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
16 #include "main/sound-definitions-table.h"
22 #include "io/write-diary.h"
23 #include "cmd/cmd-dump.h"
24 #include "cmd/cmd-spell.h"
25 #include "spell/spells1.h"
29 #include "object/object-kind.h"
30 #include "object-boost.h"
31 #include "object-ego.h"
32 #include "object-flavor.h"
33 #include "object-hook.h"
34 #include "object-curse.h"
35 #include "object/object-kind-hook.h"
38 #include "player-status.h"
39 #include "player-move.h"
40 #include "player-effects.h"
41 #include "player-class.h"
42 #include "player-personality.h"
44 #include "monsterrace-hook.h"
45 #include "object-ego.h"
46 #include "view/display-main-window.h"
50 * Determine if an item can "absorb" a second item
52 * See "object_absorb()" for the actual "absorption" code.
54 * If permitted, we allow staffs (if they are known to have equal charges
55 * and both are either known or confirmed empty) and wands (if both are
56 * either known or confirmed empty) and rods (in all cases) to combine.
57 * Staffs will unstack (if necessary) when they are used, but wands and
58 * rods will only unstack if one is dropped. -LM-
60 * If permitted, we allow weapons/armor to stack, if fully "known".
62 * Missiles will combine if both stacks have the same "known" status.
63 * This is done to make unidentified stacks of missiles useful.
65 * Food, potions, scrolls, and "easy know" items always stack.
67 * Chests, and activatable items, never stack (for various reasons).
71 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
73 #define MAX_STACK_SIZE 99
76 * todo この関数ポインタは何とかならんのか?
77 * Hack -- function hook to restrict "get_obj_num_prep()" function
79 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
82 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
84 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
86 void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item);
89 * @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
90 * @param floo_ptr 現在フロアへの参照ポインタ
91 * @param o_idx 削除対象のオブジェクト構造体ポインタ
94 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
96 OBJECT_IDX this_o_idx, next_o_idx = 0;
97 OBJECT_IDX prev_o_idx = 0;
99 j_ptr = &floor_ptr->o_list[o_idx];
101 if (OBJECT_IS_HELD_MONSTER(j_ptr))
104 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
105 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
108 o_ptr = &floor_ptr->o_list[this_o_idx];
109 next_o_idx = o_ptr->next_o_idx;
110 if (this_o_idx != o_idx)
112 prev_o_idx = this_o_idx;
118 m_ptr->hold_o_idx = next_o_idx;
123 k_ptr = &floor_ptr->o_list[prev_o_idx];
124 k_ptr->next_o_idx = next_o_idx;
127 o_ptr->next_o_idx = 0;
135 POSITION y = j_ptr->iy;
136 POSITION x = j_ptr->ix;
137 g_ptr = &floor_ptr->grid_array[y][x];
138 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
141 o_ptr = &floor_ptr->o_list[this_o_idx];
142 next_o_idx = o_ptr->next_o_idx;
143 if (this_o_idx != o_idx)
145 prev_o_idx = this_o_idx;
151 g_ptr->o_idx = next_o_idx;
156 k_ptr = &floor_ptr->o_list[prev_o_idx];
157 k_ptr->next_o_idx = next_o_idx;
160 o_ptr->next_o_idx = 0;
167 * @brief オブジェクトを削除する /
168 * Delete a dungeon object
169 * @param player_ptr プレーヤーへの参照ポインタ
170 * @param o_idx 削除対象のオブジェクト構造体ポインタ
173 * Handle "stacks" of objects correctly.
175 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
178 floor_type *floor_ptr = player_ptr->current_floor_ptr;
179 excise_object_idx(floor_ptr, o_idx);
180 j_ptr = &floor_ptr->o_list[o_idx];
181 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
186 lite_spot(player_ptr, y, x);
195 * @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
196 * Delete a dungeon object
197 * @param player_ptr プレーヤーへの参照ポインタ
198 * @param y 削除したフロアマスのY座標
199 * @param x 削除したフロアマスのX座標
202 void delete_object(player_type *player_ptr, POSITION y, POSITION x)
205 OBJECT_IDX this_o_idx, next_o_idx = 0;
206 floor_type *floor_ptr = player_ptr->current_floor_ptr;
207 if (!in_bounds(floor_ptr, y, x)) return;
209 g_ptr = &floor_ptr->grid_array[y][x];
210 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
213 o_ptr = &floor_ptr->o_list[this_o_idx];
214 next_o_idx = o_ptr->next_o_idx;
220 lite_spot(player_ptr, y, x);
225 * @brief グローバルオブジェクト配列から空きを取得する /
226 * Acquires and returns the index of a "free" object.
227 * @param floo_ptr 現在フロアへの参照ポインタ
228 * @return 開いているオブジェクト要素のID
230 * This routine should almost never fail, but in case it does,
231 * we must be sure to handle "failure" of this routine.
233 OBJECT_IDX o_pop(floor_type *floor_ptr)
235 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
237 OBJECT_IDX i = floor_ptr->o_max;
243 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
246 o_ptr = &floor_ptr->o_list[i];
247 if (o_ptr->k_idx) continue;
253 if (current_world_ptr->character_dungeon)
254 msg_print(_("アイテムが多すぎる!", "Too many objects!"));
261 * @brief オブジェクト生成テーブルに生成制約を加える /
262 * Apply a "object restriction function" to the "object allocation table"
264 * @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
266 static errr get_obj_num_prep(void)
268 alloc_entry *table = alloc_kind_table;
269 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
271 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
273 table[i].prob2 = table[i].prob1;
286 * @brief オブジェクト生成テーブルからアイテムを取得する /
287 * Choose an object kind that seems "appropriate" to the given level
288 * @param owner_ptr プレーヤーへの参照ポインタ
290 * @return 選ばれたオブジェクトベースID
292 * This function uses the "prob2" field of the "object allocation table",\n
293 * and various local information, to calculate the "prob3" field of the\n
294 * same table, which is then used to choose an "appropriate" object, in\n
295 * a relatively efficient manner.\n
297 * It is (slightly) more likely to acquire an object of the given level\n
298 * than one of a lower level. This is done by choosing several objects\n
299 * appropriate to the given level and keeping the "hardest" one.\n
301 * Note that if no objects are "appropriate", then this function will\n
302 * fail, and return zero, but this should *almost* never happen.\n
304 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
307 KIND_OBJECT_IDX k_idx;
310 alloc_entry *table = alloc_kind_table;
312 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
314 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
316 if (one_in_(GREAT_OBJ))
318 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
323 for (i = 0; i < alloc_kind_size; i++)
325 if (table[i].level > level) break;
328 k_idx = table[i].index;
329 k_ptr = &k_info[k_idx];
331 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
333 table[i].prob3 = table[i].prob2;
334 total += table[i].prob3;
337 if (total <= 0) return 0;
339 value = randint0(total);
340 for (i = 0; i < alloc_kind_size; i++)
342 if (value < table[i].prob3) break;
344 value = value - table[i].prob3;
351 value = randint0(total);
352 for (i = 0; i < alloc_kind_size; i++)
354 if (value < table[i].prob3) break;
356 value = value - table[i].prob3;
359 if (table[i].level < table[j].level) i = j;
362 if (p >= 10) return (table[i].index);
365 value = randint0(total);
366 for (i = 0; i < alloc_kind_size; i++)
368 if (value < table[i].prob3) break;
370 value = value - table[i].prob3;
373 if (table[i].level < table[j].level) i = j;
374 return (table[i].index);
379 * @brief オブジェクトを鑑定済にする /
380 * Known is true when the "attributes" of an object are "known".
381 * @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
383 * These include tohit, todam, toac, cost, and pval (charges).\n
385 * Note that "knowing" an object gives you everything that an "awareness"\n
386 * gives you, and much more. In fact, the player is always "aware" of any\n
387 * item of which he has full "knowledge".\n
389 * But having full knowledge of, say, one "wand of wonder", does not, by\n
390 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
391 * It happens that most "identify" routines (including "buying from a shop")\n
392 * will make the player "aware" of the object as well as fully "know" it.\n
394 * This routine also removes any inscriptions generated by "feelings".\n
396 void object_known(object_type *o_ptr)
398 o_ptr->feeling = FEEL_NONE;
399 o_ptr->ident &= ~(IDENT_SENSE);
400 o_ptr->ident &= ~(IDENT_EMPTY);
401 o_ptr->ident |= (IDENT_KNOWN);
406 * @brief オブジェクトを*鑑定*済にする /
407 * The player is now aware of the effects of the given object.
408 * @param owner_ptr プレーヤーへの参照ポインタ
409 * @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
412 void object_aware(player_type *owner_ptr, object_type *o_ptr)
414 k_info[o_ptr->k_idx].aware = TRUE;
416 bool mihanmei = !object_is_aware(o_ptr);
417 bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
418 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
419 if (!is_undefined) return;
423 GAME_TEXT o_name[MAX_NLEN];
426 object_copy(q_ptr, o_ptr);
429 object_desc(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
431 exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
436 * @brief オブジェクトを試行済にする /
437 * Something has been "sampled"
438 * @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
441 void object_tried(object_type *o_ptr)
443 k_info[o_ptr->k_idx].tried = TRUE;
448 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
449 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
450 * @return 擬似鑑定結果のIDを返す。
452 byte value_check_aux1(object_type *o_ptr)
454 if (object_is_artifact(o_ptr))
456 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
461 if (object_is_ego(o_ptr))
463 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
465 return FEEL_EXCELLENT;
468 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
469 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
470 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
471 if (o_ptr->to_a > 0) return FEEL_GOOD;
472 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
479 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
480 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
481 * @return 擬似鑑定結果のIDを返す。
483 byte value_check_aux2(object_type *o_ptr)
485 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
486 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
487 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
488 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
489 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
490 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
497 * @brief 未鑑定なベースアイテムの基本価格を返す /
498 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
499 * @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
500 * @return オブジェクトの未鑑定価格
502 static PRICE object_value_base(object_type *o_ptr)
504 if (object_is_aware(o_ptr))
505 return (k_info[o_ptr->k_idx].cost);
509 case TV_FOOD: return (5L);
510 case TV_POTION: return (20L);
511 case TV_SCROLL: return (20L);
512 case TV_STAFF: return (70L);
513 case TV_WAND: return (50L);
514 case TV_ROD: return (90L);
515 case TV_RING: return (45L);
516 case TV_AMULET: return (45L);
519 DEPTH level = r_info[o_ptr->pval].level;
520 if (level < 20) return level * 50L;
521 else if (level < 30) return 1000 + (level - 20) * 150L;
522 else if (level < 40) return 2500 + (level - 30) * 350L;
523 else if (level < 50) return 6000 + (level - 40) * 800L;
524 else return 14000 + (level - 50) * 2000L;
527 if (!o_ptr->pval) return 1000L;
528 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
536 * @brief オブジェクトのフラグ類から価格を算出する /
537 * Return the value of the flags the object has...
