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 "object-boost.h"
17 #include "object-hook.h"
18 #include "object-curse.h"
19 #include "objectkind-hook.h"
21 #include "player-status.h"
23 #include "player-move.h"
25 #include "monsterrace-hook.h"
28 * @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
29 * @param o_idx 削除対象のオブジェクト構造体ポインタ
32 void excise_object_idx(OBJECT_IDX o_idx)
36 OBJECT_IDX this_o_idx, next_o_idx = 0;
37 OBJECT_IDX prev_o_idx = 0;
40 j_ptr = ¤t_floor_ptr->o_list[o_idx];
42 if (j_ptr->held_m_idx)
45 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
47 /* Scan all objects in the grid */
48 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
51 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
52 next_o_idx = o_ptr->next_o_idx;
54 if (this_o_idx == o_idx)
59 /* Remove from list */
60 m_ptr->hold_o_idx = next_o_idx;
69 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
71 /* Remove from list */
72 k_ptr->next_o_idx = next_o_idx;
75 /* Forget next pointer */
76 o_ptr->next_o_idx = 0;
82 prev_o_idx = this_o_idx;
91 POSITION y = j_ptr->iy;
92 POSITION x = j_ptr->ix;
94 g_ptr = ¤t_floor_ptr->grid_array[y][x];
96 /* Scan all objects in the grid */
97 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
100 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
101 next_o_idx = o_ptr->next_o_idx;
103 if (this_o_idx == o_idx)
108 /* Remove from list */
109 g_ptr->o_idx = next_o_idx;
117 /* Previous object */
118 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
120 /* Remove from list */
121 k_ptr->next_o_idx = next_o_idx;
124 /* Forget next pointer */
125 o_ptr->next_o_idx = 0;
130 /* Save prev_o_idx */
131 prev_o_idx = this_o_idx;
137 * @brief オブジェクトを削除する /
138 * Delete a dungeon object
139 * @param o_idx 削除対象のオブジェクト構造体ポインタ
142 * Handle "stacks" of objects correctly.
144 void delete_object_idx(OBJECT_IDX o_idx)
149 excise_object_idx(o_idx);
152 j_ptr = ¤t_floor_ptr->o_list[o_idx];
155 if (!(j_ptr->held_m_idx))
170 * @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
171 * Delete a dungeon object
172 * @param y 削除したフロアマスのY座標
173 * @param x 削除したフロアマスのX座標
176 void delete_object(POSITION y, POSITION x)
179 OBJECT_IDX this_o_idx, next_o_idx = 0;
181 /* Refuse "illegal" locations */
182 if (!in_bounds(y, x)) return;
184 g_ptr = ¤t_floor_ptr->grid_array[y][x];
186 /* Scan all objects in the grid */
187 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
190 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
191 next_o_idx = o_ptr->next_o_idx;
198 /* Objects are gone */
206 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
207 * Move an object from index i1 to index i2 in the object list
208 * @param i1 整理したい配列の始点
209 * @param i2 整理したい配列の終点
212 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
219 if (i1 == i2) return;
222 for (i = 1; i < o_max; i++)
224 o_ptr = ¤t_floor_ptr->o_list[i];
226 /* Skip "dead" objects */
227 if (!o_ptr->k_idx) continue;
229 /* Repair "next" pointers */
230 if (o_ptr->next_o_idx == i1)
233 o_ptr->next_o_idx = i2;
236 o_ptr = ¤t_floor_ptr->o_list[i1];
238 if (o_ptr->held_m_idx)
242 /* Acquire monster */
243 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
246 if (m_ptr->hold_o_idx == i1)
249 m_ptr->hold_o_idx = i2;
258 /* Acquire location */
263 g_ptr = ¤t_floor_ptr->grid_array[y][x];
266 if (g_ptr->o_idx == i1)
274 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
282 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
283 * Compact and Reorder the object list.
284 * @param size 最低でも減らしたいオブジェクト数の水準
288 * This function can be very dangerous, use with caution!\n
290 * When actually "compacting" objects, we base the saving throw on a\n
291 * combination of object level, distance from player, and current\n
294 * After "compacting" (if needed), we "reorder" the objects into a more\n
295 * compact order, and we reset the allocation info, and the "live" array.\n
297 void compact_objects(int size)
302 int cur_lev, cur_dis, chance;
308 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
309 p_ptr->redraw |= (PR_MAP);
310 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
314 /* Compact at least 'size' objects */
315 for (num = 0, cnt = 1; num < size; cnt++)
317 /* Get more vicious each iteration */
320 /* Get closer each iteration */
321 cur_dis = 5 * (20 - cnt);
323 /* Examine the objects */
324 for (i = 1; i < o_max; i++)
326 o_ptr = ¤t_floor_ptr->o_list[i];
328 /* Skip dead objects */
329 if (!o_ptr->k_idx) continue;
331 /* Hack -- High level objects start out "immune" */
332 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
334 if (o_ptr->held_m_idx)
338 /* Acquire monster */
339 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
344 /* Monsters protect their objects */
345 if (randint0(100) < 90) continue;
355 /* Nearby objects start out "immune" */
356 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
361 /* Hack -- only compact artifacts in emergencies */
362 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
363 (cnt < 1000)) chance = 100;
365 /* Apply the saving throw */
366 if (randint0(100) < chance) continue;
368 delete_object_idx(i);
376 /* Excise dead objects (backwards!) */
377 for (i = o_max - 1; i >= 1; i--)
379 o_ptr = ¤t_floor_ptr->o_list[i];
381 /* Skip real objects */
382 if (o_ptr->k_idx) continue;
384 /* Move last object into open hole */
385 compact_objects_aux(o_max - 1, i);
387 /* Compress "o_max" */
394 * @brief グローバルオブジェクト配列を初期化する /
395 * Delete all the items when player leaves the level
396 * @note we do NOT visually reflect these (irrelevant) changes
398 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
399 * and the "m_ptr->next_o_idx" field for every monster, since
400 * we know we are clearing every object. Technically, we only
401 * clear those fields for grids/monsters containing objects,
402 * and we clear it once for every such object.
405 void wipe_o_list(void)
409 /* Delete the existing objects */
410 for (i = 1; i < o_max; i++)
412 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
414 /* Skip dead objects */
415 if (!o_ptr->k_idx) continue;
417 /* Mega-Hack -- preserve artifacts */
418 if (!character_dungeon || preserve_mode)
420 /* Hack -- Preserve unknown artifacts */
421 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
423 /* Mega-Hack -- Preserve the artifact */
424 a_info[o_ptr->name1].cur_num = 0;
428 if (o_ptr->held_m_idx)
431 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
433 /* Hack -- see above */
434 m_ptr->hold_o_idx = 0;
442 /* Access location */
443 POSITION y = o_ptr->iy;
444 POSITION x = o_ptr->ix;
447 g_ptr = ¤t_floor_ptr->grid_array[y][x];
449 /* Hack -- see above */
464 * @brief グローバルオブジェクト配列から空きを取得する /
465 * Acquires and returns the index of a "free" object.
466 * @return 開いているオブジェクト要素のID
468 * This routine should almost never fail, but in case it does,
469 * we must be sure to handle "failure" of this routine.
471 OBJECT_IDX o_pop(void)
475 /* Initial allocation */
476 if (o_max < current_floor_ptr->max_o_idx)
481 /* Expand object array */
487 /* Use this object */
492 /* Recycle dead objects */
493 for (i = 1; i < o_max; i++)
496 o_ptr = ¤t_floor_ptr->o_list[i];
498 /* Skip live objects */
499 if (o_ptr->k_idx) continue;
504 /* Use this object */
509 /* Warn the player (except during dungeon creation) */
510 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
517 * @brief オブジェクト生成テーブルに生成制約を加える /
518 * Apply a "object restriction function" to the "object allocation table"
520 * @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
522 static errr get_obj_num_prep(void)
527 alloc_entry *table = alloc_kind_table;
529 /* Scan the allocation table */
530 for (i = 0; i < alloc_kind_size; i++)
532 /* Accept objects which pass the restriction, if any */
533 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
535 /* Accept this object */
536 table[i].prob2 = table[i].prob1;
539 /* Do not use this object */
542 /* Decline this object */
553 * @brief オブジェクト生成テーブルからアイテムを取得する /
554 * Choose an object kind that seems "appropriate" to the given level
556 * @return 選ばれたオブジェクトベースID
558 * This function uses the "prob2" field of the "object allocation table",\n
559 * and various local information, to calculate the "prob3" field of the\n
560 * same table, which is then used to choose an "appropriate" object, in\n
561 * a relatively efficient manner.\n
563 * It is (slightly) more likely to acquire an object of the given level\n
564 * than one of a lower level. This is done by choosing several objects\n
565 * appropriate to the given level and keeping the "hardest" one.\n
567 * Note that if no objects are "appropriate", then this function will\n
568 * fail, and return zero, but this should *almost* never happen.\n
570 OBJECT_IDX get_obj_num(DEPTH level)
573 KIND_OBJECT_IDX k_idx;
576 alloc_entry *table = alloc_kind_table;
578 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
581 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
583 /* Occasional "boost" */
584 if (one_in_(GREAT_OBJ))
586 /* What a bizarre calculation */
587 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
594 /* Process probabilities */
595 for (i = 0; i < alloc_kind_size; i++)
597 /* Objects are sorted by depth */
598 if (table[i].level > level) break;
603 k_idx = table[i].index;
605 /* Access the actual kind */
606 k_ptr = &k_info[k_idx];
608 /* Hack -- prevent embedded chests */
609 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
612 table[i].prob3 = table[i].prob2;
615 total += table[i].prob3;
618 /* No legal objects */
619 if (total <= 0) return (0);
623 value = randint0(total);
625 /* Find the object */
626 for (i = 0; i < alloc_kind_size; i++)
628 /* Found the entry */
629 if (value < table[i].prob3) break;
632 value = value - table[i].prob3;
639 /* Try for a "better" object once (50%) or twice (10%) */
646 value = randint0(total);
648 /* Find the object */
649 for (i = 0; i < alloc_kind_size; i++)
651 /* Found the entry */
652 if (value < table[i].prob3) break;
655 value = value - table[i].prob3;
658 /* Keep the "best" one */
659 if (table[i].level < table[j].level) i = j;
662 /* Try for a "better" object twice (10%) */
669 value = randint0(total);
671 /* Find the object */
672 for (i = 0; i < alloc_kind_size; i++)
674 /* Found the entry */
675 if (value < table[i].prob3) break;
678 value = value - table[i].prob3;
681 /* Keep the "best" one */
682 if (table[i].level < table[j].level) i = j;
685 return (table[i].index);
690 * @brief オブジェクトを鑑定済にする /
691 * Known is true when the "attributes" of an object are "known".
692 * @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
694 * These include tohit, todam, toac, cost, and pval (charges).\n
696 * Note that "knowing" an object gives you everything that an "awareness"\n
697 * gives you, and much more. In fact, the player is always "aware" of any\n
698 * item of which he has full "knowledge".\n
700 * But having full knowledge of, say, one "wand of wonder", does not, by\n
701 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
702 * It happens that most "identify" routines (including "buying from a shop")\n
703 * will make the player "aware" of the object as well as fully "know" it.\n
705 * This routine also removes any inscriptions generated by "feelings".\n
707 void object_known(object_type *o_ptr)
709 /* Remove "default inscriptions" */
710 o_ptr->feeling = FEEL_NONE;
712 /* Clear the "Felt" info */
713 o_ptr->ident &= ~(IDENT_SENSE);
715 /* Clear the "Empty" info */
716 o_ptr->ident &= ~(IDENT_EMPTY);
718 /* Now we know about the item */
719 o_ptr->ident |= (IDENT_KNOWN);
723 * @brief オブジェクトを*鑑定*済にする /
724 * The player is now aware of the effects of the given object.
