3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 #include "object-boost.h"
16 #include "object-hook.h"
17 #include "object-curse.h"
18 #include "objectkind-hook.h"
20 #include "player-status.h"
22 #include "player-move.h"
24 #include "monsterrace-hook.h"
27 * @brief 床上、モンスター所持でスタックされたアイテムを削除しスタックを補完する / Excise a dungeon object from any stacks
28 * @param o_idx 削除対象のオブジェクト構造体ポインタ
31 void excise_object_idx(OBJECT_IDX o_idx)
35 OBJECT_IDX this_o_idx, next_o_idx = 0;
36 OBJECT_IDX prev_o_idx = 0;
39 j_ptr = ¤t_floor_ptr->o_list[o_idx];
41 if (j_ptr->held_m_idx)
44 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
46 /* Scan all objects in the grid */
47 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
50 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
51 next_o_idx = o_ptr->next_o_idx;
53 if (this_o_idx == o_idx)
58 /* Remove from list */
59 m_ptr->hold_o_idx = next_o_idx;
68 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
70 /* Remove from list */
71 k_ptr->next_o_idx = next_o_idx;
74 /* Forget next pointer */
75 o_ptr->next_o_idx = 0;
81 prev_o_idx = this_o_idx;
90 POSITION y = j_ptr->iy;
91 POSITION x = j_ptr->ix;
93 g_ptr = ¤t_floor_ptr->grid_array[y][x];
95 /* Scan all objects in the grid */
96 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
99 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
100 next_o_idx = o_ptr->next_o_idx;
102 if (this_o_idx == o_idx)
107 /* Remove from list */
108 g_ptr->o_idx = next_o_idx;
116 /* Previous object */
117 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
119 /* Remove from list */
120 k_ptr->next_o_idx = next_o_idx;
123 /* Forget next pointer */
124 o_ptr->next_o_idx = 0;
129 /* Save prev_o_idx */
130 prev_o_idx = this_o_idx;
136 * @brief オブジェクトを削除する /
137 * Delete a dungeon object
138 * @param o_idx 削除対象のオブジェクト構造体ポインタ
141 * Handle "stacks" of objects correctly.
143 void delete_object_idx(OBJECT_IDX o_idx)
148 excise_object_idx(o_idx);
151 j_ptr = ¤t_floor_ptr->o_list[o_idx];
154 if (!(j_ptr->held_m_idx))
172 * @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
173 * Delete a dungeon object
174 * @param y 削除したフロアマスのY座標
175 * @param x 削除したフロアマスのX座標
178 void delete_object(POSITION y, POSITION x)
181 OBJECT_IDX this_o_idx, next_o_idx = 0;
183 /* Refuse "illegal" locations */
184 if (!in_bounds(y, x)) return;
186 g_ptr = ¤t_floor_ptr->grid_array[y][x];
188 /* Scan all objects in the grid */
189 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
192 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
193 next_o_idx = o_ptr->next_o_idx;
200 /* Objects are gone */
209 * @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 /
210 * Move an object from index i1 to index i2 in the object list
211 * @param i1 整理したい配列の始点
212 * @param i2 整理したい配列の終点
215 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
222 if (i1 == i2) return;
225 for (i = 1; i < o_max; i++)
227 o_ptr = ¤t_floor_ptr->o_list[i];
229 /* Skip "dead" objects */
230 if (!o_ptr->k_idx) continue;
232 /* Repair "next" pointers */
233 if (o_ptr->next_o_idx == i1)
236 o_ptr->next_o_idx = i2;
239 o_ptr = ¤t_floor_ptr->o_list[i1];
241 if (o_ptr->held_m_idx)
245 /* Acquire monster */
246 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
249 if (m_ptr->hold_o_idx == i1)
252 m_ptr->hold_o_idx = i2;
261 /* Acquire location */
266 g_ptr = ¤t_floor_ptr->grid_array[y][x];
269 if (g_ptr->o_idx == i1)
277 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
285 * @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。 /
286 * Compact and Reorder the object list.
287 * @param size 最低でも減らしたいオブジェクト数の水準
291 * This function can be very dangerous, use with caution!\n
293 * When actually "compacting" objects, we base the saving throw on a\n
294 * combination of object level, distance from player, and current\n
297 * After "compacting" (if needed), we "reorder" the objects into a more\n
298 * compact order, and we reset the allocation info, and the "live" array.\n
300 void compact_objects(int size)
305 int cur_lev, cur_dis, chance;
311 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
312 p_ptr->redraw |= (PR_MAP);
313 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
317 /* Compact at least 'size' objects */
318 for (num = 0, cnt = 1; num < size; cnt++)
320 /* Get more vicious each iteration */
323 /* Get closer each iteration */
324 cur_dis = 5 * (20 - cnt);
326 /* Examine the objects */
327 for (i = 1; i < o_max; i++)
329 o_ptr = ¤t_floor_ptr->o_list[i];
331 /* Skip dead objects */
332 if (!o_ptr->k_idx) continue;
334 /* Hack -- High level objects start out "immune" */
335 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
337 if (o_ptr->held_m_idx)
341 /* Acquire monster */
342 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
347 /* Monsters protect their objects */
348 if (randint0(100) < 90) continue;
358 /* Nearby objects start out "immune" */
359 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
364 /* Hack -- only compact artifacts in emergencies */
365 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
366 (cnt < 1000)) chance = 100;
368 /* Apply the saving throw */
369 if (randint0(100) < chance) continue;
371 delete_object_idx(i);
379 /* Excise dead objects (backwards!) */
380 for (i = o_max - 1; i >= 1; i--)
382 o_ptr = ¤t_floor_ptr->o_list[i];
384 /* Skip real objects */
385 if (o_ptr->k_idx) continue;
387 /* Move last object into open hole */
388 compact_objects_aux(o_max - 1, i);
390 /* Compress "o_max" */
397 * @brief グローバルオブジェクト配列を初期化する /
398 * Delete all the items when player leaves the level
399 * @note we do NOT visually reflect these (irrelevant) changes
401 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
402 * and the "m_ptr->next_o_idx" field for every monster, since
403 * we know we are clearing every object. Technically, we only
404 * clear those fields for grids/monsters containing objects,
405 * and we clear it once for every such object.
408 void wipe_o_list(void)
412 /* Delete the existing objects */
413 for (i = 1; i < o_max; i++)
415 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
417 /* Skip dead objects */
418 if (!o_ptr->k_idx) continue;
420 /* Mega-Hack -- preserve artifacts */
421 if (!character_dungeon || preserve_mode)
423 /* Hack -- Preserve unknown artifacts */
424 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
426 /* Mega-Hack -- Preserve the artifact */
427 a_info[o_ptr->name1].cur_num = 0;
431 if (o_ptr->held_m_idx)
434 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
436 /* Hack -- see above */
437 m_ptr->hold_o_idx = 0;
445 /* Access location */
446 POSITION y = o_ptr->iy;
447 POSITION x = o_ptr->ix;
450 g_ptr = ¤t_floor_ptr->grid_array[y][x];
452 /* Hack -- see above */
467 * @brief グローバルオブジェクト配列から空きを取得する /
468 * Acquires and returns the index of a "free" object.
469 * @return 開いているオブジェクト要素のID
471 * This routine should almost never fail, but in case it does,
472 * we must be sure to handle "failure" of this routine.
474 OBJECT_IDX o_pop(void)
478 /* Initial allocation */
479 if (o_max < current_floor_ptr->max_o_idx)
484 /* Expand object array */
490 /* Use this object */
495 /* Recycle dead objects */
496 for (i = 1; i < o_max; i++)
499 o_ptr = ¤t_floor_ptr->o_list[i];
501 /* Skip live objects */
502 if (o_ptr->k_idx) continue;
507 /* Use this object */
512 /* Warn the player (except during dungeon creation) */
513 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
520 * @brief オブジェクト生成テーブルに生成制約を加える /
521 * Apply a "object restriction function" to the "object allocation table"
523 * @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
525 static errr get_obj_num_prep(void)
530 alloc_entry *table = alloc_kind_table;
532 /* Scan the allocation table */
533 for (i = 0; i < alloc_kind_size; i++)
535 /* Accept objects which pass the restriction, if any */
536 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
538 /* Accept this object */
539 table[i].prob2 = table[i].prob1;
542 /* Do not use this object */
545 /* Decline this object */
556 * @brief オブジェクト生成テーブルからアイテムを取得する /
557 * Choose an object kind that seems "appropriate" to the given level
559 * @return 選ばれたオブジェクトベースID
561 * This function uses the "prob2" field of the "object allocation table",\n
562 * and various local information, to calculate the "prob3" field of the\n
563 * same table, which is then used to choose an "appropriate" object, in\n
564 * a relatively efficient manner.\n
566 * It is (slightly) more likely to acquire an object of the given level\n
567 * than one of a lower level. This is done by choosing several objects\n
568 * appropriate to the given level and keeping the "hardest" one.\n
570 * Note that if no objects are "appropriate", then this function will\n
571 * fail, and return zero, but this should *almost* never happen.\n
573 OBJECT_IDX get_obj_num(DEPTH level)
576 KIND_OBJECT_IDX k_idx;
579 alloc_entry *table = alloc_kind_table;
581 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
584 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
586 /* Occasional "boost" */
587 if (one_in_(GREAT_OBJ))
589 /* What a bizarre calculation */
590 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
597 /* Process probabilities */
598 for (i = 0; i < alloc_kind_size; i++)
600 /* Objects are sorted by depth */
601 if (table[i].level > level) break;
606 k_idx = table[i].index;
608 /* Access the actual kind */
609 k_ptr = &k_info[k_idx];
611 /* Hack -- prevent embedded chests */
612 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
615 table[i].prob3 = table[i].prob2;
618 total += table[i].prob3;
621 /* No legal objects */
622 if (total <= 0) return (0);
626 value = randint0(total);
628 /* Find the object */
629 for (i = 0; i < alloc_kind_size; i++)
631 /* Found the entry */
632 if (value < table[i].prob3) break;
635 value = value - table[i].prob3;
642 /* Try for a "better" object once (50%) or twice (10%) */
649 value = randint0(total);
651 /* Find the object */
652 for (i = 0; i < alloc_kind_size; i++)
654 /* Found the entry */
655 if (value < table[i].prob3) break;
658 value = value - table[i].prob3;
661 /* Keep the "best" one */
662 if (table[i].level < table[j].level) i = j;
665 /* Try for a "better" object twice (10%) */
672 value = randint0(total);
674 /* Find the object */
675 for (i = 0; i < alloc_kind_size; i++)
677 /* Found the entry */
678 if (value < table[i].prob3) break;
681 value = value - table[i].prob3;
684 /* Keep the "best" one */
685 if (table[i].level < table[j].level) i = j;
688 return (table[i].index);
693 * @brief オブジェクトを鑑定済にする /
694 * Known is true when the "attributes" of an object are "known".
695 * @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
697 * These include tohit, todam, toac, cost, and pval (charges).\n
699 * Note that "knowing" an object gives you everything that an "awareness"\n
700 * gives you, and much more. In fact, the player is always "aware" of any\n
701 * item of which he has full "knowledge".\n
703 * But having full knowledge of, say, one "wand of wonder", does not, by\n
704 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
705 * It happens that most "identify" routines (including "buying from a shop")\n
706 * will make the player "aware" of the object as well as fully "know" it.\n
708 * This routine also removes any inscriptions generated by "feelings".\n
710 void object_known(object_type *o_ptr)
712 /* Remove "default inscriptions" */
713 o_ptr->feeling = FEEL_NONE;
715 /* Clear the "Felt" info */
716 o_ptr->ident &= ~(IDENT_SENSE);
718 /* Clear the "Empty" info */
719 o_ptr->ident &= ~(IDENT_EMPTY);
721 /* Now we know about the item */
722 o_ptr->ident |= (IDENT_KNOWN);
726 * @brief オブジェクトを*鑑定*済にする /
727 * The player is now aware of the effects of the given object.