538 * @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
539 * @param plusses フラグに与える価格の基本重み
540 * @return オブジェクトのフラグ価格
542 PRICE flag_cost(object_type *o_ptr, int plusses)
545 BIT_FLAGS flgs[TR_FLAG_SIZE];
546 object_kind *k_ptr = &k_info[o_ptr->k_idx];
547 object_flags(o_ptr, flgs);
550 * Exclude fixed flags of the base item.
551 * pval bonuses of base item will be treated later.
553 for (int i = 0; i < TR_FLAG_SIZE; i++)
554 flgs[i] &= ~(k_ptr->flags[i]);
556 if (object_is_fixed_artifact(o_ptr))
558 artifact_type *a_ptr = &a_info[o_ptr->name1];
560 for (int i = 0; i < TR_FLAG_SIZE; i++)
561 flgs[i] &= ~(a_ptr->flags[i]);
563 else if (object_is_ego(o_ptr))
565 ego_item_type *e_ptr = &e_info[o_ptr->name2];
567 for (int i = 0; i < TR_FLAG_SIZE; i++)
568 flgs[i] &= ~(e_ptr->flags[i]);
572 * Calucurate values of remaining flags
574 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
575 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
576 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
577 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
578 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
579 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
580 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
581 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
582 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
583 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
584 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
585 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
586 total += (10000 + (2500 * plusses));
587 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
588 total += (10000 + (2500 * plusses));
592 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
593 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
594 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
595 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
596 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
597 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
598 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
599 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
600 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
601 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
602 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
603 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
604 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
605 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
606 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
607 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
608 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
609 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
610 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
611 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
612 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
614 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
615 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
616 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
617 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
618 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
619 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
620 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
621 total += (tmp_cost * count);
623 if (have_flag(flgs, TR_SUST_STR)) total += 850;
624 if (have_flag(flgs, TR_SUST_INT)) total += 850;
625 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
626 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
627 if (have_flag(flgs, TR_SUST_CON)) total += 850;
628 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
629 if (have_flag(flgs, TR_RIDING)) total += 0;
630 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
631 if (have_flag(flgs, TR_THROW)) total += 5000;
632 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
633 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
637 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
638 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
639 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
640 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
641 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
642 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
643 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
644 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
645 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
646 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
647 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
648 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
649 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
650 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
651 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
652 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
653 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
654 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
655 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
656 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
657 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
658 total += (tmp_cost * count);
660 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
661 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
662 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
663 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
664 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
665 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
666 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
667 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
668 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
669 if (have_flag(flgs, TR_LITE_1)) total += 1500;
670 if (have_flag(flgs, TR_LITE_2)) total += 2500;
671 if (have_flag(flgs, TR_LITE_3)) total += 4000;
672 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
673 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
674 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
675 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
676 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
677 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
678 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
679 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
680 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
681 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
682 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
683 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
684 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
685 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
686 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
687 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
688 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
689 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
690 if (have_flag(flgs, TR_REGEN)) total += 2500;
691 if (have_flag(flgs, TR_WARNING)) total += 2000;
692 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
693 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
694 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
695 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
696 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
697 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
698 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
699 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
700 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
701 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
702 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
703 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
704 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
705 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
706 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
707 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
708 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
709 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
710 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
711 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
712 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
713 if (have_flag(flgs, TR_TELEPORT))
715 if (object_is_cursed(o_ptr))
721 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
722 if (have_flag(flgs, TR_BLESSED)) total += 750;
723 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
724 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
725 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
726 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
727 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
729 /* Also, give some extra for activatable powers... */
730 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
732 const activation_type* const act_ptr = find_activation_info(o_ptr);
734 total += act_ptr->value;
743 * @brief オブジェクトの真の価格を算出する /
744 * Return the value of the flags the object has...
745 * @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
748 * Return the "real" price of a "known" item, not including discounts\n
750 * Wand and staffs get cost for each charge\n
752 * Armor is worth an extra 100 gold per bonus point to armor class.\n
754 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
756 * Missiles are only worth 5 gold per bonus point, since they\n
757 * usually appear in groups of 20, and we want the player to get\n
758 * the same amount of cash for any "equivalent" item. Note that\n
759 * missiles never have any of the "pval" flags, and in fact, they\n
760 * only have a few of the available flags, primarily of the "slay"\n
761 * and "brand" and "ignore" variety.\n
763 * Armor with a negative armor bonus is worthless.\n
764 * Weapons with negative hit+damage bonuses are worthless.\n
766 * Every wearable item with a "pval" bonus is worth extra (see below).\n
768 PRICE object_value_real(object_type *o_ptr)
770 BIT_FLAGS flgs[TR_FLAG_SIZE];
771 object_kind *k_ptr = &k_info[o_ptr->k_idx];
773 if (!k_info[o_ptr->k_idx].cost) return (0L);
775 PRICE value = k_info[o_ptr->k_idx].cost;
776 object_flags(o_ptr, flgs);
777 if (object_is_fixed_artifact(o_ptr))
779 artifact_type *a_ptr = &a_info[o_ptr->name1];
780 if (!a_ptr->cost) return (0L);
783 value += flag_cost(o_ptr, o_ptr->pval);
786 else if (object_is_ego(o_ptr))
788 ego_item_type *e_ptr = &e_info[o_ptr->name2];
789 if (!e_ptr->cost) return (0L);
791 value += e_ptr->cost;
792 value += flag_cost(o_ptr, o_ptr->pval);
797 for (int i = 0; i < TR_FLAG_SIZE; i++)
798 if (o_ptr->art_flags[i]) flag = TRUE;
800 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
803 /* Analyze pval bonus for normal object */
826 if (!o_ptr->pval) break;
827 if (o_ptr->pval < 0) return (0L);
829 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
830 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
831 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
832 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
833 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
834 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
835 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
836 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
837 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
838 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
839 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
840 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
841 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
849 /* Pay extra for charges, depending on standard number of
850 * charges. Handle new-style wands correctly. -LM-
852 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
857 /* Pay extra for charges, depending on standard number of
860 value += (value * o_ptr->pval / (k_ptr->pval * 2));
866 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
868 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
881 if (o_ptr->to_a < 0) return (0L);
883 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
892 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
894 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
895 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
896 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
903 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
905 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
906 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
907 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
912 DEPTH level = r_info[o_ptr->pval].level;
913 if (level < 20) value = level * 50L;
914 else if (level < 30) value = 1000 + (level - 20) * 150L;
915 else if (level < 40) value = 2500 + (level - 30) * 350L;
916 else if (level < 50) value = 6000 + (level - 40) * 800L;
917 else value = 14000 + (level - 50) * 2000L;
922 if (!o_ptr->pval) value = 1000L;
923 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
928 if (!o_ptr->pval) value = 0L;
933 if (value < 0) return 0L;
940 * @brief オブジェクト価格算出のメインルーチン /
941 * Return the price of an item including plusses (and charges)
942 * @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
943 * @return オブジェクトの判明している現価格
945 * This function returns the "value" of the given item (qty one)\n
947 * Never notice "unknown" bonuses or properties, including "curses",\n
948 * since that would give the player information he did not have.\n
950 * Note that discounted items stay discounted forever, even if\n
951 * the discount is "forgotten" by the player via memory loss.\n
953 PRICE object_value(object_type *o_ptr)
957 if (object_is_known(o_ptr))
959 if (object_is_broken(o_ptr)) return (0L);
960 if (object_is_cursed(o_ptr)) return (0L);
962 value = object_value_real(o_ptr);
966 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
967 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
969 value = object_value_base(o_ptr);
972 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
979 * @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 /
980 * Distribute charges of rods or wands.
981 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
982 * @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
983 * @param amt 分割したい回数量 number of items that are transfered
986 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
987 * charges need to be allocated between the two stacks. If all the items\n
988 * are being dropped, it makes for a neater message to leave the original\n
989 * stack's pval alone. -LM-\n
991 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
993 if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
995 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
996 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
998 if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
1000 if (q_ptr->pval > o_ptr->timeout)
1001 q_ptr->timeout = o_ptr->timeout;
1003 q_ptr->timeout = q_ptr->pval;
1005 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1010 * @brief 魔法棒やロッドの使用回数を減らす /
1011 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1012 * @param amt 減らしたい回数量 number of items that are transfered
1015 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1016 * charges of the stack needs to be reduced, unless all the items are\n
1017 * being destroyed. -LM-\n
1019 void reduce_charges(object_type *o_ptr, int amt)
1021 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1022 (amt < o_ptr->number))
1024 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1030 * @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。
1031 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1032 * @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
1033 * @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
1034 * @return 重ね合わせ可能なアイテム数
1036 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1038 int max_num = MAX_STACK_SIZE;
1039 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1041 switch (o_ptr->tval)
1051 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1052 if (o_ptr->pval != j_ptr->pval) return 0;
1058 if (o_ptr->pval != j_ptr->pval) return 0;
1070 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1071 !object_is_known(o_ptr)) ||
1072 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1073 !object_is_known(j_ptr))) return 0;
1075 if (o_ptr->pval != j_ptr->pval) return 0;
1081 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1082 !object_is_known(o_ptr)) ||
1083 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1084 !object_is_known(j_ptr))) return 0;
1090 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1112 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1119 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1120 if (o_ptr->feeling != j_ptr->feeling) return 0;
1121 if (o_ptr->to_h != j_ptr->to_h) return 0;
1122 if (o_ptr->to_d != j_ptr->to_d) return 0;
1123 if (o_ptr->to_a != j_ptr->to_a) return 0;
1124 if (o_ptr->pval != j_ptr->pval) return 0;
1125 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1126 if (o_ptr->name2 != j_ptr->name2) return 0;
1127 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1128 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1129 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1130 if (o_ptr->timeout || j_ptr->timeout) return 0;
1131 if (o_ptr->ac != j_ptr->ac) return 0;
1132 if (o_ptr->dd != j_ptr->dd) return 0;
1133 if (o_ptr->ds != j_ptr->ds) return 0;
1138 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1144 for (int i = 0; i < TR_FLAG_SIZE; i++)
1145 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1147 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1148 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1150 if (o_ptr->inscription && j_ptr->inscription &&
1151 (o_ptr->inscription != j_ptr->inscription))
1154 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1155 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1162 * @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。
1163 * Determine if an item can absorb a second item.
