 case SV_RING_AGGRAVATION:
3289 o_ptr->ident |= (IDENT_BROKEN);
3292 o_ptr->curse_flags |= TRC_CURSED;
3294 if (power > 0) power = 0 - power;
3298 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3299 || (power > 2)) /* power > 2 is debug only */
3301 o_ptr->pval = MIN(o_ptr->pval, 4);
3302 /* Randart amulet */
3303 create_artifact(o_ptr, FALSE);
3305 else if ((power == 2) && one_in_(2))
3307 while(!o_ptr->name2)
3309 int tmp = m_bonus(10, level);
3310 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3311 switch(randint1(28))
3314 o_ptr->name2 = EGO_RING_THROW;
3317 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3318 o_ptr->name2 = EGO_RING_REGEN;
3321 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3322 o_ptr->name2 = EGO_RING_LITE;
3325 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3326 o_ptr->name2 = EGO_RING_TELEPORT;
3329 if (o_ptr->to_h) break;
3330 o_ptr->name2 = EGO_RING_TO_H;
3333 if (o_ptr->to_d) break;
3334 o_ptr->name2 = EGO_RING_TO_D;
3337 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3338 o_ptr->name2 = EGO_RING_SLAY;
3341 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3342 o_ptr->name2 = EGO_RING_WIZARD;
3345 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3346 o_ptr->name2 = EGO_RING_HERO;
3349 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3350 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3351 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3352 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3355 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3356 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;
3357 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3358 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3359 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3362 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3363 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;
3364 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3365 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3366 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3369 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3370 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;
3371 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3372 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3375 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3376 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;
3377 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3378 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3380 case 21: case 22: case 23: case 24: case 25: case 26:
3381 switch (o_ptr->sval)
3384 if (!one_in_(3)) break;
3385 o_ptr->name2 = EGO_RING_D_SPEED;
3387 case SV_RING_DAMAGE:
3388 case SV_RING_ACCURACY:
3389 case SV_RING_SLAYING:
3390 if (one_in_(2)) break;
3391 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3394 o_ptr->name2 = EGO_RING_BERSERKER;
3395 o_ptr->to_h -= 2+randint1(4);
3396 o_ptr->to_d += 2+randint1(4);
3399 case SV_RING_PROTECTION:
3400 o_ptr->name2 = EGO_RING_SUPER_AC;
3401 o_ptr->to_a += 7 + m_bonus(5, level);
3403 case SV_RING_RES_FEAR:
3404 o_ptr->name2 = EGO_RING_HERO;
3407 if (one_in_(2)) break;
3408 o_ptr->name2 = EGO_RING_HUNTER;
3410 case SV_RING_SEARCHING:
3411 o_ptr->name2 = EGO_RING_STEALTH;
3413 case SV_RING_TELEPORTATION:
3414 o_ptr->name2 = EGO_RING_TELE_AWAY;
3416 case SV_RING_RES_BLINDNESS:
3418 o_ptr->name2 = EGO_RING_RES_LITE;
3420 o_ptr->name2 = EGO_RING_RES_DARK;
3422 case SV_RING_LORDLY:
3423 if (!one_in_(20)) break;
3424 one_lordly_high_resistance(o_ptr);
3425 one_lordly_high_resistance(o_ptr);
3426 o_ptr->name2 = EGO_RING_TRUE;
3428 case SV_RING_SUSTAIN:
3429 if (!one_in_(4)) break;
3430 o_ptr->name2 = EGO_RING_RES_TIME;
3432 case SV_RING_FLAMES:
3433 if (!one_in_(2)) break;
3434 o_ptr->name2 = EGO_RING_DRAGON_F;
3437 if (!one_in_(2)) break;
3438 o_ptr->name2 = EGO_RING_DRAGON_C;
3440 case SV_RING_WARNING:
3441 if (!one_in_(2)) break;
3442 o_ptr->name2 = EGO_RING_M_DETECT;
3450 o_ptr->curse_flags = 0L;
3452 else if ((power == -2) && one_in_(2))
3454 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3455 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3456 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3457 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3458 o_ptr->art_flags[0] = 0;
3459 o_ptr->art_flags[1] = 0;
3460 while(!o_ptr->name2)
3462 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3466 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3467 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3470 o_ptr->name2 = EGO_RING_NO_MELEE;
3473 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3474 o_ptr->name2 = EGO_RING_AGGRAVATE;
3477 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3478 o_ptr->name2 = EGO_RING_TY_CURSE;
3481 o_ptr->name2 = EGO_RING_ALBINO;
3486 o_ptr->ident |= (IDENT_BROKEN);
3489 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3497 switch (o_ptr->sval)
3499 /* Amulet of wisdom/charisma */
3500 case SV_AMULET_INTELLIGENCE:
3501 case SV_AMULET_WISDOM:
3502 case SV_AMULET_CHARISMA:
3504 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3510 o_ptr->ident |= (IDENT_BROKEN);
3513 o_ptr->curse_flags |= (TRC_CURSED);
3515 /* Reverse bonuses */
3516 o_ptr->pval = 0 - o_ptr->pval;
3522 /* Amulet of brilliance */
3523 case SV_AMULET_BRILLIANCE:
3525 o_ptr->pval = 1 + m_bonus(3, level);
3526 if (one_in_(4)) o_ptr->pval++;
3532 o_ptr->ident |= (IDENT_BROKEN);
3535 o_ptr->curse_flags |= (TRC_CURSED);
3537 /* Reverse bonuses */
3538 o_ptr->pval = 0 - o_ptr->pval;
3544 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3548 o_ptr->curse_flags |= (TRC_CURSED);
3553 case SV_AMULET_RESISTANCE:
3555 if (one_in_(5)) one_high_resistance(o_ptr);
3556 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3560 /* Amulet of searching */
3561 case SV_AMULET_SEARCHING:
3563 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3569 o_ptr->ident |= (IDENT_BROKEN);
3572 o_ptr->curse_flags |= (TRC_CURSED);
3574 /* Reverse bonuses */
3575 o_ptr->pval = 0 - (o_ptr->pval);
3581 /* Amulet of the Magi -- never cursed */
3582 case SV_AMULET_THE_MAGI:
3584 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3585 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3587 /* gain one low ESP */
3588 add_esp_weak(o_ptr, FALSE);
3593 /* Amulet of Doom -- always cursed */
3594 case SV_AMULET_DOOM:
3597 o_ptr->ident |= (IDENT_BROKEN);
3600 o_ptr->curse_flags |= (TRC_CURSED);
3603 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3604 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3605 if (power > 0) power = 0 - power;
3610 case SV_AMULET_MAGIC_MASTERY:
3612 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3618 o_ptr->ident |= (IDENT_BROKEN);
3621 o_ptr->curse_flags |= (TRC_CURSED);
3623 /* Reverse bonuses */
3624 o_ptr->pval = 0 - o_ptr->pval;
3630 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3631 || (power > 2)) /* power > 2 is debug only */
3633 o_ptr->pval = MIN(o_ptr->pval, 4);
3634 /* Randart amulet */
3635 create_artifact(o_ptr, FALSE);
3637 else if ((power == 2) && one_in_(2))
3639 while(!o_ptr->name2)
3641 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3642 switch(randint1(21))
3645 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3646 o_ptr->name2 = EGO_AMU_SLOW_D;
3649 if (o_ptr->pval) break;
3650 o_ptr->name2 = EGO_AMU_INFRA;