728 * @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
731 void object_aware(object_type *o_ptr)
733 bool mihanmei = !object_is_aware(o_ptr);
735 /* Fully aware of the effects */
736 k_info[o_ptr->k_idx].aware = TRUE;
738 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
739 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
743 GAME_TEXT o_name[MAX_NLEN];
746 object_copy(q_ptr, o_ptr);
749 object_desc(o_name, q_ptr, OD_NAME_ONLY);
751 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
756 * @brief オブジェクトを試行済にする /
757 * Something has been "sampled"
758 * @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
761 void object_tried(object_type *o_ptr)
763 /* Mark it as tried (even if "aware") */
764 k_info[o_ptr->k_idx].tried = TRUE;
768 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
769 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
770 * @return 擬似鑑定結果のIDを返す。
772 byte value_check_aux1(object_type *o_ptr)
775 if (object_is_artifact(o_ptr))
778 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
785 if (object_is_ego(o_ptr))
788 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
791 return FEEL_EXCELLENT;
795 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
798 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
800 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
802 /* Good "armor" bonus */
803 if (o_ptr->to_a > 0) return FEEL_GOOD;
805 /* Good "weapon" bonus */
806 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
808 /* Default to "average" */
813 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
814 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
815 * @return 擬似鑑定結果のIDを返す。
817 byte value_check_aux2(object_type *o_ptr)
819 /* Cursed items (all of them) */
820 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
822 /* Broken items (all of them) */
823 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
825 /* Artifacts -- except cursed/broken ones */
826 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
828 /* Ego-Items -- except cursed/broken ones */
829 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
831 /* Good armor bonus */
832 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
834 /* Good weapon bonuses */
835 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
842 * @brief 未鑑定なベースアイテムの基本価格を返す /
843 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
844 * @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
845 * @return オブジェクトの未鑑定価格
847 static PRICE object_value_base(object_type *o_ptr)
849 /* Aware item -- use template cost */
850 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
852 /* Analyze the type */
857 case TV_FOOD: return (5L);
859 /* Un-aware Potions */
860 case TV_POTION: return (20L);
862 /* Un-aware Scrolls */
863 case TV_SCROLL: return (20L);
865 /* Un-aware Staffs */
866 case TV_STAFF: return (70L);
869 case TV_WAND: return (50L);
872 case TV_ROD: return (90L);
875 case TV_RING: return (45L);
877 /* Un-aware Amulets */
878 case TV_AMULET: return (45L);
880 /* Figurines, relative to monster level */
883 DEPTH level = r_info[o_ptr->pval].level;
884 if (level < 20) return level*50L;
885 else if (level < 30) return 1000+(level-20)*150L;
886 else if (level < 40) return 2500+(level-30)*350L;
887 else if (level < 50) return 6000+(level-40)*800L;
888 else return 14000+(level-50)*2000L;
892 if (!o_ptr->pval) return 1000L;
893 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
896 /* Paranoia -- Oops */
902 * @brief オブジェクトのフラグ類から価格を算出する /
903 * Return the value of the flags the object has...
904 * @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
905 * @param plusses フラグに与える価格の基本重み
906 * @return オブジェクトのフラグ価格
908 PRICE flag_cost(object_type *o_ptr, int plusses)
911 BIT_FLAGS flgs[TR_FLAG_SIZE];
915 object_kind *k_ptr = &k_info[o_ptr->k_idx];
917 object_flags(o_ptr, flgs);
920 * Exclude fixed flags of the base item.
921 * pval bonuses of base item will be treated later.
923 for (i = 0; i < TR_FLAG_SIZE; i++)
924 flgs[i] &= ~(k_ptr->flags[i]);
926 /* Exclude fixed flags of the fixed artifact. */
927 if (object_is_fixed_artifact(o_ptr))
929 artifact_type *a_ptr = &a_info[o_ptr->name1];
931 for (i = 0; i < TR_FLAG_SIZE; i++)
932 flgs[i] &= ~(a_ptr->flags[i]);
935 /* Exclude fixed flags of the ego-item. */
936 else if (object_is_ego(o_ptr))
938 ego_item_type *e_ptr = &e_info[o_ptr->name2];
940 for (i = 0; i < TR_FLAG_SIZE; i++)
941 flgs[i] &= ~(e_ptr->flags[i]);
946 * Calucurate values of remaining flags
948 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
949 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
950 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
951 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
952 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
953 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
954 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
955 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
956 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
957 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
958 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
959 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
960 total += (10000 + (2500 * plusses));
961 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
962 total += (10000 + (2500 * plusses));
966 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
967 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
968 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
969 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
970 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
971 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
972 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
973 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
974 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
975 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
976 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
977 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
978 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
979 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
980 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
981 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
982 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
983 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
984 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
986 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
988 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
989 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
990 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
991 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
992 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
993 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
994 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
995 total += (tmp_cost * count);
997 if (have_flag(flgs, TR_SUST_STR)) total += 850;
998 if (have_flag(flgs, TR_SUST_INT)) total += 850;
999 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1000 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1001 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1002 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1003 if (have_flag(flgs, TR_RIDING)) total += 0;
1004 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1005 if (have_flag(flgs, TR_THROW)) total += 5000;
1006 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1007 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1011 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1012 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1013 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1014 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1015 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1016 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1017 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1018 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1019 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1020 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1021 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1022 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1023 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1024 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1025 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1026 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1027 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1028 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1029 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1030 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1031 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1032 total += (tmp_cost * count);
1034 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1035 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1036 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1037 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1038 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1039 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1040 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1041 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1042 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1043 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1044 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1045 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1046 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1047 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1048 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1049 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1050 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1051 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1052 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1053 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1054 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1055 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1056 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1057 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1058 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1059 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1060 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1061 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1062 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1063 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1064 if (have_flag(flgs, TR_REGEN)) total += 2500;
1065 if (have_flag(flgs, TR_WARNING)) total += 2000;
1066 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1067 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1068 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1069 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1070 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1071 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1072 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1073 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1074 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1075 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1076 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1077 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1078 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1079 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1080 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1081 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1082 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1083 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1084 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1085 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1086 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1087 if (have_flag(flgs, TR_TELEPORT))
1089 if (object_is_cursed(o_ptr))
1094 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1095 if (have_flag(flgs, TR_BLESSED)) total += 750;
1096 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1097 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1098 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1099 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1100 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1102 /* Also, give some extra for activatable powers... */
1103 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1105 const activation_type* const act_ptr = find_activation_info(o_ptr);
1107 total += act_ptr->value;
1116 * @brief オブジェクトの真の価格を算出する /
1117 * Return the value of the flags the object has...
1118 * @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
1119 * @return オブジェクトの本価格
1121 * Return the "real" price of a "known" item, not including discounts\n
1123 * Wand and staffs get cost for each charge\n
1125 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1127 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1129 * Missiles are only worth 5 gold per bonus point, since they\n
1130 * usually appear in groups of 20, and we want the player to get\n
1131 * the same amount of cash for any "equivalent" item. Note that\n
1132 * missiles never have any of the "pval" flags, and in fact, they\n
1133 * only have a few of the available flags, primarily of the "slay"\n
1134 * and "brand" and "ignore" variety.\n
1136 * Armor with a negative armor bonus is worthless.\n
1137 * Weapons with negative hit+damage bonuses are worthless.\n
1139 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1141 PRICE object_value_real(object_type *o_ptr)
1144 BIT_FLAGS flgs[TR_FLAG_SIZE];
1145 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1148 /* Hack -- "worthless" items */
1149 if (!k_info[o_ptr->k_idx].cost) return (0L);
1152 value = k_info[o_ptr->k_idx].cost;
1154 /* Extract some flags */
1155 object_flags(o_ptr, flgs);
1158 if (object_is_fixed_artifact(o_ptr))
1160 artifact_type *a_ptr = &a_info[o_ptr->name1];
1162 /* Hack -- "worthless" artifacts */
1163 if (!a_ptr->cost) return (0L);
1165 /* Hack -- Use the artifact cost instead */
1166 value = a_ptr->cost;
1167 value += flag_cost(o_ptr, o_ptr->pval);
1169 /* Don't add pval bonuses etc. */
1174 else if (object_is_ego(o_ptr))
1176 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1178 /* Hack -- "worthless" ego-items */
1179 if (!e_ptr->cost) return (0L);
1181 /* Hack -- Reward the ego-item with a bonus */
1182 value += e_ptr->cost;
1183 value += flag_cost(o_ptr, o_ptr->pval);
1191 for (i = 0; i < TR_FLAG_SIZE; i++)
1192 if (o_ptr->art_flags[i]) flag = TRUE;
1194 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1197 /* Analyze pval bonus for normal object */
1198 switch (o_ptr->tval)
1221 if (!o_ptr->pval) break;
1223 /* Hack -- Negative "pval" is always bad */
1224 if (o_ptr->pval < 0) return (0L);
1226 /* Give credit for stat bonuses */
1227 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1228 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1232 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1234 /* Give credit for stealth and searching */
1235 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1236 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1237 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1239 /* Give credit for infra-vision and tunneling */
1240 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1241 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1243 /* Give credit for extra attacks */
1244 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1246 /* Give credit for speed bonus */
1247 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1253 /* Analyze the item */
1254 switch (o_ptr->tval)
1259 /* Pay extra for charges, depending on standard number of
1260 * charges. Handle new-style wands correctly. -LM-
1262 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1268 /* Pay extra for charges, depending on standard number of
1271 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1280 /* Hack -- negative bonuses are bad */
1281 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1283 /* Give credit for bonuses */
1284 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1300 /* Hack -- negative armor bonus */
1301 if (o_ptr->to_a < 0) return (0L);
1303 /* Give credit for bonuses */
1304 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1316 /* Hack -- negative hit/damage bonuses */
1317 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1319 /* Factor in the bonuses */
1320 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1322 /* Hack -- Factor in extra damage dice and sides */
1323 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1324 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1334 /* Hack -- negative hit/damage bonuses */
1335 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1337 /* Factor in the bonuses */
1338 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1340 /* Hack -- Factor in extra damage dice and sides */
1341 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1342 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1347 /* Figurines, relative to monster level */
1350 DEPTH level = r_info[o_ptr->pval].level;
1351 if (level < 20) value = level*50L;
1352 else if (level < 30) value = 1000+(level-20)*150L;
1353 else if (level < 40) value = 2500+(level-30)*350L;
1354 else if (level < 50) value = 6000+(level-40)*800L;
1355 else value = 14000+(level-50)*2000L;
1361 if (!o_ptr->pval) value = 1000L;
1362 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1368 if (!o_ptr->pval) value = 0L;
1373 /* Worthless object */
1374 if (value < 0) return 0L;
1376 /* Return the value */
1382 * @brief オブジェクト価格算出のメインルーチン /
1383 * Return the price of an item including plusses (and charges)
1384 * @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
1385 * @return オブジェクトの判明している現価格
1387 * This function returns the "value" of the given item (qty one)\n
1389 * Never notice "unknown" bonuses or properties, including "curses",\n
1390 * since that would give the player information he did not have.\n
1392 * Note that discounted items stay discounted forever, even if\n
1393 * the discount is "forgotten" by the player via memory loss.\n
1395 PRICE object_value(object_type *o_ptr)
1399 /* Unknown items -- acquire a base value */
1400 if (object_is_known(o_ptr))
1402 /* Broken items -- worthless */
1403 if (object_is_broken(o_ptr)) return (0L);
1405 /* Cursed items -- worthless */
1406 if (object_is_cursed(o_ptr)) return (0L);
1408 /* Real value (see above) */
1409 value = object_value_real(o_ptr);
1412 /* Known items -- acquire the actual value */
1415 /* Hack -- Felt broken items */
1416 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1418 /* Hack -- Felt cursed items */
1419 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1421 /* Base value (see above) */
1422 value = object_value_base(o_ptr);
1425 /* Apply discount (if any) */
1426 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1428 /* Return the final value */
1436 * @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 /
1437 * Distribute charges of rods or wands.