725 * @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
728 void object_aware(object_type *o_ptr)
730 bool mihanmei = !object_is_aware(o_ptr);
732 /* Fully aware of the effects */
733 k_info[o_ptr->k_idx].aware = TRUE;
735 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
736 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
740 GAME_TEXT o_name[MAX_NLEN];
743 object_copy(q_ptr, o_ptr);
746 object_desc(o_name, q_ptr, OD_NAME_ONLY);
748 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
753 * @brief オブジェクトを試行済にする /
754 * Something has been "sampled"
755 * @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
758 void object_tried(object_type *o_ptr)
760 /* Mark it as tried (even if "aware") */
761 k_info[o_ptr->k_idx].tried = TRUE;
765 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
766 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
767 * @return 擬似鑑定結果のIDを返す。
769 byte value_check_aux1(object_type *o_ptr)
772 if (object_is_artifact(o_ptr))
775 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
782 if (object_is_ego(o_ptr))
785 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
788 return FEEL_EXCELLENT;
792 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
795 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
797 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
799 /* Good "armor" bonus */
800 if (o_ptr->to_a > 0) return FEEL_GOOD;
802 /* Good "weapon" bonus */
803 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
805 /* Default to "average" */
810 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
811 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
812 * @return 擬似鑑定結果のIDを返す。
814 byte value_check_aux2(object_type *o_ptr)
816 /* Cursed items (all of them) */
817 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
819 /* Broken items (all of them) */
820 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
822 /* Artifacts -- except cursed/broken ones */
823 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
825 /* Ego-Items -- except cursed/broken ones */
826 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
828 /* Good armor bonus */
829 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
831 /* Good weapon bonuses */
832 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
839 * @brief 未鑑定なベースアイテムの基本価格を返す /
840 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
841 * @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
842 * @return オブジェクトの未鑑定価格
844 static PRICE object_value_base(object_type *o_ptr)
846 /* Aware item -- use template cost */
847 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
849 /* Analyze the type */
854 case TV_FOOD: return (5L);
856 /* Un-aware Potions */
857 case TV_POTION: return (20L);
859 /* Un-aware Scrolls */
860 case TV_SCROLL: return (20L);
862 /* Un-aware Staffs */
863 case TV_STAFF: return (70L);
866 case TV_WAND: return (50L);
869 case TV_ROD: return (90L);
872 case TV_RING: return (45L);
874 /* Un-aware Amulets */
875 case TV_AMULET: return (45L);
877 /* Figurines, relative to monster level */
880 DEPTH level = r_info[o_ptr->pval].level;
881 if (level < 20) return level*50L;
882 else if (level < 30) return 1000+(level-20)*150L;
883 else if (level < 40) return 2500+(level-30)*350L;
884 else if (level < 50) return 6000+(level-40)*800L;
885 else return 14000+(level-50)*2000L;
889 if (!o_ptr->pval) return 1000L;
890 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
893 /* Paranoia -- Oops */
899 * @brief オブジェクトのフラグ類から価格を算出する /
900 * Return the value of the flags the object has...
901 * @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
902 * @param plusses フラグに与える価格の基本重み
903 * @return オブジェクトのフラグ価格
905 PRICE flag_cost(object_type *o_ptr, int plusses)
908 BIT_FLAGS flgs[TR_FLAG_SIZE];
912 object_kind *k_ptr = &k_info[o_ptr->k_idx];
914 object_flags(o_ptr, flgs);
917 * Exclude fixed flags of the base item.
918 * pval bonuses of base item will be treated later.
920 for (i = 0; i < TR_FLAG_SIZE; i++)
921 flgs[i] &= ~(k_ptr->flags[i]);
923 /* Exclude fixed flags of the fixed artifact. */
924 if (object_is_fixed_artifact(o_ptr))
926 artifact_type *a_ptr = &a_info[o_ptr->name1];
928 for (i = 0; i < TR_FLAG_SIZE; i++)
929 flgs[i] &= ~(a_ptr->flags[i]);
932 /* Exclude fixed flags of the ego-item. */
933 else if (object_is_ego(o_ptr))
935 ego_item_type *e_ptr = &e_info[o_ptr->name2];
937 for (i = 0; i < TR_FLAG_SIZE; i++)
938 flgs[i] &= ~(e_ptr->flags[i]);
943 * Calucurate values of remaining flags
945 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
946 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
947 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
948 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
949 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
950 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
951 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
952 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
953 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
954 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
955 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
956 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
957 total += (10000 + (2500 * plusses));
958 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
959 total += (10000 + (2500 * plusses));
963 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
964 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
965 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
966 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
967 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
968 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
969 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
970 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
971 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
972 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
973 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
974 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
975 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
976 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
977 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
978 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
979 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
980 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
981 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
982 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
983 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
986 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
987 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
988 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
989 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
990 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
991 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
992 total += (tmp_cost * count);
994 if (have_flag(flgs, TR_SUST_STR)) total += 850;
995 if (have_flag(flgs, TR_SUST_INT)) total += 850;
996 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
997 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
998 if (have_flag(flgs, TR_SUST_CON)) total += 850;
999 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1000 if (have_flag(flgs, TR_RIDING)) total += 0;
1001 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1002 if (have_flag(flgs, TR_THROW)) total += 5000;
1003 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1004 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1008 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1009 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1010 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1011 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1012 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1013 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1014 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1015 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1016 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1017 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1018 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1019 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1020 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1021 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1022 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1023 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1024 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1025 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1026 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1027 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1028 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1029 total += (tmp_cost * count);
1031 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1032 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1033 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1034 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1035 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1036 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1037 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1038 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1039 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1040 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1041 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1042 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1043 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1044 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1045 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1046 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1047 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1048 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1049 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1050 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1051 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1052 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1053 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1054 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1055 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1056 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1057 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1058 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1059 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1060 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1061 if (have_flag(flgs, TR_REGEN)) total += 2500;
1062 if (have_flag(flgs, TR_WARNING)) total += 2000;
1063 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1064 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1065 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1066 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1067 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1068 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1069 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1070 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1071 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1072 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1073 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1074 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1075 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1076 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1077 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1078 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1079 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1080 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1081 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1082 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1083 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1084 if (have_flag(flgs, TR_TELEPORT))
1086 if (object_is_cursed(o_ptr))
1091 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1092 if (have_flag(flgs, TR_BLESSED)) total += 750;
1093 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1094 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1095 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1096 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1097 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1099 /* Also, give some extra for activatable powers... */
1100 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1102 const activation_type* const act_ptr = find_activation_info(o_ptr);
1104 total += act_ptr->value;
1113 * @brief オブジェクトの真の価格を算出する /
1114 * Return the value of the flags the object has...
1115 * @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
1116 * @return オブジェクトの本価格
1118 * Return the "real" price of a "known" item, not including discounts\n
1120 * Wand and staffs get cost for each charge\n
1122 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1124 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1126 * Missiles are only worth 5 gold per bonus point, since they\n
1127 * usually appear in groups of 20, and we want the player to get\n
1128 * the same amount of cash for any "equivalent" item. Note that\n
1129 * missiles never have any of the "pval" flags, and in fact, they\n
1130 * only have a few of the available flags, primarily of the "slay"\n
1131 * and "brand" and "ignore" variety.\n
1133 * Armor with a negative armor bonus is worthless.\n
1134 * Weapons with negative hit+damage bonuses are worthless.\n
1136 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1138 PRICE object_value_real(object_type *o_ptr)
1141 BIT_FLAGS flgs[TR_FLAG_SIZE];
1142 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1145 /* Hack -- "worthless" items */
1146 if (!k_info[o_ptr->k_idx].cost) return (0L);
1149 value = k_info[o_ptr->k_idx].cost;
1151 /* Extract some flags */
1152 object_flags(o_ptr, flgs);
1155 if (object_is_fixed_artifact(o_ptr))
1157 artifact_type *a_ptr = &a_info[o_ptr->name1];
1159 /* Hack -- "worthless" artifacts */
1160 if (!a_ptr->cost) return (0L);
1162 /* Hack -- Use the artifact cost instead */
1163 value = a_ptr->cost;
1164 value += flag_cost(o_ptr, o_ptr->pval);
1166 /* Don't add pval bonuses etc. */
1171 else if (object_is_ego(o_ptr))
1173 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1175 /* Hack -- "worthless" ego-items */
1176 if (!e_ptr->cost) return (0L);
1178 /* Hack -- Reward the ego-item with a bonus */
1179 value += e_ptr->cost;
1180 value += flag_cost(o_ptr, o_ptr->pval);
1188 for (i = 0; i < TR_FLAG_SIZE; i++)
1189 if (o_ptr->art_flags[i]) flag = TRUE;
1191 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1194 /* Analyze pval bonus for normal object */
1195 switch (o_ptr->tval)
1218 if (!o_ptr->pval) break;
1220 /* Hack -- Negative "pval" is always bad */
1221 if (o_ptr->pval < 0) return (0L);
1223 /* Give credit for stat bonuses */
1224 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1225 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1226 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1227 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1228 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1231 /* Give credit for stealth and searching */
1232 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1233 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1234 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1236 /* Give credit for infra-vision and tunneling */
1237 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1238 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1240 /* Give credit for extra attacks */
1241 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1243 /* Give credit for speed bonus */
1244 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1250 /* Analyze the item */
1251 switch (o_ptr->tval)
1256 /* Pay extra for charges, depending on standard number of
1257 * charges. Handle new-style wands correctly. -LM-
1259 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1265 /* Pay extra for charges, depending on standard number of
1268 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1277 /* Hack -- negative bonuses are bad */
1278 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1280 /* Give credit for bonuses */
1281 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1297 /* Hack -- negative armor bonus */
1298 if (o_ptr->to_a < 0) return (0L);
1300 /* Give credit for bonuses */
1301 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1313 /* Hack -- negative hit/damage bonuses */
1314 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1316 /* Factor in the bonuses */
1317 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1319 /* Hack -- Factor in extra damage dice and sides */
1320 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1321 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1331 /* Hack -- negative hit/damage bonuses */
1332 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1334 /* Factor in the bonuses */
1335 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1337 /* Hack -- Factor in extra damage dice and sides */
1338 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1339 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1344 /* Figurines, relative to monster level */
1347 DEPTH level = r_info[o_ptr->pval].level;
1348 if (level < 20) value = level*50L;
1349 else if (level < 30) value = 1000+(level-20)*150L;
1350 else if (level < 40) value = 2500+(level-30)*350L;
1351 else if (level < 50) value = 6000+(level-40)*800L;
1352 else value = 14000+(level-50)*2000L;
1358 if (!o_ptr->pval) value = 1000L;
1359 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1365 if (!o_ptr->pval) value = 0L;
1370 /* Worthless object */
1371 if (value < 0) return 0L;
1373 /* Return the value */
1379 * @brief オブジェクト価格算出のメインルーチン /
1380 * Return the price of an item including plusses (and charges)
1381 * @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
1382 * @return オブジェクトの判明している現価格
1384 * This function returns the "value" of the given item (qty one)\n
1386 * Never notice "unknown" bonuses or properties, including "curses",\n
1387 * since that would give the player information he did not have.\n
1389 * Note that discounted items stay discounted forever, even if\n
1390 * the discount is "forgotten" by the player via memory loss.\n
1392 PRICE object_value(object_type *o_ptr)
1396 /* Unknown items -- acquire a base value */
1397 if (object_is_known(o_ptr))
1399 /* Broken items -- worthless */
1400 if (object_is_broken(o_ptr)) return (0L);
1402 /* Cursed items -- worthless */
1403 if (object_is_cursed(o_ptr)) return (0L);
1405 /* Real value (see above) */
1406 value = object_value_real(o_ptr);
1409 /* Known items -- acquire the actual value */
1412 /* Hack -- Felt broken items */
1413 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1415 /* Hack -- Felt cursed items */
1416 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1418 /* Base value (see above) */
1419 value = object_value_base(o_ptr);
1422 /* Apply discount (if any) */
1423 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1425 /* Return the final value */
1433 * @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 /
1434 * Distribute charges of rods or wands.
1435 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1436 * @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
1437 * @param amt 分割したい回数量 number of items that are transfered
1440 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1441 * charges need to be allocated between the two stacks. If all the items\n
1442 * are being dropped, it makes for a neater message to leave the original\n
1443 * stack's pval alone. -LM-\n
1445 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1447 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1449 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1450 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1452 /* Hack -- Rods also need to have their timeouts distributed. The
1453 * dropped stack will accept all time remaining to charge up to its
1456 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1458 if (q_ptr->pval > o_ptr->timeout)
1459 q_ptr->timeout = o_ptr->timeout;
1461 q_ptr->timeout = q_ptr->pval;
1463 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1469 * @brief 魔法棒やロッドの使用回数を減らす /
1470 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1471 * @param amt 減らしたい回数量 number of items that are transfered
1474 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1475 * charges of the stack needs to be reduced, unless all the items are\n
1476 * being destroyed. -LM-\n
1478 void reduce_charges(object_type *o_ptr, int amt)
1480 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1481 (amt < o_ptr->number))
1483 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1488 * Determine if an item can "absorb" a second item
1490 * See "object_absorb()" for the actual "absorption" code.