1164 * @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
1165 * @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
1166 * @return 重ね合わせ可能ならばTRUEを返す。
1168 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1170 int total = o_ptr->number + j_ptr->number;
1171 int max_num = object_similar_part(o_ptr, j_ptr);
1172 if (!max_num) return FALSE;
1173 if (total > max_num) return 0;
1180 * @brief 両オブジェクトをスロットに重ね合わせる。
1181 * Allow one item to "absorb" another, assuming they are similar
1182 * @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
1183 * @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
1186 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1188 int max_num = object_similar_part(o_ptr, j_ptr);
1189 int total = o_ptr->number + j_ptr->number;
1190 int diff = (total > max_num) ? total - max_num : 0;
1192 o_ptr->number = (total > max_num) ? max_num : total;
1193 if (object_is_known(j_ptr)) object_known(o_ptr);
1195 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1196 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1198 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1199 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1202 if (OBJECT_IS_FULL_KNOWN(j_ptr)) o_ptr->ident |= (IDENT_FULL_KNOWN);
1203 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1204 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1205 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1206 if (o_ptr->tval == TV_ROD)
1208 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1209 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1212 if (o_ptr->tval == TV_WAND)
1214 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1220 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1221 * Find the index of the object_kind with the given tval and sval
1222 * @param tval 検索したいベースアイテムのtval
1223 * @param sval 検索したいベースアイテムのsval
1226 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1229 KIND_OBJECT_IDX bk = 0;
1231 for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
1233 object_kind *k_ptr = &k_info[k];
1234 if (k_ptr->tval != tval) continue;
1235 if (k_ptr->sval == sval) return (k);
1236 if (sval != SV_ANY) continue;
1237 if (!one_in_(++num)) continue;
1252 * @brief オブジェクトを初期化する
1253 * Wipe an object clean.
1254 * @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
1257 void object_wipe(object_type *o_ptr)
1259 (void)WIPE(o_ptr, object_type);
1264 * @brief オブジェクトを複製する
1265 * Wipe an object clean.
1266 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1267 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1270 void object_copy(object_type *o_ptr, object_type *j_ptr)
1272 (void)COPY(o_ptr, j_ptr, object_type);
1277 * @brief オブジェクト構造体にベースアイテムを作成する
1278 * Prepare an object based on an object kind.
1279 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1280 * @param k_idx 新たに作成したいベースアイテム情報のID
1283 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1285 object_kind *k_ptr = &k_info[k_idx];
1287 o_ptr->k_idx = k_idx;
1288 o_ptr->tval = k_ptr->tval;
1289 o_ptr->sval = k_ptr->sval;
1290 o_ptr->pval = k_ptr->pval;
1292 o_ptr->weight = k_ptr->weight;
1293 o_ptr->to_h = k_ptr->to_h;
1294 o_ptr->to_d = k_ptr->to_d;
1295 o_ptr->to_a = k_ptr->to_a;
1296 o_ptr->ac = k_ptr->ac;
1297 o_ptr->dd = k_ptr->dd;
1298 o_ptr->ds = k_ptr->ds;
1300 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1301 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1303 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1304 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1305 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1306 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1307 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1308 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1313 * @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
1314 * @param owner_ptr プレーヤーへの参照ポインタ
1315 * @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
1318 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1320 object_aware(owner_ptr, o_ptr);
1321 object_known(o_ptr);
1323 o_ptr->ident |= (IDENT_FULL_KNOWN);
1324 GAME_TEXT o_name[MAX_NLEN];
1325 object_desc(owner_ptr, o_name, o_ptr, 0);
1326 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1332 * @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
1333 * Choose random ego type
1334 * @param slot 取得したいエゴの装備部位
1335 * @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。
1336 * @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。
1338 static byte get_random_ego(byte slot, bool good)
1341 for (int i = 1; i < max_e_idx; i++)
1343 ego_item_type *e_ptr;
1345 if (e_ptr->slot == slot
1346 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1349 total += (255 / e_ptr->rarity);
1353 int value = randint1(total);
1355 for (j = 1; j < max_e_idx; j++)
1357 ego_item_type *e_ptr;
1359 if (e_ptr->slot == slot
1360 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1363 value -= (255 / e_ptr->rarity);
1364 if (value <= 0L) break;
1373 * @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
1374 * Apply magic to an item known to be a "weapon"
1375 * @param owner_ptr プレーヤーへの参照ポインタ
1376 * @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
1377 * @param level 生成基準階
1378 * @param power 生成ランク
1381 * Hack -- note special base damage dice boosting\n
1382 * Hack -- note special processing for weapon/digger\n
1384 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1386 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1387 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1389 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1390 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1392 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1394 tohit2 = (tohit2 + 1) / 2;
1395 todam2 = (todam2 + 1) / 2;
1400 o_ptr->to_h += tohit1;
1401 o_ptr->to_d += todam1;
1404 o_ptr->to_h += tohit2;
1405 o_ptr->to_d += todam2;
1410 o_ptr->to_h -= tohit1;
1411 o_ptr->to_d -= todam1;
1414 o_ptr->to_h -= tohit2;
1415 o_ptr->to_d -= todam2;
1418 if (o_ptr->to_h + o_ptr->to_d < 0)
1419 o_ptr->curse_flags |= TRC_CURSED;
1422 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1424 switch (o_ptr->tval)
1430 /* power > 2 is debug only */
1431 if (one_in_(30) || (power > 2))
1432 become_random_artifact(owner_ptr, o_ptr, FALSE);
1434 o_ptr->name2 = EGO_DIGGING;
1436 else if (power < -1)
1438 o_ptr->pval = 0 - (5 + randint1(5));
1442 o_ptr->pval = 0 - (o_ptr->pval);
1453 /* power > 2 is debug only */
1454 if (one_in_(40) || (power > 2))
1456 become_random_artifact(owner_ptr, o_ptr, FALSE);
1461 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1462 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1464 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1466 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1471 switch (o_ptr->name2)
1474 if (one_in_(4) && (level > 40))
1475 add_flag(o_ptr->art_flags, TR_BLOWS);
1479 add_flag(o_ptr->art_flags, TR_RES_POIS);
1481 add_flag(o_ptr->art_flags, TR_WARNING);
1483 case EGO_KILL_DRAGON:
1485 add_flag(o_ptr->art_flags, TR_RES_POIS);
1489 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1491 case EGO_SLAYING_WEAPON:
1499 } while (one_in_(o_ptr->dd));
1504 } while (one_in_(o_ptr->ds));
1509 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1511 if (o_ptr->tval == TV_SWORD && one_in_(3))
1513 add_flag(o_ptr->art_flags, TR_VORPAL);
1518 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1524 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1526 add_flag(o_ptr->art_flags, TR_DEX);
1528 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1531 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1533 case EGO_EARTHQUAKES:
1534 if (one_in_(3) && (level > 60))
1535 add_flag(o_ptr->art_flags, TR_BLOWS);
1537 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1541 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1545 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1547 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1549 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1550 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1553 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1554 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1555 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1556 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1560 if (!o_ptr->art_name)
1562 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1565 if (o_ptr->dd > 9) o_ptr->dd = 9;
1568 else if (power < -1)
1570 if (randint0(MAX_DEPTH) < level)
1574 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1575 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1583 switch (o_ptr->name2)
1586 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1587 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1590 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1591 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
1592 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1593 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1594 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1595 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1607 /* power > 2 is debug only */
1608 if (one_in_(20) || (power > 2))
1610 become_random_artifact(owner_ptr, o_ptr, FALSE);
1614 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
1625 /* power > 2 is debug only */
1628 become_random_artifact(owner_ptr, o_ptr, FALSE);
1632 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
1633 switch (o_ptr->name2)
1635 case EGO_SLAYING_BOLT:
1640 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1643 if (o_ptr->dd > 9) o_ptr->dd = 9;
1645 else if (power < -1)
1647 if (randint0(MAX_DEPTH) < level)
1649 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
1660 * @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
1661 * Apply magic to an item known to be "armor"
1662 * @param owner_ptr プレーヤーへの参照ポインタ
1663 * @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
1664 * @param level 生成基準階
1665 * @param power 生成ランク
1668 * Hack -- note special processing for crown/helm\n
1669 * Hack -- note special processing for robe of permanence\n
1671 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1673 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
1674 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
1677 o_ptr->to_a += toac1;
1680 o_ptr->to_a += toac2;
1685 o_ptr->to_a -= toac1;
1688 o_ptr->to_a -= toac2;
1691 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
1694 switch (o_ptr->tval)
1698 /* power > 2 is debug only */
1699 if (one_in_(50) || (power > 2))
1700 become_random_artifact(owner_ptr, o_ptr, FALSE);
1708 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
1709 (o_ptr->sval == SV_ROBE) &&
1710 (randint0(100) < 15))
1714 o_ptr->name2 = EGO_YOIYAMI;
1715 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
1716 o_ptr->sval = SV_YOIYAMI_ROBE;
1722 o_ptr->name2 = EGO_PERMANENCE;
1728 /* power > 2 is debug only */
1729 if (one_in_(20) || (power > 2))
1731 become_random_artifact(owner_ptr, o_ptr, FALSE);
1737 bool okay_flag = TRUE;
1738 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
1739 switch (o_ptr->name2)
1742 if (o_ptr->tval != TV_HARD_ARMOR)