1438 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1439 * @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
1440 * @param amt 分割したい回数量 number of items that are transfered
1443 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1444 * charges need to be allocated between the two stacks. If all the items\n
1445 * are being dropped, it makes for a neater message to leave the original\n
1446 * stack's pval alone. -LM-\n
1448 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1450 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1452 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1453 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1455 /* Hack -- Rods also need to have their timeouts distributed. The
1456 * dropped stack will accept all time remaining to charge up to its
1459 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1461 if (q_ptr->pval > o_ptr->timeout)
1462 q_ptr->timeout = o_ptr->timeout;
1464 q_ptr->timeout = q_ptr->pval;
1466 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1472 * @brief 魔法棒やロッドの使用回数を減らす /
1473 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1474 * @param amt 減らしたい回数量 number of items that are transfered
1477 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1478 * charges of the stack needs to be reduced, unless all the items are\n
1479 * being destroyed. -LM-\n
1481 void reduce_charges(object_type *o_ptr, int amt)
1483 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1484 (amt < o_ptr->number))
1486 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1491 * Determine if an item can "absorb" a second item
1493 * See "object_absorb()" for the actual "absorption" code.
1495 * If permitted, we allow staffs (if they are known to have equal charges
1496 * and both are either known or confirmed empty) and wands (if both are
1497 * either known or confirmed empty) and rods (in all cases) to combine.
1498 * Staffs will unstack (if necessary) when they are used, but wands and
1499 * rods will only unstack if one is dropped. -LM-
1501 * If permitted, we allow weapons/armor to stack, if fully "known".
1503 * Missiles will combine if both stacks have the same "known" status.
1504 * This is done to make unidentified stacks of missiles useful.
1506 * Food, potions, scrolls, and "easy know" items always stack.
1508 * Chests, and activatable items, never stack (for various reasons).
1512 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1514 #define MAX_STACK_SIZE 99
1518 * @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。
1519 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1520 * @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
1521 * @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
1522 * @return 重ね合わせ可能なアイテム数
1524 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1528 /* Default maximum number of stack */
1529 int max_num = MAX_STACK_SIZE;
1531 /* Require identical object types */
1532 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1535 /* Analyze the items */
1536 switch (o_ptr->tval)
1538 /* Chests and Statues*/
1549 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1550 if (o_ptr->pval != j_ptr->pval) return 0;
1554 /* Figurines and Corpses*/
1559 if (o_ptr->pval != j_ptr->pval) return 0;
1565 /* Food and Potions and Scrolls */
1577 /* Require either knowledge or known empty for both staffs. */
1578 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1579 !object_is_known(o_ptr)) ||
1580 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1581 !object_is_known(j_ptr))) return 0;
1583 /* Require identical charges, since staffs are bulky. */
1584 if (o_ptr->pval != j_ptr->pval) return 0;
1593 /* Require either knowledge or known empty for both wands. */
1594 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1595 !object_is_known(o_ptr)) ||
1596 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1597 !object_is_known(j_ptr))) return 0;
1599 /* Wand charges combine in O&ZAngband. */
1605 /* Staffs and Wands and Rods */
1608 /* Prevent overflaw of timeout */
1609 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1615 /* Weapons and Armor */
1631 /* Rings, Amulets, Lites */
1637 /* Require full knowledge of both items */
1638 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1648 /* Require identical knowledge of both items */
1649 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1650 if (o_ptr->feeling != j_ptr->feeling) return 0;
1652 /* Require identical "bonuses" */
1653 if (o_ptr->to_h != j_ptr->to_h) return 0;
1654 if (o_ptr->to_d != j_ptr->to_d) return 0;
1655 if (o_ptr->to_a != j_ptr->to_a) return 0;
1657 /* Require identical "pval" code */
1658 if (o_ptr->pval != j_ptr->pval) return 0;
1660 /* Artifacts never stack */
1661 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1663 /* Require identical "ego-item" names */
1664 if (o_ptr->name2 != j_ptr->name2) return 0;
1666 /* Require identical added essence */
1667 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1668 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1670 /* Hack -- Never stack "powerful" items */
1671 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1673 /* Hack -- Never stack recharging items */
1674 if (o_ptr->timeout || j_ptr->timeout) return 0;
1676 /* Require identical "values" */
1677 if (o_ptr->ac != j_ptr->ac) return 0;
1678 if (o_ptr->dd != j_ptr->dd) return 0;
1679 if (o_ptr->ds != j_ptr->ds) return 0;
1688 /* Require knowledge */
1689 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1697 /* Hack -- Identical art_flags! */
1698 for (i = 0; i < TR_FLAG_SIZE; i++)
1699 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1701 /* Hack -- Require identical "cursed" status */
1702 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1704 /* Hack -- Require identical "broken" status */
1705 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1708 /* Hack -- require semi-matching "inscriptions" */
1709 if (o_ptr->inscription && j_ptr->inscription &&
1710 (o_ptr->inscription != j_ptr->inscription))
1713 /* Hack -- normally require matching "inscriptions" */
1714 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1716 /* Hack -- normally require matching "discounts" */
1717 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1720 /* They match, so they must be similar */
1725 * @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。
1726 * Determine if an item can absorb a second item.
1727 * @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
1728 * @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
1729 * @return 重ね合わせ可能ならばTRUEを返す。
1731 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1733 int total = o_ptr->number + j_ptr->number;
1736 /* Are these objects similar? */
1737 max_num = object_similar_part(o_ptr, j_ptr);
1739 /* Return if not similar */
1740 if (!max_num) return FALSE;
1742 /* Maximal "stacking" limit */
1743 if (total > max_num) return (0);
1746 /* They match, so they must be similar */
1752 * @brief 両オブジェクトをスロットに重ね合わせる。
1753 * Allow one item to "absorb" another, assuming they are similar
1754 * @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
1755 * @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
1758 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1760 int max_num = object_similar_part(o_ptr, j_ptr);
1761 int total = o_ptr->number + j_ptr->number;
1762 int diff = (total > max_num) ? total - max_num : 0;
1764 /* Combine quantity, lose excess items */
1765 o_ptr->number = (total > max_num) ? max_num : total;
1767 /* Hack -- blend "known" status */
1768 if (object_is_known(j_ptr)) object_known(o_ptr);
1770 /* Hack -- clear "storebought" if only one has it */
1771 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1772 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1774 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1775 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1778 /* Hack -- blend "mental" status */
1779 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1781 /* Hack -- blend "inscriptions" */
1782 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1784 /* Hack -- blend "feelings" */
1785 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1787 /* Hack -- could average discounts */
1788 /* Hack -- save largest discount */
1789 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1791 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1792 if (o_ptr->tval == TV_ROD)
1794 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1795 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1798 /* Hack -- if wands are stacking, combine the charges. -LM- */
1799 if (o_ptr->tval == TV_WAND)
1801 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1807 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1808 * Find the index of the object_kind with the given tval and sval
1809 * @param tval 検索したいベースアイテムのtval
1810 * @param sval 検索したいベースアイテムのsval
1813 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1817 KIND_OBJECT_IDX bk = 0;
1820 for (k = 1; k < max_k_idx; k++)
1822 object_kind *k_ptr = &k_info[k];
1824 /* Require correct tval */
1825 if (k_ptr->tval != tval) continue;
1828 if (k_ptr->sval == sval) return (k);
1830 /* Ignore illegal items */
1831 if (sval != SV_ANY) continue;
1833 /* Apply the randomizer */
1834 if (!one_in_(++num)) continue;
1836 /* Use this value */
1840 /* Return this choice */
1847 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1856 * @brief オブジェクトを初期化する
1857 * Wipe an object clean.
1858 * @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
1861 void object_wipe(object_type *o_ptr)
1863 /* Wipe the structure */
1864 (void)WIPE(o_ptr, object_type);
1869 * @brief オブジェクトを複製する
1870 * Wipe an object clean.
1871 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1872 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1875 void object_copy(object_type *o_ptr, object_type *j_ptr)
1877 /* Copy the structure */
1878 (void)COPY(o_ptr, j_ptr, object_type);
1883 * @brief オブジェクト構造体にベースアイテムを作成する
1884 * Prepare an object based on an object kind.
1885 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1886 * @param k_idx 新たに作成したいベースアイテム情報のID
1889 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1891 object_kind *k_ptr = &k_info[k_idx];
1893 /* Clear the record */
1896 /* Save the kind index */
1897 o_ptr->k_idx = k_idx;
1899 /* Efficiency -- tval/sval */
1900 o_ptr->tval = k_ptr->tval;
1901 o_ptr->sval = k_ptr->sval;
1903 /* Default "pval" */
1904 o_ptr->pval = k_ptr->pval;
1906 /* Default number */
1909 /* Default weight */
1910 o_ptr->weight = k_ptr->weight;
1913 o_ptr->to_h = k_ptr->to_h;
1914 o_ptr->to_d = k_ptr->to_d;
1915 o_ptr->to_a = k_ptr->to_a;
1918 o_ptr->ac = k_ptr->ac;
1919 o_ptr->dd = k_ptr->dd;
1920 o_ptr->ds = k_ptr->ds;
1922 /* Default activation */
1923 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1925 /* Hack -- worthless items are always "broken" */
1926 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1928 /* Hack -- cursed items are always "cursed" */
1929 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1930 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1931 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1932 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1933 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1934 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1939 * @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
1940 * @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
1943 static void object_mention(object_type *o_ptr)
1945 GAME_TEXT o_name[MAX_NLEN];
1947 object_aware(o_ptr);
1948 object_known(o_ptr);
1950 /* Mark the item as fully known */
1951 o_ptr->ident |= (IDENT_MENTAL);
1952 object_desc(o_name, o_ptr, 0);
1953 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1958 * @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
1959 * Choose random ego type
1960 * @param slot 取得したいエゴの装備部位
1961 * @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。
1962 * @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。
1964 static byte get_random_ego(byte slot, bool good)
1967 ego_item_type *e_ptr;
1971 for (i = 1; i < max_e_idx; i++)
1975 if (e_ptr->slot == slot
1976 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1979 total += (255 / e_ptr->rarity);
1983 value = randint1(total);
1985 for (i = 1; i < max_e_idx; i++)
1989 if (e_ptr->slot == slot
1990 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1993 value -= (255 / e_ptr->rarity);
1994 if (value <= 0L) break;
2002 * @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
2003 * Apply magic to an item known to be a "weapon"
2004 * @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
2005 * @param level 生成基準階
2006 * @param power 生成ランク
2009 * Hack -- note special base damage dice boosting\n
2010 * Hack -- note special processing for weapon/digger\n
2012 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2014 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2015 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2017 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2018 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2020 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2022 tohit2 = (tohit2 + 1) / 2;
2023 todam2 = (todam2 + 1) / 2;
2030 o_ptr->to_h += tohit1;
2031 o_ptr->to_d += todam1;
2037 o_ptr->to_h += tohit2;
2038 o_ptr->to_d += todam2;
2046 o_ptr->to_h -= tohit1;
2047 o_ptr->to_d -= todam1;
2052 /* Penalize again */
2053 o_ptr->to_h -= tohit2;
2054 o_ptr->to_d -= todam2;
2057 /* Cursed (if "bad") */
2058 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2061 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2063 switch (o_ptr->tval)
2070 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2071 create_artifact(o_ptr, FALSE);
2073 /* Special Ego-item */
2074 o_ptr->name2 = EGO_DIGGING;
2078 else if (power < -1)
2080 /* Hack -- Horrible digging bonus */
2081 o_ptr->pval = 0 - (5 + randint1(5));
2087 /* Hack -- Reverse digging bonus */
2088 o_ptr->pval = 0 - (o_ptr->pval);
2101 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2103 create_artifact(o_ptr, FALSE);
2108 /* Roll for an ego-item */
2109 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2110 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2112 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2114 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2119 switch (o_ptr->name2)