3653 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3654 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3657 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3658 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3661 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3662 o_ptr->name2 = EGO_AMU_LEVITATION;
3664 case 10: case 11: case 21:
3665 o_ptr->name2 = EGO_AMU_AC;
3668 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3669 if (m_bonus(10, level) > 8)
3670 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3672 o_ptr->name2 = EGO_AMU_RES_FIRE;
3675 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3676 if (m_bonus(10, level) > 8)
3677 o_ptr->name2 = EGO_AMU_RES_COLD_;
3679 o_ptr->name2 = EGO_AMU_RES_COLD;
3682 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3683 if (m_bonus(10, level) > 8)
3684 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3686 o_ptr->name2 = EGO_AMU_RES_ELEC;
3689 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3690 if (m_bonus(10, level) > 8)
3691 o_ptr->name2 = EGO_AMU_RES_ACID_;
3693 o_ptr->name2 = EGO_AMU_RES_ACID;
3695 case 16: case 17: case 18: case 19: case 20:
3696 switch (o_ptr->sval)
3698 case SV_AMULET_TELEPORT:
3699 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3700 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3701 else o_ptr->name2 = EGO_AMU_TELEPORT;
3703 case SV_AMULET_RESIST_ACID:
3704 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3706 case SV_AMULET_SEARCHING:
3707 o_ptr->name2 = EGO_AMU_STEALTH;
3709 case SV_AMULET_BRILLIANCE:
3710 if (!one_in_(3)) break;
3711 o_ptr->name2 = EGO_AMU_IDENT;
3713 case SV_AMULET_CHARISMA:
3714 if (!one_in_(3)) break;
3715 o_ptr->name2 = EGO_AMU_CHARM;
3717 case SV_AMULET_THE_MAGI:
3718 if (one_in_(2)) break;
3719 o_ptr->name2 = EGO_AMU_GREAT;
3721 case SV_AMULET_RESISTANCE:
3722 if (!one_in_(5)) break;
3723 o_ptr->name2 = EGO_AMU_DEFENDER;
3725 case SV_AMULET_TELEPATHY:
3726 if (!one_in_(3)) break;
3727 o_ptr->name2 = EGO_AMU_DETECTION;
3732 o_ptr->curse_flags = 0L;
3734 else if ((power == -2) && one_in_(2))
3736 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3737 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3738 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3739 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3740 o_ptr->art_flags[0] = 0;
3741 o_ptr->art_flags[1] = 0;
3742 while(!o_ptr->name2)
3744 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3748 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3749 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3752 o_ptr->name2 = EGO_AMU_FOOL;
3755 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3756 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3759 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3760 o_ptr->name2 = EGO_AMU_TY_CURSE;
3763 o_ptr->name2 = EGO_AMU_NAIVETY;
3768 o_ptr->ident |= (IDENT_BROKEN);
3771 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3779 * @brief モンスターが人形のベースにできるかを返す
3780 * @param r_idx チェックしたいモンスター種族のID
3781 * @return 人形にできるならTRUEを返す
3783 static bool item_monster_okay(MONRACE_IDX r_idx)
3785 monster_race *r_ptr = &r_info[r_idx];
3788 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3789 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3790 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3791 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3792 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3793 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3800 * @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
3801 * Apply magic to an item known to be "boring"
3802 * @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
3803 * @param level 生成基準階
3804 * @param power 生成ランク
3807 * Hack -- note the special code for various items
3809 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3811 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3816 /* Apply magic (good or bad) according to type */
3817 switch (o_ptr->tval)
3826 o_ptr->ident |= (IDENT_BROKEN);
3829 o_ptr->curse_flags |= (TRC_CURSED);
3836 o_ptr->xtra4 = o_ptr->pval;
3842 /* Hack -- Torches -- random fuel */
3843 if (o_ptr->sval == SV_LITE_TORCH)
3845 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3849 /* Hack -- Lanterns -- random fuel */
3850 if (o_ptr->sval == SV_LITE_LANTERN)
3852 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3856 if (power > 2) /* power > 2 is debug only */
3858 create_artifact(o_ptr, FALSE);
3860 else if ((power == 2) || ((power == 1) && one_in_(3)))
3862 while (!o_ptr->name2)
3866 bool okay_flag = TRUE;
3868 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3870 switch (o_ptr->name2)
3873 if (o_ptr->sval == SV_LITE_FEANOR)
3881 else if (power == -2)
3883 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3885 switch (o_ptr->name2)
3887 case EGO_LITE_DARKNESS:
3890 if (o_ptr->sval == SV_LITE_TORCH)
3892 add_flag(o_ptr->art_flags, TR_LITE_M1);
3894 else if (o_ptr->sval == SV_LITE_LANTERN)
3896 add_flag(o_ptr->art_flags, TR_LITE_M2);
3898 else if (o_ptr->sval == SV_LITE_FEANOR)
3900 add_flag(o_ptr->art_flags, TR_LITE_M3);
3912 /* The wand or staff gets a number of initial charges equal
3913 * to between 1/2 (+1) and the full object kind's pval. -LM-
3915 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3921 /* Transfer the pval. -LM- */
3922 o_ptr->pval = k_ptr->pval;
3929 object_aware(o_ptr);
3930 object_known(o_ptr);
3936 PARAMETER_VALUE i = 1;
3939 monster_race *r_ptr;
3941 /* Pick a random non-unique monster race */
3944 i = randint1(max_r_idx - 1);
3946 if (!item_monster_okay(i)) continue;
3947 if (i == MON_TSUCHINOKO) continue;
3951 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3953 /* Ignore dead monsters */
3954 if (!r_ptr->rarity) continue;
3956 /* Ignore uncommon monsters */
3957 if (r_ptr->rarity > 100) continue;
3959 /* Prefer less out-of-depth monsters */
3960 if (randint0(check)) continue;
3967 /* Some figurines are cursed */
3968 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3975 PARAMETER_VALUE i = 1;
3980 monster_race *r_ptr;
3982 if (o_ptr->sval == SV_SKELETON)
3984 match = RF9_DROP_SKELETON;
3986 else if (o_ptr->sval == SV_CORPSE)
3988 match = RF9_DROP_CORPSE;
3991 /* Hack -- Remove the monster restriction */
3992 get_mon_num_prep(item_monster_okay, NULL);
3994 /* Pick a random non-unique monster race */
3997 i = get_mon_num(current_floor_ptr->dun_level);
4001 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
4003 /* Ignore dead monsters */
4004 if (!r_ptr->rarity) continue;
4006 /* Ignore corpseless monsters */
4007 if (!(r_ptr->flags9 & match)) continue;
4009 /* Prefer less out-of-depth monsters */
4010 if (randint0(check)) continue;
4018 object_aware(o_ptr);
4019 object_known(o_ptr);
4025 PARAMETER_VALUE i = 1;
4027 monster_race *r_ptr;
4029 /* Pick a random monster race */
4032 i = randint1(max_r_idx - 1);
4036 /* Ignore dead monsters */
4037 if (!r_ptr->rarity) continue;
4046 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4048 object_aware(o_ptr);
4049 object_known(o_ptr);
4056 DEPTH obj_level = k_info[o_ptr->k_idx].level;
4058 /* Hack -- skip ruined chests */
4059 if (obj_level <= 0) break;
4061 /* Hack -- pick a "difficulty" */
4062 o_ptr->pval = randint1(obj_level);
4063 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4065 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