1492 * If permitted, we allow staffs (if they are known to have equal charges
1493 * and both are either known or confirmed empty) and wands (if both are
1494 * either known or confirmed empty) and rods (in all cases) to combine.
1495 * Staffs will unstack (if necessary) when they are used, but wands and
1496 * rods will only unstack if one is dropped. -LM-
1498 * If permitted, we allow weapons/armor to stack, if fully "known".
1500 * Missiles will combine if both stacks have the same "known" status.
1501 * This is done to make unidentified stacks of missiles useful.
1503 * Food, potions, scrolls, and "easy know" items always stack.
1505 * Chests, and activatable items, never stack (for various reasons).
1509 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1511 #define MAX_STACK_SIZE 99
1515 * @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。
1516 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1517 * @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
1518 * @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
1519 * @return 重ね合わせ可能なアイテム数
1521 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1525 /* Default maximum number of stack */
1526 int max_num = MAX_STACK_SIZE;
1528 /* Require identical object types */
1529 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1532 /* Analyze the items */
1533 switch (o_ptr->tval)
1535 /* Chests and Statues*/
1546 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1547 if (o_ptr->pval != j_ptr->pval) return 0;
1551 /* Figurines and Corpses*/
1556 if (o_ptr->pval != j_ptr->pval) return 0;
1562 /* Food and Potions and Scrolls */
1574 /* Require either knowledge or known empty for both staffs. */
1575 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1576 !object_is_known(o_ptr)) ||
1577 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1578 !object_is_known(j_ptr))) return 0;
1580 /* Require identical charges, since staffs are bulky. */
1581 if (o_ptr->pval != j_ptr->pval) return 0;
1590 /* Require either knowledge or known empty for both wands. */
1591 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1592 !object_is_known(o_ptr)) ||
1593 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1594 !object_is_known(j_ptr))) return 0;
1596 /* Wand charges combine in O&ZAngband. */
1602 /* Staffs and Wands and Rods */
1605 /* Prevent overflaw of timeout */
1606 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1612 /* Weapons and Armor */
1628 /* Rings, Amulets, Lites */
1634 /* Require full knowledge of both items */
1635 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1645 /* Require identical knowledge of both items */
1646 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1647 if (o_ptr->feeling != j_ptr->feeling) return 0;
1649 /* Require identical "bonuses" */
1650 if (o_ptr->to_h != j_ptr->to_h) return 0;
1651 if (o_ptr->to_d != j_ptr->to_d) return 0;
1652 if (o_ptr->to_a != j_ptr->to_a) return 0;
1654 /* Require identical "pval" code */
1655 if (o_ptr->pval != j_ptr->pval) return 0;
1657 /* Artifacts never stack */
1658 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1660 /* Require identical "ego-item" names */
1661 if (o_ptr->name2 != j_ptr->name2) return 0;
1663 /* Require identical added essence */
1664 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1665 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1667 /* Hack -- Never stack "powerful" items */
1668 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1670 /* Hack -- Never stack recharging items */
1671 if (o_ptr->timeout || j_ptr->timeout) return 0;
1673 /* Require identical "values" */
1674 if (o_ptr->ac != j_ptr->ac) return 0;
1675 if (o_ptr->dd != j_ptr->dd) return 0;
1676 if (o_ptr->ds != j_ptr->ds) return 0;
1685 /* Require knowledge */
1686 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1694 /* Hack -- Identical art_flags! */
1695 for (i = 0; i < TR_FLAG_SIZE; i++)
1696 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1698 /* Hack -- Require identical "cursed" status */
1699 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1701 /* Hack -- Require identical "broken" status */
1702 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1705 /* Hack -- require semi-matching "inscriptions" */
1706 if (o_ptr->inscription && j_ptr->inscription &&
1707 (o_ptr->inscription != j_ptr->inscription))
1710 /* Hack -- normally require matching "inscriptions" */
1711 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1713 /* Hack -- normally require matching "discounts" */
1714 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1717 /* They match, so they must be similar */
1722 * @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。
1723 * Determine if an item can absorb a second item.
1724 * @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
1725 * @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
1726 * @return 重ね合わせ可能ならばTRUEを返す。
1728 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1730 int total = o_ptr->number + j_ptr->number;
1733 /* Are these objects similar? */
1734 max_num = object_similar_part(o_ptr, j_ptr);
1736 /* Return if not similar */
1737 if (!max_num) return FALSE;
1739 /* Maximal "stacking" limit */
1740 if (total > max_num) return (0);
1743 /* They match, so they must be similar */
1749 * @brief 両オブジェクトをスロットに重ね合わせる。
1750 * Allow one item to "absorb" another, assuming they are similar
1751 * @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
1752 * @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
1755 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1757 int max_num = object_similar_part(o_ptr, j_ptr);
1758 int total = o_ptr->number + j_ptr->number;
1759 int diff = (total > max_num) ? total - max_num : 0;
1761 /* Combine quantity, lose excess items */
1762 o_ptr->number = (total > max_num) ? max_num : total;
1764 /* Hack -- blend "known" status */
1765 if (object_is_known(j_ptr)) object_known(o_ptr);
1767 /* Hack -- clear "storebought" if only one has it */
1768 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1769 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1771 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1772 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1775 /* Hack -- blend "mental" status */
1776 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1778 /* Hack -- blend "inscriptions" */
1779 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1781 /* Hack -- blend "feelings" */
1782 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1784 /* Hack -- could average discounts */
1785 /* Hack -- save largest discount */
1786 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1788 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1789 if (o_ptr->tval == TV_ROD)
1791 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1792 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1795 /* Hack -- if wands are stacking, combine the charges. -LM- */
1796 if (o_ptr->tval == TV_WAND)
1798 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1804 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1805 * Find the index of the object_kind with the given tval and sval
1806 * @param tval 検索したいベースアイテムのtval
1807 * @param sval 検索したいベースアイテムのsval
1810 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1814 KIND_OBJECT_IDX bk = 0;
1817 for (k = 1; k < max_k_idx; k++)
1819 object_kind *k_ptr = &k_info[k];
1821 /* Require correct tval */
1822 if (k_ptr->tval != tval) continue;
1825 if (k_ptr->sval == sval) return (k);
1827 /* Ignore illegal items */
1828 if (sval != SV_ANY) continue;
1830 /* Apply the randomizer */
1831 if (!one_in_(++num)) continue;
1833 /* Use this value */
1837 /* Return this choice */
1844 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1853 * @brief オブジェクトを初期化する
1854 * Wipe an object clean.
1855 * @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
1858 void object_wipe(object_type *o_ptr)
1860 /* Wipe the structure */
1861 (void)WIPE(o_ptr, object_type);
1866 * @brief オブジェクトを複製する
1867 * Wipe an object clean.
1868 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1869 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1872 void object_copy(object_type *o_ptr, object_type *j_ptr)
1874 /* Copy the structure */
1875 (void)COPY(o_ptr, j_ptr, object_type);
1880 * @brief オブジェクト構造体にベースアイテムを作成する
1881 * Prepare an object based on an object kind.
1882 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1883 * @param k_idx 新たに作成したいベースアイテム情報のID
1886 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1888 object_kind *k_ptr = &k_info[k_idx];
1890 /* Clear the record */
1893 /* Save the kind index */
1894 o_ptr->k_idx = k_idx;
1896 /* Efficiency -- tval/sval */
1897 o_ptr->tval = k_ptr->tval;
1898 o_ptr->sval = k_ptr->sval;
1900 /* Default "pval" */
1901 o_ptr->pval = k_ptr->pval;
1903 /* Default number */
1906 /* Default weight */
1907 o_ptr->weight = k_ptr->weight;
1910 o_ptr->to_h = k_ptr->to_h;
1911 o_ptr->to_d = k_ptr->to_d;
1912 o_ptr->to_a = k_ptr->to_a;
1915 o_ptr->ac = k_ptr->ac;
1916 o_ptr->dd = k_ptr->dd;
1917 o_ptr->ds = k_ptr->ds;
1919 /* Default activation */
1920 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1922 /* Hack -- worthless items are always "broken" */
1923 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1925 /* Hack -- cursed items are always "cursed" */
1926 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1927 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1928 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1929 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1930 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1931 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1936 * @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
1937 * @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
1940 static void object_mention(object_type *o_ptr)
1942 GAME_TEXT o_name[MAX_NLEN];
1944 object_aware(o_ptr);
1945 object_known(o_ptr);
1947 /* Mark the item as fully known */
1948 o_ptr->ident |= (IDENT_MENTAL);
1949 object_desc(o_name, o_ptr, 0);
1950 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1955 * @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
1956 * Choose random ego type
1957 * @param slot 取得したいエゴの装備部位
1958 * @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。
1959 * @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。
1961 static byte get_random_ego(byte slot, bool good)
1964 ego_item_type *e_ptr;
1968 for (i = 1; i < max_e_idx; i++)
1972 if (e_ptr->slot == slot
1973 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1976 total += (255 / e_ptr->rarity);
1980 value = randint1(total);
1982 for (i = 1; i < max_e_idx; i++)
1986 if (e_ptr->slot == slot
1987 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1990 value -= (255 / e_ptr->rarity);
1991 if (value <= 0L) break;
1999 * @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
2000 * Apply magic to an item known to be a "weapon"
2001 * @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
2002 * @param level 生成基準階
2003 * @param power 生成ランク
2006 * Hack -- note special base damage dice boosting\n
2007 * Hack -- note special processing for weapon/digger\n
2009 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2011 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2012 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2014 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2015 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2017 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2019 tohit2 = (tohit2 + 1) / 2;
2020 todam2 = (todam2 + 1) / 2;
2027 o_ptr->to_h += tohit1;
2028 o_ptr->to_d += todam1;
2034 o_ptr->to_h += tohit2;
2035 o_ptr->to_d += todam2;
2043 o_ptr->to_h -= tohit1;
2044 o_ptr->to_d -= todam1;
2049 /* Penalize again */
2050 o_ptr->to_h -= tohit2;
2051 o_ptr->to_d -= todam2;
2054 /* Cursed (if "bad") */
2055 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2058 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2060 switch (o_ptr->tval)
2067 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2068 create_artifact(o_ptr, FALSE);
2070 /* Special Ego-item */
2071 o_ptr->name2 = EGO_DIGGING;
2075 else if (power < -1)
2077 /* Hack -- Horrible digging bonus */
2078 o_ptr->pval = 0 - (5 + randint1(5));
2084 /* Hack -- Reverse digging bonus */
2085 o_ptr->pval = 0 - (o_ptr->pval);
2098 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2100 create_artifact(o_ptr, FALSE);
2105 /* Roll for an ego-item */
2106 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2107 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2109 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2111 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2116 switch (o_ptr->name2)
2119 if (one_in_(4) && (level > 40))
2120 add_flag(o_ptr->art_flags, TR_BLOWS);
2124 add_flag(o_ptr->art_flags, TR_RES_POIS);
2126 add_flag(o_ptr->art_flags, TR_WARNING);
2128 case EGO_KILL_DRAGON:
2130 add_flag(o_ptr->art_flags, TR_RES_POIS);
2134 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2136 case EGO_SLAYING_WEAPON:
2137 if (one_in_(3)) /* double damage */
2144 } while (one_in_(o_ptr->dd));
2149 } while (one_in_(o_ptr->ds));
2154 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2156 if (o_ptr->tval == TV_SWORD && one_in_(3))
2158 add_flag(o_ptr->art_flags, TR_VORPAL);
2163 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2169 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2171 add_flag(o_ptr->art_flags, TR_DEX);
2173 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2176 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2178 case EGO_EARTHQUAKES:
2179 if (one_in_(3) && (level > 60))
2180 add_flag(o_ptr->art_flags, TR_BLOWS);
2182 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2186 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2190 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2192 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2194 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2195 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2198 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2199 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2200 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2201 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2205 if (!o_ptr->art_name)