2122 if (one_in_(4) && (level > 40))
2123 add_flag(o_ptr->art_flags, TR_BLOWS);
2127 add_flag(o_ptr->art_flags, TR_RES_POIS);
2129 add_flag(o_ptr->art_flags, TR_WARNING);
2131 case EGO_KILL_DRAGON:
2133 add_flag(o_ptr->art_flags, TR_RES_POIS);
2137 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2139 case EGO_SLAYING_WEAPON:
2140 if (one_in_(3)) /* double damage */
2147 } while (one_in_(o_ptr->dd));
2152 } while (one_in_(o_ptr->ds));
2157 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2159 if (o_ptr->tval == TV_SWORD && one_in_(3))
2161 add_flag(o_ptr->art_flags, TR_VORPAL);
2166 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2172 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2174 add_flag(o_ptr->art_flags, TR_DEX);
2176 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2179 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2181 case EGO_EARTHQUAKES:
2182 if (one_in_(3) && (level > 60))
2183 add_flag(o_ptr->art_flags, TR_BLOWS);
2185 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2189 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2193 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2195 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2197 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2198 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2201 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2202 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2203 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2204 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2208 if (!o_ptr->art_name)
2210 /* Hack -- Super-charge the damage dice */
2211 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2213 /* Hack -- Lower the damage dice */
2214 if (o_ptr->dd > 9) o_ptr->dd = 9;
2219 else if (power < -1)
2221 /* Roll for ego-item */
2222 if (randint0(MAX_DEPTH) < level)
2226 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2227 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2233 switch (o_ptr->name2)
2236 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2237 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2240 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2241 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2242 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2243 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2244 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2245 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2260 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2262 create_artifact(o_ptr, FALSE);
2265 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2279 if (power > 2) /* power > 2 is debug only */
2281 create_artifact(o_ptr, FALSE);
2285 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2287 switch (o_ptr->name2)
2289 case EGO_SLAYING_BOLT:
2294 /* Hack -- super-charge the damage dice */
2295 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2297 /* Hack -- restrict the damage dice */
2298 if (o_ptr->dd > 9) o_ptr->dd = 9;
2302 else if (power < -1)
2304 /* Roll for ego-item */
2305 if (randint0(MAX_DEPTH) < level)
2307 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2317 * @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
2318 * Apply magic to an item known to be "armor"
2319 * @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
2320 * @param level 生成基準階
2321 * @param power 生成ランク
2324 * Hack -- note special processing for crown/helm\n
2325 * Hack -- note special processing for robe of permanence\n
2327 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2329 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2330 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2336 o_ptr->to_a += toac1;
2342 o_ptr->to_a += toac2;
2350 o_ptr->to_a -= toac1;
2355 /* Penalize again */
2356 o_ptr->to_a -= toac2;
2359 /* Cursed (if "bad") */
2360 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2363 switch (o_ptr->tval)
2367 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2368 create_artifact(o_ptr, FALSE);
2378 /* Hack -- Try for "Robes of the Magi" */
2379 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2380 (o_ptr->sval == SV_ROBE) &&
2381 (randint0(100) < 15))
2385 o_ptr->name2 = EGO_YOIYAMI;
2386 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2387 o_ptr->sval = SV_YOIYAMI_ROBE;
2393 o_ptr->name2 = EGO_PERMANENCE;
2398 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2400 create_artifact(o_ptr, FALSE);
2406 bool okay_flag = TRUE;
2408 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2410 switch (o_ptr->name2)
2413 if (o_ptr->tval != TV_HARD_ARMOR)
2419 if (o_ptr->tval != TV_SOFT_ARMOR)
2428 if (okay_flag) break;
2430 switch (o_ptr->name2)
2432 case EGO_RESISTANCE:
2434 add_flag(o_ptr->art_flags, TR_RES_POIS);
2437 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2438 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2442 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2444 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2446 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2447 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2449 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2450 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2451 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2452 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2453 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2454 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2455 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2456 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2459 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2460 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2461 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2462 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2463 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2464 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2477 if (o_ptr->sval == SV_DRAGON_SHIELD)
2479 dragon_resist(o_ptr);
2480 if (!one_in_(3)) break;
2486 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2488 create_artifact(o_ptr, FALSE);
2494 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2495 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2496 && o_ptr->name2 == EGO_S_DWARVEN)
2503 switch (o_ptr->name2)
2506 if (!one_in_(3)) one_high_resistance(o_ptr);
2507 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2509 case EGO_REFLECTION:
2510 if (o_ptr->sval == SV_MIRROR_SHIELD)
2515 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2516 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2525 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2527 dragon_resist(o_ptr);
2528 if (!one_in_(3)) break;
2532 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2534 create_artifact(o_ptr, FALSE);
2537 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2541 else if (power < -1)
2543 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2551 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2553 dragon_resist(o_ptr);
2554 if (!one_in_(3)) break;
2559 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2561 create_artifact(o_ptr, FALSE);
2564 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2566 switch (o_ptr->name2)
2568 case EGO_SLOW_DESCENT:
2571 one_high_resistance(o_ptr);
2577 else if (power < -1)
2579 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2590 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2592 create_artifact(o_ptr, FALSE);
2597 bool ok_flag = TRUE;
2598 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2600 switch (o_ptr->name2)
2603 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2604 else add_esp_weak(o_ptr, FALSE);
2608 case EGO_REGENERATION:
2609 case EGO_LORDLINESS:
2615 if (one_in_(2)) add_esp_strong(o_ptr);
2616 else add_esp_weak(o_ptr, FALSE);
2619 default:/* not existing crown (wisdom,lite, etc...) */
2623 break; /* while (1) */
2629 else if (power < -1)
2633 bool ok_flag = TRUE;
2634 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2636 switch (o_ptr->name2)
2638 case EGO_ANCIENT_CURSE:
2639 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2640 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2641 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2642 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2643 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2644 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2648 break; /* while (1) */
2657 if (o_ptr->sval == SV_DRAGON_HELM)
2659 dragon_resist(o_ptr);
2660 if (!one_in_(3)) break;
2666 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2668 create_artifact(o_ptr, FALSE);
2673 bool ok_flag = TRUE;
2674 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2676 switch (o_ptr->name2)
2678 case EGO_BRILLIANCE:
2680 case EGO_INFRAVISION:
2681 case EGO_H_PROTECTION:
2686 if (one_in_(2)) add_esp_strong(o_ptr);
2687 else add_esp_weak(o_ptr, FALSE);
2691 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2692 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2695 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2697 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2699 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2700 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2702 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2703 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2704 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2705 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2706 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2707 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2708 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2709 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2711 default:/* not existing helm (Magi, Might, etc...)*/
2715 break; /* while (1) */
2720 else if (power < -1)
2724 bool ok_flag = TRUE;
2725 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2727 switch (o_ptr->name2)
2729 case EGO_ANCIENT_CURSE:
2733 break; /* while (1) */
2744 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2746 create_artifact(o_ptr, FALSE);
2749 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2751 switch (o_ptr->name2)
2760 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2761 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2762 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2763 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2770 else if (power < -1)
2772 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2783 * @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
2784 * Apply magic to an item known to be a "ring" or "amulet"
2785 * @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
2786 * @param level 生成基準階
2787 * @param power 生成ランク
2790 * Hack -- note special "pval boost" code for ring of speed\n
2791 * Hack -- note that some items must be cursed (or blessed)\n
2793 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2795 /* Apply magic (good or bad) according to type */
2796 switch (o_ptr->tval)
2801 switch (o_ptr->sval)
2803 case SV_RING_ATTACKS:
2806 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2807 if (one_in_(15)) o_ptr->pval++;
2808 if (o_ptr->pval < 1) o_ptr->pval = 1;
2814 o_ptr->ident |= (IDENT_BROKEN);
2817 o_ptr->curse_flags |= TRC_CURSED;
2820 o_ptr->pval = 0 - (o_ptr->pval);
2831 /* Strength, Constitution, Dexterity, Intelligence */
2837 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2843 o_ptr->ident |= (IDENT_BROKEN);
2846 o_ptr->curse_flags |= TRC_CURSED;
2849 o_ptr->pval = 0 - (o_ptr->pval);
2855 /* Ring of Speed! */
2858 /* Base speed (1 to 10) */
2859 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2861 /* Super-charge the ring */
2862 while (randint0(100) < 50) o_ptr->pval++;
2868 o_ptr->ident |= (IDENT_BROKEN);
2871 o_ptr->curse_flags |= TRC_CURSED;
2874 o_ptr->pval = 0 - (o_ptr->pval);
2882 case SV_RING_LORDLY:
2886 one_lordly_high_resistance(o_ptr);
2890 /* Bonus to armor class */
2891 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2895 case SV_RING_WARNING:
2897 if (one_in_(3)) one_low_esp(o_ptr);
2902 case SV_RING_SEARCHING:
2904 /* Bonus to searching */
2905 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2911 o_ptr->ident |= (IDENT_BROKEN);
2914 o_ptr->curse_flags |= TRC_CURSED;
2917 o_ptr->pval = 0 - (o_ptr->pval);
2923 /* Flames, Acid, Ice */
2924 case SV_RING_FLAMES:
2929 /* Bonus to armor class */
2930 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2934 /* Weakness, Stupidity */
2935 case SV_RING_WEAKNESS:
2936 case SV_RING_STUPIDITY:
2939 o_ptr->ident |= (IDENT_BROKEN);
2942 o_ptr->curse_flags |= TRC_CURSED;
2945 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2946 if (power > 0) power = 0 - power;
2951 /* WOE, Stupidity */
2955 o_ptr->ident |= (IDENT_BROKEN);
2958 o_ptr->curse_flags |= TRC_CURSED;
2961 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2962 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2963 if (power > 0) power = 0 - power;
2968 /* Ring of damage */
2969 case SV_RING_DAMAGE:
2971 /* Bonus to damage */
2972 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2978 o_ptr->ident |= (IDENT_BROKEN);
2981 o_ptr->curse_flags |= TRC_CURSED;
2984 o_ptr->to_d = 0 - o_ptr->to_d;
2990 /* Ring of Accuracy */
2991 case SV_RING_ACCURACY:
2994 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3000 o_ptr->ident |= (IDENT_BROKEN);
3003 o_ptr->curse_flags |= TRC_CURSED;
3006 o_ptr->to_h = 0 - o_ptr->to_h;
3012 /* Ring of Protection */
3013 case SV_RING_PROTECTION:
3015 /* Bonus to armor class */
3016 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3022 o_ptr->ident |= (IDENT_BROKEN);
3025 o_ptr->curse_flags |= TRC_CURSED;
3028 o_ptr->to_a = 0 - o_ptr->to_a;
3034 /* Ring of Slaying */
3035 case SV_RING_SLAYING:
3037 /* Bonus to damage and to hit */
3038 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3039 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3045 o_ptr->ident |= (IDENT_BROKEN);
3048 o_ptr->curse_flags |= TRC_CURSED;
3050 /* Reverse bonuses */
3051 o_ptr->to_h = 0 - o_ptr->to_h;
3052 o_ptr->to_d = 0 - o_ptr->to_d;
3058 case SV_RING_MUSCLE:
3060 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3061 if (one_in_(4)) o_ptr->pval++;
3067 o_ptr->ident |= (IDENT_BROKEN);
3070 o_ptr->curse_flags |= TRC_CURSED;
3072 /* Reverse bonuses */
3073 o_ptr->pval = 0 - o_ptr->pval;