4067 /* Never exceed "difficulty" of 55 to 59 */
4068 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4076 * @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
4077 * Complete the "creation" of an object by applying "magic" to the item
4078 * @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
4080 * @param mode 生成オプション
4083 * This includes not only rolling for random bonuses, but also putting the\n
4084 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4085 * staffs, giving fuel to lites, and placing traps on chests.\n
4087 * In particular, note that "Instant Artifacts", if "created" by an external\n
4088 * routine, must pass through this function to complete the actual creation.\n
4090 * The base "chance" of the item being "good" increases with the "level"\n
4091 * parameter, which is usually derived from the dungeon level, being equal\n
4092 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4093 * the object is guaranteed to be "good". If an object is "good", then\n
4094 * the chance that the object will be "great" (ego-item or artifact), also\n
4095 * increases with the "level", being equal to half the level, plus 5, up to\n
4096 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4097 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4099 * If the object is not "good", there is a chance it will be "cursed", and\n
4100 * if it is "cursed", there is a chance it will be "broken". These chances\n
4101 * are related to the "good" / "great" chances above.\n
4103 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4104 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4106 * If "okay" is true, and the object is going to be "great", then there is\n
4107 * a chance that an artifact will be created. This is true even if both the\n
4108 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4109 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4111 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4113 int i, rolls, f1, f2, power;
4115 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4117 /* Maximum "level" for various things */
4118 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4120 /* Base chance of being "good" */
4123 /* Maximal chance of being "good" */
4124 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
4126 /* Base chance of being "great" */
4129 /* Maximal chance of being "great" */
4130 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
4131 f2 = d_info[p_ptr->dungeon_idx].obj_great;
4133 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4138 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4147 /* Roll for "good" */
4148 if ((mode & AM_GOOD) || magik(f1))
4153 /* Roll for "great" */
4154 if ((mode & AM_GREAT) || magik(f2))
4158 /* Roll for "special" */
4159 if (mode & AM_SPECIAL) power = 3;
4163 /* Roll for "cursed" */
4166 /* Assume "cursed" */
4169 /* Roll for "broken" */
4170 if (magik(f2)) power = -2;
4174 if (mode & AM_CURSED)
4176 /* Assume 'cursed' */
4181 /* Everything else gets more badly cursed */
4188 /* Assume no rolls */
4191 /* Get one roll if excellent */
4192 if (power >= 2) rolls = 1;
4194 /* Hack -- Get four rolls if forced great or special */
4195 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4197 /* Hack -- Get no rolls if not allowed */
4198 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4200 /* Roll for artifacts if allowed */
4201 for (i = 0; i < rolls; i++)
4203 /* Roll for an artifact */
4204 if (make_artifact(o_ptr)) break;
4205 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4207 if (make_artifact(o_ptr)) break;
4212 /* Hack -- analyze artifacts */
4213 if (object_is_fixed_artifact(o_ptr))
4215 artifact_type *a_ptr = &a_info[o_ptr->name1];
4217 /* Hack -- Mark the artifact as "created" */
4220 /* Hack -- Memorize location of artifact in saved floors */
4221 if (character_dungeon)
4222 a_ptr->floor_id = p_ptr->floor_id;
4224 /* Extract the other fields */
4225 o_ptr->pval = a_ptr->pval;
4226 o_ptr->ac = a_ptr->ac;
4227 o_ptr->dd = a_ptr->dd;
4228 o_ptr->ds = a_ptr->ds;
4229 o_ptr->to_a = a_ptr->to_a;
4230 o_ptr->to_h = a_ptr->to_h;
4231 o_ptr->to_d = a_ptr->to_d;
4232 o_ptr->weight = a_ptr->weight;
4233 o_ptr->xtra2 = a_ptr->act_idx;
4235 if (o_ptr->name1 == ART_MILIM)
4237 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4243 /* Hack -- extract the "broken" flag */
4244 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4246 /* Hack -- extract the "cursed" flag */
4247 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4248 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4249 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4250 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4251 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4252 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4257 switch (o_ptr->tval)
4266 if (power) a_m_aux_1(o_ptr, lev, power);
4272 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4278 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4292 /* Elven Cloak and Black Clothes ... */
4293 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4294 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4295 o_ptr->pval = randint1(4);
4299 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4300 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4301 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4302 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4303 a_m_aux_2(o_ptr, lev, power);
4305 if (power) a_m_aux_2(o_ptr, lev, power);
4313 if (!power && (randint0(100) < 50)) power = -1;
4314 a_m_aux_3(o_ptr, lev, power);
4320 a_m_aux_4(o_ptr, lev, power);
4325 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4326 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4327 (p_ptr->pseikaku == SEIKAKU_SEXY))
4330 add_flag(o_ptr->art_flags, TR_STR);
4331 add_flag(o_ptr->art_flags, TR_INT);
4332 add_flag(o_ptr->art_flags, TR_WIS);
4333 add_flag(o_ptr->art_flags, TR_DEX);
4334 add_flag(o_ptr->art_flags, TR_CON);
4335 add_flag(o_ptr->art_flags, TR_CHR);
4338 /* Hack -- analyze ego-items */
4339 if (object_is_ego(o_ptr))
4341 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4343 /* Hack -- acquire "broken" flag */
4344 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4346 /* Hack -- acquire "cursed" flag */
4347 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4348 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4349 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4350 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4351 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4352 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4354 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4355 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4356 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4357 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4358 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4359 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4360 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4361 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4367 while (one_in_(o_ptr->dd));
4369 if (o_ptr->dd > 9) o_ptr->dd = 9;
4372 /* Hack -- apply activatin index if needed */
4373 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4375 /* Hack -- apply extra penalties if needed */
4376 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4378 /* Hack -- obtain bonuses */
