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"
19 #include "player-status.h"
21 #include "player-move.h"
23 static void one_sustain(object_type *o_ptr);
26 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
28 * @param o_ptr 対象のオブジェクト構造体ポインタ
31 static void one_sustain(object_type *o_ptr)
33 switch (randint0(A_MAX))
35 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
36 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
37 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
38 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
39 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
40 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
45 * @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
46 * @param o_idx 削除対象のオブジェクト構造体ポインタ
49 void excise_object_idx(OBJECT_IDX o_idx)
53 OBJECT_IDX this_o_idx, next_o_idx = 0;
54 OBJECT_IDX prev_o_idx = 0;
57 j_ptr = ¤t_floor_ptr->o_list[o_idx];
59 if (j_ptr->held_m_idx)
62 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
64 /* Scan all objects in the grid */
65 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
68 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
69 next_o_idx = o_ptr->next_o_idx;
71 if (this_o_idx == o_idx)
76 /* Remove from list */
77 m_ptr->hold_o_idx = next_o_idx;
86 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
88 /* Remove from list */
89 k_ptr->next_o_idx = next_o_idx;
92 /* Forget next pointer */
93 o_ptr->next_o_idx = 0;
99 prev_o_idx = this_o_idx;
108 POSITION y = j_ptr->iy;
109 POSITION x = j_ptr->ix;
111 g_ptr = ¤t_floor_ptr->grid_array[y][x];
113 /* Scan all objects in the grid */
114 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
117 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
118 next_o_idx = o_ptr->next_o_idx;
120 if (this_o_idx == o_idx)
125 /* Remove from list */
126 g_ptr->o_idx = next_o_idx;
134 /* Previous object */
135 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
137 /* Remove from list */
138 k_ptr->next_o_idx = next_o_idx;
141 /* Forget next pointer */
142 o_ptr->next_o_idx = 0;
147 /* Save prev_o_idx */
148 prev_o_idx = this_o_idx;
154 * @brief オブジェクトを削除する /
155 * Delete a dungeon object
156 * @param o_idx 削除対象のオブジェクト構造体ポインタ
159 * Handle "stacks" of objects correctly.
161 void delete_object_idx(OBJECT_IDX o_idx)
166 excise_object_idx(o_idx);
169 j_ptr = ¤t_floor_ptr->o_list[o_idx];
172 if (!(j_ptr->held_m_idx))
190 * @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
191 * Delete a dungeon object
192 * @param y 削除したフロアマスのY座標
193 * @param x 削除したフロアマスのX座標
196 void delete_object(POSITION y, POSITION x)
199 OBJECT_IDX this_o_idx, next_o_idx = 0;
201 /* Refuse "illegal" locations */
202 if (!in_bounds(y, x)) return;
204 g_ptr = ¤t_floor_ptr->grid_array[y][x];
206 /* Scan all objects in the grid */
207 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
210 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
211 next_o_idx = o_ptr->next_o_idx;
218 /* Objects are gone */
227 * @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 /
228 * Move an object from index i1 to index i2 in the object list
229 * @param i1 整理したい配列の始点
230 * @param i2 整理したい配列の終点
233 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
240 if (i1 == i2) return;
243 for (i = 1; i < o_max; i++)
245 o_ptr = ¤t_floor_ptr->o_list[i];
247 /* Skip "dead" objects */
248 if (!o_ptr->k_idx) continue;
250 /* Repair "next" pointers */
251 if (o_ptr->next_o_idx == i1)
254 o_ptr->next_o_idx = i2;
257 o_ptr = ¤t_floor_ptr->o_list[i1];
259 if (o_ptr->held_m_idx)
263 /* Acquire monster */
264 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
267 if (m_ptr->hold_o_idx == i1)
270 m_ptr->hold_o_idx = i2;
279 /* Acquire location */
284 g_ptr = ¤t_floor_ptr->grid_array[y][x];
287 if (g_ptr->o_idx == i1)
295 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
303 * @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。 /
304 * Compact and Reorder the object list.