3078 case SV_RING_AGGRAVATION:
3081 o_ptr->ident |= (IDENT_BROKEN);
3084 o_ptr->curse_flags |= TRC_CURSED;
3086 if (power > 0) power = 0 - power;
3090 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3091 || (power > 2)) /* power > 2 is debug only */
3093 o_ptr->pval = MIN(o_ptr->pval, 4);
3094 /* Randart amulet */
3095 create_artifact(o_ptr, FALSE);
3097 else if ((power == 2) && one_in_(2))
3099 while(!o_ptr->name2)
3101 int tmp = m_bonus(10, level);
3102 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3103 switch(randint1(28))
3106 o_ptr->name2 = EGO_RING_THROW;
3109 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3110 o_ptr->name2 = EGO_RING_REGEN;
3113 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3114 o_ptr->name2 = EGO_RING_LITE;
3117 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3118 o_ptr->name2 = EGO_RING_TELEPORT;
3121 if (o_ptr->to_h) break;
3122 o_ptr->name2 = EGO_RING_TO_H;
3125 if (o_ptr->to_d) break;
3126 o_ptr->name2 = EGO_RING_TO_D;
3129 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3130 o_ptr->name2 = EGO_RING_SLAY;
3133 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3134 o_ptr->name2 = EGO_RING_WIZARD;
3137 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3138 o_ptr->name2 = EGO_RING_HERO;
3141 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3142 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3143 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3144 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3147 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3148 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;
3149 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3150 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3151 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3154 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3155 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;
3156 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3157 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3158 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3161 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3162 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;
3163 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3164 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3167 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3168 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;
3169 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3170 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3172 case 21: case 22: case 23: case 24: case 25: case 26:
3173 switch (o_ptr->sval)
3176 if (!one_in_(3)) break;
3177 o_ptr->name2 = EGO_RING_D_SPEED;
3179 case SV_RING_DAMAGE:
3180 case SV_RING_ACCURACY:
3181 case SV_RING_SLAYING:
3182 if (one_in_(2)) break;
3183 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3186 o_ptr->name2 = EGO_RING_BERSERKER;
3187 o_ptr->to_h -= 2+randint1(4);
3188 o_ptr->to_d += 2+randint1(4);
3191 case SV_RING_PROTECTION:
3192 o_ptr->name2 = EGO_RING_SUPER_AC;
3193 o_ptr->to_a += 7 + m_bonus(5, level);
3195 case SV_RING_RES_FEAR:
3196 o_ptr->name2 = EGO_RING_HERO;
3199 if (one_in_(2)) break;
3200 o_ptr->name2 = EGO_RING_HUNTER;
3202 case SV_RING_SEARCHING:
3203 o_ptr->name2 = EGO_RING_STEALTH;
3205 case SV_RING_TELEPORTATION:
3206 o_ptr->name2 = EGO_RING_TELE_AWAY;
3208 case SV_RING_RES_BLINDNESS:
3210 o_ptr->name2 = EGO_RING_RES_LITE;
3212 o_ptr->name2 = EGO_RING_RES_DARK;
3214 case SV_RING_LORDLY:
3215 if (!one_in_(20)) break;
3216 one_lordly_high_resistance(o_ptr);
3217 one_lordly_high_resistance(o_ptr);
3218 o_ptr->name2 = EGO_RING_TRUE;
3220 case SV_RING_SUSTAIN:
3221 if (!one_in_(4)) break;
3222 o_ptr->name2 = EGO_RING_RES_TIME;
3224 case SV_RING_FLAMES:
3225 if (!one_in_(2)) break;
3226 o_ptr->name2 = EGO_RING_DRAGON_F;
3229 if (!one_in_(2)) break;
3230 o_ptr->name2 = EGO_RING_DRAGON_C;
3232 case SV_RING_WARNING:
3233 if (!one_in_(2)) break;
3234 o_ptr->name2 = EGO_RING_M_DETECT;
3242 o_ptr->curse_flags = 0L;
3244 else if ((power == -2) && one_in_(2))
3246 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3247 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3248 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3249 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3250 o_ptr->art_flags[0] = 0;
3251 o_ptr->art_flags[1] = 0;
3252 while(!o_ptr->name2)
3254 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3258 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3259 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3262 o_ptr->name2 = EGO_RING_NO_MELEE;
3265 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3266 o_ptr->name2 = EGO_RING_AGGRAVATE;
3269 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3270 o_ptr->name2 = EGO_RING_TY_CURSE;
3273 o_ptr->name2 = EGO_RING_ALBINO;
3278 o_ptr->ident |= (IDENT_BROKEN);
3281 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3289 switch (o_ptr->sval)
3291 /* Amulet of wisdom/charisma */
3292 case SV_AMULET_INTELLIGENCE:
3293 case SV_AMULET_WISDOM:
3294 case SV_AMULET_CHARISMA:
3296 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3302 o_ptr->ident |= (IDENT_BROKEN);
3305 o_ptr->curse_flags |= (TRC_CURSED);
3307 /* Reverse bonuses */
3308 o_ptr->pval = 0 - o_ptr->pval;
3314 /* Amulet of brilliance */
3315 case SV_AMULET_BRILLIANCE:
3317 o_ptr->pval = 1 + m_bonus(3, level);
3318 if (one_in_(4)) o_ptr->pval++;
3324 o_ptr->ident |= (IDENT_BROKEN);
3327 o_ptr->curse_flags |= (TRC_CURSED);
3329 /* Reverse bonuses */
3330 o_ptr->pval = 0 - o_ptr->pval;
3336 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3340 o_ptr->curse_flags |= (TRC_CURSED);
3345 case SV_AMULET_RESISTANCE:
3347 if (one_in_(5)) one_high_resistance(o_ptr);
3348 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3352 /* Amulet of searching */
3353 case SV_AMULET_SEARCHING:
3355 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3361 o_ptr->ident |= (IDENT_BROKEN);
3364 o_ptr->curse_flags |= (TRC_CURSED);
3366 /* Reverse bonuses */
3367 o_ptr->pval = 0 - (o_ptr->pval);
3373 /* Amulet of the Magi -- never cursed */
3374 case SV_AMULET_THE_MAGI:
3376 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3377 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3379 /* gain one low ESP */
3380 add_esp_weak(o_ptr, FALSE);
3385 /* Amulet of Doom -- always cursed */
3386 case SV_AMULET_DOOM:
3389 o_ptr->ident |= (IDENT_BROKEN);
3392 o_ptr->curse_flags |= (TRC_CURSED);
3395 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3396 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3397 if (power > 0) power = 0 - power;
3402 case SV_AMULET_MAGIC_MASTERY:
3404 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3410 o_ptr->ident |= (IDENT_BROKEN);
3413 o_ptr->curse_flags |= (TRC_CURSED);
3415 /* Reverse bonuses */
3416 o_ptr->pval = 0 - o_ptr->pval;
3422 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3423 || (power > 2)) /* power > 2 is debug only */
3425 o_ptr->pval = MIN(o_ptr->pval, 4);
3426 /* Randart amulet */
3427 create_artifact(o_ptr, FALSE);
3429 else if ((power == 2) && one_in_(2))
3431 while(!o_ptr->name2)
3433 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3434 switch(randint1(21))
3437 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3438 o_ptr->name2 = EGO_AMU_SLOW_D;
3441 if (o_ptr->pval) break;
3442 o_ptr->name2 = EGO_AMU_INFRA;
3445 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3446 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3449 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3450 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3453 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3454 o_ptr->name2 = EGO_AMU_LEVITATION;
3456 case 10: case 11: case 21:
3457 o_ptr->name2 = EGO_AMU_AC;
3460 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3461 if (m_bonus(10, level) > 8)
3462 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3464 o_ptr->name2 = EGO_AMU_RES_FIRE;
3467 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3468 if (m_bonus(10, level) > 8)
3469 o_ptr->name2 = EGO_AMU_RES_COLD_;
3471 o_ptr->name2 = EGO_AMU_RES_COLD;
3474 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3475 if (m_bonus(10, level) > 8)
3476 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3478 o_ptr->name2 = EGO_AMU_RES_ELEC;
3481 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3482 if (m_bonus(10, level) > 8)
3483 o_ptr->name2 = EGO_AMU_RES_ACID_;
3485 o_ptr->name2 = EGO_AMU_RES_ACID;
3487 case 16: case 17: case 18: case 19: case 20:
3488 switch (o_ptr->sval)
3490 case SV_AMULET_TELEPORT:
3491 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3492 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3493 else o_ptr->name2 = EGO_AMU_TELEPORT;
3495 case SV_AMULET_RESIST_ACID:
3496 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3498 case SV_AMULET_SEARCHING:
3499 o_ptr->name2 = EGO_AMU_STEALTH;
3501 case SV_AMULET_BRILLIANCE:
3502 if (!one_in_(3)) break;
3503 o_ptr->name2 = EGO_AMU_IDENT;
3505 case SV_AMULET_CHARISMA:
3506 if (!one_in_(3)) break;
3507 o_ptr->name2 = EGO_AMU_CHARM;
3509 case SV_AMULET_THE_MAGI:
3510 if (one_in_(2)) break;
3511 o_ptr->name2 = EGO_AMU_GREAT;
3513 case SV_AMULET_RESISTANCE:
3514 if (!one_in_(5)) break;
3515 o_ptr->name2 = EGO_AMU_DEFENDER;
3517 case SV_AMULET_TELEPATHY:
3518 if (!one_in_(3)) break;
3519 o_ptr->name2 = EGO_AMU_DETECTION;
3524 o_ptr->curse_flags = 0L;
3526 else if ((power == -2) && one_in_(2))
3528 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3529 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3530 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3531 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3532 o_ptr->art_flags[0] = 0;
3533 o_ptr->art_flags[1] = 0;
3534 while(!o_ptr->name2)
3536 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3540 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3541 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3544 o_ptr->name2 = EGO_AMU_FOOL;
3547 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3548 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3551 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3552 o_ptr->name2 = EGO_AMU_TY_CURSE;
3555 o_ptr->name2 = EGO_AMU_NAIVETY;
3560 o_ptr->ident |= (IDENT_BROKEN);
3563 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3572 * @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
3573 * Apply magic to an item known to be "boring"
3574 * @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
3575 * @param level 生成基準階
3576 * @param power 生成ランク
3579 * Hack -- note the special code for various items
3581 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3583 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3588 /* Apply magic (good or bad) according to type */
3589 switch (o_ptr->tval)
3598 o_ptr->ident |= (IDENT_BROKEN);
3601 o_ptr->curse_flags |= (TRC_CURSED);
3608 o_ptr->xtra4 = o_ptr->pval;
3614 /* Hack -- Torches -- random fuel */
3615 if (o_ptr->sval == SV_LITE_TORCH)
3617 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3621 /* Hack -- Lanterns -- random fuel */
3622 if (o_ptr->sval == SV_LITE_LANTERN)
3624 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3628 if (power > 2) /* power > 2 is debug only */
3630 create_artifact(o_ptr, FALSE);
3632 else if ((power == 2) || ((power == 1) && one_in_(3)))
3634 while (!o_ptr->name2)
3638 bool okay_flag = TRUE;
3640 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3642 switch (o_ptr->name2)
3645 if (o_ptr->sval == SV_LITE_FEANOR)
3653 else if (power == -2)
3655 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3657 switch (o_ptr->name2)
3659 case EGO_LITE_DARKNESS:
3662 if (o_ptr->sval == SV_LITE_TORCH)
3664 add_flag(o_ptr->art_flags, TR_LITE_M1);
3666 else if (o_ptr->sval == SV_LITE_LANTERN)
3668 add_flag(o_ptr->art_flags, TR_LITE_M2);
3670 else if (o_ptr->sval == SV_LITE_FEANOR)
3672 add_flag(o_ptr->art_flags, TR_LITE_M3);
3684 /* The wand or staff gets a number of initial charges equal
3685 * to between 1/2 (+1) and the full object kind's pval. -LM-
3687 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3693 /* Transfer the pval. -LM- */
3694 o_ptr->pval = k_ptr->pval;
3701 object_aware(o_ptr);
3702 object_known(o_ptr);
3708 PARAMETER_VALUE i = 1;
3711 monster_race *r_ptr;
3713 /* Pick a random non-unique monster race */
3716 i = randint1(max_r_idx - 1);
3718 if (!item_monster_okay(i)) continue;
3719 if (i == MON_TSUCHINOKO) continue;
3723 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3725 /* Ignore dead monsters */
3726 if (!r_ptr->rarity) continue;
3728 /* Ignore uncommon monsters */
3729 if (r_ptr->rarity > 100) continue;
3731 /* Prefer less out-of-depth monsters */
3732 if (randint0(check)) continue;
3739 /* Some figurines are cursed */
3740 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3747 PARAMETER_VALUE i = 1;
3752 monster_race *r_ptr;
3754 if (o_ptr->sval == SV_SKELETON)
3756 match = RF9_DROP_SKELETON;
3758 else if (o_ptr->sval == SV_CORPSE)
3760 match = RF9_DROP_CORPSE;
3763 /* Hack -- Remove the monster restriction */
3764 get_mon_num_prep(item_monster_okay, NULL);
3766 /* Pick a random non-unique monster race */
3769 i = get_mon_num(current_floor_ptr->dun_level);
3773 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3775 /* Ignore dead monsters */
3776 if (!r_ptr->rarity) continue;
3778 /* Ignore corpseless monsters */
3779 if (!(r_ptr->flags9 & match)) continue;
3781 /* Prefer less out-of-depth monsters */
3782 if (randint0(check)) continue;
3790 object_aware(o_ptr);
3791 object_known(o_ptr);
3797 PARAMETER_VALUE i = 1;
3799 monster_race *r_ptr;
3801 /* Pick a random monster race */
3804 i = randint1(max_r_idx - 1);
3808 /* Ignore dead monsters */
3809 if (!r_ptr->rarity) continue;
3818 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3820 object_aware(o_ptr);
3821 object_known(o_ptr);
3828 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3830 /* Hack -- skip ruined chests */
3831 if (obj_level <= 0) break;
3833 /* Hack -- pick a "difficulty" */
3834 o_ptr->pval = randint1(obj_level);
3835 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3837 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3839 /* Never exceed "difficulty" of 55 to 59 */
3840 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3848 * @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