1749 if (o_ptr->tval != TV_SOFT_ARMOR)
1759 if (okay_flag) break;
1762 switch (o_ptr->name2)
1764 case EGO_RESISTANCE:
1766 add_flag(o_ptr->art_flags, TR_RES_POIS);
1769 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1770 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
1774 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1776 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1778 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1779 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1781 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1782 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
1783 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1784 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1785 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1786 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1787 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1788 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1791 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1792 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1793 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1794 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1795 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1796 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1807 if (o_ptr->sval == SV_DRAGON_SHIELD)
1809 dragon_resist(o_ptr);
1810 if (!one_in_(3)) break;
1815 /* power > 2 is debug only */
1816 if (one_in_(20) || (power > 2))
1818 become_random_artifact(owner_ptr, o_ptr, FALSE);
1824 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
1825 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
1826 && o_ptr->name2 == EGO_S_DWARVEN)
1834 switch (o_ptr->name2)
1837 if (!one_in_(3)) one_high_resistance(o_ptr);
1838 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
1840 case EGO_REFLECTION:
1841 if (o_ptr->sval == SV_MIRROR_SHIELD)
1846 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1847 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
1856 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
1858 dragon_resist(o_ptr);
1859 if (!one_in_(3)) break;
1864 /* power > 2 is debug only */
1865 if (one_in_(20) || (power > 2))
1867 become_random_artifact(owner_ptr, o_ptr, FALSE);
1870 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
1872 else if (power < -1)
1874 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
1882 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
1884 dragon_resist(o_ptr);
1885 if (!one_in_(3)) break;
1890 /* power > 2 is debug only */
1891 if (one_in_(20) || (power > 2))
1893 become_random_artifact(owner_ptr, o_ptr, FALSE);
1897 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
1898 switch (o_ptr->name2)
1900 case EGO_SLOW_DESCENT:
1903 one_high_resistance(o_ptr);
1909 else if (power < -1)
1911 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
1920 /* power > 2 is debug only */
1921 if (one_in_(20) || (power > 2))
1923 become_random_artifact(owner_ptr, o_ptr, FALSE);
1929 bool ok_flag = TRUE;
1930 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
1932 switch (o_ptr->name2)
1935 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
1936 else add_esp_weak(o_ptr, FALSE);
1940 case EGO_REGENERATION:
1941 case EGO_LORDLINESS:
1947 if (one_in_(2)) add_esp_strong(o_ptr);
1948 else add_esp_weak(o_ptr, FALSE);
1952 /* not existing crown (wisdom,lite, etc...) */
1962 else if (power < -1)
1966 bool ok_flag = TRUE;
1967 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
1969 switch (o_ptr->name2)
1971 case EGO_ANCIENT_CURSE:
1972 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1973 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1974 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1975 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1976 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1977 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1990 if (o_ptr->sval == SV_DRAGON_HELM)
1992 dragon_resist(o_ptr);
1993 if (!one_in_(3)) break;
1998 /* power > 2 is debug only */
1999 if (one_in_(20) || (power > 2))
2001 become_random_artifact(owner_ptr, o_ptr, FALSE);
2007 bool ok_flag = TRUE;
2008 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2009 switch (o_ptr->name2)
2011 case EGO_BRILLIANCE:
2013 case EGO_INFRAVISION:
2014 case EGO_H_PROTECTION:
2019 if (one_in_(2)) add_esp_strong(o_ptr);
2020 else add_esp_weak(o_ptr, FALSE);
2025 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2026 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2029 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2031 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2033 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2034 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2036 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2037 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2038 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2039 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2040 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2041 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2042 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2043 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2046 /* not existing helm (Magi, Might, etc...)*/
2055 else if (power < -1)
2059 bool ok_flag = TRUE;
2060 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2062 switch (o_ptr->name2)
2064 case EGO_ANCIENT_CURSE:
2079 /* power > 2 is debug only */
2080 if (one_in_(20) || (power > 2))
2082 become_random_artifact(owner_ptr, o_ptr, FALSE);
2085 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2087 switch (o_ptr->name2)
2096 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2097 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2098 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2099 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2104 else if (power < -1)
2106 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2116 * @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
2117 * Apply magic to an item known to be a "ring" or "amulet"
2118 * @param owner_ptr プレーヤーへの参照ポインタ
2119 * @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
2120 * @param level 生成基準階
2121 * @param power 生成ランク
2124 * Hack -- note special "pval boost" code for ring of speed\n
2125 * Hack -- note that some items must be cursed (or blessed)\n
2127 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2129 switch (o_ptr->tval)
2133 switch (o_ptr->sval)
2135 case SV_RING_ATTACKS:
2137 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2138 if (one_in_(15)) o_ptr->pval++;
2139 if (o_ptr->pval < 1) o_ptr->pval = 1;
2143 o_ptr->ident |= (IDENT_BROKEN);
2144 o_ptr->curse_flags |= TRC_CURSED;
2145 o_ptr->pval = 0 - (o_ptr->pval);
2158 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2161 o_ptr->ident |= (IDENT_BROKEN);
2162 o_ptr->curse_flags |= TRC_CURSED;
2163 o_ptr->pval = 0 - (o_ptr->pval);
2170 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2171 while (randint0(100) < 50) o_ptr->pval++;
2175 o_ptr->ident |= (IDENT_BROKEN);
2176 o_ptr->curse_flags |= TRC_CURSED;
2177 o_ptr->pval = 0 - (o_ptr->pval);
2183 case SV_RING_LORDLY:
2187 one_lordly_high_resistance(o_ptr);
2188 } while (one_in_(4));
2190 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2193 case SV_RING_WARNING:
2195 if (one_in_(3)) one_low_esp(o_ptr);
2198 case SV_RING_SEARCHING:
2200 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2203 o_ptr->ident |= (IDENT_BROKEN);
2204 o_ptr->curse_flags |= TRC_CURSED;
2205 o_ptr->pval = 0 - (o_ptr->pval);
2210 case SV_RING_FLAMES:
2215 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2218 case SV_RING_WEAKNESS:
2219 case SV_RING_STUPIDITY:
2221 o_ptr->ident |= (IDENT_BROKEN);
2222 o_ptr->curse_flags |= TRC_CURSED;
2223 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2224 if (power > 0) power = 0 - power;
2230 o_ptr->ident |= (IDENT_BROKEN);
2231 o_ptr->curse_flags |= TRC_CURSED;
2232 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2233 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2234 if (power > 0) power = 0 - power;
2238 case SV_RING_DAMAGE:
2240 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2243 o_ptr->ident |= (IDENT_BROKEN);
2244 o_ptr->curse_flags |= TRC_CURSED;
2245 o_ptr->to_d = 0 - o_ptr->to_d;
2250 case SV_RING_ACCURACY:
2252 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2255 o_ptr->ident |= (IDENT_BROKEN);
2256 o_ptr->curse_flags |= TRC_CURSED;
2257 o_ptr->to_h = 0 - o_ptr->to_h;
2262 case SV_RING_PROTECTION:
2264 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2267 o_ptr->ident |= (IDENT_BROKEN);
2268 o_ptr->curse_flags |= TRC_CURSED;
2269 o_ptr->to_a = 0 - o_ptr->to_a;
2274 case SV_RING_SLAYING:
2276 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2277 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2281 o_ptr->ident |= (IDENT_BROKEN);
2282 o_ptr->curse_flags |= TRC_CURSED;
2283 o_ptr->to_h = 0 - o_ptr->to_h;
2284 o_ptr->to_d = 0 - o_ptr->to_d;
2289 case SV_RING_MUSCLE:
2291 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2292 if (one_in_(4)) o_ptr->pval++;
2296 o_ptr->ident |= (IDENT_BROKEN);
2297 o_ptr->curse_flags |= TRC_CURSED;
2298 o_ptr->pval = 0 - o_ptr->pval;
2303 case SV_RING_AGGRAVATION:
2305 o_ptr->ident |= (IDENT_BROKEN);
2306 o_ptr->curse_flags |= TRC_CURSED;
2307 if (power > 0) power = 0 - power;
2312 /* power > 2 is debug only */
2313 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2315 o_ptr->pval = MIN(o_ptr->pval, 4);
2316 become_random_artifact(owner_ptr, o_ptr, FALSE);
2318 else if ((power == 2) && one_in_(2))
2320 while (!o_ptr->name2)
2322 int tmp = m_bonus(10, level);
2323 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2324 switch (randint1(28))
2327 o_ptr->name2 = EGO_RING_THROW;
2330 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2331 o_ptr->name2 = EGO_RING_REGEN;
2334 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2335 o_ptr->name2 = EGO_RING_LITE;
2338 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2339 o_ptr->name2 = EGO_RING_TELEPORT;
2342 if (o_ptr->to_h) break;
2343 o_ptr->name2 = EGO_RING_TO_H;
2346 if (o_ptr->to_d) break;
2347 o_ptr->name2 = EGO_RING_TO_D;
2350 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2351 o_ptr->name2 = EGO_RING_SLAY;
2354 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2355 o_ptr->name2 = EGO_RING_WIZARD;
2358 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2359 o_ptr->name2 = EGO_RING_HERO;
2362 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2363 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2364 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2365 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2368 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2369 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;
2370 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2371 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2372 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2375 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2376 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;