305 * @param size 最低でも減らしたいオブジェクト数の水準
309 * This function can be very dangerous, use with caution!\n
311 * When actually "compacting" objects, we base the saving throw on a\n
312 * combination of object level, distance from player, and current\n
315 * After "compacting" (if needed), we "reorder" the objects into a more\n
316 * compact order, and we reset the allocation info, and the "live" array.\n
318 void compact_objects(int size)
323 int cur_lev, cur_dis, chance;
329 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
330 p_ptr->redraw |= (PR_MAP);
331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
335 /* Compact at least 'size' objects */
336 for (num = 0, cnt = 1; num < size; cnt++)
338 /* Get more vicious each iteration */
341 /* Get closer each iteration */
342 cur_dis = 5 * (20 - cnt);
344 /* Examine the objects */
345 for (i = 1; i < o_max; i++)
347 o_ptr = ¤t_floor_ptr->o_list[i];
349 /* Skip dead objects */
350 if (!o_ptr->k_idx) continue;
352 /* Hack -- High level objects start out "immune" */
353 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
355 if (o_ptr->held_m_idx)
359 /* Acquire monster */
360 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
365 /* Monsters protect their objects */
366 if (randint0(100) < 90) continue;
376 /* Nearby objects start out "immune" */
377 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
382 /* Hack -- only compact artifacts in emergencies */
383 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
384 (cnt < 1000)) chance = 100;
386 /* Apply the saving throw */
387 if (randint0(100) < chance) continue;
389 delete_object_idx(i);
397 /* Excise dead objects (backwards!) */
398 for (i = o_max - 1; i >= 1; i--)
400 o_ptr = ¤t_floor_ptr->o_list[i];
402 /* Skip real objects */
403 if (o_ptr->k_idx) continue;
405 /* Move last object into open hole */
406 compact_objects_aux(o_max - 1, i);
408 /* Compress "o_max" */
415 * @brief グローバルオブジェクト配列を初期化する /
416 * Delete all the items when player leaves the level
417 * @note we do NOT visually reflect these (irrelevant) changes
419 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
420 * and the "m_ptr->next_o_idx" field for every monster, since
421 * we know we are clearing every object. Technically, we only
422 * clear those fields for grids/monsters containing objects,
423 * and we clear it once for every such object.
426 void wipe_o_list(void)
430 /* Delete the existing objects */
431 for (i = 1; i < o_max; i++)
433 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
435 /* Skip dead objects */
436 if (!o_ptr->k_idx) continue;
438 /* Mega-Hack -- preserve artifacts */
439 if (!character_dungeon || preserve_mode)
441 /* Hack -- Preserve unknown artifacts */
442 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
444 /* Mega-Hack -- Preserve the artifact */
445 a_info[o_ptr->name1].cur_num = 0;
449 if (o_ptr->held_m_idx)
452 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
454 /* Hack -- see above */
455 m_ptr->hold_o_idx = 0;
463 /* Access location */
464 POSITION y = o_ptr->iy;
465 POSITION x = o_ptr->ix;
468 g_ptr = ¤t_floor_ptr->grid_array[y][x];
470 /* Hack -- see above */
485 * @brief グローバルオブジェクト配列から空きを取得する /
486 * Acquires and returns the index of a "free" object.
487 * @return 開いているオブジェクト要素のID
489 * This routine should almost never fail, but in case it does,
490 * we must be sure to handle "failure" of this routine.