2207 /* Hack -- Super-charge the damage dice */
2208 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2210 /* Hack -- Lower the damage dice */
2211 if (o_ptr->dd > 9) o_ptr->dd = 9;
2216 else if (power < -1)
2218 /* Roll for ego-item */
2219 if (randint0(MAX_DEPTH) < level)
2223 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2224 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2230 switch (o_ptr->name2)
2233 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2234 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2237 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2238 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2239 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2240 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2241 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2242 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2257 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2259 create_artifact(o_ptr, FALSE);
2262 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2276 if (power > 2) /* power > 2 is debug only */
2278 create_artifact(o_ptr, FALSE);
2282 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2284 switch (o_ptr->name2)
2286 case EGO_SLAYING_BOLT:
2291 /* Hack -- super-charge the damage dice */
2292 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2294 /* Hack -- restrict the damage dice */
2295 if (o_ptr->dd > 9) o_ptr->dd = 9;
2299 else if (power < -1)
2301 /* Roll for ego-item */
2302 if (randint0(MAX_DEPTH) < level)
2304 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2314 * @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
2315 * Apply magic to an item known to be "armor"
2316 * @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
2317 * @param level 生成基準階
2318 * @param power 生成ランク
2321 * Hack -- note special processing for crown/helm\n
2322 * Hack -- note special processing for robe of permanence\n
2324 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2326 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2327 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2333 o_ptr->to_a += toac1;
2339 o_ptr->to_a += toac2;
2347 o_ptr->to_a -= toac1;
2352 /* Penalize again */
2353 o_ptr->to_a -= toac2;
2356 /* Cursed (if "bad") */
2357 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2360 switch (o_ptr->tval)
2364 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2365 create_artifact(o_ptr, FALSE);
2375 /* Hack -- Try for "Robes of the Magi" */
2376 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2377 (o_ptr->sval == SV_ROBE) &&
2378 (randint0(100) < 15))
2382 o_ptr->name2 = EGO_YOIYAMI;
2383 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2384 o_ptr->sval = SV_YOIYAMI_ROBE;
2390 o_ptr->name2 = EGO_PERMANENCE;
2395 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2397 create_artifact(o_ptr, FALSE);
2403 bool okay_flag = TRUE;
2405 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2407 switch (o_ptr->name2)
2410 if (o_ptr->tval != TV_HARD_ARMOR)
2416 if (o_ptr->tval != TV_SOFT_ARMOR)
2425 if (okay_flag) break;
2427 switch (o_ptr->name2)
2429 case EGO_RESISTANCE:
2431 add_flag(o_ptr->art_flags, TR_RES_POIS);
2434 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2435 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2439 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2441 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2443 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2444 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2446 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2447 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2448 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2449 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2450 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2451 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2452 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2453 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2456 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2457 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2458 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2459 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2460 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2461 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2474 if (o_ptr->sval == SV_DRAGON_SHIELD)
2476 dragon_resist(o_ptr);
2477 if (!one_in_(3)) break;
2483 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2485 create_artifact(o_ptr, FALSE);
2491 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2492 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2493 && o_ptr->name2 == EGO_S_DWARVEN)
2500 switch (o_ptr->name2)
2503 if (!one_in_(3)) one_high_resistance(o_ptr);
2504 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2506 case EGO_REFLECTION:
2507 if (o_ptr->sval == SV_MIRROR_SHIELD)
2512 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2513 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2522 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2524 dragon_resist(o_ptr);
2525 if (!one_in_(3)) break;
2529 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2531 create_artifact(o_ptr, FALSE);
2534 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2538 else if (power < -1)
2540 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2548 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2550 dragon_resist(o_ptr);
2551 if (!one_in_(3)) break;
2556 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2558 create_artifact(o_ptr, FALSE);
2561 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2563 switch (o_ptr->name2)
2565 case EGO_SLOW_DESCENT:
2568 one_high_resistance(o_ptr);
2574 else if (power < -1)
2576 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2587 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2589 create_artifact(o_ptr, FALSE);
2594 bool ok_flag = TRUE;
2595 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2597 switch (o_ptr->name2)
2600 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2601 else add_esp_weak(o_ptr, FALSE);
2605 case EGO_REGENERATION:
2606 case EGO_LORDLINESS:
2612 if (one_in_(2)) add_esp_strong(o_ptr);
2613 else add_esp_weak(o_ptr, FALSE);
2616 default:/* not existing crown (wisdom,lite, etc...) */
2620 break; /* while (1) */
2626 else if (power < -1)
2630 bool ok_flag = TRUE;
2631 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2633 switch (o_ptr->name2)
2635 case EGO_ANCIENT_CURSE:
2636 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2637 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2638 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2639 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2640 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2641 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2645 break; /* while (1) */
2654 if (o_ptr->sval == SV_DRAGON_HELM)
2656 dragon_resist(o_ptr);
2657 if (!one_in_(3)) break;
2663 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2665 create_artifact(o_ptr, FALSE);
2670 bool ok_flag = TRUE;
2671 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2673 switch (o_ptr->name2)
2675 case EGO_BRILLIANCE:
2677 case EGO_INFRAVISION:
2678 case EGO_H_PROTECTION:
2683 if (one_in_(2)) add_esp_strong(o_ptr);
2684 else add_esp_weak(o_ptr, FALSE);
2688 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2689 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2692 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2694 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2696 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2697 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2699 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2700 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2701 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2702 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2703 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2704 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2705 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2706 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2708 default:/* not existing helm (Magi, Might, etc...)*/
2712 break; /* while (1) */
2717 else if (power < -1)
2721 bool ok_flag = TRUE;
2722 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2724 switch (o_ptr->name2)
2726 case EGO_ANCIENT_CURSE:
2730 break; /* while (1) */
2741 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2743 create_artifact(o_ptr, FALSE);
2746 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2748 switch (o_ptr->name2)
2757 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2758 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2759 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2760 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2767 else if (power < -1)
2769 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2780 * @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
2781 * Apply magic to an item known to be a "ring" or "amulet"
2782 * @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
2783 * @param level 生成基準階
2784 * @param power 生成ランク
2787 * Hack -- note special "pval boost" code for ring of speed\n
2788 * Hack -- note that some items must be cursed (or blessed)\n
2790 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2792 /* Apply magic (good or bad) according to type */
2793 switch (o_ptr->tval)
2798 switch (o_ptr->sval)
2800 case SV_RING_ATTACKS:
2803 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2804 if (one_in_(15)) o_ptr->pval++;
2805 if (o_ptr->pval < 1) o_ptr->pval = 1;
2811 o_ptr->ident |= (IDENT_BROKEN);
2814 o_ptr->curse_flags |= TRC_CURSED;
2817 o_ptr->pval = 0 - (o_ptr->pval);
2828 /* Strength, Constitution, Dexterity, Intelligence */
2834 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2840 o_ptr->ident |= (IDENT_BROKEN);
2843 o_ptr->curse_flags |= TRC_CURSED;
2846 o_ptr->pval = 0 - (o_ptr->pval);
2852 /* Ring of Speed! */
2855 /* Base speed (1 to 10) */
2856 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2858 /* Super-charge the ring */
2859 while (randint0(100) < 50) o_ptr->pval++;
2865 o_ptr->ident |= (IDENT_BROKEN);
2868 o_ptr->curse_flags |= TRC_CURSED;
2871 o_ptr->pval = 0 - (o_ptr->pval);
2879 case SV_RING_LORDLY:
2883 one_lordly_high_resistance(o_ptr);
2887 /* Bonus to armor class */
2888 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2892 case SV_RING_WARNING:
2894 if (one_in_(3)) one_low_esp(o_ptr);
2899 case SV_RING_SEARCHING:
2901 /* Bonus to searching */
2902 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2908 o_ptr->ident |= (IDENT_BROKEN);
2911 o_ptr->curse_flags |= TRC_CURSED;
2914 o_ptr->pval = 0 - (o_ptr->pval);
2920 /* Flames, Acid, Ice */
2921 case SV_RING_FLAMES:
2926 /* Bonus to armor class */
2927 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2931 /* Weakness, Stupidity */
2932 case SV_RING_WEAKNESS:
2933 case SV_RING_STUPIDITY:
2936 o_ptr->ident |= (IDENT_BROKEN);
2939 o_ptr->curse_flags |= TRC_CURSED;
2942 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2943 if (power > 0) power = 0 - power;
2948 /* WOE, Stupidity */
2952 o_ptr->ident |= (IDENT_BROKEN);
2955 o_ptr->curse_flags |= TRC_CURSED;
2958 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2959 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2960 if (power > 0) power = 0 - power;
2965 /* Ring of damage */
2966 case SV_RING_DAMAGE:
2968 /* Bonus to damage */
2969 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2975 o_ptr->ident |= (IDENT_BROKEN);
2978 o_ptr->curse_flags |= TRC_CURSED;
2981 o_ptr->to_d = 0 - o_ptr->to_d;
2987 /* Ring of Accuracy */
2988 case SV_RING_ACCURACY:
2991 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2997 o_ptr->ident |= (IDENT_BROKEN);
3000 o_ptr->curse_flags |= TRC_CURSED;
3003 o_ptr->to_h = 0 - o_ptr->to_h;
3009 /* Ring of Protection */
3010 case SV_RING_PROTECTION:
3012 /* Bonus to armor class */
3013 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3019 o_ptr->ident |= (IDENT_BROKEN);
3022 o_ptr->curse_flags |= TRC_CURSED;
3025 o_ptr->to_a = 0 - o_ptr->to_a;
3031 /* Ring of Slaying */
3032 case SV_RING_SLAYING:
3034 /* Bonus to damage and to hit */
3035 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3036 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3042 o_ptr->ident |= (IDENT_BROKEN);
3045 o_ptr->curse_flags |= TRC_CURSED;
3047 /* Reverse bonuses */
3048 o_ptr->to_h = 0 - o_ptr->to_h;
3049 o_ptr->to_d = 0 - o_ptr->to_d;
3055 case SV_RING_MUSCLE:
3057 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3058 if (one_in_(4)) o_ptr->pval++;
3064 o_ptr->ident |= (IDENT_BROKEN);
3067 o_ptr->curse_flags |= TRC_CURSED;
3069 /* Reverse bonuses */
3070 o_ptr->pval = 0 - o_ptr->pval;
3075 case SV_RING_AGGRAVATION:
3078 o_ptr->ident |= (IDENT_BROKEN);
3081 o_ptr->curse_flags |= TRC_CURSED;
3083 if (power > 0) power = 0 - power;
3087 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3088 || (power > 2)) /* power > 2 is debug only */
3090 o_ptr->pval = MIN(o_ptr->pval, 4);
3091 /* Randart amulet */
3092 create_artifact(o_ptr, FALSE);
3094 else if ((power == 2) && one_in_(2))
3096 while(!o_ptr->name2)
3098 int tmp = m_bonus(10, level);
3099 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3100 switch(randint1(28))
3103 o_ptr->name2 = EGO_RING_THROW;
3106 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3107 o_ptr->name2 = EGO_RING_REGEN;
3110 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3111 o_ptr->name2 = EGO_RING_LITE;
3114 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3115 o_ptr->name2 = EGO_RING_TELEPORT;
3118 if (o_ptr->to_h) break;
3119 o_ptr->name2 = EGO_RING_TO_H;
3122 if (o_ptr->to_d) break;
3123 o_ptr->name2 = EGO_RING_TO_D;
3126 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3127 o_ptr->name2 = EGO_RING_SLAY;
3130 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3131 o_ptr->name2 = EGO_RING_WIZARD;