4379 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4380 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4381 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4383 /* Hack -- obtain pval */
4384 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4387 /* Hack -- apply extra bonuses if needed */
4390 /* Hack -- obtain bonuses */
4391 if (e_ptr->max_to_h)
4393 if (e_ptr->max_to_h > 127)
4394 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4395 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4397 if (e_ptr->max_to_d)
4399 if (e_ptr->max_to_d > 127)
4400 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4401 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4403 if (e_ptr->max_to_a)
4405 if (e_ptr->max_to_a > 127)
4406 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4407 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4410 /* Accuracy ego must have high to_h */
4411 if(o_ptr->name2 == EGO_ACCURACY)
4413 while(o_ptr->to_h < o_ptr->to_d + 10)
4418 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4421 /* Accuracy ego must have high to_h */
4422 if(o_ptr->name2 == EGO_VELOCITY)
4424 while(o_ptr->to_d < o_ptr->to_h + 10)
4429 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4432 /* Protection ego must have high to_a */
4433 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4435 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4438 /* Hack -- obtain pval */
4439 if (e_ptr->max_pval)
4441 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4444 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4446 else if (o_ptr->name2 == EGO_DEMON)
4448 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4450 o_ptr->pval += randint1(2);
4454 o_ptr->pval += randint1(e_ptr->max_pval);
4457 else if (o_ptr->name2 == EGO_ATTACKS)
4459 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4460 if (o_ptr->pval > 3) o_ptr->pval = 3;
4461 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4462 o_ptr->pval += randint1(2);
4464 else if (o_ptr->name2 == EGO_BAT)
4466 o_ptr->pval = randint1(e_ptr->max_pval);
4467 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4469 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4471 o_ptr->pval = randint1(e_ptr->max_pval);
4475 o_ptr->pval += randint1(e_ptr->max_pval);
4480 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4482 o_ptr->pval = randint1(o_ptr->pval);
4484 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4491 /* Examine real objects */
4494 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4496 /* Hack -- acquire "broken" flag */
4497 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4499 /* Hack -- acquire "cursed" flag */
4500 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4501 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4502 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4503 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4504 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4505 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4513 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4514 * Hack -- determine if a template is "good"
4515 * @param k_idx 判定したいベースアイテムのID
4516 * @return ベースアイテムが上質ならばTRUEを返す。
4518 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4520 object_kind *k_ptr = &k_info[k_idx];
4522 /* Analyze the item type */
4523 switch (k_ptr->tval)
4525 /* Armor -- Good unless damaged */
4536 if (k_ptr->to_a < 0) return (FALSE);
4540 /* Weapons -- Good unless damaged */
4547 if (k_ptr->to_h < 0) return (FALSE);
4548 if (k_ptr->to_d < 0) return (FALSE);
4552 /* Ammo -- Arrows/Bolts are good */
4559 /* Books -- High level books are good (except Arcane books) */
4561 case TV_SORCERY_BOOK:
4562 case TV_NATURE_BOOK:
4567 case TV_DAEMON_BOOK:
4568 case TV_CRUSADE_BOOK:
4570 case TV_HISSATSU_BOOK:
4573 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4577 /* Rings -- Rings of Speed are good */
4580 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4581 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4585 /* Amulets -- Amulets of the Magi and Resistance are good */
4588 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4589 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4594 /* Assume not good */
4599 * @brief 生成階に応じたベースアイテムの生成を行う。
4600 * Attempt to make an object (normal or good/great)
4601 * @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
4602 * @param mode オプションフラグ
4603 * @return 生成に成功したらTRUEを返す。
4605 * This routine plays nasty games to generate the "special artifacts".\n
4606 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4607 * We assume that the given object has been "wiped".\n
4609 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4615 /* Chance of "special object" */
4616 prob = ((mode & AM_GOOD) ? 10 : 1000);
4618 /* Base level for the object */
4619 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4622 /* Generate a special object, or a normal object */
4623 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4625 KIND_OBJECT_IDX k_idx;
4628 if ((mode & AM_GOOD) && !get_obj_num_hook)
4630 /* Activate restriction (if already specified, use that) */
4631 get_obj_num_hook = kind_is_good;
4634 /* Restricted objects - prepare allocation table */
4635 if (get_obj_num_hook) get_obj_num_prep();
4637 /* Pick a random object */
4638 k_idx = get_obj_num(base);
4640 /* Restricted objects */
4641 if (get_obj_num_hook)
4643 /* Clear restriction */
4644 get_obj_num_hook = NULL;
4646 /* Reset allocation table to default */
4650 /* Handle failure */
4651 if (!k_idx) return (FALSE);
4653 /* Prepare the object */
4654 object_prep(j_ptr, k_idx);
4657 /* Apply magic (allow artifacts) */
4658 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4660 /* Hack -- generate multiple spikes/missiles */
4661 switch (j_ptr->tval)
4669 j_ptr->number = (byte)damroll(6, 7);
4673 if (cheat_peek) object_mention(j_ptr);
4681 * @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。
4682 * Attempt to place an object (normal or good/great) at the given location.
4683 * @param y 配置したいフロアのY座標
4684 * @param x 配置したいフロアのX座標
4685 * @param mode オプションフラグ
4686 * @return 生成に成功したらTRUEを返す。
4688 * This routine plays nasty games to generate the "special artifacts".\n
4689 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4690 * This routine requires a clean floor grid destination.\n
4692 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4697 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4703 /* Paranoia -- check bounds */
4704 if (!in_bounds(y, x)) return;
4706 /* Require floor space */
4707 if (!cave_drop_bold(y, x)) return;
4709 /* Avoid stacking on other objects */
4710 if (g_ptr->o_idx) return;
4715 /* Make an object (if possible) */
4716 if (!make_object(q_ptr, mode)) return;
4719 /* Make an object */
4726 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4728 /* Structure Copy */
4729 object_copy(o_ptr, q_ptr);
4735 o_ptr->next_o_idx = g_ptr->o_idx;
4737 /* Place the object */
4738 g_ptr->o_idx = o_idx;
4746 /* Hack -- Preserve artifacts */
4747 if (object_is_fixed_artifact(q_ptr))
4749 a_info[q_ptr->name1].cur_num = 0;
4756 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4757 * Make a treasure object
4758 * @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
4759 * @return 生成に成功したらTRUEを返す。
4761 * The location must be a legal, clean, floor grid.