492 OBJECT_IDX o_pop(void)
496 /* Initial allocation */
497 if (o_max < current_floor_ptr->max_o_idx)
502 /* Expand object array */
508 /* Use this object */
513 /* Recycle dead objects */
514 for (i = 1; i < o_max; i++)
517 o_ptr = ¤t_floor_ptr->o_list[i];
519 /* Skip live objects */
520 if (o_ptr->k_idx) continue;
525 /* Use this object */
530 /* Warn the player (except during dungeon creation) */
531 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
538 * @brief オブジェクト生成テーブルに生成制約を加える /
539 * Apply a "object restriction function" to the "object allocation table"
541 * @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
543 static errr get_obj_num_prep(void)
548 alloc_entry *table = alloc_kind_table;
550 /* Scan the allocation table */
551 for (i = 0; i < alloc_kind_size; i++)
553 /* Accept objects which pass the restriction, if any */
554 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
556 /* Accept this object */
557 table[i].prob2 = table[i].prob1;
560 /* Do not use this object */
563 /* Decline this object */
574 * @brief オブジェクト生成テーブルからアイテムを取得する /
575 * Choose an object kind that seems "appropriate" to the given level
577 * @return 選ばれたオブジェクトベースID
579 * This function uses the "prob2" field of the "object allocation table",\n
580 * and various local information, to calculate the "prob3" field of the\n
581 * same table, which is then used to choose an "appropriate" object, in\n
582 * a relatively efficient manner.\n
584 * It is (slightly) more likely to acquire an object of the given level\n
585 * than one of a lower level. This is done by choosing several objects\n
586 * appropriate to the given level and keeping the "hardest" one.\n
588 * Note that if no objects are "appropriate", then this function will\n
589 * fail, and return zero, but this should *almost* never happen.\n
591 OBJECT_IDX get_obj_num(DEPTH level)
594 KIND_OBJECT_IDX k_idx;
597 alloc_entry *table = alloc_kind_table;
599 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
602 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
604 /* Occasional "boost" */
605 if (one_in_(GREAT_OBJ))
607 /* What a bizarre calculation */
608 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
615 /* Process probabilities */
616 for (i = 0; i < alloc_kind_size; i++)
618 /* Objects are sorted by depth */
619 if (table[i].level > level) break;
624 /* Access the index */
625 k_idx = table[i].index;
627 /* Access the actual kind */
628 k_ptr = &k_info[k_idx];
630 /* Hack -- prevent embedded chests */
631 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
634 table[i].prob3 = table[i].prob2;
637 total += table[i].prob3;
640 /* No legal objects */
641 if (total <= 0) return (0);
645 value = randint0(total);
647 /* Find the object */
648 for (i = 0; i < alloc_kind_size; i++)
650 /* Found the entry */
651 if (value < table[i].prob3) break;
654 value = value - table[i].prob3;
661 /* Try for a "better" object once (50%) or twice (10%) */
668 value = randint0(total);
670 /* Find the object */
671 for (i = 0; i < alloc_kind_size; i++)
673 /* Found the entry */
674 if (value < table[i].prob3) break;
677 value = value - table[i].prob3;
680 /* Keep the "best" one */
681 if (table[i].level < table[j].level) i = j;
684 /* Try for a "better" object twice (10%) */
691 value = randint0(total);
693 /* Find the object */
694 for (i = 0; i < alloc_kind_size; i++)
696 /* Found the entry */
697 if (value < table[i].prob3) break;
700 value = value - table[i].prob3;
703 /* Keep the "best" one */
704 if (table[i].level < table[j].level) i = j;
707 return (table[i].index);
712 * @brief オブジェクトを鑑定済にする /
713 * Known is true when the "attributes" of an object are "known".
714 * @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
716 * These include tohit, todam, toac, cost, and pval (charges).\n
718 * Note that "knowing" an object gives you everything that an "awareness"\n
719 * gives you, and much more. In fact, the player is always "aware" of any\n
720 * item of which he has full "knowledge".\n
722 * But having full knowledge of, say, one "wand of wonder", does not, by\n
723 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
724 * It happens that most "identify" routines (including "buying from a shop")\n
725 * will make the player "aware" of the object as well as fully "know" it.\n
727 * This routine also removes any inscriptions generated by "feelings".\n
729 void object_known(object_type *o_ptr)
731 /* Remove "default inscriptions" */
732 o_ptr->feeling = FEEL_NONE;
734 /* Clear the "Felt" info */
735 o_ptr->ident &= ~(IDENT_SENSE);
737 /* Clear the "Empty" info */
738 o_ptr->ident &= ~(IDENT_EMPTY);
740 /* Now we know about the item */
741 o_ptr->ident |= (IDENT_KNOWN);
745 * @brief オブジェクトを*鑑定*済にする /
746 * The player is now aware of the effects of the given object.