3134 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3135 o_ptr->name2 = EGO_RING_HERO;
3138 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3139 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3140 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3141 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3144 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3145 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;
3146 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3147 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3148 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3151 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3152 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;
3153 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3154 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3155 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3158 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3159 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;
3160 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3161 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3164 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3165 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;
3166 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3167 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3169 case 21: case 22: case 23: case 24: case 25: case 26:
3170 switch (o_ptr->sval)
3173 if (!one_in_(3)) break;
3174 o_ptr->name2 = EGO_RING_D_SPEED;
3176 case SV_RING_DAMAGE:
3177 case SV_RING_ACCURACY:
3178 case SV_RING_SLAYING:
3179 if (one_in_(2)) break;
3180 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3183 o_ptr->name2 = EGO_RING_BERSERKER;
3184 o_ptr->to_h -= 2+randint1(4);
3185 o_ptr->to_d += 2+randint1(4);
3188 case SV_RING_PROTECTION:
3189 o_ptr->name2 = EGO_RING_SUPER_AC;
3190 o_ptr->to_a += 7 + m_bonus(5, level);
3192 case SV_RING_RES_FEAR:
3193 o_ptr->name2 = EGO_RING_HERO;
3196 if (one_in_(2)) break;
3197 o_ptr->name2 = EGO_RING_HUNTER;
3199 case SV_RING_SEARCHING:
3200 o_ptr->name2 = EGO_RING_STEALTH;
3202 case SV_RING_TELEPORTATION:
3203 o_ptr->name2 = EGO_RING_TELE_AWAY;
3205 case SV_RING_RES_BLINDNESS:
3207 o_ptr->name2 = EGO_RING_RES_LITE;
3209 o_ptr->name2 = EGO_RING_RES_DARK;
3211 case SV_RING_LORDLY:
3212 if (!one_in_(20)) break;
3213 one_lordly_high_resistance(o_ptr);
3214 one_lordly_high_resistance(o_ptr);
3215 o_ptr->name2 = EGO_RING_TRUE;
3217 case SV_RING_SUSTAIN:
3218 if (!one_in_(4)) break;
3219 o_ptr->name2 = EGO_RING_RES_TIME;
3221 case SV_RING_FLAMES:
3222 if (!one_in_(2)) break;
3223 o_ptr->name2 = EGO_RING_DRAGON_F;
3226 if (!one_in_(2)) break;
3227 o_ptr->name2 = EGO_RING_DRAGON_C;
3229 case SV_RING_WARNING:
3230 if (!one_in_(2)) break;
3231 o_ptr->name2 = EGO_RING_M_DETECT;
3239 o_ptr->curse_flags = 0L;
3241 else if ((power == -2) && one_in_(2))
3243 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3244 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3245 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3246 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3247 o_ptr->art_flags[0] = 0;
3248 o_ptr->art_flags[1] = 0;
3249 while(!o_ptr->name2)
3251 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3255 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3256 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3259 o_ptr->name2 = EGO_RING_NO_MELEE;
3262 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3263 o_ptr->name2 = EGO_RING_AGGRAVATE;
3266 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3267 o_ptr->name2 = EGO_RING_TY_CURSE;
3270 o_ptr->name2 = EGO_RING_ALBINO;
3275 o_ptr->ident |= (IDENT_BROKEN);
3278 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3286 switch (o_ptr->sval)
3288 /* Amulet of wisdom/charisma */
3289 case SV_AMULET_INTELLIGENCE:
3290 case SV_AMULET_WISDOM:
3291 case SV_AMULET_CHARISMA:
3293 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3299 o_ptr->ident |= (IDENT_BROKEN);
3302 o_ptr->curse_flags |= (TRC_CURSED);
3304 /* Reverse bonuses */
3305 o_ptr->pval = 0 - o_ptr->pval;
3311 /* Amulet of brilliance */
3312 case SV_AMULET_BRILLIANCE:
3314 o_ptr->pval = 1 + m_bonus(3, level);
3315 if (one_in_(4)) o_ptr->pval++;
3321 o_ptr->ident |= (IDENT_BROKEN);
3324 o_ptr->curse_flags |= (TRC_CURSED);
3326 /* Reverse bonuses */
3327 o_ptr->pval = 0 - o_ptr->pval;
3333 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3337 o_ptr->curse_flags |= (TRC_CURSED);
3342 case SV_AMULET_RESISTANCE:
3344 if (one_in_(5)) one_high_resistance(o_ptr);
3345 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3349 /* Amulet of searching */
3350 case SV_AMULET_SEARCHING:
3352 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3358 o_ptr->ident |= (IDENT_BROKEN);
3361 o_ptr->curse_flags |= (TRC_CURSED);
3363 /* Reverse bonuses */
3364 o_ptr->pval = 0 - (o_ptr->pval);
3370 /* Amulet of the Magi -- never cursed */
3371 case SV_AMULET_THE_MAGI:
3373 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3374 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3376 /* gain one low ESP */
3377 add_esp_weak(o_ptr, FALSE);
3382 /* Amulet of Doom -- always cursed */
3383 case SV_AMULET_DOOM:
3386 o_ptr->ident |= (IDENT_BROKEN);
3389 o_ptr->curse_flags |= (TRC_CURSED);
3392 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3393 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3394 if (power > 0) power = 0 - power;
3399 case SV_AMULET_MAGIC_MASTERY:
3401 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3407 o_ptr->ident |= (IDENT_BROKEN);
3410 o_ptr->curse_flags |= (TRC_CURSED);
3412 /* Reverse bonuses */
3413 o_ptr->pval = 0 - o_ptr->pval;
3419 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3420 || (power > 2)) /* power > 2 is debug only */
3422 o_ptr->pval = MIN(o_ptr->pval, 4);
3423 /* Randart amulet */
3424 create_artifact(o_ptr, FALSE);
3426 else if ((power == 2) && one_in_(2))
3428 while(!o_ptr->name2)
3430 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3431 switch(randint1(21))
3434 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3435 o_ptr->name2 = EGO_AMU_SLOW_D;
3438 if (o_ptr->pval) break;
3439 o_ptr->name2 = EGO_AMU_INFRA;
3442 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3443 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3446 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3447 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3450 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3451 o_ptr->name2 = EGO_AMU_LEVITATION;
3453 case 10: case 11: case 21:
3454 o_ptr->name2 = EGO_AMU_AC;
3457 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3458 if (m_bonus(10, level) > 8)
3459 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3461 o_ptr->name2 = EGO_AMU_RES_FIRE;
3464 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3465 if (m_bonus(10, level) > 8)
3466 o_ptr->name2 = EGO_AMU_RES_COLD_;
3468 o_ptr->name2 = EGO_AMU_RES_COLD;
3471 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3472 if (m_bonus(10, level) > 8)
3473 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3475 o_ptr->name2 = EGO_AMU_RES_ELEC;
3478 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3479 if (m_bonus(10, level) > 8)
3480 o_ptr->name2 = EGO_AMU_RES_ACID_;
3482 o_ptr->name2 = EGO_AMU_RES_ACID;
3484 case 16: case 17: case 18: case 19: case 20:
3485 switch (o_ptr->sval)
3487 case SV_AMULET_TELEPORT:
3488 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3489 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3490 else o_ptr->name2 = EGO_AMU_TELEPORT;
3492 case SV_AMULET_RESIST_ACID:
3493 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3495 case SV_AMULET_SEARCHING:
3496 o_ptr->name2 = EGO_AMU_STEALTH;
3498 case SV_AMULET_BRILLIANCE:
3499 if (!one_in_(3)) break;
3500 o_ptr->name2 = EGO_AMU_IDENT;
3502 case SV_AMULET_CHARISMA:
3503 if (!one_in_(3)) break;
3504 o_ptr->name2 = EGO_AMU_CHARM;
3506 case SV_AMULET_THE_MAGI:
3507 if (one_in_(2)) break;
3508 o_ptr->name2 = EGO_AMU_GREAT;
3510 case SV_AMULET_RESISTANCE:
3511 if (!one_in_(5)) break;
3512 o_ptr->name2 = EGO_AMU_DEFENDER;
3514 case SV_AMULET_TELEPATHY:
3515 if (!one_in_(3)) break;
3516 o_ptr->name2 = EGO_AMU_DETECTION;
3521 o_ptr->curse_flags = 0L;
3523 else if ((power == -2) && one_in_(2))
3525 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3526 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3527 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3528 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3529 o_ptr->art_flags[0] = 0;
3530 o_ptr->art_flags[1] = 0;
3531 while(!o_ptr->name2)
3533 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3537 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3538 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3541 o_ptr->name2 = EGO_AMU_FOOL;
3544 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3545 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3548 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3549 o_ptr->name2 = EGO_AMU_TY_CURSE;
3552 o_ptr->name2 = EGO_AMU_NAIVETY;
3557 o_ptr->ident |= (IDENT_BROKEN);
3560 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3569 * @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
3570 * Apply magic to an item known to be "boring"
3571 * @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
3572 * @param level 生成基準階
3573 * @param power 生成ランク
3576 * Hack -- note the special code for various items
3578 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3580 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3585 /* Apply magic (good or bad) according to type */
3586 switch (o_ptr->tval)
3595 o_ptr->ident |= (IDENT_BROKEN);
3598 o_ptr->curse_flags |= (TRC_CURSED);
3605 o_ptr->xtra4 = o_ptr->pval;
3611 /* Hack -- Torches -- random fuel */
3612 if (o_ptr->sval == SV_LITE_TORCH)
3614 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3618 /* Hack -- Lanterns -- random fuel */
3619 if (o_ptr->sval == SV_LITE_LANTERN)
3621 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3625 if (power > 2) /* power > 2 is debug only */
3627 create_artifact(o_ptr, FALSE);
3629 else if ((power == 2) || ((power == 1) && one_in_(3)))
3631 while (!o_ptr->name2)
3635 bool okay_flag = TRUE;
3637 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3639 switch (o_ptr->name2)
3642 if (o_ptr->sval == SV_LITE_FEANOR)
3650 else if (power == -2)
3652 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3654 switch (o_ptr->name2)
3656 case EGO_LITE_DARKNESS:
3659 if (o_ptr->sval == SV_LITE_TORCH)
3661 add_flag(o_ptr->art_flags, TR_LITE_M1);
3663 else if (o_ptr->sval == SV_LITE_LANTERN)
3665 add_flag(o_ptr->art_flags, TR_LITE_M2);
3667 else if (o_ptr->sval == SV_LITE_FEANOR)
3669 add_flag(o_ptr->art_flags, TR_LITE_M3);
3681 /* The wand or staff gets a number of initial charges equal
3682 * to between 1/2 (+1) and the full object kind's pval. -LM-
3684 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3690 /* Transfer the pval. -LM- */
3691 o_ptr->pval = k_ptr->pval;
3698 object_aware(o_ptr);
3699 object_known(o_ptr);
3705 PARAMETER_VALUE i = 1;
3708 monster_race *r_ptr;
3710 /* Pick a random non-unique monster race */
3713 i = randint1(max_r_idx - 1);
3715 if (!item_monster_okay(i)) continue;
3716 if (i == MON_TSUCHINOKO) continue;
3720 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3722 /* Ignore dead monsters */
3723 if (!r_ptr->rarity) continue;
3725 /* Ignore uncommon monsters */
3726 if (r_ptr->rarity > 100) continue;
3728 /* Prefer less out-of-depth monsters */
3729 if (randint0(check)) continue;
3736 /* Some figurines are cursed */
3737 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3744 PARAMETER_VALUE i = 1;
3749 monster_race *r_ptr;
3751 if (o_ptr->sval == SV_SKELETON)
3753 match = RF9_DROP_SKELETON;
3755 else if (o_ptr->sval == SV_CORPSE)
3757 match = RF9_DROP_CORPSE;
3760 /* Hack -- Remove the monster restriction */
3761 get_mon_num_prep(item_monster_okay, NULL);
3763 /* Pick a random non-unique monster race */
3766 i = get_mon_num(current_floor_ptr->dun_level);
3770 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3772 /* Ignore dead monsters */
3773 if (!r_ptr->rarity) continue;
3775 /* Ignore corpseless monsters */
3776 if (!(r_ptr->flags9 & match)) continue;
3778 /* Prefer less out-of-depth monsters */
3779 if (randint0(check)) continue;
3787 object_aware(o_ptr);
3788 object_known(o_ptr);
3794 PARAMETER_VALUE i = 1;
3796 monster_race *r_ptr;
3798 /* Pick a random monster race */
3801 i = randint1(max_r_idx - 1);
3805 /* Ignore dead monsters */
3806 if (!r_ptr->rarity) continue;
3815 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3817 object_aware(o_ptr);
3818 object_known(o_ptr);
3825 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3827 /* Hack -- skip ruined chests */
3828 if (obj_level <= 0) break;
3830 /* Hack -- pick a "difficulty" */
3831 o_ptr->pval = randint1(obj_level);
3832 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3834 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3836 /* Never exceed "difficulty" of 55 to 59 */
3837 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3845 * @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
3846 * Complete the "creation" of an object by applying "magic" to the item
3847 * @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
3849 * @param mode 生成オプション
3852 * This includes not only rolling for random bonuses, but also putting the\n
3853 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3854 * staffs, giving fuel to lites, and placing traps on chests.\n
3856 * In particular, note that "Instant Artifacts", if "created" by an external\n
3857 * routine, must pass through this function to complete the actual creation.\n
3859 * The base "chance" of the item being "good" increases with the "level"\n
3860 * parameter, which is usually derived from the dungeon level, being equal\n
3861 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3862 * the object is guaranteed to be "good". If an object is "good", then\n
3863 * the chance that the object will be "great" (ego-item or artifact), also\n
3864 * increases with the "level", being equal to half the level, plus 5, up to\n