3849 * Complete the "creation" of an object by applying "magic" to the item
3850 * @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
3852 * @param mode 生成オプション
3855 * This includes not only rolling for random bonuses, but also putting the\n
3856 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3857 * staffs, giving fuel to lites, and placing traps on chests.\n
3859 * In particular, note that "Instant Artifacts", if "created" by an external\n
3860 * routine, must pass through this function to complete the actual creation.\n
3862 * The base "chance" of the item being "good" increases with the "level"\n
3863 * parameter, which is usually derived from the dungeon level, being equal\n
3864 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3865 * the object is guaranteed to be "good". If an object is "good", then\n
3866 * the chance that the object will be "great" (ego-item or artifact), also\n
3867 * increases with the "level", being equal to half the level, plus 5, up to\n
3868 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3869 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3871 * If the object is not "good", there is a chance it will be "cursed", and\n
3872 * if it is "cursed", there is a chance it will be "broken". These chances\n
3873 * are related to the "good" / "great" chances above.\n
3875 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3876 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3878 * If "okay" is true, and the object is going to be "great", then there is\n
3879 * a chance that an artifact will be created. This is true even if both the\n
3880 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3881 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3883 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3885 int i, rolls, f1, f2, power;
3887 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3889 /* Maximum "level" for various things */
3890 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3892 /* Base chance of being "good" */
3895 /* Maximal chance of being "good" */
3896 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3898 /* Base chance of being "great" */
3901 /* Maximal chance of being "great" */
3902 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3903 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3905 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3910 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3919 /* Roll for "good" */
3920 if ((mode & AM_GOOD) || magik(f1))
3925 /* Roll for "great" */
3926 if ((mode & AM_GREAT) || magik(f2))
3930 /* Roll for "special" */
3931 if (mode & AM_SPECIAL) power = 3;
3935 /* Roll for "cursed" */
3938 /* Assume "cursed" */
3941 /* Roll for "broken" */
3942 if (magik(f2)) power = -2;
3946 if (mode & AM_CURSED)
3948 /* Assume 'cursed' */
3953 /* Everything else gets more badly cursed */
3960 /* Assume no rolls */
3963 /* Get one roll if excellent */
3964 if (power >= 2) rolls = 1;
3966 /* Hack -- Get four rolls if forced great or special */
3967 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3969 /* Hack -- Get no rolls if not allowed */
3970 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3972 /* Roll for artifacts if allowed */
3973 for (i = 0; i < rolls; i++)
3975 /* Roll for an artifact */
3976 if (make_artifact(o_ptr)) break;
3977 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3979 if (make_artifact(o_ptr)) break;
3984 /* Hack -- analyze artifacts */
3985 if (object_is_fixed_artifact(o_ptr))
3987 artifact_type *a_ptr = &a_info[o_ptr->name1];
3989 /* Hack -- Mark the artifact as "created" */
3992 /* Hack -- Memorize location of artifact in saved floors */
3993 if (character_dungeon)
3994 a_ptr->floor_id = p_ptr->floor_id;
3996 /* Extract the other fields */
3997 o_ptr->pval = a_ptr->pval;
3998 o_ptr->ac = a_ptr->ac;
3999 o_ptr->dd = a_ptr->dd;
4000 o_ptr->ds = a_ptr->ds;
4001 o_ptr->to_a = a_ptr->to_a;
4002 o_ptr->to_h = a_ptr->to_h;
4003 o_ptr->to_d = a_ptr->to_d;
4004 o_ptr->weight = a_ptr->weight;
4005 o_ptr->xtra2 = a_ptr->act_idx;
4007 if (o_ptr->name1 == ART_MILIM)
4009 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4015 /* Hack -- extract the "broken" flag */
4016 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4018 /* Hack -- extract the "cursed" flag */
4019 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4020 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4021 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4022 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4023 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4024 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4029 switch (o_ptr->tval)
4038 if (power) apply_magic_weapon(o_ptr, lev, power);
4044 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4050 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4064 /* Elven Cloak and Black Clothes ... */
4065 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4066 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4067 o_ptr->pval = randint1(4);
4071 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4072 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4073 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4074 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4075 a_m_aux_2(o_ptr, lev, power);
4077 if (power) a_m_aux_2(o_ptr, lev, power);
4085 if (!power && (randint0(100) < 50)) power = -1;
4086 a_m_aux_3(o_ptr, lev, power);
4092 a_m_aux_4(o_ptr, lev, power);
4097 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4098 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4099 (p_ptr->pseikaku == SEIKAKU_SEXY))
4102 add_flag(o_ptr->art_flags, TR_STR);
4103 add_flag(o_ptr->art_flags, TR_INT);
4104 add_flag(o_ptr->art_flags, TR_WIS);
4105 add_flag(o_ptr->art_flags, TR_DEX);
4106 add_flag(o_ptr->art_flags, TR_CON);
4107 add_flag(o_ptr->art_flags, TR_CHR);
4110 /* Hack -- analyze ego-items */
4111 if (object_is_ego(o_ptr))
4113 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4115 /* Hack -- acquire "broken" flag */
4116 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4118 /* Hack -- acquire "cursed" flag */
4119 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4120 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4121 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4122 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4123 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4124 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4126 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4127 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4128 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4129 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4130 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4131 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4132 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4133 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4139 while (one_in_(o_ptr->dd));
4141 if (o_ptr->dd > 9) o_ptr->dd = 9;
4144 /* Hack -- apply activatin index if needed */
4145 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4147 /* Hack -- apply extra penalties if needed */
4148 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4150 /* Hack -- obtain bonuses */
4151 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4152 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4153 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4155 /* Hack -- obtain pval */
4156 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4159 /* Hack -- apply extra bonuses if needed */
4162 /* Hack -- obtain bonuses */
4163 if (e_ptr->max_to_h)
4165 if (e_ptr->max_to_h > 127)
4166 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4167 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4169 if (e_ptr->max_to_d)
4171 if (e_ptr->max_to_d > 127)
4172 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4173 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4175 if (e_ptr->max_to_a)
4177 if (e_ptr->max_to_a > 127)
4178 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4179 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4182 /* Accuracy ego must have high to_h */
4183 if(o_ptr->name2 == EGO_ACCURACY)
4185 while(o_ptr->to_h < o_ptr->to_d + 10)
4190 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4193 /* Accuracy ego must have high to_h */
4194 if(o_ptr->name2 == EGO_VELOCITY)
4196 while(o_ptr->to_d < o_ptr->to_h + 10)
4201 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4204 /* Protection ego must have high to_a */
4205 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4207 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4210 /* Hack -- obtain pval */
4211 if (e_ptr->max_pval)
4213 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4216 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4218 else if (o_ptr->name2 == EGO_DEMON)
4220 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4222 o_ptr->pval += randint1(2);
4226 o_ptr->pval += randint1(e_ptr->max_pval);
4229 else if (o_ptr->name2 == EGO_ATTACKS)
4231 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4232 if (o_ptr->pval > 3) o_ptr->pval = 3;
4233 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4234 o_ptr->pval += randint1(2);
4236 else if (o_ptr->name2 == EGO_BAT)
4238 o_ptr->pval = randint1(e_ptr->max_pval);
4239 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4241 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4243 o_ptr->pval = randint1(e_ptr->max_pval);
4247 o_ptr->pval += randint1(e_ptr->max_pval);
4252 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4254 o_ptr->pval = randint1(o_ptr->pval);
4256 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4263 /* Examine real objects */
4266 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4268 /* Hack -- acquire "broken" flag */
4269 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4271 /* Hack -- acquire "cursed" flag */
4272 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4273 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4274 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4275 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4276 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4277 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4285 * @brief 生成階に応じたベースアイテムの生成を行う。
4286 * Attempt to make an object (normal or good/great)
4287 * @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
4288 * @param mode オプションフラグ
4289 * @return 生成に成功したらTRUEを返す。
4291 * This routine plays nasty games to generate the "special artifacts".\n
4292 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4293 * We assume that the given object has been "wiped".\n
4295 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4301 /* Chance of "special object" */
4302 prob = ((mode & AM_GOOD) ? 10 : 1000);
4304 /* Base level for the object */
4305 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4308 /* Generate a special object, or a normal object */
4309 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4311 KIND_OBJECT_IDX k_idx;
4314 if ((mode & AM_GOOD) && !get_obj_num_hook)
4316 /* Activate restriction (if already specified, use that) */
4317 get_obj_num_hook = kind_is_good;
4320 /* Restricted objects - prepare allocation table */
4321 if (get_obj_num_hook) get_obj_num_prep();
4323 /* Pick a random object */
4324 k_idx = get_obj_num(base);
4326 /* Restricted objects */
4327 if (get_obj_num_hook)
4329 /* Clear restriction */
4330 get_obj_num_hook = NULL;
4332 /* Reset allocation table to default */
4336 /* Handle failure */
4337 if (!k_idx) return (FALSE);
4339 /* Prepare the object */
4340 object_prep(j_ptr, k_idx);
4343 /* Apply magic (allow artifacts) */
4344 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4346 /* Hack -- generate multiple spikes/missiles */
4347 switch (j_ptr->tval)
4355 j_ptr->number = (byte)damroll(6, 7);
4359 if (cheat_peek) object_mention(j_ptr);
4367 * @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。
4368 * Attempt to place an object (normal or good/great) at the given location.
4369 * @param y 配置したいフロアのY座標
4370 * @param x 配置したいフロアのX座標
4371 * @param mode オプションフラグ
4372 * @return 生成に成功したらTRUEを返す。
4374 * This routine plays nasty games to generate the "special artifacts".\n
4375 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4376 * This routine requires a clean floor grid destination.\n
4378 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4383 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4389 /* Paranoia -- check bounds */
4390 if (!in_bounds(y, x)) return;
4392 /* Require floor space */
4393 if (!cave_drop_bold(y, x)) return;
4395 /* Avoid stacking on other objects */
4396 if (g_ptr->o_idx) return;
4401 /* Make an object (if possible) */
4402 if (!make_object(q_ptr, mode)) return;
4405 /* Make an object */
4412 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4414 /* Structure Copy */
4415 object_copy(o_ptr, q_ptr);
4421 o_ptr->next_o_idx = g_ptr->o_idx;
4423 g_ptr->o_idx = o_idx;
4429 /* Hack -- Preserve artifacts */
4430 if (object_is_fixed_artifact(q_ptr))
4432 a_info[q_ptr->name1].cur_num = 0;
4439 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4440 * Make a treasure object
4441 * @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
4442 * @return 生成に成功したらTRUEを返す。
4444 * The location must be a legal, clean, floor grid.
4446 bool make_gold(object_type *j_ptr)
4451 /* Hack -- Pick a Treasure variety */
4452 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4454 /* Apply "extra" magic */
4455 if (one_in_(GREAT_OBJ))
4457 i += randint1(current_floor_ptr->object_level + 1);
4460 /* Hack -- Creeping Coins only generate "themselves" */
4461 if (coin_type) i = coin_type;
4463 /* Do not create "illegal" Treasure Types */
4464 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4466 /* Prepare a gold object */
4467 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4469 /* Hack -- Base coin cost */
4470 base = k_info[OBJ_GOLD_LIST + i].cost;
4472 /* Determine how much the treasure is "worth" */
4473 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4481 * @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。
4482 * Places a treasure (Gold or Gems) at given location
4483 * @param y 配置したいフロアのY座標
4484 * @param x 配置したいフロアのX座標
4485 * @return 生成に成功したらTRUEを返す。
4487 * The location must be a legal, clean, floor grid.