747 * @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
750 void object_aware(object_type *o_ptr)
752 bool mihanmei = !object_is_aware(o_ptr);
754 /* Fully aware of the effects */
755 k_info[o_ptr->k_idx].aware = TRUE;
757 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
758 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
762 GAME_TEXT o_name[MAX_NLEN];
765 object_copy(q_ptr, o_ptr);
768 object_desc(o_name, q_ptr, OD_NAME_ONLY);
770 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
775 * @brief オブジェクトを試行済にする /
776 * Something has been "sampled"
777 * @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
780 void object_tried(object_type *o_ptr)
782 /* Mark it as tried (even if "aware") */
783 k_info[o_ptr->k_idx].tried = TRUE;
787 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
788 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
789 * @return 擬似鑑定結果のIDを返す。
791 byte value_check_aux1(object_type *o_ptr)
794 if (object_is_artifact(o_ptr))
797 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
804 if (object_is_ego(o_ptr))
807 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
810 return FEEL_EXCELLENT;
814 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
817 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
819 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
821 /* Good "armor" bonus */
822 if (o_ptr->to_a > 0) return FEEL_GOOD;
824 /* Good "weapon" bonus */
825 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
827 /* Default to "average" */
832 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
833 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
834 * @return 擬似鑑定結果のIDを返す。
836 byte value_check_aux2(object_type *o_ptr)
838 /* Cursed items (all of them) */
839 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
841 /* Broken items (all of them) */
842 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
844 /* Artifacts -- except cursed/broken ones */
845 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
847 /* Ego-Items -- except cursed/broken ones */
848 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
850 /* Good armor bonus */
851 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
853 /* Good weapon bonuses */
854 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
861 * @brief 未鑑定なベースアイテムの基本価格を返す /
862 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
863 * @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
864 * @return オブジェクトの未鑑定価格
866 static PRICE object_value_base(object_type *o_ptr)
868 /* Aware item -- use template cost */
869 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
871 /* Analyze the type */
876 case TV_FOOD: return (5L);
878 /* Un-aware Potions */
879 case TV_POTION: return (20L);
881 /* Un-aware Scrolls */
882 case TV_SCROLL: return (20L);
884 /* Un-aware Staffs */
885 case TV_STAFF: return (70L);
888 case TV_WAND: return (50L);
891 case TV_ROD: return (90L);
894 case TV_RING: return (45L);
896 /* Un-aware Amulets */
897 case TV_AMULET: return (45L);
899 /* Figurines, relative to monster level */
902 DEPTH level = r_info[o_ptr->pval].level;
903 if (level < 20) return level*50L;
904 else if (level < 30) return 1000+(level-20)*150L;
905 else if (level < 40) return 2500+(level-30)*350L;
906 else if (level < 50) return 6000+(level-40)*800L;
907 else return 14000+(level-50)*2000L;
911 if (!o_ptr->pval) return 1000L;
912 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
915 /* Paranoia -- Oops */
921 * @brief オブジェクトのフラグ類から価格を算出する /
922 * Return the value of the flags the object has...
923 * @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
924 * @param plusses フラグに与える価格の基本重み
925 * @return オブジェクトのフラグ価格
927 PRICE flag_cost(object_type *o_ptr, int plusses)
930 BIT_FLAGS flgs[TR_FLAG_SIZE];
934 object_kind *k_ptr = &k_info[o_ptr->k_idx];
936 object_flags(o_ptr, flgs);
939 * Exclude fixed flags of the base item.