3865 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3866 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3868 * If the object is not "good", there is a chance it will be "cursed", and\n
3869 * if it is "cursed", there is a chance it will be "broken". These chances\n
3870 * are related to the "good" / "great" chances above.\n
3872 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3873 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3875 * If "okay" is true, and the object is going to be "great", then there is\n
3876 * a chance that an artifact will be created. This is true even if both the\n
3877 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3878 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3880 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3882 int i, rolls, f1, f2, power;
3884 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3886 /* Maximum "level" for various things */
3887 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3889 /* Base chance of being "good" */
3892 /* Maximal chance of being "good" */
3893 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3895 /* Base chance of being "great" */
3898 /* Maximal chance of being "great" */
3899 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3900 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3902 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3907 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3916 /* Roll for "good" */
3917 if ((mode & AM_GOOD) || magik(f1))
3922 /* Roll for "great" */
3923 if ((mode & AM_GREAT) || magik(f2))
3927 /* Roll for "special" */
3928 if (mode & AM_SPECIAL) power = 3;
3932 /* Roll for "cursed" */
3935 /* Assume "cursed" */
3938 /* Roll for "broken" */
3939 if (magik(f2)) power = -2;
3943 if (mode & AM_CURSED)
3945 /* Assume 'cursed' */
3950 /* Everything else gets more badly cursed */
3957 /* Assume no rolls */
3960 /* Get one roll if excellent */
3961 if (power >= 2) rolls = 1;
3963 /* Hack -- Get four rolls if forced great or special */
3964 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3966 /* Hack -- Get no rolls if not allowed */
3967 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3969 /* Roll for artifacts if allowed */
3970 for (i = 0; i < rolls; i++)
3972 /* Roll for an artifact */
3973 if (make_artifact(o_ptr)) break;
3974 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3976 if (make_artifact(o_ptr)) break;
3981 /* Hack -- analyze artifacts */
3982 if (object_is_fixed_artifact(o_ptr))
3984 artifact_type *a_ptr = &a_info[o_ptr->name1];
3986 /* Hack -- Mark the artifact as "created" */
3989 /* Hack -- Memorize location of artifact in saved floors */
3990 if (character_dungeon)
3991 a_ptr->floor_id = p_ptr->floor_id;
3993 /* Extract the other fields */
3994 o_ptr->pval = a_ptr->pval;
3995 o_ptr->ac = a_ptr->ac;
3996 o_ptr->dd = a_ptr->dd;
3997 o_ptr->ds = a_ptr->ds;
3998 o_ptr->to_a = a_ptr->to_a;
3999 o_ptr->to_h = a_ptr->to_h;
4000 o_ptr->to_d = a_ptr->to_d;
4001 o_ptr->weight = a_ptr->weight;
4002 o_ptr->xtra2 = a_ptr->act_idx;
4004 if (o_ptr->name1 == ART_MILIM)
4006 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4012 /* Hack -- extract the "broken" flag */
4013 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4015 /* Hack -- extract the "cursed" flag */
4016 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4017 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4018 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4019 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4020 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4021 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4026 switch (o_ptr->tval)
4035 if (power) apply_magic_weapon(o_ptr, lev, power);
4041 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4047 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4061 /* Elven Cloak and Black Clothes ... */
4062 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4063 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4064 o_ptr->pval = randint1(4);
4068 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4069 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4070 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4071 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4072 a_m_aux_2(o_ptr, lev, power);
4074 if (power) a_m_aux_2(o_ptr, lev, power);
4082 if (!power && (randint0(100) < 50)) power = -1;
4083 a_m_aux_3(o_ptr, lev, power);
4089 a_m_aux_4(o_ptr, lev, power);
4094 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4095 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4096 (p_ptr->pseikaku == SEIKAKU_SEXY))
4099 add_flag(o_ptr->art_flags, TR_STR);
4100 add_flag(o_ptr->art_flags, TR_INT);
4101 add_flag(o_ptr->art_flags, TR_WIS);
4102 add_flag(o_ptr->art_flags, TR_DEX);
4103 add_flag(o_ptr->art_flags, TR_CON);
4104 add_flag(o_ptr->art_flags, TR_CHR);
4107 /* Hack -- analyze ego-items */
4108 if (object_is_ego(o_ptr))
4110 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4112 /* Hack -- acquire "broken" flag */
4113 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4115 /* Hack -- acquire "cursed" flag */
4116 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4117 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4118 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4119 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4120 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4121 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4123 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4124 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4125 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4126 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4127 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4128 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4129 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4130 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4136 while (one_in_(o_ptr->dd));
4138 if (o_ptr->dd > 9) o_ptr->dd = 9;
4141 /* Hack -- apply activatin index if needed */
4142 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4144 /* Hack -- apply extra penalties if needed */
4145 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4147 /* Hack -- obtain bonuses */
4148 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4149 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4150 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4152 /* Hack -- obtain pval */
4153 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4156 /* Hack -- apply extra bonuses if needed */
4159 /* Hack -- obtain bonuses */
4160 if (e_ptr->max_to_h)
4162 if (e_ptr->max_to_h > 127)
4163 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4164 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4166 if (e_ptr->max_to_d)
4168 if (e_ptr->max_to_d > 127)
4169 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4170 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4172 if (e_ptr->max_to_a)
4174 if (e_ptr->max_to_a > 127)
4175 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4176 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4179 /* Accuracy ego must have high to_h */
4180 if(o_ptr->name2 == EGO_ACCURACY)
4182 while(o_ptr->to_h < o_ptr->to_d + 10)
4187 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4190 /* Accuracy ego must have high to_h */
4191 if(o_ptr->name2 == EGO_VELOCITY)
4193 while(o_ptr->to_d < o_ptr->to_h + 10)
4198 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4201 /* Protection ego must have high to_a */
4202 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4204 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4207 /* Hack -- obtain pval */
4208 if (e_ptr->max_pval)
4210 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4213 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4215 else if (o_ptr->name2 == EGO_DEMON)
4217 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4219 o_ptr->pval += randint1(2);
4223 o_ptr->pval += randint1(e_ptr->max_pval);
4226 else if (o_ptr->name2 == EGO_ATTACKS)
4228 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4229 if (o_ptr->pval > 3) o_ptr->pval = 3;
4230 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4231 o_ptr->pval += randint1(2);
4233 else if (o_ptr->name2 == EGO_BAT)
4235 o_ptr->pval = randint1(e_ptr->max_pval);
4236 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4238 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4240 o_ptr->pval = randint1(e_ptr->max_pval);
4244 o_ptr->pval += randint1(e_ptr->max_pval);
4249 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4251 o_ptr->pval = randint1(o_ptr->pval);
4253 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4260 /* Examine real objects */
4263 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4265 /* Hack -- acquire "broken" flag */
4266 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4268 /* Hack -- acquire "cursed" flag */
4269 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4270 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4271 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4272 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4273 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4274 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4282 * @brief 生成階に応じたベースアイテムの生成を行う。
4283 * Attempt to make an object (normal or good/great)
4284 * @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
4285 * @param mode オプションフラグ
4286 * @return 生成に成功したらTRUEを返す。
4288 * This routine plays nasty games to generate the "special artifacts".\n
4289 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4290 * We assume that the given object has been "wiped".\n
4292 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4298 /* Chance of "special object" */
4299 prob = ((mode & AM_GOOD) ? 10 : 1000);
4301 /* Base level for the object */
4302 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4305 /* Generate a special object, or a normal object */
4306 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4308 KIND_OBJECT_IDX k_idx;
4311 if ((mode & AM_GOOD) && !get_obj_num_hook)
4313 /* Activate restriction (if already specified, use that) */
4314 get_obj_num_hook = kind_is_good;
4317 /* Restricted objects - prepare allocation table */
4318 if (get_obj_num_hook) get_obj_num_prep();
4320 /* Pick a random object */
4321 k_idx = get_obj_num(base);
4323 /* Restricted objects */
4324 if (get_obj_num_hook)
4326 /* Clear restriction */
4327 get_obj_num_hook = NULL;
4329 /* Reset allocation table to default */
4333 /* Handle failure */
4334 if (!k_idx) return (FALSE);
4336 /* Prepare the object */
4337 object_prep(j_ptr, k_idx);
4340 /* Apply magic (allow artifacts) */
4341 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4343 /* Hack -- generate multiple spikes/missiles */
4344 switch (j_ptr->tval)
4352 j_ptr->number = (byte)damroll(6, 7);
4356 if (cheat_peek) object_mention(j_ptr);
4364 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4365 * Attempt to place an object (normal or good/great) at the given location.
4366 * @param y 配置したいフロアのY座標
4367 * @param x 配置したいフロアのX座標
4368 * @param mode オプションフラグ
4369 * @return 生成に成功したらTRUEを返す。
4371 * This routine plays nasty games to generate the "special artifacts".\n
4372 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4373 * This routine requires a clean floor grid destination.\n
4375 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4380 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4386 /* Paranoia -- check bounds */
4387 if (!in_bounds(y, x)) return;
4389 /* Require floor space */
4390 if (!cave_drop_bold(y, x)) return;
4392 /* Avoid stacking on other objects */
4393 if (g_ptr->o_idx) return;
4398 /* Make an object (if possible) */
4399 if (!make_object(q_ptr, mode)) return;
4402 /* Make an object */
4409 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4411 /* Structure Copy */
4412 object_copy(o_ptr, q_ptr);
4418 o_ptr->next_o_idx = g_ptr->o_idx;
4420 g_ptr->o_idx = o_idx;
4426 /* Hack -- Preserve artifacts */
4427 if (object_is_fixed_artifact(q_ptr))
4429 a_info[q_ptr->name1].cur_num = 0;
4436 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4437 * Make a treasure object
4438 * @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
4439 * @return 生成に成功したらTRUEを返す。
4441 * The location must be a legal, clean, floor grid.
4443 bool make_gold(object_type *j_ptr)
4448 /* Hack -- Pick a Treasure variety */
4449 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4451 /* Apply "extra" magic */
4452 if (one_in_(GREAT_OBJ))
4454 i += randint1(current_floor_ptr->object_level + 1);
4457 /* Hack -- Creeping Coins only generate "themselves" */
4458 if (coin_type) i = coin_type;
4460 /* Do not create "illegal" Treasure Types */
4461 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4463 /* Prepare a gold object */
4464 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4466 /* Hack -- Base coin cost */
4467 base = k_info[OBJ_GOLD_LIST + i].cost;
4469 /* Determine how much the treasure is "worth" */
4470 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4478 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4479 * Places a treasure (Gold or Gems) at given location
4480 * @param y 配置したいフロアのY座標
4481 * @param x 配置したいフロアのX座標
4482 * @return 生成に成功したらTRUEを返す。
4484 * The location must be a legal, clean, floor grid.
4486 void place_gold(POSITION y, POSITION x)
4491 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4497 /* Paranoia -- check bounds */
4498 if (!in_bounds(y, x)) return;
4500 /* Require floor space */
4501 if (!cave_drop_bold(y, x)) return;
4503 /* Avoid stacking on other objects */
4504 if (g_ptr->o_idx) return;
4509 /* Make some gold */
4510 if (!make_gold(q_ptr)) return;
4512 /* Make an object */
4519 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4521 /* Copy the object */
4522 object_copy(o_ptr, q_ptr);
4529 o_ptr->next_o_idx = g_ptr->o_idx;
4531 g_ptr->o_idx = o_idx;
4539 * @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。
4540 * Let an object fall to the ground at or near a location.