4763 bool make_gold(object_type *j_ptr)
4768 /* Hack -- Pick a Treasure variety */
4769 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4771 /* Apply "extra" magic */
4772 if (one_in_(GREAT_OBJ))
4774 i += randint1(current_floor_ptr->object_level + 1);
4777 /* Hack -- Creeping Coins only generate "themselves" */
4778 if (coin_type) i = coin_type;
4780 /* Do not create "illegal" Treasure Types */
4781 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4783 /* Prepare a gold object */
4784 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4786 /* Hack -- Base coin cost */
4787 base = k_info[OBJ_GOLD_LIST + i].cost;
4789 /* Determine how much the treasure is "worth" */
4790 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4798 * @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。
4799 * Places a treasure (Gold or Gems) at given location
4800 * @param y 配置したいフロアのY座標
4801 * @param x 配置したいフロアのX座標
4802 * @return 生成に成功したらTRUEを返す。
4804 * The location must be a legal, clean, floor grid.
4806 void place_gold(POSITION y, POSITION x)
4811 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4817 /* Paranoia -- check bounds */
4818 if (!in_bounds(y, x)) return;
4820 /* Require floor space */
4821 if (!cave_drop_bold(y, x)) return;
4823 /* Avoid stacking on other objects */
4824 if (g_ptr->o_idx) return;
4829 /* Make some gold */
4830 if (!make_gold(q_ptr)) return;
4832 /* Make an object */
4839 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4841 /* Copy the object */
4842 object_copy(o_ptr, q_ptr);
4849 o_ptr->next_o_idx = g_ptr->o_idx;
4851 /* Place the object */
4852 g_ptr->o_idx = o_idx;
4862 * @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。
4863 * Let an object fall to the ground at or near a location.
4864 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4865 * @param chance ドロップの成功率(%)
4866 * @param y 配置したいフロアのY座標
4867 * @param x 配置したいフロアのX座標
4868 * @return 生成に成功したらオブジェクトのIDを返す。
4870 * The initial location is assumed to be "in_bounds()".\n
4872 * This function takes a parameter "chance". This is the percentage\n
4873 * chance that the item will "disappear" instead of drop. If the object\n
4874 * has been thrown, then this is the chance of disappearance on contact.\n
4876 * Hack -- this function uses "chance" to determine if it should produce\n
4877 * some form of "description" of the drop event (under the player).\n
4879 * We check several locations to see if we can find a location at which\n
4880 * the object can combine, stack, or be placed. Artifacts will try very\n
4881 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4883 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4890 POSITION ty, tx = 0;
4892 OBJECT_IDX o_idx = 0;
4893 OBJECT_IDX this_o_idx, next_o_idx = 0;
4897 GAME_TEXT o_name[MAX_NLEN];
4903 /* Extract plural */
4904 bool plural = (j_ptr->number != 1);
4907 /* Describe object */
4908 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4911 /* Handle normal "breakage" */
4912 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4915 msg_format("%sは消えた。", o_name);
4917 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4919 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4936 /* Scan local grids */
4937 for (dy = -3; dy <= 3; dy++)
4939 /* Scan local grids */
4940 for (dx = -3; dx <= 3; dx++)
4944 /* Calculate actual distance */
4945 d = (dy * dy) + (dx * dx);
4947 /* Ignore distant grids */
4948 if (d > 10) continue;
4953 /* Skip illegal grids */
4954 if (!in_bounds(ty, tx)) continue;
4956 /* Require line of projection */
4957 if (!projectable(y, x, ty, tx)) continue;
4960 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4962 /* Require floor space */
4963 if (!cave_drop_bold(ty, tx)) continue;
4968 /* Scan objects in that grid */
4969 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4972 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4973 next_o_idx = o_ptr->next_o_idx;
4975 /* Check for possible combination */
4976 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4982 /* Add new object */
4986 if (k > 99) continue;
4988 /* Calculate score */
4989 s = 1000 - (d + k * 5);
4991 /* Skip bad values */
4992 if (s < bs) continue;
4994 /* New best value */
4997 /* Apply the randomizer to equivalent values */
4998 if ((++bn >= 2) && !one_in_(bn)) continue;
5012 /* Handle lack of space */
5013 if (!flag && !object_is_artifact(j_ptr))
5016 msg_format("%sは消えた。", o_name);
5018 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5021 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5029 for (i = 0; !flag && (i < 1000); i++)
5032 ty = rand_spread(by, 1);
5033 tx = rand_spread(bx, 1);
5035 /* Verify location */
5036 if (!in_bounds(ty, tx)) continue;
5038 /* Bounce to that location */
5042 /* Require floor space */
5043 if (!cave_drop_bold(by, bx)) continue;
5051 int candidates = 0, pick;
5053 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
5055 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
5057 /* A valid space found */
5058 if (cave_drop_bold(ty, tx)) candidates++;
5062 /* No valid place! */
5066 msg_format("%sは消えた。", o_name);
5068 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5071 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5073 /* Mega-Hack -- preserve artifacts */
5076 /* Hack -- Preserve unknown artifacts */
5077 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5079 /* Mega-Hack -- Preserve the artifact */
5080 a_info[j_ptr->name1].cur_num = 0;
5088 /* Choose a random one */
5089 pick = randint1(candidates);
5091 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
5093 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
5095 if (cave_drop_bold(ty, tx))
5099 /* Is this a picked one? */
5112 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
5114 /* Scan objects in that grid for combination */
5115 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5118 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
5119 next_o_idx = o_ptr->next_o_idx;
5121 /* Check for combination */
5122 if (object_similar(o_ptr, j_ptr))
5124 object_absorb(o_ptr, j_ptr);
5133 if (!done) o_idx = o_pop();
5136 if (!done && !o_idx)
5139 msg_format("%sは消えた。", o_name);
5141 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5144 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5146 /* Hack -- Preserve artifacts */
5147 if (object_is_fixed_artifact(j_ptr))
5149 a_info[j_ptr->name1].cur_num = 0;
5159 /* Structure copy */
5160 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
5162 /* Access new object */
5163 j_ptr = ¤t_floor_ptr->o_list[o_idx];
5170 j_ptr->held_m_idx = 0;
5173 j_ptr->next_o_idx = g_ptr->o_idx;
5175 /* Place the object */
5176 g_ptr->o_idx = o_idx;
5186 /* Mega-Hack -- no message if "dropped" by player */
5187 /* Message when an object falls under the player */
5188 if (chance && player_bold(by, bx))
5190 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5197 * @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 /
5198 * Describe the charges on an item in the inventory.