940 * pval bonuses of base item will be treated later.
942 for (i = 0; i < TR_FLAG_SIZE; i++)
943 flgs[i] &= ~(k_ptr->flags[i]);
945 /* Exclude fixed flags of the fixed artifact. */
946 if (object_is_fixed_artifact(o_ptr))
948 artifact_type *a_ptr = &a_info[o_ptr->name1];
950 for (i = 0; i < TR_FLAG_SIZE; i++)
951 flgs[i] &= ~(a_ptr->flags[i]);
954 /* Exclude fixed flags of the ego-item. */
955 else if (object_is_ego(o_ptr))
957 ego_item_type *e_ptr = &e_info[o_ptr->name2];
959 for (i = 0; i < TR_FLAG_SIZE; i++)
960 flgs[i] &= ~(e_ptr->flags[i]);
965 * Calucurate values of remaining flags
967 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
968 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
969 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
970 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
971 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
972 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
973 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
974 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
975 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
976 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
977 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
978 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
979 total += (10000 + (2500 * plusses));
980 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
981 total += (10000 + (2500 * plusses));
985 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
986 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
987 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
988 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
989 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
990 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
991 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
992 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
993 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
994 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
995 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
996 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
997 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
998 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
999 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
1000 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1001 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1002 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1003 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1004 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1005 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1007 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1008 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1009 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1010 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1011 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1012 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1013 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1014 total += (tmp_cost * count);
1016 if (have_flag(flgs, TR_SUST_STR)) total += 850;
1017 if (have_flag(flgs, TR_SUST_INT)) total += 850;
1018 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1019 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1020 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1021 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1022 if (have_flag(flgs, TR_RIDING)) total += 0;
1023 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1024 if (have_flag(flgs, TR_THROW)) total += 5000;
1025 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1026 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1030 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1031 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1032 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1033 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1034 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1035 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1036 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1037 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1038 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1039 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1040 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1041 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1042 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1043 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1044 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1045 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1046 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1047 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1048 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1049 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1050 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1051 total += (tmp_cost * count);
1053 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1054 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1055 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1056 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1057 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1058 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1059 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1060 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1061 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1062 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1063 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1064 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1065 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1066 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1067 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1068 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1069 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1070 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1071 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1072 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1073 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1074 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1075 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1076 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1077 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1078 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1079 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1080 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1081 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1082 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1083 if (have_flag(flgs, TR_REGEN)) total += 2500;
1084 if (have_flag(flgs, TR_WARNING)) total += 2000;
1085 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1086 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1087 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1088 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1089 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1090 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1091 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1092 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1093 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1094 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1095 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1096 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1097 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1098 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1099 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1100 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1101 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1102 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1103 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1104 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1105 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1106 if (have_flag(flgs, TR_TELEPORT))
1108 if (object_is_cursed(o_ptr))
1113 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1114 if (have_flag(flgs, TR_BLESSED)) total += 750;
1115 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1116 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1117 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1118 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1119 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1121 /* Also, give some extra for activatable powers... */
1122 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1124 const activation_type* const act_ptr = find_activation_info(o_ptr);
1126 total += act_ptr->value;
1135 * @brief オブジェクトの真の価格を算出する /
1136 * Return the value of the flags the object has...