2377 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2378 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2379 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2382 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2383 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;
2384 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2385 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2388 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2389 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;
2390 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2391 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2393 case 21: case 22: case 23: case 24: case 25: case 26:
2394 switch (o_ptr->sval)
2397 if (!one_in_(3)) break;
2398 o_ptr->name2 = EGO_RING_D_SPEED;
2400 case SV_RING_DAMAGE:
2401 case SV_RING_ACCURACY:
2402 case SV_RING_SLAYING:
2403 if (one_in_(2)) break;
2404 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2407 o_ptr->name2 = EGO_RING_BERSERKER;
2408 o_ptr->to_h -= 2 + randint1(4);
2409 o_ptr->to_d += 2 + randint1(4);
2413 case SV_RING_PROTECTION:
2414 o_ptr->name2 = EGO_RING_SUPER_AC;
2415 o_ptr->to_a += 7 + m_bonus(5, level);
2417 case SV_RING_RES_FEAR:
2418 o_ptr->name2 = EGO_RING_HERO;
2421 if (one_in_(2)) break;
2422 o_ptr->name2 = EGO_RING_HUNTER;
2424 case SV_RING_SEARCHING:
2425 o_ptr->name2 = EGO_RING_STEALTH;
2427 case SV_RING_TELEPORTATION:
2428 o_ptr->name2 = EGO_RING_TELE_AWAY;
2430 case SV_RING_RES_BLINDNESS:
2432 o_ptr->name2 = EGO_RING_RES_LITE;
2434 o_ptr->name2 = EGO_RING_RES_DARK;
2436 case SV_RING_LORDLY:
2437 if (!one_in_(20)) break;
2438 one_lordly_high_resistance(o_ptr);
2439 one_lordly_high_resistance(o_ptr);
2440 o_ptr->name2 = EGO_RING_TRUE;
2442 case SV_RING_SUSTAIN:
2443 if (!one_in_(4)) break;
2444 o_ptr->name2 = EGO_RING_RES_TIME;
2446 case SV_RING_FLAMES:
2447 if (!one_in_(2)) break;
2448 o_ptr->name2 = EGO_RING_DRAGON_F;
2451 if (!one_in_(2)) break;
2452 o_ptr->name2 = EGO_RING_DRAGON_C;
2454 case SV_RING_WARNING:
2455 if (!one_in_(2)) break;
2456 o_ptr->name2 = EGO_RING_M_DETECT;
2466 o_ptr->curse_flags = 0L;
2468 else if ((power == -2) && one_in_(2))
2470 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2471 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2472 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2473 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2474 o_ptr->art_flags[0] = 0;
2475 o_ptr->art_flags[1] = 0;
2476 while (!o_ptr->name2)
2478 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2479 switch (randint1(5))
2482 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2483 o_ptr->name2 = EGO_RING_DRAIN_EXP;
2486 o_ptr->name2 = EGO_RING_NO_MELEE;
2489 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2490 o_ptr->name2 = EGO_RING_AGGRAVATE;
2493 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2494 o_ptr->name2 = EGO_RING_TY_CURSE;
2497 o_ptr->name2 = EGO_RING_ALBINO;
2502 o_ptr->ident |= (IDENT_BROKEN);
2503 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2510 switch (o_ptr->sval)
2512 case SV_AMULET_INTELLIGENCE:
2513 case SV_AMULET_WISDOM:
2514 case SV_AMULET_CHARISMA:
2516 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2519 o_ptr->ident |= (IDENT_BROKEN);
2520 o_ptr->curse_flags |= (TRC_CURSED);
2521 o_ptr->pval = 0 - o_ptr->pval;
2526 case SV_AMULET_BRILLIANCE:
2528 o_ptr->pval = 1 + m_bonus(3, level);
2529 if (one_in_(4)) o_ptr->pval++;
2533 o_ptr->ident |= (IDENT_BROKEN);
2534 o_ptr->curse_flags |= (TRC_CURSED);
2535 o_ptr->pval = 0 - o_ptr->pval;
2540 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
2544 o_ptr->curse_flags |= (TRC_CURSED);
2549 case SV_AMULET_RESISTANCE:
2551 if (one_in_(5)) one_high_resistance(o_ptr);
2552 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2555 case SV_AMULET_SEARCHING:
2557 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
2560 o_ptr->ident |= (IDENT_BROKEN);
2561 o_ptr->curse_flags |= (TRC_CURSED);
2562 o_ptr->pval = 0 - (o_ptr->pval);
2567 case SV_AMULET_THE_MAGI:
2569 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2570 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
2571 add_esp_weak(o_ptr, FALSE);
2574 case SV_AMULET_DOOM:
2576 o_ptr->ident |= (IDENT_BROKEN);
2577 o_ptr->curse_flags |= (TRC_CURSED);
2578 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
2579 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
2580 if (power > 0) power = 0 - power;
2584 case SV_AMULET_MAGIC_MASTERY:
2586 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
2589 o_ptr->ident |= (IDENT_BROKEN);
2590 o_ptr->curse_flags |= (TRC_CURSED);
2591 o_ptr->pval = 0 - o_ptr->pval;
2598 /* power > 2 is debug only */
2599 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2601 o_ptr->pval = MIN(o_ptr->pval, 4);
2602 become_random_artifact(owner_ptr, o_ptr, FALSE);
2604 else if ((power == 2) && one_in_(2))
2606 while (!o_ptr->name2)
2608 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2609 switch (randint1(21))
2612 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
2613 o_ptr->name2 = EGO_AMU_SLOW_D;
2616 if (o_ptr->pval) break;
2617 o_ptr->name2 = EGO_AMU_INFRA;
2620 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
2621 o_ptr->name2 = EGO_AMU_SEE_INVIS;
2624 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
2625 o_ptr->name2 = EGO_AMU_HOLD_EXP;
2628 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
2629 o_ptr->name2 = EGO_AMU_LEVITATION;
2631 case 10: case 11: case 21:
2632 o_ptr->name2 = EGO_AMU_AC;
2635 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
2636 if (m_bonus(10, level) > 8)
2637 o_ptr->name2 = EGO_AMU_RES_FIRE_;
2639 o_ptr->name2 = EGO_AMU_RES_FIRE;
2642 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
2643 if (m_bonus(10, level) > 8)
2644 o_ptr->name2 = EGO_AMU_RES_COLD_;
2646 o_ptr->name2 = EGO_AMU_RES_COLD;
2649 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
2650 if (m_bonus(10, level) > 8)
2651 o_ptr->name2 = EGO_AMU_RES_ELEC_;
2653 o_ptr->name2 = EGO_AMU_RES_ELEC;
2656 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
2657 if (m_bonus(10, level) > 8)
2658 o_ptr->name2 = EGO_AMU_RES_ACID_;
2660 o_ptr->name2 = EGO_AMU_RES_ACID;
2662 case 16: case 17: case 18: case 19: case 20:
2663 switch (o_ptr->sval)
2665 case SV_AMULET_TELEPORT:
2666 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
2667 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
2668 else o_ptr->name2 = EGO_AMU_TELEPORT;
2670 case SV_AMULET_RESIST_ACID:
2671 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
2673 case SV_AMULET_SEARCHING:
2674 o_ptr->name2 = EGO_AMU_STEALTH;
2676 case SV_AMULET_BRILLIANCE:
2677 if (!one_in_(3)) break;
2678 o_ptr->name2 = EGO_AMU_IDENT;
2680 case SV_AMULET_CHARISMA:
2681 if (!one_in_(3)) break;
2682 o_ptr->name2 = EGO_AMU_CHARM;
2684 case SV_AMULET_THE_MAGI:
2685 if (one_in_(2)) break;
2686 o_ptr->name2 = EGO_AMU_GREAT;
2688 case SV_AMULET_RESISTANCE:
2689 if (!one_in_(5)) break;
2690 o_ptr->name2 = EGO_AMU_DEFENDER;
2692 case SV_AMULET_TELEPATHY:
2693 if (!one_in_(3)) break;
2694 o_ptr->name2 = EGO_AMU_DETECTION;
2699 o_ptr->curse_flags = 0L;
2701 else if ((power == -2) && one_in_(2))
2703 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2704 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2705 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2706 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2707 o_ptr->art_flags[0] = 0;
2708 o_ptr->art_flags[1] = 0;
2709 while (!o_ptr->name2)
2711 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2712 switch (randint1(5))
2715 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2716 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
2719 o_ptr->name2 = EGO_AMU_FOOL;
2722 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2723 o_ptr->name2 = EGO_AMU_AGGRAVATE;
2726 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2727 o_ptr->name2 = EGO_AMU_TY_CURSE;
2730 o_ptr->name2 = EGO_AMU_NAIVETY;
2735 o_ptr->ident |= (IDENT_BROKEN);
2736 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2746 * @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
2747 * Apply magic to an item known to be "boring"
2748 * @param owner_ptr プレーヤーへの参照ポインタ
2749 * @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
2750 * @param power 生成ランク
2753 * Hack -- note the special code for various items
2755 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
2757 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2759 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
2760 switch (o_ptr->tval)
2768 o_ptr->xtra4 = o_ptr->pval;
2774 if (o_ptr->sval == SV_LITE_TORCH)
2776 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2780 if (o_ptr->sval == SV_LITE_LANTERN)
2782 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2786 /* power > 2 is debug only */
2789 become_random_artifact(owner_ptr, o_ptr, FALSE);
2791 else if ((power == 2) || ((power == 1) && one_in_(3)))
2793 while (!o_ptr->name2)
2797 bool okay_flag = TRUE;
2799 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
2801 switch (o_ptr->name2)
2804 if (o_ptr->sval == SV_LITE_FEANOR)
2813 else if (power == -2)
2815 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
2816 switch (o_ptr->name2)
2818 case EGO_LITE_DARKNESS:
2821 if (o_ptr->sval == SV_LITE_TORCH)
2823 add_flag(o_ptr->art_flags, TR_LITE_M1);
2825 else if (o_ptr->sval == SV_LITE_LANTERN)
2827 add_flag(o_ptr->art_flags, TR_LITE_M2);
2829 else if (o_ptr->sval == SV_LITE_FEANOR)
2831 add_flag(o_ptr->art_flags, TR_LITE_M3);
2842 /* The wand or staff gets a number of initial charges equal
2843 * to between 1/2 (+1) and the full object kind's pval. -LM-
2845 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
2850 o_ptr->pval = k_ptr->pval;
2856 object_aware(owner_ptr, o_ptr);
2857 object_known(o_ptr);
2862 PARAMETER_VALUE i = 1;
2864 monster_race *r_ptr;
2867 i = randint1(max_r_idx - 1);
2869 if (!item_monster_okay(i)) continue;
2870 if (i == MON_TSUCHINOKO) continue;
2873 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2874 if (!r_ptr->rarity) continue;
2875 if (r_ptr->rarity > 100) continue;
2876 if (randint0(check)) continue;
2882 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
2888 PARAMETER_VALUE i = 1;
2891 monster_race *r_ptr;
2892 if (o_ptr->sval == SV_SKELETON)
2894 match = RF9_DROP_SKELETON;
2896 else if (o_ptr->sval == SV_CORPSE)
2898 match = RF9_DROP_CORPSE;
2901 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
2904 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
2906 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2907 if (!r_ptr->rarity) continue;
2908 if (!(r_ptr->flags9 & match)) continue;
2909 if (randint0(check)) continue;
2915 object_aware(owner_ptr, o_ptr);
2916 object_known(o_ptr);
2921 PARAMETER_VALUE i = 1;
2922 monster_race *r_ptr;
2925 i = randint1(max_r_idx - 1);
2927 if (!r_ptr->rarity) continue;
2935 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
2938 object_aware(owner_ptr, o_ptr);
2939 object_known(o_ptr);
2944 DEPTH obj_level = k_info[o_ptr->k_idx].level;
2945 if (obj_level <= 0) break;
2947 o_ptr->pval = randint1(obj_level);
2948 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