5199 * @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
5202 void inven_item_charges(INVENTORY_IDX item)
5204 object_type *o_ptr = &inventory[item];
5206 /* Require staff/wand */
5207 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5209 /* Require known item */
5210 if (!object_is_known(o_ptr)) return;
5213 if (o_ptr->pval <= 0)
5215 msg_print("もう魔力が残っていない。");
5219 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5222 /* Multiple charges */
5223 if (o_ptr->pval != 1)
5225 msg_format("You have %d charges remaining.", o_ptr->pval);
5231 msg_format("You have %d charge remaining.", o_ptr->pval);
5238 * @brief アイテムの残り所持数メッセージを表示する /
5239 * Describe an item in the inventory.
5240 * @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
5243 void inven_item_describe(INVENTORY_IDX item)
5245 object_type *o_ptr = &inventory[item];
5246 GAME_TEXT o_name[MAX_NLEN];
5248 object_desc(o_name, o_ptr, 0);
5251 /* "no more" の場合はこちらで表示する */
5252 if (o_ptr->number <= 0)
5254 /*FIRST*//*ここはもう通らないかも */
5255 msg_format("もう%sを持っていない。", o_name);
5259 /* アイテム名を英日切り替え機能対応 */
5260 msg_format("まだ %sを持っている。", o_name);
5263 msg_format("You have %s.", o_name);
5269 * @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 /
5270 * Increase the "number" of an item in the inventory
5271 * @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
5275 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5277 object_type *o_ptr = &inventory[item];
5280 num += o_ptr->number;
5283 if (num > 255) num = 255;
5284 else if (num < 0) num = 0;
5287 num -= o_ptr->number;
5289 /* Change the number and weight */
5292 /* Add the number */
5293 o_ptr->number += num;
5295 /* Add the weight */
5296 p_ptr->total_weight += (num * o_ptr->weight);
5297 p_ptr->update |= (PU_BONUS);
5298 p_ptr->update |= (PU_MANA);
5299 p_ptr->update |= (PU_COMBINE);
5300 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5302 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5303 if (!o_ptr->number && p_ptr->ele_attack)
5305 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5307 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
5309 /* Clear all temporary elemental brands */
5310 set_ele_attack(0, 0);
5318 * @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 /
5319 * Erase an inventory slot if it has no more items
5320 * @param item 消去したいプレイヤーのアイテム所持スロット
5323 void inven_item_optimize(INVENTORY_IDX item)
5325 object_type *o_ptr = &inventory[item];
5327 /* Only optimize real items */
5328 if (!o_ptr->k_idx) return;
5330 /* Only optimize empty items */
5331 if (o_ptr->number) return;
5333 /* The item is in the pack */
5334 if (item < INVEN_RARM)
5341 /* Slide everything down */
5342 for (i = item; i < INVEN_PACK; i++)
5344 /* Structure copy */
5345 inventory[i] = inventory[i+1];
5348 /* Erase the "final" slot */
5349 object_wipe(&inventory[i]);
5351 p_ptr->window |= (PW_INVEN);
5354 /* The item is being wielded */
5360 /* Erase the empty slot */
5361 object_wipe(&inventory[item]);
5362 p_ptr->update |= (PU_BONUS);
5363 p_ptr->update |= (PU_TORCH);
5364 p_ptr->update |= (PU_MANA);
5366 p_ptr->window |= (PW_EQUIP);
5369 p_ptr->window |= (PW_SPELL);
5373 * @brief 床上の魔道具の残り残量メッセージを表示する /
5374 * Describe the charges on an item on the floor.
5375 * @param item メッセージの対象にしたいアイテム所持スロット
5378 void floor_item_charges(INVENTORY_IDX item)
5380 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5382 /* Require staff/wand */
5383 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5385 /* Require known item */
5386 if (!object_is_known(o_ptr)) return;
5389 if (o_ptr->pval <= 0)
5391 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5395 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);
5398 /* Multiple charges */
5399 if (o_ptr->pval != 1)
5401 msg_format("There are %d charges remaining.", o_ptr->pval);
5407 msg_format("There is %d charge remaining.", o_ptr->pval);
5414 * @brief 床上のアイテムの残り数メッセージを表示する /
5415 * Describe the charges on an item on the floor.
5416 * @param item メッセージの対象にしたいアイテム所持スロット
5419 void floor_item_describe(INVENTORY_IDX item)
5421 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5422 GAME_TEXT o_name[MAX_NLEN];
5424 object_desc(o_name, o_ptr, 0);
5427 /* "no more" の場合はこちらで表示を分ける */
5428 if (o_ptr->number <= 0)
5430 msg_format("床上には、もう%sはない。", o_name);
5434 msg_format("床上には、まだ %sがある。", o_name);
5437 msg_format("You see %s.", o_name);
5444 * @brief 床上のアイテムの数を増やす /
5445 * Increase the "number" of an item on the floor
5446 * @param item 増やしたいアイテムの所持スロット
5447 * @param num 増やしたいアイテムの数
5450 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5452 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5455 num += o_ptr->number;
5458 if (num > 255) num = 255;
5459 else if (num < 0) num = 0;
5462 num -= o_ptr->number;
5464 /* Change the number */
5465 o_ptr->number += num;
5470 * @brief 床上の数の無くなったアイテムスロットを消去する /
5471 * Optimize an item on the floor (destroy "empty" items)
5472 * @param item 消去したいアイテムの所持スロット
5475 void floor_item_optimize(INVENTORY_IDX item)
5477 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5479 /* Paranoia -- be sure it exists */
5480 if (!o_ptr->k_idx) return;
5482 /* Only optimize empty items */
5483 if (o_ptr->number) return;
5485 delete_object_idx(item);
5490 * @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 /
5491 * Check if we have space for an item in the pack without overflow
5492 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5493 * @return 溢れずに済むならTRUEを返す
5495 bool inven_carry_okay(object_type *o_ptr)
5500 if (inven_cnt < INVEN_PACK) return (TRUE);
5503 for (j = 0; j < INVEN_PACK; j++)
5505 object_type *j_ptr = &inventory[j];
5507 /* Skip non-objects */
5508 if (!j_ptr->k_idx) continue;
5510 /* Check if the two items can be combined */
5511 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5518 * @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 /
5519 * Check if we have space for an item in the pack without overflow
5520 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5521 * @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?)