1137 * @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
1138 * @return オブジェクトの本価格
1140 * Return the "real" price of a "known" item, not including discounts\n
1142 * Wand and staffs get cost for each charge\n
1144 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1146 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1148 * Missiles are only worth 5 gold per bonus point, since they\n
1149 * usually appear in groups of 20, and we want the player to get\n
1150 * the same amount of cash for any "equivalent" item. Note that\n
1151 * missiles never have any of the "pval" flags, and in fact, they\n
1152 * only have a few of the available flags, primarily of the "slay"\n
1153 * and "brand" and "ignore" variety.\n
1155 * Armor with a negative armor bonus is worthless.\n
1156 * Weapons with negative hit+damage bonuses are worthless.\n
1158 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1160 PRICE object_value_real(object_type *o_ptr)
1163 BIT_FLAGS flgs[TR_FLAG_SIZE];
1164 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1167 /* Hack -- "worthless" items */
1168 if (!k_info[o_ptr->k_idx].cost) return (0L);
1171 value = k_info[o_ptr->k_idx].cost;
1173 /* Extract some flags */
1174 object_flags(o_ptr, flgs);
1177 if (object_is_fixed_artifact(o_ptr))
1179 artifact_type *a_ptr = &a_info[o_ptr->name1];
1181 /* Hack -- "worthless" artifacts */
1182 if (!a_ptr->cost) return (0L);
1184 /* Hack -- Use the artifact cost instead */
1185 value = a_ptr->cost;
1186 value += flag_cost(o_ptr, o_ptr->pval);
1188 /* Don't add pval bonuses etc. */
1193 else if (object_is_ego(o_ptr))
1195 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1197 /* Hack -- "worthless" ego-items */
1198 if (!e_ptr->cost) return (0L);
1200 /* Hack -- Reward the ego-item with a bonus */
1201 value += e_ptr->cost;
1202 value += flag_cost(o_ptr, o_ptr->pval);
1210 for (i = 0; i < TR_FLAG_SIZE; i++)
1211 if (o_ptr->art_flags[i]) flag = TRUE;
1213 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1216 /* Analyze pval bonus for normal object */
1217 switch (o_ptr->tval)
1240 if (!o_ptr->pval) break;
1242 /* Hack -- Negative "pval" is always bad */
1243 if (o_ptr->pval < 0) return (0L);
1245 /* Give credit for stat bonuses */
1246 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1247 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1248 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1249 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1250 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1251 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1253 /* Give credit for stealth and searching */
1254 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1255 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1256 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1258 /* Give credit for infra-vision and tunneling */
1259 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1260 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1262 /* Give credit for extra attacks */
1263 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1265 /* Give credit for speed bonus */
1266 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1272 /* Analyze the item */
1273 switch (o_ptr->tval)
1278 /* Pay extra for charges, depending on standard number of
1279 * charges. Handle new-style wands correctly. -LM-
1281 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1287 /* Pay extra for charges, depending on standard number of
1290 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1299 /* Hack -- negative bonuses are bad */
1300 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1302 /* Give credit for bonuses */
1303 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1319 /* Hack -- negative armor bonus */
1320 if (o_ptr->to_a < 0) return (0L);
1322 /* Give credit for bonuses */
1323 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1335 /* Hack -- negative hit/damage bonuses */
1336 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1338 /* Factor in the bonuses */
1339 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1341 /* Hack -- Factor in extra damage dice and sides */
1342 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1343 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1353 /* Hack -- negative hit/damage bonuses */
1354 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1356 /* Factor in the bonuses */
1357 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1359 /* Hack -- Factor in extra damage dice and sides */
1360 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1361 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1366 /* Figurines, relative to monster level */
1369 DEPTH level = r_info[o_ptr->pval].level;
1370 if (level < 20) value = level*50L;
1371 else if (level < 30) value = 1000+(level-20)*150L;
1372 else if (level < 40) value = 2500+(level-30)*350L;
1373 else if (level < 50) value = 6000+(level-40)*800L;
1374 else value = 14000+(level-50)*2000L;
1380 if (!o_ptr->pval) value = 1000L;
1381 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1387 if (!o_ptr->pval) value = 0L;
1392 /* Worthless object */
1393 if (value < 0) return 0L;
1395 /* Return the value */
1401 * @brief オブジェクト価格算出のメインルーチン /
1402 * Return the price of an item including plusses (and charges)
1403 * @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
1404 * @return オブジェクトの判明している現価格
1406 * This function returns the "value" of the given item (qty one)\n
1408 * Never notice "unknown" bonuses or properties, including "curses",\n
1409 * since that would give the player information he did not have.\n
1411 * Note that discounted items stay discounted forever, even if\n
1412 * the discount is "forgotten" by the player via memory loss.\n
1414 PRICE object_value(object_type *o_ptr)
1418 /* Unknown items -- acquire a base value */
1419 if (object_is_known(o_ptr))
1421 /* Broken items -- worthless */
1422 if (object_is_broken(o_ptr)) return (0L);
1424 /* Cursed items -- worthless */
1425 if (object_is_cursed(o_ptr)) return (0L);
1427 /* Real value (see above) */
1428 value = object_value_real(o_ptr);
1431 /* Known items -- acquire the actual value */
1434 /* Hack -- Felt broken items */
1435 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1437 /* Hack -- Felt cursed items */
1438 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1440 /* Base value (see above) */
1441 value = object_value_base(o_ptr);
1444 /* Apply discount (if any) */
1445 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1447 /* Return the final value */
1454 * @brief 破壊可能なアイテムかを返す /
1455 * Determines whether an object can be destroyed, and makes fake inscription.