4541 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4542 * @param chance ドロップの成功率(%)
4543 * @param y 配置したいフロアのY座標
4544 * @param x 配置したいフロアのX座標
4545 * @return 生成に成功したらオブジェクトのIDを返す。
4547 * The initial location is assumed to be "in_bounds()".\n
4549 * This function takes a parameter "chance". This is the percentage\n
4550 * chance that the item will "disappear" instead of drop. If the object\n
4551 * has been thrown, then this is the chance of disappearance on contact.\n
4553 * Hack -- this function uses "chance" to determine if it should produce\n
4554 * some form of "description" of the drop event (under the player).\n
4556 * We check several locations to see if we can find a location at which\n
4557 * the object can combine, stack, or be placed. Artifacts will try very\n
4558 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4560 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4567 POSITION ty, tx = 0;
4569 OBJECT_IDX o_idx = 0;
4570 OBJECT_IDX this_o_idx, next_o_idx = 0;
4574 GAME_TEXT o_name[MAX_NLEN];
4580 /* Extract plural */
4581 bool plural = (j_ptr->number != 1);
4584 /* Describe object */
4585 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4588 /* Handle normal "breakage" */
4589 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4592 msg_format("%sは消えた。", o_name);
4594 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4596 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4613 /* Scan local grids */
4614 for (dy = -3; dy <= 3; dy++)
4616 /* Scan local grids */
4617 for (dx = -3; dx <= 3; dx++)
4621 /* Calculate actual distance */
4622 d = (dy * dy) + (dx * dx);
4624 /* Ignore distant grids */
4625 if (d > 10) continue;
4630 /* Skip illegal grids */
4631 if (!in_bounds(ty, tx)) continue;
4633 /* Require line of projection */
4634 if (!projectable(y, x, ty, tx)) continue;
4637 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4639 /* Require floor space */
4640 if (!cave_drop_bold(ty, tx)) continue;
4645 /* Scan objects in that grid */
4646 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4649 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4650 next_o_idx = o_ptr->next_o_idx;
4652 /* Check for possible combination */
4653 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4659 /* Add new object */
4661 if (k > 99) continue;
4663 /* Calculate score */
4664 s = 1000 - (d + k * 5);
4666 /* Skip bad values */
4667 if (s < bs) continue;
4669 /* New best value */
4672 /* Apply the randomizer to equivalent values */
4673 if ((++bn >= 2) && !one_in_(bn)) continue;
4687 /* Handle lack of space */
4688 if (!flag && !object_is_artifact(j_ptr))
4691 msg_format("%sは消えた。", o_name);
4693 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4696 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4704 for (i = 0; !flag && (i < 1000); i++)
4707 ty = rand_spread(by, 1);
4708 tx = rand_spread(bx, 1);
4710 if (!in_bounds(ty, tx)) continue;
4712 /* Bounce to that location */
4716 /* Require floor space */
4717 if (!cave_drop_bold(by, bx)) continue;
4725 int candidates = 0, pick;
4727 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4729 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4731 /* A valid space found */
4732 if (cave_drop_bold(ty, tx)) candidates++;
4736 /* No valid place! */
4740 msg_format("%sは消えた。", o_name);
4742 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4745 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4747 /* Mega-Hack -- preserve artifacts */
4750 /* Hack -- Preserve unknown artifacts */
4751 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4753 /* Mega-Hack -- Preserve the artifact */
4754 a_info[j_ptr->name1].cur_num = 0;
4762 /* Choose a random one */
4763 pick = randint1(candidates);
4765 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4767 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4769 if (cave_drop_bold(ty, tx))
4773 /* Is this a picked one? */
4786 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
4788 /* Scan objects in that grid for combination */
4789 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4792 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4793 next_o_idx = o_ptr->next_o_idx;
4795 /* Check for combination */
4796 if (object_similar(o_ptr, j_ptr))
4798 object_absorb(o_ptr, j_ptr);
4807 if (!done) o_idx = o_pop();
4810 if (!done && !o_idx)
4813 msg_format("%sは消えた。", o_name);
4815 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4818 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4820 /* Hack -- Preserve artifacts */
4821 if (object_is_fixed_artifact(j_ptr))
4823 a_info[j_ptr->name1].cur_num = 0;
4833 /* Structure copy */
4834 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
4836 /* Access new object */
4837 j_ptr = ¤t_floor_ptr->o_list[o_idx];
4844 j_ptr->held_m_idx = 0;
4847 j_ptr->next_o_idx = g_ptr->o_idx;
4849 g_ptr->o_idx = o_idx;
4859 /* Mega-Hack -- no message if "dropped" by player */
4860 /* Message when an object falls under the player */
4861 if (chance && player_bold(by, bx))
4863 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4870 * @brief 魔道具の使用回数の残量を示すメッセージを表示する /
4871 * Describe the charges on an item in the inventory.
4872 * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4875 void inven_item_charges(INVENTORY_IDX item)
4877 object_type *o_ptr = &inventory[item];
4879 /* Require staff/wand */
4880 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4882 /* Require known item */
4883 if (!object_is_known(o_ptr)) return;
4886 if (o_ptr->pval <= 0)
4888 msg_print("もう魔力が残っていない。");
4892 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4895 /* Multiple charges */
4896 if (o_ptr->pval != 1)
4898 msg_format("You have %d charges remaining.", o_ptr->pval);
4904 msg_format("You have %d charge remaining.", o_ptr->pval);
4911 * @brief アイテムの残り所持数メッセージを表示する /
4912 * Describe an item in the inventory.
4913 * @param item 残量を表示したいプレイヤーのアイテム所持スロット
4916 void inven_item_describe(INVENTORY_IDX item)
4918 object_type *o_ptr = &inventory[item];
4919 GAME_TEXT o_name[MAX_NLEN];
4921 object_desc(o_name, o_ptr, 0);
4924 /* "no more" の場合はこちらで表示する */
4925 if (o_ptr->number <= 0)
4927 /*FIRST*//*ここはもう通らないかも */
4928 msg_format("もう%sを持っていない。", o_name);
4932 /* アイテム名を英日切り替え機能対応 */
4933 msg_format("まだ %sを持っている。", o_name);
4936 msg_format("You have %s.", o_name);
4942 * @brief アイテムを増減させ残り所持数メッセージを表示する /
4943 * Increase the "number" of an item in the inventory
4944 * @param item 所持数を増やしたいプレイヤーのアイテム所持スロット
4948 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4950 object_type *o_ptr = &inventory[item];
4953 num += o_ptr->number;
4956 if (num > 255) num = 255;
4957 else if (num < 0) num = 0;
4960 num -= o_ptr->number;
4962 /* Change the number and weight */
4965 /* Add the number */
4966 o_ptr->number += num;
4968 /* Add the weight */
4969 p_ptr->total_weight += (num * o_ptr->weight);
4970 p_ptr->update |= (PU_BONUS);
4971 p_ptr->update |= (PU_MANA);
4972 p_ptr->update |= (PU_COMBINE);
4973 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4975 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4976 if (!o_ptr->number && p_ptr->ele_attack)
4978 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4980 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4982 /* Clear all temporary elemental brands */
4983 set_ele_attack(0, 0);
4991 * @brief 所持アイテムスロットから所持数のなくなったアイテムを消去する /
4992 * Erase an inventory slot if it has no more items
4993 * @param item 消去したいプレイヤーのアイテム所持スロット
4996 void inven_item_optimize(INVENTORY_IDX item)
4998 object_type *o_ptr = &inventory[item];
5000 /* Only optimize real items */
5001 if (!o_ptr->k_idx) return;
5003 /* Only optimize empty items */
5004 if (o_ptr->number) return;
5006 /* The item is in the pack */
5007 if (item < INVEN_RARM)
5014 /* Slide everything down */
5015 for (i = item; i < INVEN_PACK; i++)
5017 /* Structure copy */
5018 inventory[i] = inventory[i+1];
5021 /* Erase the "final" slot */
5022 object_wipe(&inventory[i]);
5024 p_ptr->window |= (PW_INVEN);
5027 /* The item is being wielded */
5033 /* Erase the empty slot */
5034 object_wipe(&inventory[item]);
5035 p_ptr->update |= (PU_BONUS);
5036 p_ptr->update |= (PU_TORCH);
5037 p_ptr->update |= (PU_MANA);
5039 p_ptr->window |= (PW_EQUIP);
5042 p_ptr->window |= (PW_SPELL);
5046 * @brief 床上の魔道具の残り残量メッセージを表示する /
5047 * Describe the charges on an item on the floor.
5048 * @param item メッセージの対象にしたいアイテム所持スロット
5051 void floor_item_charges(INVENTORY_IDX item)
5053 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5055 /* Require staff/wand */
5056 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5058 /* Require known item */
5059 if (!object_is_known(o_ptr)) return;
5062 if (o_ptr->pval <= 0)
5064 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5068 msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
5071 /* Multiple charges */
5072 if (o_ptr->pval != 1)
5074 msg_format("There are %d charges remaining.", o_ptr->pval);
5080 msg_format("There is %d charge remaining.", o_ptr->pval);
5087 * @brief 床上のアイテムの残り数メッセージを表示する /
5088 * Describe the charges on an item on the floor.
5089 * @param item メッセージの対象にしたいアイテム所持スロット
5092 void floor_item_describe(INVENTORY_IDX item)
5094 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5095 GAME_TEXT o_name[MAX_NLEN];
5097 object_desc(o_name, o_ptr, 0);
5100 /* "no more" の場合はこちらで表示を分ける */
5101 if (o_ptr->number <= 0)
5103 msg_format("床上には、もう%sはない。", o_name);
5107 msg_format("床上には、まだ %sがある。", o_name);
5110 msg_format("You see %s.", o_name);
5117 * @brief 床上のアイテムの数を増やす /
5118 * Increase the "number" of an item on the floor
5119 * @param item 増やしたいアイテムの所持スロット
5120 * @param num 増やしたいアイテムの数
5123 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5125 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5128 num += o_ptr->number;
5131 if (num > 255) num = 255;
5132 else if (num < 0) num = 0;
5135 num -= o_ptr->number;
5137 /* Change the number */
5138 o_ptr->number += num;
5143 * @brief 床上の数の無くなったアイテムスロットを消去する /
5144 * Optimize an item on the floor (destroy "empty" items)
5145 * @param item 消去したいアイテムの所持スロット
5148 void floor_item_optimize(INVENTORY_IDX item)
5150 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5152 /* Paranoia -- be sure it exists */
5153 if (!o_ptr->k_idx) return;
5155 /* Only optimize empty items */
5156 if (o_ptr->number) return;
5158 delete_object_idx(item);
5163 * @brief アイテムを拾う際にザックから溢れずに済むかを判定する /
5164 * Check if we have space for an item in the pack without overflow
5165 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5166 * @return 溢れずに済むならTRUEを返す
5168 bool inven_carry_okay(object_type *o_ptr)
5173 if (inven_cnt < INVEN_PACK) return (TRUE);
5176 for (j = 0; j < INVEN_PACK; j++)
5178 object_type *j_ptr = &inventory[j];
5180 /* Skip non-objects */
5181 if (!j_ptr->k_idx) continue;
5183 /* Check if the two items can be combined */
5184 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5191 * @brief オブジェクトを定義された基準に従いソートするための関数 /
5192 * Check if we have space for an item in the pack without overflow
5193 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5194 * @param o_value o_ptrのアイテム価値(手動であらかじめ代入する必要がある?)
5195 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5196 * @return o_ptrの方が上位ならばTRUEを返す。
5198 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5202 /* Use empty slots */
5203 if (!j_ptr->k_idx) return TRUE;
5205 /* Hack -- readable books always come first */
5206 if ((o_ptr->tval == REALM1_BOOK) &&
5207 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5208 if ((j_ptr->tval == REALM1_BOOK) &&
5209 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5211 if ((o_ptr->tval == REALM2_BOOK) &&
5212 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5213 if ((j_ptr->tval == REALM2_BOOK) &&
5214 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5216 /* Objects sort by decreasing type */
5217 if (o_ptr->tval > j_ptr->tval) return TRUE;
5218 if (o_ptr->tval < j_ptr->tval) return FALSE;
5220 /* Non-aware (flavored) items always come last */
5221 /* Can happen in the home */
5222 if (!object_is_aware(o_ptr)) return FALSE;
5223 if (!object_is_aware(j_ptr)) return TRUE;
5225 /* Objects sort by increasing sval */
5226 if (o_ptr->sval < j_ptr->sval) return TRUE;
5227 if (o_ptr->sval > j_ptr->sval) return FALSE;
5229 /* Unidentified objects always come last */
5230 /* Objects in the home can be unknown */
5231 if (!object_is_known(o_ptr)) return FALSE;
5232 if (!object_is_known(j_ptr)) return TRUE;
5234 /* Fixed artifacts, random artifacts and ego items */
5235 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5236 else if (o_ptr->art_name) o_type = 2;
5237 else if (object_is_ego(o_ptr)) o_type = 1;
5240 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5241 else if (j_ptr->art_name) j_type = 2;
5242 else if (object_is_ego(j_ptr)) j_type = 1;
5245 if (o_type < j_type) return TRUE;
5246 if (o_type > j_type) return FALSE;
5248 switch (o_ptr->tval)
5254 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5255 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5261 /* Objects sort by increasing hit/damage bonuses */
5262 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5263 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5266 /* Hack: otherwise identical rods sort by
5267 increasing recharge time --dsb */
5269 if (o_ptr->pval < j_ptr->pval) return TRUE;
5270 if (o_ptr->pval > j_ptr->pval) return FALSE;
5274 /* Objects sort by decreasing value */
5275 return o_value > object_value(j_ptr);
5280 * @brief オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン /
5281 * Add an item to the players inventory, and return the slot used.