2950 o_ptr->xtra3 = floor_ptr->dun_level + 5;
2951 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
2960 * @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
2961 * Complete the "creation" of an object by applying "magic" to the item
2962 * @param owner_ptr プレーヤーへの参照ポインタ
2963 * @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
2965 * @param mode 生成オプション
2968 * This includes not only rolling for random bonuses, but also putting the\n
2969 * finishing touches on ego-items and artifacts, giving charges to wands and\n
2970 * staffs, giving fuel to lites, and placing traps on chests.\n
2972 * In particular, note that "Instant Artifacts", if "created" by an external\n
2973 * routine, must pass through this function to complete the actual creation.\n
2975 * The base "chance" of the item being "good" increases with the "level"\n
2976 * parameter, which is usually derived from the dungeon level, being equal\n
2977 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
2978 * the object is guaranteed to be "good". If an object is "good", then\n
2979 * the chance that the object will be "great" (ego-item or artifact), also\n
2980 * increases with the "level", being equal to half the level, plus 5, up to\n
2981 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
2982 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
2984 * If the object is not "good", there is a chance it will be "cursed", and\n
2985 * if it is "cursed", there is a chance it will be "broken". These chances\n
2986 * are related to the "good" / "great" chances above.\n
2988 * Otherwise "normal" rings and amulets will be "good" half the time and\n
2989 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
2991 * If "okay" is true, and the object is going to be "great", then there is\n
2992 * a chance that an artifact will be created. This is true even if both the\n
2993 * "good" and "great" arguments are false. As a total hack, if "great" is\n
2994 * true, then the item gets 3 extra "attempts" to become an artifact.\n
2996 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
2998 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
2999 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3002 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3004 int f2 = f1 * 2 / 3;
3005 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3006 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3008 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3013 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3020 if ((mode & AM_GOOD) || magik(f1))
3023 if ((mode & AM_GREAT) || magik(f2))
3026 if (mode & AM_SPECIAL) power = 3;
3032 if (magik(f2)) power = -2;
3034 if (mode & AM_CURSED)
3047 if (power >= 2) rolls = 1;
3049 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3050 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3052 for (int i = 0; i < rolls; i++)
3054 if (make_artifact(owner_ptr, o_ptr)) break;
3055 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3057 if (make_artifact(owner_ptr, o_ptr)) break;
3061 if (object_is_fixed_artifact(o_ptr))
3063 artifact_type *a_ptr = &a_info[o_ptr->name1];
3065 if (current_world_ptr->character_dungeon)
3066 a_ptr->floor_id = owner_ptr->floor_id;
3068 o_ptr->pval = a_ptr->pval;
3069 o_ptr->ac = a_ptr->ac;
3070 o_ptr->dd = a_ptr->dd;
3071 o_ptr->ds = a_ptr->ds;
3072 o_ptr->to_a = a_ptr->to_a;
3073 o_ptr->to_h = a_ptr->to_h;
3074 o_ptr->to_d = a_ptr->to_d;
3075 o_ptr->weight = a_ptr->weight;
3076 o_ptr->xtra2 = a_ptr->act_idx;
3078 if (o_ptr->name1 == ART_MILIM)
3080 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3086 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3087 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3088 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3089 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3090 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3091 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3092 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3097 switch (o_ptr->tval)
3106 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3111 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3116 if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3129 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3130 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3131 o_ptr->pval = randint1(4);
3134 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3135 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3136 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3137 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3138 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3145 if (!power && (randint0(100) < 50)) power = -1;
3146 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3151 a_m_aux_4(owner_ptr, o_ptr, power);
3156 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3157 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3158 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3161 add_flag(o_ptr->art_flags, TR_STR);
3162 add_flag(o_ptr->art_flags, TR_INT);
3163 add_flag(o_ptr->art_flags, TR_WIS);
3164 add_flag(o_ptr->art_flags, TR_DEX);
3165 add_flag(o_ptr->art_flags, TR_CON);
3166 add_flag(o_ptr->art_flags, TR_CHR);
3169 if (object_is_ego(o_ptr))
3171 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3172 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3174 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3175 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3176 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3177 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3178 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3179 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3181 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3182 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3183 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3184 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3185 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3186 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3187 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3188 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3193 } while (one_in_(o_ptr->dd));
3195 if (o_ptr->dd > 9) o_ptr->dd = 9;
3198 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3200 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3202 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3203 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3204 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3205 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3209 if (e_ptr->max_to_h)
3211 if (e_ptr->max_to_h > 127)
3212 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3213 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3216 if (e_ptr->max_to_d)
3218 if (e_ptr->max_to_d > 127)
3219 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3220 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3223 if (e_ptr->max_to_a)
3225 if (e_ptr->max_to_a > 127)
3226 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3227 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3230 if (o_ptr->name2 == EGO_ACCURACY)
3232 while (o_ptr->to_h < o_ptr->to_d + 10)
3237 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3240 if (o_ptr->name2 == EGO_VELOCITY)
3242 while (o_ptr->to_d < o_ptr->to_h + 10)
3247 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3250 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3252 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3255 if (e_ptr->max_pval)
3257 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3260 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3262 else if (o_ptr->name2 == EGO_DEMON)
3264 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3266 o_ptr->pval += randint1(2);
3270 o_ptr->pval += randint1(e_ptr->max_pval);
3273 else if (o_ptr->name2 == EGO_ATTACKS)
3275 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
3276 if (o_ptr->pval > 3) o_ptr->pval = 3;
3277 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
3278 o_ptr->pval += randint1(2);
3280 else if (o_ptr->name2 == EGO_BAT)
3282 o_ptr->pval = randint1(e_ptr->max_pval);
3283 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
3285 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
3287 o_ptr->pval = randint1(e_ptr->max_pval);
3291 o_ptr->pval += randint1(e_ptr->max_pval);
3295 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
3297 o_ptr->pval = randint1(o_ptr->pval);
3300 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
3309 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3310 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
3312 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
3313 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
3314 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
3315 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3316 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3317 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3323 * @brief 生成階に応じたベースアイテムの生成を行う。
3324 * Attempt to make an object (normal or good/great)
3325 * @param owner_ptr プレーヤーへの参照ポインタ
3326 * @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
3327 * @param mode オプションフラグ
3328 * @return 生成に成功したらTRUEを返す。
3330 * This routine plays nasty games to generate the "special artifacts".\n
3331 * This routine uses "floor_ptr->object_level" for the "generation level".\n
3332 * We assume that the given object has been "wiped".\n
3334 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
3336 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3337 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
3338 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
3339 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
3341 KIND_OBJECT_IDX k_idx;
3342 if ((mode & AM_GOOD) && !get_obj_num_hook)
3344 get_obj_num_hook = kind_is_good;
3347 if (get_obj_num_hook) get_obj_num_prep();
3349 k_idx = get_obj_num(owner_ptr, base, mode);
3350 if (get_obj_num_hook)
3352 get_obj_num_hook = NULL;
3356 if (!k_idx) return FALSE;
3358 object_prep(j_ptr, k_idx);
3361 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
3362 switch (j_ptr->tval)
3370 j_ptr->number = (byte)damroll(6, 7);
3374 if (cheat_peek) object_mention(owner_ptr, j_ptr);
3381 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
3382 * Make a treasure object
3383 * @param floor_ptr 現在フロアへの参照ポインタ
3384 * @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
3385 * @return 生成に成功したらTRUEを返す。
3387 * The location must be a legal, clean, floor grid.
3389 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
3391 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
3392 if (one_in_(GREAT_OBJ))
3394 i += randint1(floor_ptr->object_level + 1);
3397 if (coin_type) i = coin_type;
3398 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
3399 object_prep(j_ptr, OBJ_GOLD_LIST + i);
3401 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
3402 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
3409 * @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。
3410 * Let an object fall to the ground at or near a location.