5522 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5523 * @return o_ptrの方が上位ならばTRUEを返す。
5525 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5529 /* Use empty slots */
5530 if (!j_ptr->k_idx) return TRUE;
5532 /* Hack -- readable books always come first */
5533 if ((o_ptr->tval == REALM1_BOOK) &&
5534 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5535 if ((j_ptr->tval == REALM1_BOOK) &&
5536 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5538 if ((o_ptr->tval == REALM2_BOOK) &&
5539 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5540 if ((j_ptr->tval == REALM2_BOOK) &&
5541 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5543 /* Objects sort by decreasing type */
5544 if (o_ptr->tval > j_ptr->tval) return TRUE;
5545 if (o_ptr->tval < j_ptr->tval) return FALSE;
5547 /* Non-aware (flavored) items always come last */
5548 /* Can happen in the home */
5549 if (!object_is_aware(o_ptr)) return FALSE;
5550 if (!object_is_aware(j_ptr)) return TRUE;
5552 /* Objects sort by increasing sval */
5553 if (o_ptr->sval < j_ptr->sval) return TRUE;
5554 if (o_ptr->sval > j_ptr->sval) return FALSE;
5556 /* Unidentified objects always come last */
5557 /* Objects in the home can be unknown */
5558 if (!object_is_known(o_ptr)) return FALSE;
5559 if (!object_is_known(j_ptr)) return TRUE;
5561 /* Fixed artifacts, random artifacts and ego items */
5562 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5563 else if (o_ptr->art_name) o_type = 2;
5564 else if (object_is_ego(o_ptr)) o_type = 1;
5567 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5568 else if (j_ptr->art_name) j_type = 2;
5569 else if (object_is_ego(j_ptr)) j_type = 1;
5572 if (o_type < j_type) return TRUE;
5573 if (o_type > j_type) return FALSE;
5575 switch (o_ptr->tval)
5581 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5582 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5588 /* Objects sort by increasing hit/damage bonuses */
5589 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5590 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5593 /* Hack: otherwise identical rods sort by
5594 increasing recharge time --dsb */
5596 if (o_ptr->pval < j_ptr->pval) return TRUE;
5597 if (o_ptr->pval > j_ptr->pval) return FALSE;
5601 /* Objects sort by decreasing value */
5602 return o_value > object_value(j_ptr);
5607 * @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 /
5608 * Add an item to the players inventory, and return the slot used.
5609 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5610 * @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。
5612 * If the new item can combine with an existing item in the inventory,\n
5613 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5614 * the item will be placed into the "proper" location in the inventory.\n
5616 * This function can be used to "over-fill" the player's pack, but only\n
5617 * once, and such an action must trigger the "overflow" code immediately.\n
5618 * Note that when the pack is being "over-filled", the new item must be\n
5619 * placed into the "overflow" slot, and the "overflow" must take place\n
5620 * before the pack is reordered, but (optionally) after the pack is\n
5621 * combined. This may be tricky. See "dungeon.c" for info.\n
5623 * Note that this code must remove any location/stack information\n
5624 * from the object once it is placed into the inventory.\n
5626 s16b inven_carry(object_type *o_ptr)
5628 INVENTORY_IDX i, j, k;
5629 INVENTORY_IDX n = -1;
5634 /* Check for combining */
5635 for (j = 0; j < INVEN_PACK; j++)
5637 j_ptr = &inventory[j];
5639 /* Skip non-objects */
5640 if (!j_ptr->k_idx) continue;
5642 /* Hack -- track last item */
5645 /* Check if the two items can be combined */
5646 if (object_similar(j_ptr, o_ptr))
5648 object_absorb(j_ptr, o_ptr);
5650 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5651 p_ptr->update |= (PU_BONUS);
5652 p_ptr->window |= (PW_INVEN);
5661 if (inven_cnt > INVEN_PACK) return (-1);
5663 /* Find an empty slot */
5664 for (j = 0; j <= INVEN_PACK; j++)
5666 j_ptr = &inventory[j];
5668 /* Use it if found */
5669 if (!j_ptr->k_idx) break;
5676 /* Reorder the pack */
5679 /* Get the "value" of the item */
5680 s32b o_value = object_value(o_ptr);
5682 /* Scan every occupied slot */
5683 for (j = 0; j < INVEN_PACK; j++)
5685 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5692 for (k = n; k >= i; k--)
5694 /* Hack -- Slide the item */
5695 object_copy(&inventory[k+1], &inventory[k]);
5698 /* Wipe the empty slot */
5699 object_wipe(&inventory[i]);
5704 object_copy(&inventory[i], o_ptr);
5706 /* Access new object */
5707 j_ptr = &inventory[i];
5710 j_ptr->next_o_idx = 0;
5712 /* Forget monster */
5713 j_ptr->held_m_idx = 0;
5715 /* Forget location */
5716 j_ptr->iy = j_ptr->ix = 0;
5718 /* Player touches it, and no longer marked */
5719 j_ptr->marked = OM_TOUCHED;
5721 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5723 /* Count the items */
5725 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5726 p_ptr->window |= (PW_INVEN);
5728 /* Return the slot */
5734 * @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 /
5735 * Take off (some of) a non-cursed equipment item
5736 * @param item オブジェクトを外したい所持テーブルのID
5738 * @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。
5740 * Note that only one item at a time can be wielded per slot.\n
5741 * Note that taking off an item when "full" may cause that item\n
5742 * to fall to the ground.\n
5743 * Return the inventory slot into which the item is placed.\n
5745 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5756 GAME_TEXT o_name[MAX_NLEN];
5759 /* Get the item to take off */
5760 o_ptr = &inventory[item];
5763 if (amt <= 0) return (-1);
5766 if (amt > o_ptr->number) amt = o_ptr->number;
5769 /* Obtain a local object */
5770 object_copy(q_ptr, o_ptr);
5772 /* Modify quantity */
5773 q_ptr->number = amt;
5775 object_desc(o_name, q_ptr, 0);
5777 /* Took off weapon */
5778 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5779 object_is_melee_weapon(o_ptr))
5781 act = _("を装備からはずした", "You were wielding");
5785 else if (item == INVEN_BOW)
5787 act = _("を装備からはずした", "You were holding");
5790 /* Took off light */
5791 else if (item == INVEN_LITE)
5793 act = _("を光源からはずした", "You were holding");
5796 /* Took off something */
5799 act = _("を装備からはずした", "You were wearing");
5802 /* Modify, Optimize */
5803 inven_item_increase(item, -amt);
5804 inven_item_optimize(item);
5806 /* Carry the object */
5807 slot = inven_carry(q_ptr);
5810 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5812 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5822 * @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 /
5823 * Drop (some of) a non-cursed inventory/equipment item
5824 * @param item 所持テーブルのID
5825 * @param amt 落としたい個数
5828 * The object will be dropped "near" the current location
5830 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5836 GAME_TEXT o_name[MAX_NLEN];
5838 /* Access original object */
5839 o_ptr = &inventory[item];
5842 if (amt <= 0) return;
5845 if (amt > o_ptr->number) amt = o_ptr->number;
5847 /* Take off equipment */
5848 if (item >= INVEN_RARM)
5850 /* Take off first */
5851 item = inven_takeoff(item, amt);
5853 /* Access original object */
5854 o_ptr = &inventory[item];
5859 /* Obtain local object */
5860 object_copy(q_ptr, o_ptr);
5862 /* Distribute charges of wands or rods */
5863 distribute_charges(o_ptr, q_ptr, amt);
5865 /* Modify quantity */
5866 q_ptr->number = amt;
5868 /* Describe local object */
5869 object_desc(o_name, q_ptr, 0);
5871 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5873 /* Drop it near the player */
5874 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5876 /* Modify, Describe, Optimize */
5877 inven_item_increase(item, -amt);
5878 inven_item_describe(item);
5879 inven_item_optimize(item);
5884 * @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 /
5885 * Combine items in the pack
5888 * Note special handling of the "overflow" slot
5890 void combine_pack(void)
5895 bool flag = FALSE, combined;
5901 /* Combine the pack (backwards) */
5902 for (i = INVEN_PACK; i > 0; i--)
5904 o_ptr = &inventory[i];
5906 /* Skip empty items */
5907 if (!o_ptr->k_idx) continue;
5909 /* Scan the items above that item */
5910 for (j = 0; j < i; j++)
5914 j_ptr = &inventory[j];
5916 /* Skip empty items */
5917 if (!j_ptr->k_idx) continue;
5920 * Get maximum number of the stack if these
5921 * are similar, get zero otherwise.