5282 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5283 * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
5285 * If the new item can combine with an existing item in the inventory,\n
5286 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5287 * the item will be placed into the "proper" location in the inventory.\n
5289 * This function can be used to "over-fill" the player's pack, but only\n
5290 * once, and such an action must trigger the "overflow" code immediately.\n
5291 * Note that when the pack is being "over-filled", the new item must be\n
5292 * placed into the "overflow" slot, and the "overflow" must take place\n
5293 * before the pack is reordered, but (optionally) after the pack is\n
5294 * combined. This may be tricky. See "dungeon.c" for info.\n
5296 * Note that this code must remove any location/stack information\n
5297 * from the object once it is placed into the inventory.\n
5299 s16b inven_carry(object_type *o_ptr)
5301 INVENTORY_IDX i, j, k;
5302 INVENTORY_IDX n = -1;
5307 /* Check for combining */
5308 for (j = 0; j < INVEN_PACK; j++)
5310 j_ptr = &inventory[j];
5312 /* Skip non-objects */
5313 if (!j_ptr->k_idx) continue;
5315 /* Hack -- track last item */
5318 /* Check if the two items can be combined */
5319 if (object_similar(j_ptr, o_ptr))
5321 object_absorb(j_ptr, o_ptr);
5323 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5324 p_ptr->update |= (PU_BONUS);
5325 p_ptr->window |= (PW_INVEN);
5332 if (inven_cnt > INVEN_PACK) return (-1);
5334 /* Find an empty slot */
5335 for (j = 0; j <= INVEN_PACK; j++)
5337 j_ptr = &inventory[j];
5339 /* Use it if found */
5340 if (!j_ptr->k_idx) break;
5347 /* Reorder the pack */
5350 /* Get the "value" of the item */
5351 s32b o_value = object_value(o_ptr);
5353 /* Scan every occupied slot */
5354 for (j = 0; j < INVEN_PACK; j++)
5356 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5363 for (k = n; k >= i; k--)
5365 /* Hack -- Slide the item */
5366 object_copy(&inventory[k+1], &inventory[k]);
5369 /* Wipe the empty slot */
5370 object_wipe(&inventory[i]);
5375 object_copy(&inventory[i], o_ptr);
5377 /* Access new object */
5378 j_ptr = &inventory[i];
5381 j_ptr->next_o_idx = 0;
5383 /* Forget monster */
5384 j_ptr->held_m_idx = 0;
5386 /* Forget location */
5387 j_ptr->iy = j_ptr->ix = 0;
5389 /* Player touches it, and no longer marked */
5390 j_ptr->marked = OM_TOUCHED;
5392 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5394 /* Count the items */
5396 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5397 p_ptr->window |= (PW_INVEN);
5399 /* Return the slot */
5405 * @brief 装備スロットからオブジェクトを外すメインルーチン /
5406 * Take off (some of) a non-cursed equipment item
5407 * @param item オブジェクトを外したい所持テーブルのID
5409 * @return 収められた所持スロットのID、拾うことができなかった場合-1を返す。
5411 * Note that only one item at a time can be wielded per slot.\n
5412 * Note that taking off an item when "full" may cause that item\n
5413 * to fall to the ground.\n
5414 * Return the inventory slot into which the item is placed.\n
5416 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5427 GAME_TEXT o_name[MAX_NLEN];
5430 /* Get the item to take off */
5431 o_ptr = &inventory[item];
5432 if (amt <= 0) return (-1);
5435 if (amt > o_ptr->number) amt = o_ptr->number;
5438 /* Obtain a local object */
5439 object_copy(q_ptr, o_ptr);
5441 /* Modify quantity */
5442 q_ptr->number = amt;
5444 object_desc(o_name, q_ptr, 0);
5446 /* Took off weapon */
5447 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5448 object_is_melee_weapon(o_ptr))
5450 act = _("を装備からはずした", "You were wielding");
5454 else if (item == INVEN_BOW)
5456 act = _("を装備からはずした", "You were holding");
5459 /* Took off light */
5460 else if (item == INVEN_LITE)
5462 act = _("を光源からはずした", "You were holding");
5465 /* Took off something */
5468 act = _("を装備からはずした", "You were wearing");
5471 /* Modify, Optimize */
5472 inven_item_increase(item, -amt);
5473 inven_item_optimize(item);
5475 /* Carry the object */
5476 slot = inven_carry(q_ptr);
5479 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5481 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5491 * @brief 所持スロットから床下にオブジェクトを落とすメインルーチン /
5492 * Drop (some of) a non-cursed inventory/equipment item
5493 * @param item 所持テーブルのID
5494 * @param amt 落としたい個数
5497 * The object will be dropped "near" the current location
5499 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5505 GAME_TEXT o_name[MAX_NLEN];
5507 /* Access original object */
5508 o_ptr = &inventory[item];
5511 if (amt <= 0) return;
5514 if (amt > o_ptr->number) amt = o_ptr->number;
5516 /* Take off equipment */
5517 if (item >= INVEN_RARM)
5519 /* Take off first */
5520 item = inven_takeoff(item, amt);
5522 /* Access original object */
5523 o_ptr = &inventory[item];
5528 /* Obtain local object */
5529 object_copy(q_ptr, o_ptr);
5531 /* Distribute charges of wands or rods */
5532 distribute_charges(o_ptr, q_ptr, amt);
5534 /* Modify quantity */
5535 q_ptr->number = amt;
5537 /* Describe local object */
5538 object_desc(o_name, q_ptr, 0);
5540 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5542 /* Drop it near the player */
5543 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5545 /* Modify, Describe, Optimize */
5546 inven_item_increase(item, -amt);
5547 inven_item_describe(item);
5548 inven_item_optimize(item);
5553 * @brief プレイヤーの所持スロットに存在するオブジェクトをまとめなおす /
5554 * Combine items in the pack
5557 * Note special handling of the "overflow" slot
5559 void combine_pack(void)
5564 bool flag = FALSE, combined;
5570 /* Combine the pack (backwards) */
5571 for (i = INVEN_PACK; i > 0; i--)
5573 o_ptr = &inventory[i];
5575 /* Skip empty items */
5576 if (!o_ptr->k_idx) continue;
5578 /* Scan the items above that item */
5579 for (j = 0; j < i; j++)
5583 j_ptr = &inventory[j];
5585 /* Skip empty items */
5586 if (!j_ptr->k_idx) continue;
5589 * Get maximum number of the stack if these
5590 * are similar, get zero otherwise.
5592 max_num = object_similar_part(j_ptr, o_ptr);
5594 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5595 if (max_num && j_ptr->number < max_num)
5597 if (o_ptr->number + j_ptr->number <= max_num)
5602 /* Add together the item counts */
5603 object_absorb(j_ptr, o_ptr);
5605 /* One object is gone */
5608 /* Slide everything down */
5609 for (k = i; k < INVEN_PACK; k++)
5611 /* Structure copy */
5612 inventory[k] = inventory[k+1];
5615 /* Erase the "final" slot */
5616 object_wipe(&inventory[k]);
5620 int old_num = o_ptr->number;
5621 int remain = j_ptr->number + o_ptr->number - max_num;
5623 o_ptr->number -= remain;
5625 /* Add together the item counts */
5626 object_absorb(j_ptr, o_ptr);
5628 o_ptr->number = remain;
5630 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5631 if (o_ptr->tval == TV_ROD)
5633 o_ptr->pval = o_ptr->pval * remain / old_num;
5634 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5637 /* Hack -- if wands are stacking, combine the charges. -LM- */
5638 if (o_ptr->tval == TV_WAND)
5640 o_ptr->pval = o_ptr->pval * remain / old_num;
5644 p_ptr->window |= (PW_INVEN);
5656 if (flag) msg_print(_("ザックの中のアイテムをまとめ直した。", "You combine some items in your pack."));
5660 * @brief プレイヤーの所持スロットに存在するオブジェクトを並び替える /
5661 * Reorder items in the pack
5664 * Note special handling of the "overflow" slot
5666 void reorder_pack(void)
5676 /* Re-order the pack (forwards) */
5677 for (i = 0; i < INVEN_PACK; i++)
5679 /* Mega-Hack -- allow "proper" over-flow */
5680 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5682 o_ptr = &inventory[i];
5684 /* Skip empty slots */
5685 if (!o_ptr->k_idx) continue;
5687 /* Get the "value" of the item */
5688 o_value = object_value(o_ptr);
5690 /* Scan every occupied slot */
5691 for (j = 0; j < INVEN_PACK; j++)
5693 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5696 /* Never move down */
5697 if (j >= i) continue;
5703 /* Save a copy of the moving item */
5704 object_copy(q_ptr, &inventory[i]);
5706 /* Slide the objects */
5707 for (k = i; k > j; k--)
5709 /* Slide the item */
5710 object_copy(&inventory[k], &inventory[k-1]);
5713 /* Insert the moving item */
5714 object_copy(&inventory[j], q_ptr);
5716 p_ptr->window |= (PW_INVEN);
5719 if (flag) msg_print(_("ザックの中のアイテムを並べ直した。", "You reorder some items in your pack."));
5723 * @brief 現在アクティブになっているウィンドウにオブジェクトの詳細を表示する /
5724 * Hack -- display an object kind in the current window
5725 * @param k_idx ベースアイテムの参照ID
5728 * Include list of usable spells for readible books
5730 void display_koff(KIND_OBJECT_IDX k_idx)
5737 REALM_IDX use_realm;
5739 GAME_TEXT o_name[MAX_NLEN];
5742 /* Erase the window */
5743 for (y = 0; y < Term->hgt; y++)
5745 /* Erase the line */
5746 Term_erase(0, y, 255);
5753 /* Prepare the object */
5754 object_prep(q_ptr, k_idx);
5755 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5757 /* Mention the object name */
5758 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5760 /* Access the item's sval */
5762 use_realm = tval2realm(q_ptr->tval);
5764 /* Warriors are illiterate */
5765 if (p_ptr->realm1 || p_ptr->realm2)
5767 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5771 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5772 if (!is_magic(use_realm)) return;
5773 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5776 /* Display spells in readible books */
5780 SPELL_IDX spells[64];
5782 /* Extract spells */
5783 for (spell = 0; spell < 32; spell++)
5785 /* Check for this spell */
5786 if (fake_spell_flags[sval] & (1L << spell))
5788 /* Collect this spell */
5789 spells[num++] = spell;
5794 print_spells(0, spells, num, 2, 0, use_realm);
5800 * @brief 投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。
5801 * Torches have special abilities when they are flaming.
5802 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5803 * @param flgs 特別に追加するフラグを返す参照ポインタ
5806 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5808 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5810 if (o_ptr->xtra4 > 0)
5812 add_flag(flgs, TR_BRAND_FIRE);
5813 add_flag(flgs, TR_KILL_UNDEAD);
5814 add_flag(flgs, TR_THROW);
5820 * @brief 投擲時たいまつにダイスを与える。
5821 * Torches have special abilities when they are flaming.
5822 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5823 * @param dd 特別なダイス数を返す参照ポインタ
5824 * @param ds 特別なダイス面数を返す参照ポインタ
5827 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5829 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5831 if (o_ptr->xtra4 > 0)
5840 * @brief 投擲時命中したたいまつの寿命を縮める。
5841 * Torches have special abilities when they are flaming.
5842 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5845 void torch_lost_fuel(object_type *o_ptr)
5847 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5849 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5850 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;