3411 * @param owner_ptr プレーヤーへの参照ポインタ
3412 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
3413 * @param chance ドロップの消滅率(%)
3414 * @param y 配置したいフロアのY座標
3415 * @param x 配置したいフロアのX座標
3416 * @return 生成に成功したらオブジェクトのIDを返す。
3418 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
3420 * This function takes a parameter "chance". This is the percentage\n
3421 * chance that the item will "disappear" instead of drop. If the object\n
3422 * has been thrown, then this is the chance of disappearance on contact.\n
3424 * Hack -- this function uses "chance" to determine if it should produce\n
3425 * some form of "description" of the drop event (under the player).\n
3427 * We check several locations to see if we can find a location at which\n
3428 * the object can combine, stack, or be placed. Artifacts will try very\n
3429 * hard to be placed, including "teleporting" to a useful grid if needed.\n
3431 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
3435 POSITION ty, tx = 0;
3436 OBJECT_IDX o_idx = 0;
3437 OBJECT_IDX this_o_idx, next_o_idx = 0;
3439 GAME_TEXT o_name[MAX_NLEN];
3444 bool plural = (j_ptr->number != 1);
3446 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3447 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
3450 msg_format("%sは消えた。", o_name);
3452 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3454 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
3464 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3465 for (dy = -3; dy <= 3; dy++)
3467 for (dx = -3; dx <= 3; dx++)
3470 d = (dy * dy) + (dx * dx);
3471 if (d > 10) continue;
3475 if (!in_bounds(floor_ptr, ty, tx)) continue;
3476 if (!projectable(owner_ptr, y, x, ty, tx)) continue;
3478 g_ptr = &floor_ptr->grid_array[ty][tx];
3479 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
3482 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3485 o_ptr = &floor_ptr->o_list[this_o_idx];
3486 next_o_idx = o_ptr->next_o_idx;
3487 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
3493 if (k > 99) continue;
3495 s = 1000 - (d + k * 5);
3496 if (s < bs) continue;
3500 if ((++bn >= 2) && !one_in_(bn)) continue;
3510 if (!flag && !object_is_artifact(j_ptr))
3513 msg_format("%sは消えた。", o_name);
3515 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3517 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3522 for (i = 0; !flag && (i < 1000); i++)
3524 ty = rand_spread(by, 1);
3525 tx = rand_spread(bx, 1);
3527 if (!in_bounds(floor_ptr, ty, tx)) continue;
3532 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
3539 int candidates = 0, pick;
3540 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3542 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3544 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
3551 msg_format("%sは消えた。", o_name);
3553 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3556 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3560 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
3562 a_info[j_ptr->name1].cur_num = 0;
3569 pick = randint1(candidates);
3570 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3572 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3574 if (cave_drop_bold(floor_ptr, ty, tx))
3589 g_ptr = &floor_ptr->grid_array[by][bx];
3590 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3593 o_ptr = &floor_ptr->o_list[this_o_idx];
3594 next_o_idx = o_ptr->next_o_idx;
3595 if (object_similar(o_ptr, j_ptr))
3597 object_absorb(o_ptr, j_ptr);
3603 if (!done) o_idx = o_pop(floor_ptr);
3605 if (!done && !o_idx)
3608 msg_format("%sは消えた。", o_name);
3610 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3612 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
3614 if (object_is_fixed_artifact(j_ptr))
3616 a_info[j_ptr->name1].cur_num = 0;
3624 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
3625 j_ptr = &floor_ptr->o_list[o_idx];
3628 j_ptr->held_m_idx = 0;
3629 j_ptr->next_o_idx = g_ptr->o_idx;
3631 g_ptr->o_idx = o_idx;
3635 note_spot(owner_ptr, by, bx);
3636 lite_spot(owner_ptr, by, bx);
3639 if (chance && player_bold(owner_ptr, by, bx))
3641 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
3649 * @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 /
3650 * Describe the charges on an item in the inventory.
3651 * @param owner_ptr プレーヤーへの参照ポインタ
3652 * @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
3655 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
3657 object_type *o_ptr = &owner_ptr->inventory_list[item];
3658 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3659 if (!object_is_known(o_ptr)) return;
3662 if (o_ptr->pval <= 0)
3664 msg_print("もう魔力が残っていない。");
3668 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
3671 if (o_ptr->pval != 1)
3673 msg_format("You have %d charges remaining.", o_ptr->pval);
3678 msg_format("You have %d charge remaining.", o_ptr->pval);
3685 * @brief アイテムの残り所持数メッセージを表示する /
3686 * Describe an item in the inventory.
3687 * @param owner_ptr プレーヤーへの参照ポインタ
3688 * @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
3691 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3693 object_type *o_ptr = &owner_ptr->inventory_list[item];
3694 GAME_TEXT o_name[MAX_NLEN];
3695 object_desc(owner_ptr, o_name, o_ptr, 0);
3697 if (o_ptr->number <= 0)
3699 msg_format("もう%sを持っていない。", o_name);
3703 msg_format("まだ %sを持っている。", o_name);
3706 msg_format("You have %s.", o_name);
3712 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3716 inven_item_increase(owner_ptr, item, num);
3717 inven_item_describe(owner_ptr, item);
3718 inven_item_optimize(owner_ptr, item);
3722 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3723 floor_item_increase(floor_ptr, 0 - item, num);
3724 floor_item_describe(owner_ptr, 0 - item);
3725 floor_item_optimize(owner_ptr, 0 - item);
3730 * @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 /
3731 * Increase the "number" of an item in the inventory
3732 * @param owner_ptr プレーヤーへの参照ポインタ
3733 * @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
3737 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3739 object_type *o_ptr = &owner_ptr->inventory_list[item];
3740 num += o_ptr->number;
3741 if (num > 255) num = 255;
3742 else if (num < 0) num = 0;
3744 num -= o_ptr->number;
3745 if (num == 0) return;
3747 o_ptr->number += num;
3748 owner_ptr->total_weight += (num * o_ptr->weight);
3749 owner_ptr->update |= (PU_BONUS);
3750 owner_ptr->update |= (PU_MANA);
3751 owner_ptr->update |= (PU_COMBINE);
3752 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
3754 if (o_ptr->number || !owner_ptr->ele_attack) return;
3755 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
3756 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
3758 set_ele_attack(owner_ptr, 0, 0);
3763 * @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 /
3764 * Erase an inventory slot if it has no more items
3765 * @param owner_ptr プレーヤーへの参照ポインタ
3766 * @param item 消去したいプレイヤーのアイテム所持スロット
3769 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3771 object_type *o_ptr = &owner_ptr->inventory_list[item];
3772 if (!o_ptr->k_idx) return;
3773 if (o_ptr->number) return;
3775 if (item >= INVEN_RARM)
3777 owner_ptr->equip_cnt--;
3778 object_wipe(&owner_ptr->inventory_list[item]);
3779 owner_ptr->update |= PU_BONUS;
3780 owner_ptr->update |= PU_TORCH;
3781 owner_ptr->update |= PU_MANA;
3783 owner_ptr->window |= PW_EQUIP;
3784 owner_ptr->window |= PW_SPELL;
3788 owner_ptr->inven_cnt--;
3790 for (i = item; i < INVEN_PACK; i++)
3792 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
3795 object_wipe(&owner_ptr->inventory_list[i]);
3796 owner_ptr->window |= PW_INVEN;
3797 owner_ptr->window |= PW_SPELL;
3802 * @brief 床上の魔道具の残り残量メッセージを表示する /
3803 * Describe the charges on an item on the floor.
3804 * @param floo_ptr 現在フロアへの参照ポインタ
3805 * @param item メッセージの対象にしたいアイテム所持スロット
3808 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
3810 object_type *o_ptr = &floor_ptr->o_list[item];
3811 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3812 if (!object_is_known(o_ptr)) return;
3815 if (o_ptr->pval <= 0)
3817 msg_print("この床上のアイテムは、もう魔力が残っていない。");
3821 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);
3824 if (o_ptr->pval != 1)
3826 msg_format("There are %d charges remaining.", o_ptr->pval);
3830 msg_format("There is %d charge remaining.", o_ptr->pval);
3837 * @brief 床上のアイテムの残り数メッセージを表示する /
3838 * Describe the charges on an item on the floor.
3839 * @param floo_ptr 現在フロアへの参照ポインタ
3840 * @param item メッセージの対象にしたいアイテム所持スロット
3843 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3845 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3846 GAME_TEXT o_name[MAX_NLEN];
3847 object_desc(owner_ptr, o_name, o_ptr, 0);
3849 if (o_ptr->number <= 0)
3851 msg_format("床上には、もう%sはない。", o_name);
3855 msg_format("床上には、まだ %sがある。", o_name);
3858 msg_format("You see %s.", o_name);
3864 * @brief 床上のアイテムの数を増やす /
3865 * Increase the "number" of an item on the floor
3866 * @param floo_ptr 現在フロアへの参照ポインタ
3867 * @param item 増やしたいアイテムの所持スロット
3868 * @param num 増やしたいアイテムの数
3871 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3873 object_type *o_ptr = &floor_ptr->o_list[item];
3874 num += o_ptr->number;
3875 if (num > 255) num = 255;
3876 else if (num < 0) num = 0;
3878 num -= o_ptr->number;
3879 o_ptr->number += num;
3884 * @brief 床上の数の無くなったアイテムスロットを消去する /
3885 * Optimize an item on the floor (destroy "empty" items)
3886 * @param player_ptr プレーヤーへの参照ポインタ
3887 * @param item 消去したいアイテムの所持スロット
3890 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3892 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3893 if (!o_ptr->k_idx) return;
3894 if (o_ptr->number) return;
3896 delete_object_idx(owner_ptr, item);
3901 * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
3902 * @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 /
3903 * Check if we have space for an item in the pack without overflow
3904 * @param owner_ptr プレーヤーへの参照ポインタ
3905 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
3906 * @return 溢れずに済むならTRUEを返す
3908 bool inven_carry_okay(object_type *o_ptr)
3910 if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
3912 for (int j = 0; j < INVEN_PACK; j++)
3914 object_type *j_ptr = &p_ptr->inventory_list[j];
3915 if (!j_ptr->k_idx) continue;
3917 if (object_similar(j_ptr, o_ptr)) return TRUE;
3925 * @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 /
3926 * Check if we have space for an item in the pack without overflow
3927 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
3928 * @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?)
3929 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
3930 * @return o_ptrの方が上位ならばTRUEを返す。
3932 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
3935 if (!j_ptr->k_idx) return TRUE;
3937 if ((o_ptr->tval == REALM1_BOOK) &&
3938 (j_ptr->tval != REALM1_BOOK)) return TRUE;
3939 if ((j_ptr->tval == REALM1_BOOK) &&
3940 (o_ptr->tval != REALM1_BOOK)) return FALSE;
3942 if ((o_ptr->tval == REALM2_BOOK) &&
3943 (j_ptr->tval != REALM2_BOOK)) return TRUE;
3944 if ((j_ptr->tval == REALM2_BOOK) &&
3945 (o_ptr->tval != REALM2_BOOK)) return FALSE;
3947 if (o_ptr->tval > j_ptr->tval) return TRUE;
3948 if (o_ptr->tval < j_ptr->tval) return FALSE;
3950 if (!object_is_aware(o_ptr)) return FALSE;
3951 if (!object_is_aware(j_ptr)) return TRUE;
3953 if (o_ptr->sval < j_ptr->sval) return TRUE;
3954 if (o_ptr->sval > j_ptr->sval) return FALSE;
3956 if (!object_is_known(o_ptr)) return FALSE;
3957 if (!object_is_known(j_ptr)) return TRUE;
3959 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
3960 else if (o_ptr->art_name) o_type = 2;
3961 else if (object_is_ego(o_ptr)) o_type = 1;
3964 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
3965 else if (j_ptr->art_name) j_type = 2;
3966 else if (object_is_ego(j_ptr)) j_type = 1;
3969 if (o_type < j_type) return TRUE;
3970 if (o_type > j_type) return FALSE;
3972 switch (o_ptr->tval)
3978 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
3979 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
3985 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
3986 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
3990 if (o_ptr->pval < j_ptr->pval) return TRUE;
3991 if (o_ptr->pval > j_ptr->pval) return FALSE;
3995 return o_value > object_value(j_ptr);
4000 * @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 /
4001 * Add an item to the players inventory, and return the slot used.