5923 max_num = object_similar_part(j_ptr, o_ptr);
5925 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5926 if (max_num && j_ptr->number < max_num)
5928 if (o_ptr->number + j_ptr->number <= max_num)
5933 /* Add together the item counts */
5934 object_absorb(j_ptr, o_ptr);
5936 /* One object is gone */
5939 /* Slide everything down */
5940 for (k = i; k < INVEN_PACK; k++)
5942 /* Structure copy */
5943 inventory[k] = inventory[k+1];
5946 /* Erase the "final" slot */
5947 object_wipe(&inventory[k]);
5951 int old_num = o_ptr->number;
5952 int remain = j_ptr->number + o_ptr->number - max_num;
5954 o_ptr->number -= remain;
5956 /* Add together the item counts */
5957 object_absorb(j_ptr, o_ptr);
5959 o_ptr->number = remain;
5961 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5962 if (o_ptr->tval == TV_ROD)
5964 o_ptr->pval = o_ptr->pval * remain / old_num;
5965 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5968 /* Hack -- if wands are stacking, combine the charges. -LM- */
5969 if (o_ptr->tval == TV_WAND)
5971 o_ptr->pval = o_ptr->pval * remain / old_num;
5975 p_ptr->window |= (PW_INVEN);
5987 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."));
5991 * @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 /
5992 * Reorder items in the pack
5995 * Note special handling of the "overflow" slot
5997 void reorder_pack(void)
6007 /* Re-order the pack (forwards) */
6008 for (i = 0; i < INVEN_PACK; i++)
6010 /* Mega-Hack -- allow "proper" over-flow */
6011 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6013 o_ptr = &inventory[i];
6015 /* Skip empty slots */
6016 if (!o_ptr->k_idx) continue;
6018 /* Get the "value" of the item */
6019 o_value = object_value(o_ptr);
6021 /* Scan every occupied slot */
6022 for (j = 0; j < INVEN_PACK; j++)
6024 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6027 /* Never move down */
6028 if (j >= i) continue;
6034 /* Save a copy of the moving item */
6035 object_copy(q_ptr, &inventory[i]);
6037 /* Slide the objects */
6038 for (k = i; k > j; k--)
6040 /* Slide the item */
6041 object_copy(&inventory[k], &inventory[k-1]);
6044 /* Insert the moving item */
6045 object_copy(&inventory[j], q_ptr);
6047 p_ptr->window |= (PW_INVEN);
6050 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."));
6054 * @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 /
6055 * Hack -- display an object kind in the current window
6056 * @param k_idx ベースアイテムの参照ID
6059 * Include list of usable spells for readible books
6061 void display_koff(KIND_OBJECT_IDX k_idx)
6068 REALM_IDX use_realm;
6070 GAME_TEXT o_name[MAX_NLEN];
6073 /* Erase the window */
6074 for (y = 0; y < Term->hgt; y++)
6076 /* Erase the line */
6077 Term_erase(0, y, 255);
6084 /* Prepare the object */
6085 object_prep(q_ptr, k_idx);
6086 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6088 /* Mention the object name */
6089 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6091 /* Access the item's sval */
6093 use_realm = tval2realm(q_ptr->tval);
6095 /* Warriors are illiterate */
6096 if (p_ptr->realm1 || p_ptr->realm2)
6098 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6102 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6103 if (!is_magic(use_realm)) return;
6104 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6107 /* Display spells in readible books */
6111 SPELL_IDX spells[64];
6113 /* Extract spells */
6114 for (spell = 0; spell < 32; spell++)
6116 /* Check for this spell */
6117 if (fake_spell_flags[sval] & (1L << spell))
6119 /* Collect this spell */
6120 spells[num++] = spell;
6125 print_spells(0, spells, num, 2, 0, use_realm);
6131 * @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。
6132 * Torches have special abilities when they are flaming.
6133 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6134 * @param flgs 特別に追加するフラグを返す参照ポインタ
6137 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
6139 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6141 if (o_ptr->xtra4 > 0)
6143 add_flag(flgs, TR_BRAND_FIRE);
6144 add_flag(flgs, TR_KILL_UNDEAD);
6145 add_flag(flgs, TR_THROW);
6151 * @brief 投擲時たいまつにダイスを与える。
6152 * Torches have special abilities when they are flaming.
6153 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6154 * @param dd 特別なダイス数を返す参照ポインタ
6155 * @param ds 特別なダイス面数を返す参照ポインタ
6158 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
6160 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6162 if (o_ptr->xtra4 > 0)
6171 * @brief 投擲時命中したたいまつの寿命を縮める。
6172 * Torches have special abilities when they are flaming.
6173 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6176 void torch_lost_fuel(object_type *o_ptr)
6178 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6180 o_ptr->xtra4 -= (FUEL_TORCH / 25);
6181 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;