4489 void place_gold(POSITION y, POSITION x)
4494 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4500 /* Paranoia -- check bounds */
4501 if (!in_bounds(y, x)) return;
4503 /* Require floor space */
4504 if (!cave_drop_bold(y, x)) return;
4506 /* Avoid stacking on other objects */
4507 if (g_ptr->o_idx) return;
4512 /* Make some gold */
4513 if (!make_gold(q_ptr)) return;
4515 /* Make an object */
4522 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4524 /* Copy the object */
4525 object_copy(o_ptr, q_ptr);
4532 o_ptr->next_o_idx = g_ptr->o_idx;
4534 g_ptr->o_idx = o_idx;
4542 * @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。
4543 * Let an object fall to the ground at or near a location.
4544 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4545 * @param chance ドロップの成功率(%)
4546 * @param y 配置したいフロアのY座標
4547 * @param x 配置したいフロアのX座標
4548 * @return 生成に成功したらオブジェクトのIDを返す。
4550 * The initial location is assumed to be "in_bounds()".\n
4552 * This function takes a parameter "chance". This is the percentage\n
4553 * chance that the item will "disappear" instead of drop. If the object\n
4554 * has been thrown, then this is the chance of disappearance on contact.\n
4556 * Hack -- this function uses "chance" to determine if it should produce\n
4557 * some form of "description" of the drop event (under the player).\n
4559 * We check several locations to see if we can find a location at which\n
4560 * the object can combine, stack, or be placed. Artifacts will try very\n
4561 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4563 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4570 POSITION ty, tx = 0;
4572 OBJECT_IDX o_idx = 0;
4573 OBJECT_IDX this_o_idx, next_o_idx = 0;
4577 GAME_TEXT o_name[MAX_NLEN];
4583 /* Extract plural */
4584 bool plural = (j_ptr->number != 1);
4587 /* Describe object */
4588 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4591 /* Handle normal "breakage" */
4592 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4595 msg_format("%sは消えた。", o_name);
4597 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4599 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4616 /* Scan local grids */
4617 for (dy = -3; dy <= 3; dy++)
4619 /* Scan local grids */
4620 for (dx = -3; dx <= 3; dx++)
4624 /* Calculate actual distance */
4625 d = (dy * dy) + (dx * dx);
4627 /* Ignore distant grids */
4628 if (d > 10) continue;
4633 /* Skip illegal grids */
4634 if (!in_bounds(ty, tx)) continue;
4636 /* Require line of projection */
4637 if (!projectable(y, x, ty, tx)) continue;
4640 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4642 /* Require floor space */
4643 if (!cave_drop_bold(ty, tx)) continue;
4648 /* Scan objects in that grid */
4649 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4652 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4653 next_o_idx = o_ptr->next_o_idx;
4655 /* Check for possible combination */
4656 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4662 /* Add new object */
4666 if (k > 99) continue;
4668 /* Calculate score */
4669 s = 1000 - (d + k * 5);
4671 /* Skip bad values */
4672 if (s < bs) continue;
4674 /* New best value */
4677 /* Apply the randomizer to equivalent values */
4678 if ((++bn >= 2) && !one_in_(bn)) continue;
4692 /* Handle lack of space */
4693 if (!flag && !object_is_artifact(j_ptr))
4696 msg_format("%sは消えた。", o_name);
4698 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4701 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4709 for (i = 0; !flag && (i < 1000); i++)
4712 ty = rand_spread(by, 1);
4713 tx = rand_spread(bx, 1);
4715 /* Verify location */
4716 if (!in_bounds(ty, tx)) continue;
4718 /* Bounce to that location */
4722 /* Require floor space */
4723 if (!cave_drop_bold(by, bx)) continue;
4731 int candidates = 0, pick;
4733 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4735 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4737 /* A valid space found */
4738 if (cave_drop_bold(ty, tx)) candidates++;
4742 /* No valid place! */
4746 msg_format("%sは消えた。", o_name);
4748 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4751 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4753 /* Mega-Hack -- preserve artifacts */
4756 /* Hack -- Preserve unknown artifacts */
4757 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4759 /* Mega-Hack -- Preserve the artifact */
4760 a_info[j_ptr->name1].cur_num = 0;
4768 /* Choose a random one */
4769 pick = randint1(candidates);
4771 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4773 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4775 if (cave_drop_bold(ty, tx))
4779 /* Is this a picked one? */
4792 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
4794 /* Scan objects in that grid for combination */
4795 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4798 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4799 next_o_idx = o_ptr->next_o_idx;
4801 /* Check for combination */
4802 if (object_similar(o_ptr, j_ptr))
4804 object_absorb(o_ptr, j_ptr);
4813 if (!done) o_idx = o_pop();
4816 if (!done && !o_idx)
4819 msg_format("%sは消えた。", o_name);
4821 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4824 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4826 /* Hack -- Preserve artifacts */
4827 if (object_is_fixed_artifact(j_ptr))
4829 a_info[j_ptr->name1].cur_num = 0;
4839 /* Structure copy */
4840 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
4842 /* Access new object */
4843 j_ptr = ¤t_floor_ptr->o_list[o_idx];
4850 j_ptr->held_m_idx = 0;
4853 j_ptr->next_o_idx = g_ptr->o_idx;
4855 g_ptr->o_idx = o_idx;
4865 /* Mega-Hack -- no message if "dropped" by player */
4866 /* Message when an object falls under the player */
4867 if (chance && player_bold(by, bx))
4869 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4876 * @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 /
4877 * Describe the charges on an item in the inventory.
4878 * @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
4881 void inven_item_charges(INVENTORY_IDX item)
4883 object_type *o_ptr = &inventory[item];
4885 /* Require staff/wand */
4886 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4888 /* Require known item */
4889 if (!object_is_known(o_ptr)) return;
4892 if (o_ptr->pval <= 0)
4894 msg_print("もう魔力が残っていない。");
4898 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4901 /* Multiple charges */
4902 if (o_ptr->pval != 1)
4904 msg_format("You have %d charges remaining.", o_ptr->pval);
4910 msg_format("You have %d charge remaining.", o_ptr->pval);
4917 * @brief アイテムの残り所持数メッセージを表示する /
4918 * Describe an item in the inventory.
4919 * @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
4922 void inven_item_describe(INVENTORY_IDX item)
4924 object_type *o_ptr = &inventory[item];
4925 GAME_TEXT o_name[MAX_NLEN];
4927 object_desc(o_name, o_ptr, 0);
4930 /* "no more" の場合はこちらで表示する */
4931 if (o_ptr->number <= 0)
4933 /*FIRST*//*ここはもう通らないかも */
4934 msg_format("もう%sを持っていない。", o_name);
4938 /* アイテム名を英日切り替え機能対応 */
4939 msg_format("まだ %sを持っている。", o_name);
4942 msg_format("You have %s.", o_name);
4948 * @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 /
4949 * Increase the "number" of an item in the inventory
4950 * @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
4954 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4956 object_type *o_ptr = &inventory[item];
4959 num += o_ptr->number;
4962 if (num > 255) num = 255;
4963 else if (num < 0) num = 0;
4966 num -= o_ptr->number;
4968 /* Change the number and weight */
4971 /* Add the number */
4972 o_ptr->number += num;
4974 /* Add the weight */
4975 p_ptr->total_weight += (num * o_ptr->weight);
4976 p_ptr->update |= (PU_BONUS);
4977 p_ptr->update |= (PU_MANA);
4978 p_ptr->update |= (PU_COMBINE);
4979 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4981 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4982 if (!o_ptr->number && p_ptr->ele_attack)
4984 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4986 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4988 /* Clear all temporary elemental brands */
4989 set_ele_attack(0, 0);
4997 * @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 /
4998 * Erase an inventory slot if it has no more items
4999 * @param item 消去したいプレイヤーのアイテム所持スロット
5002 void inven_item_optimize(INVENTORY_IDX item)
5004 object_type *o_ptr = &inventory[item];
5006 /* Only optimize real items */
5007 if (!o_ptr->k_idx) return;
5009 /* Only optimize empty items */
5010 if (o_ptr->number) return;
5012 /* The item is in the pack */
5013 if (item < INVEN_RARM)
5020 /* Slide everything down */
5021 for (i = item; i < INVEN_PACK; i++)
5023 /* Structure copy */
5024 inventory[i] = inventory[i+1];
5027 /* Erase the "final" slot */
5028 object_wipe(&inventory[i]);
5030 p_ptr->window |= (PW_INVEN);
5033 /* The item is being wielded */
5039 /* Erase the empty slot */
5040 object_wipe(&inventory[item]);
5041 p_ptr->update |= (PU_BONUS);
5042 p_ptr->update |= (PU_TORCH);
5043 p_ptr->update |= (PU_MANA);
5045 p_ptr->window |= (PW_EQUIP);
5048 p_ptr->window |= (PW_SPELL);
5052 * @brief 床上の魔道具の残り残量メッセージを表示する /
5053 * Describe the charges on an item on the floor.
5054 * @param item メッセージの対象にしたいアイテム所持スロット
5057 void floor_item_charges(INVENTORY_IDX item)
5059 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5061 /* Require staff/wand */
5062 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5064 /* Require known item */
5065 if (!object_is_known(o_ptr)) return;
5068 if (o_ptr->pval <= 0)
5070 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5074 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);
5077 /* Multiple charges */
5078 if (o_ptr->pval != 1)
5080 msg_format("There are %d charges remaining.", o_ptr->pval);
5086 msg_format("There is %d charge remaining.", o_ptr->pval);
5093 * @brief 床上のアイテムの残り数メッセージを表示する /
5094 * Describe the charges on an item on the floor.
5095 * @param item メッセージの対象にしたいアイテム所持スロット
5098 void floor_item_describe(INVENTORY_IDX item)
5100 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5101 GAME_TEXT o_name[MAX_NLEN];
5103 object_desc(o_name, o_ptr, 0);
5106 /* "no more" の場合はこちらで表示を分ける */
5107 if (o_ptr->number <= 0)
5109 msg_format("床上には、もう%sはない。", o_name);
5113 msg_format("床上には、まだ %sがある。", o_name);
5116 msg_format("You see %s.", o_name);
5123 * @brief 床上のアイテムの数を増やす /
5124 * Increase the "number" of an item on the floor
5125 * @param item 増やしたいアイテムの所持スロット
5126 * @param num 増やしたいアイテムの数
5129 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5131 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5134 num += o_ptr->number;
5137 if (num > 255) num = 255;
5138 else if (num < 0) num = 0;
5141 num -= o_ptr->number;
5143 /* Change the number */
5144 o_ptr->number += num;
5149 * @brief 床上の数の無くなったアイテムスロットを消去する /
5150 * Optimize an item on the floor (destroy "empty" items)
5151 * @param item 消去したいアイテムの所持スロット
5154 void floor_item_optimize(INVENTORY_IDX item)
5156 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5158 /* Paranoia -- be sure it exists */
5159 if (!o_ptr->k_idx) return;
5161 /* Only optimize empty items */
5162 if (o_ptr->number) return;
5164 delete_object_idx(item);
5169 * @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 /
5170 * Check if we have space for an item in the pack without overflow
5171 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5172 * @return 溢れずに済むならTRUEを返す
5174 bool inven_carry_okay(object_type *o_ptr)
5179 if (inven_cnt < INVEN_PACK) return (TRUE);
5182 for (j = 0; j < INVEN_PACK; j++)
5184 object_type *j_ptr = &inventory[j];
5186 /* Skip non-objects */
5187 if (!j_ptr->k_idx) continue;
5189 /* Check if the two items can be combined */
5190 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5197 * @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 /
5198 * Check if we have space for an item in the pack without overflow
5199 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5200 * @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?)