4002 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4003 * @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。
4005 * If the new item can combine with an existing item in the inventory,\n
4006 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4007 * the item will be placed into the "proper" location in the inventory.\n
4009 * This function can be used to "over-fill" the player's pack, but only\n
4010 * once, and such an action must trigger the "overflow" code immediately.\n
4011 * Note that when the pack is being "over-filled", the new item must be\n
4012 * placed into the "overflow" slot, and the "overflow" must take place\n
4013 * before the pack is reordered, but (optionally) after the pack is\n
4014 * combined. This may be tricky. See "dungeon.c" for info.\n
4016 * Note that this code must remove any location/stack information\n
4017 * from the object once it is placed into the inventory.\n
4019 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4021 INVENTORY_IDX i, j, k;
4022 INVENTORY_IDX n = -1;
4025 for (j = 0; j < INVEN_PACK; j++)
4027 j_ptr = &owner_ptr->inventory_list[j];
4028 if (!j_ptr->k_idx) continue;
4031 if (object_similar(j_ptr, o_ptr))
4033 object_absorb(j_ptr, o_ptr);
4035 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4036 owner_ptr->update |= (PU_BONUS);
4037 owner_ptr->window |= (PW_INVEN);
4042 if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
4044 for (j = 0; j <= INVEN_PACK; j++)
4046 j_ptr = &owner_ptr->inventory_list[j];
4047 if (!j_ptr->k_idx) break;
4053 s32b o_value = object_value(o_ptr);
4054 for (j = 0; j < INVEN_PACK; j++)
4056 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4060 for (k = n; k >= i; k--)
4062 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
4065 object_wipe(&owner_ptr->inventory_list[i]);
4068 object_copy(&owner_ptr->inventory_list[i], o_ptr);
4069 j_ptr = &owner_ptr->inventory_list[i];
4070 j_ptr->next_o_idx = 0;
4071 j_ptr->held_m_idx = 0;
4072 j_ptr->iy = j_ptr->ix = 0;
4073 j_ptr->marked = OM_TOUCHED;
4075 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
4076 owner_ptr->inven_cnt++;
4077 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
4078 owner_ptr->window |= (PW_INVEN);
4085 * @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 /
4086 * Take off (some of) a non-cursed equipment item
4087 * @param owner_ptr プレーヤーへの参照ポインタ
4088 * @param item オブジェクトを外したい所持テーブルのID
4090 * @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。
4092 * Note that only one item at a time can be wielded per slot.\n
4093 * Note that taking off an item when "full" may cause that item\n
4094 * to fall to the ground.\n
4095 * Return the inventory slot into which the item is placed.\n
4097 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4104 GAME_TEXT o_name[MAX_NLEN];
4105 o_ptr = &owner_ptr->inventory_list[item];
4106 if (amt <= 0) return -1;
4108 if (amt > o_ptr->number) amt = o_ptr->number;
4110 object_copy(q_ptr, o_ptr);
4111 q_ptr->number = amt;
4112 object_desc(owner_ptr, o_name, q_ptr, 0);
4113 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
4114 object_is_melee_weapon(o_ptr))
4116 act = _("を装備からはずした", "You were wielding");
4118 else if (item == INVEN_BOW)
4120 act = _("を装備からはずした", "You were holding");
4122 else if (item == INVEN_LITE)
4124 act = _("を光源からはずした", "You were holding");
4128 act = _("を装備からはずした", "You were wearing");
4131 inven_item_increase(owner_ptr, item, -amt);
4132 inven_item_optimize(owner_ptr, item);
4134 slot = inven_carry(owner_ptr, q_ptr);
4136 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
4138 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
4146 * @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 /
4147 * Drop (some of) a non-cursed inventory/equipment item
4148 * @param owner_ptr プレーヤーへの参照ポインタ
4149 * @param item 所持テーブルのID
4150 * @param amt 落としたい個数
4153 * The object will be dropped "near" the current location
4155 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4160 GAME_TEXT o_name[MAX_NLEN];
4161 o_ptr = &owner_ptr->inventory_list[item];
4162 if (amt <= 0) return;
4164 if (amt > o_ptr->number) amt = o_ptr->number;
4166 if (item >= INVEN_RARM)
4168 item = inven_takeoff(owner_ptr, item, amt);
4169 o_ptr = &owner_ptr->inventory_list[item];
4173 object_copy(q_ptr, o_ptr);
4174 distribute_charges(o_ptr, q_ptr, amt);
4176 q_ptr->number = amt;
4177 object_desc(owner_ptr, o_name, q_ptr, 0);
4178 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
4179 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
4180 vary_item(owner_ptr, item, -amt);
4185 * @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 /
4186 * Combine items in the pack
4189 * Note special handling of the "overflow" slot
4191 void combine_pack(player_type *owner_ptr)
4194 bool is_first_combination = TRUE;
4195 bool combined = TRUE;
4196 while (is_first_combination || combined)
4198 is_first_combination = FALSE;
4201 for (int i = INVEN_PACK; i > 0; i--)
4204 o_ptr = &owner_ptr->inventory_list[i];
4205 if (!o_ptr->k_idx) continue;
4206 for (int j = 0; j < i; j++)
4209 j_ptr = &owner_ptr->inventory_list[j];
4210 if (!j_ptr->k_idx) continue;
4213 * Get maximum number of the stack if these
4214 * are similar, get zero otherwise.
4216 int max_num = object_similar_part(j_ptr, o_ptr);
4218 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
4219 if (!is_max) continue;
4221 if (o_ptr->number + j_ptr->number <= max_num)
4224 object_absorb(j_ptr, o_ptr);
4225 owner_ptr->inven_cnt--;
4227 for (k = i; k < INVEN_PACK; k++)
4229 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
4232 object_wipe(&owner_ptr->inventory_list[k]);
4236 int old_num = o_ptr->number;
4237 int remain = j_ptr->number + o_ptr->number - max_num;
4238 object_absorb(j_ptr, o_ptr);
4239 o_ptr->number = remain;
4240 if (o_ptr->tval == TV_ROD)
4242 o_ptr->pval = o_ptr->pval * remain / old_num;
4243 o_ptr->timeout = o_ptr->timeout * remain / old_num;
4246 if (o_ptr->tval == TV_WAND)
4248 o_ptr->pval = o_ptr->pval * remain / old_num;
4252 owner_ptr->window |= (PW_INVEN);
4259 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."));
4264 * @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 /
4265 * Reorder items in the pack
4266 * @param owner_ptr プレーヤーへの参照ポインタ
4269 * Note special handling of the "overflow" slot
4271 void reorder_pack(player_type *owner_ptr)
4280 for (i = 0; i < INVEN_PACK; i++)
4282 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
4284 o_ptr = &owner_ptr->inventory_list[i];
4285 if (!o_ptr->k_idx) continue;
4287 o_value = object_value(o_ptr);
4288 for (j = 0; j < INVEN_PACK; j++)
4290 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4293 if (j >= i) continue;
4297 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
4298 for (k = i; k > j; k--)
4300 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
4303 object_copy(&owner_ptr->inventory_list[j], q_ptr);
4304 owner_ptr->window |= (PW_INVEN);
4307 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."));
4312 * @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 /
4313 * Hack -- display an object kind in the current window
4314 * @param owner_ptr プレーヤーへの参照ポインタ
4315 * @param k_idx ベースアイテムの参照ID
4318 * Include list of usable spells for readible books
4320 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
4325 REALM_IDX use_realm;
4326 GAME_TEXT o_name[MAX_NLEN];
4327 for (int y = 0; y < Term->hgt; y++)
4329 Term_erase(0, y, 255);
4335 object_prep(q_ptr, k_idx);
4336 object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
4338 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
4340 use_realm = tval2realm(q_ptr->tval);
4342 if (owner_ptr->realm1 || owner_ptr->realm2)
4344 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
4348 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
4349 if (!is_magic(use_realm)) return;
4350 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
4354 SPELL_IDX spells[64];
4356 for (int spell = 0; spell < 32; spell++)
4358 if (fake_spell_flags[sval] & (1L << spell))
4360 spells[num++] = spell;
4364 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
4369 * @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。
4370 * Torches have special abilities when they are flaming.
4371 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4372 * @param flgs 特別に追加するフラグを返す参照ポインタ
4375 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
4377 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4378 if (o_ptr->xtra4 <= 0) return;
4379 add_flag(flgs, TR_BRAND_FIRE);
4380 add_flag(flgs, TR_KILL_UNDEAD);
4381 add_flag(flgs, TR_THROW);
4386 * @brief 投擲時たいまつにダイスを与える。
4387 * Torches have special abilities when they are flaming.
4388 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4389 * @param dd 特別なダイス数を返す参照ポインタ
4390 * @param ds 特別なダイス面数を返す参照ポインタ
4393 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
4395 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4396 if (o_ptr->xtra4 <= 0) return;
4403 * @brief 投擲時命中したたいまつの寿命を縮める。
4404 * Torches have special abilities when they are flaming.
4405 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4408 void torch_lost_fuel(object_type *o_ptr)
4410 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4411 o_ptr->xtra4 -= (FUEL_TORCH / 25);
4412 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
4417 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
4418 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
4419 * @return 対応する矢/弾薬のベースアイテムID
4421 int bow_tval_ammo(object_type *o_ptr)
4423 switch (o_ptr->sval)