5201 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5202 * @return o_ptrの方が上位ならばTRUEを返す。
5204 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5208 /* Use empty slots */
5209 if (!j_ptr->k_idx) return TRUE;
5211 /* Hack -- readable books always come first */
5212 if ((o_ptr->tval == REALM1_BOOK) &&
5213 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5214 if ((j_ptr->tval == REALM1_BOOK) &&
5215 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5217 if ((o_ptr->tval == REALM2_BOOK) &&
5218 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5219 if ((j_ptr->tval == REALM2_BOOK) &&
5220 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5222 /* Objects sort by decreasing type */
5223 if (o_ptr->tval > j_ptr->tval) return TRUE;
5224 if (o_ptr->tval < j_ptr->tval) return FALSE;
5226 /* Non-aware (flavored) items always come last */
5227 /* Can happen in the home */
5228 if (!object_is_aware(o_ptr)) return FALSE;
5229 if (!object_is_aware(j_ptr)) return TRUE;
5231 /* Objects sort by increasing sval */
5232 if (o_ptr->sval < j_ptr->sval) return TRUE;
5233 if (o_ptr->sval > j_ptr->sval) return FALSE;
5235 /* Unidentified objects always come last */
5236 /* Objects in the home can be unknown */
5237 if (!object_is_known(o_ptr)) return FALSE;
5238 if (!object_is_known(j_ptr)) return TRUE;
5240 /* Fixed artifacts, random artifacts and ego items */
5241 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5242 else if (o_ptr->art_name) o_type = 2;
5243 else if (object_is_ego(o_ptr)) o_type = 1;
5246 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5247 else if (j_ptr->art_name) j_type = 2;
5248 else if (object_is_ego(j_ptr)) j_type = 1;
5251 if (o_type < j_type) return TRUE;
5252 if (o_type > j_type) return FALSE;
5254 switch (o_ptr->tval)
5260 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5261 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5267 /* Objects sort by increasing hit/damage bonuses */
5268 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5269 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5272 /* Hack: otherwise identical rods sort by
5273 increasing recharge time --dsb */
5275 if (o_ptr->pval < j_ptr->pval) return TRUE;
5276 if (o_ptr->pval > j_ptr->pval) return FALSE;
5280 /* Objects sort by decreasing value */
5281 return o_value > object_value(j_ptr);
5286 * @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 /
5287 * Add an item to the players inventory, and return the slot used.
5288 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5289 * @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。
5291 * If the new item can combine with an existing item in the inventory,\n
5292 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5293 * the item will be placed into the "proper" location in the inventory.\n
5295 * This function can be used to "over-fill" the player's pack, but only\n
5296 * once, and such an action must trigger the "overflow" code immediately.\n
5297 * Note that when the pack is being "over-filled", the new item must be\n
5298 * placed into the "overflow" slot, and the "overflow" must take place\n
5299 * before the pack is reordered, but (optionally) after the pack is\n
5300 * combined. This may be tricky. See "dungeon.c" for info.\n
5302 * Note that this code must remove any location/stack information\n
5303 * from the object once it is placed into the inventory.\n
5305 s16b inven_carry(object_type *o_ptr)
5307 INVENTORY_IDX i, j, k;
5308 INVENTORY_IDX n = -1;
5313 /* Check for combining */
5314 for (j = 0; j < INVEN_PACK; j++)
5316 j_ptr = &inventory[j];
5318 /* Skip non-objects */
5319 if (!j_ptr->k_idx) continue;
5321 /* Hack -- track last item */
5324 /* Check if the two items can be combined */
5325 if (object_similar(j_ptr, o_ptr))
5327 object_absorb(j_ptr, o_ptr);
5329 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5330 p_ptr->update |= (PU_BONUS);
5331 p_ptr->window |= (PW_INVEN);
5340 if (inven_cnt > INVEN_PACK) return (-1);
5342 /* Find an empty slot */
5343 for (j = 0; j <= INVEN_PACK; j++)
5345 j_ptr = &inventory[j];
5347 /* Use it if found */
5348 if (!j_ptr->k_idx) break;
5355 /* Reorder the pack */
5358 /* Get the "value" of the item */
5359 s32b o_value = object_value(o_ptr);
5361 /* Scan every occupied slot */
5362 for (j = 0; j < INVEN_PACK; j++)
5364 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5371 for (k = n; k >= i; k--)
5373 /* Hack -- Slide the item */
5374 object_copy(&inventory[k+1], &inventory[k]);
5377 /* Wipe the empty slot */
5378 object_wipe(&inventory[i]);
5383 object_copy(&inventory[i], o_ptr);
5385 /* Access new object */
5386 j_ptr = &inventory[i];
5389 j_ptr->next_o_idx = 0;
5391 /* Forget monster */
5392 j_ptr->held_m_idx = 0;
5394 /* Forget location */
5395 j_ptr->iy = j_ptr->ix = 0;
5397 /* Player touches it, and no longer marked */
5398 j_ptr->marked = OM_TOUCHED;
5400 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5402 /* Count the items */
5404 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5405 p_ptr->window |= (PW_INVEN);
5407 /* Return the slot */
5413 * @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 /
5414 * Take off (some of) a non-cursed equipment item
5415 * @param item オブジェクトを外したい所持テーブルのID
5417 * @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。
5419 * Note that only one item at a time can be wielded per slot.\n
5420 * Note that taking off an item when "full" may cause that item\n
5421 * to fall to the ground.\n
5422 * Return the inventory slot into which the item is placed.\n
5424 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5435 GAME_TEXT o_name[MAX_NLEN];
5438 /* Get the item to take off */
5439 o_ptr = &inventory[item];
5442 if (amt <= 0) return (-1);
5445 if (amt > o_ptr->number) amt = o_ptr->number;
5448 /* Obtain a local object */
5449 object_copy(q_ptr, o_ptr);
5451 /* Modify quantity */
5452 q_ptr->number = amt;
5454 object_desc(o_name, q_ptr, 0);
5456 /* Took off weapon */
5457 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5458 object_is_melee_weapon(o_ptr))
5460 act = _("を装備からはずした", "You were wielding");
5464 else if (item == INVEN_BOW)
5466 act = _("を装備からはずした", "You were holding");
5469 /* Took off light */
5470 else if (item == INVEN_LITE)
5472 act = _("を光源からはずした", "You were holding");
5475 /* Took off something */
5478 act = _("を装備からはずした", "You were wearing");
5481 /* Modify, Optimize */
5482 inven_item_increase(item, -amt);
5483 inven_item_optimize(item);
5485 /* Carry the object */
5486 slot = inven_carry(q_ptr);
5489 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5491 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5501 * @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 /
5502 * Drop (some of) a non-cursed inventory/equipment item
5503 * @param item 所持テーブルのID
5504 * @param amt 落としたい個数
5507 * The object will be dropped "near" the current location
5509 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5515 GAME_TEXT o_name[MAX_NLEN];
5517 /* Access original object */
5518 o_ptr = &inventory[item];
5521 if (amt <= 0) return;
5524 if (amt > o_ptr->number) amt = o_ptr->number;
5526 /* Take off equipment */
5527 if (item >= INVEN_RARM)
5529 /* Take off first */
5530 item = inven_takeoff(item, amt);
5532 /* Access original object */
5533 o_ptr = &inventory[item];
5538 /* Obtain local object */
5539 object_copy(q_ptr, o_ptr);
5541 /* Distribute charges of wands or rods */
5542 distribute_charges(o_ptr, q_ptr, amt);
5544 /* Modify quantity */
5545 q_ptr->number = amt;
5547 /* Describe local object */
5548 object_desc(o_name, q_ptr, 0);
5550 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5552 /* Drop it near the player */
5553 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5555 /* Modify, Describe, Optimize */
5556 inven_item_increase(item, -amt);
5557 inven_item_describe(item);
5558 inven_item_optimize(item);
5563 * @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 /
5564 * Combine items in the pack
5567 * Note special handling of the "overflow" slot
5569 void combine_pack(void)
5574 bool flag = FALSE, combined;
5580 /* Combine the pack (backwards) */
5581 for (i = INVEN_PACK; i > 0; i--)
5583 o_ptr = &inventory[i];
5585 /* Skip empty items */
5586 if (!o_ptr->k_idx) continue;
5588 /* Scan the items above that item */
5589 for (j = 0; j < i; j++)
5593 j_ptr = &inventory[j];
5595 /* Skip empty items */
5596 if (!j_ptr->k_idx) continue;
5599 * Get maximum number of the stack if these
5600 * are similar, get zero otherwise.
5602 max_num = object_similar_part(j_ptr, o_ptr);
5604 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5605 if (max_num && j_ptr->number < max_num)
5607 if (o_ptr->number + j_ptr->number <= max_num)
5612 /* Add together the item counts */
5613 object_absorb(j_ptr, o_ptr);
5615 /* One object is gone */
5618 /* Slide everything down */
5619 for (k = i; k < INVEN_PACK; k++)
5621 /* Structure copy */
5622 inventory[k] = inventory[k+1];
5625 /* Erase the "final" slot */
5626 object_wipe(&inventory[k]);
5630 int old_num = o_ptr->number;
5631 int remain = j_ptr->number + o_ptr->number - max_num;
5633 o_ptr->number -= remain;
5635 /* Add together the item counts */
5636 object_absorb(j_ptr, o_ptr);
5638 o_ptr->number = remain;
5640 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5641 if (o_ptr->tval == TV_ROD)
5643 o_ptr->pval = o_ptr->pval * remain / old_num;
5644 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5647 /* Hack -- if wands are stacking, combine the charges. -LM- */
5648 if (o_ptr->tval == TV_WAND)
5650 o_ptr->pval = o_ptr->pval * remain / old_num;
5654 p_ptr->window |= (PW_INVEN);
5666 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."));
5670 * @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 /
5671 * Reorder items in the pack
5674 * Note special handling of the "overflow" slot
5676 void reorder_pack(void)
5686 /* Re-order the pack (forwards) */
5687 for (i = 0; i < INVEN_PACK; i++)
5689 /* Mega-Hack -- allow "proper" over-flow */
5690 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5692 o_ptr = &inventory[i];
5694 /* Skip empty slots */
5695 if (!o_ptr->k_idx) continue;
5697 /* Get the "value" of the item */
5698 o_value = object_value(o_ptr);
5700 /* Scan every occupied slot */
5701 for (j = 0; j < INVEN_PACK; j++)
5703 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5706 /* Never move down */
5707 if (j >= i) continue;
5713 /* Save a copy of the moving item */
5714 object_copy(q_ptr, &inventory[i]);
5716 /* Slide the objects */
5717 for (k = i; k > j; k--)
5719 /* Slide the item */
5720 object_copy(&inventory[k], &inventory[k-1]);
5723 /* Insert the moving item */
5724 object_copy(&inventory[j], q_ptr);
5726 p_ptr->window |= (PW_INVEN);
5729 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."));
5733 * @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 /
5734 * Hack -- display an object kind in the current window
5735 * @param k_idx ベースアイテムの参照ID
5738 * Include list of usable spells for readible books
5740 void display_koff(KIND_OBJECT_IDX k_idx)
5747 REALM_IDX use_realm;
5749 GAME_TEXT o_name[MAX_NLEN];
5752 /* Erase the window */
5753 for (y = 0; y < Term->hgt; y++)
5755 /* Erase the line */
5756 Term_erase(0, y, 255);
5763 /* Prepare the object */
5764 object_prep(q_ptr, k_idx);
5765 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5767 /* Mention the object name */
5768 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5770 /* Access the item's sval */
5772 use_realm = tval2realm(q_ptr->tval);
5774 /* Warriors are illiterate */
5775 if (p_ptr->realm1 || p_ptr->realm2)
5777 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5781 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5782 if (!is_magic(use_realm)) return;
5783 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5786 /* Display spells in readible books */
5790 SPELL_IDX spells[64];
5792 /* Extract spells */
5793 for (spell = 0; spell < 32; spell++)
5795 /* Check for this spell */
5796 if (fake_spell_flags[sval] & (1L << spell))
5798 /* Collect this spell */
5799 spells[num++] = spell;
5804 print_spells(0, spells, num, 2, 0, use_realm);
5810 * @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。
5811 * Torches have special abilities when they are flaming.
5812 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5813 * @param flgs 特別に追加するフラグを返す参照ポインタ
5816 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5818 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5820 if (o_ptr->xtra4 > 0)
5822 add_flag(flgs, TR_BRAND_FIRE);
5823 add_flag(flgs, TR_KILL_UNDEAD);
5824 add_flag(flgs, TR_THROW);
5830 * @brief 投擲時たいまつにダイスを与える。
5831 * Torches have special abilities when they are flaming.
5832 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5833 * @param dd 特別なダイス数を返す参照ポインタ
5834 * @param ds 特別なダイス面数を返す参照ポインタ
5837 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5839 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5841 if (o_ptr->xtra4 > 0)
5850 * @brief 投擲時命中したたいまつの寿命を縮める。
5851 * Torches have special abilities when they are flaming.
5852 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5855 void torch_lost_fuel(object_type *o_ptr)
5857 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5859 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5860 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;