1456 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1457 * @return オブジェクトが破壊可能ならばTRUEを返す
1459 bool can_player_destroy_object(object_type *o_ptr)
1461 /* Artifacts cannot be destroyed */
1462 if (!object_is_artifact(o_ptr)) return TRUE;
1464 /* If object is unidentified, makes fake inscription */
1465 if (!object_is_known(o_ptr))
1467 byte feel = FEEL_SPECIAL;
1469 /* Hack -- Handle icky artifacts */
1470 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1472 /* Hack -- inscribe the artifact */
1473 o_ptr->feeling = feel;
1475 /* We have "felt" it (again) */
1476 o_ptr->ident |= (IDENT_SENSE);
1477 p_ptr->update |= (PU_COMBINE);
1478 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1483 /* Identified artifact -- Nothing to do */
1489 * @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 /
1490 * Distribute charges of rods or wands.
1491 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1492 * @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
1493 * @param amt 分割したい回数量 number of items that are transfered
1496 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1497 * charges need to be allocated between the two stacks. If all the items\n
1498 * are being dropped, it makes for a neater message to leave the original\n
1499 * stack's pval alone. -LM-\n
1501 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1503 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1505 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1506 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1508 /* Hack -- Rods also need to have their timeouts distributed. The
1509 * dropped stack will accept all time remaining to charge up to its
1512 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1514 if (q_ptr->pval > o_ptr->timeout)
1515 q_ptr->timeout = o_ptr->timeout;
1517 q_ptr->timeout = q_ptr->pval;
1519 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1525 * @brief 魔法棒やロッドの使用回数を減らす /
1526 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1527 * @param amt 減らしたい回数量 number of items that are transfered
1530 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1531 * charges of the stack needs to be reduced, unless all the items are\n
1532 * being destroyed. -LM-\n
1534 void reduce_charges(object_type *o_ptr, int amt)
1536 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1537 (amt < o_ptr->number))
1539 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1544 * Determine if an item can "absorb" a second item
1546 * See "object_absorb()" for the actual "absorption" code.
1548 * If permitted, we allow staffs (if they are known to have equal charges
1549 * and both are either known or confirmed empty) and wands (if both are
1550 * either known or confirmed empty) and rods (in all cases) to combine.
1551 * Staffs will unstack (if necessary) when they are used, but wands and
1552 * rods will only unstack if one is dropped. -LM-
1554 * If permitted, we allow weapons/armor to stack, if fully "known".
1556 * Missiles will combine if both stacks have the same "known" status.
1557 * This is done to make unidentified stacks of missiles useful.
1559 * Food, potions, scrolls, and "easy know" items always stack.
1561 * Chests, and activatable items, never stack (for various reasons).
1565 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1567 #define MAX_STACK_SIZE 99
1571 * @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。
1572 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1573 * @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
1574 * @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
1575 * @return 重ね合わせ可能なアイテム数
1577 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1581 /* Default maximum number of stack */
1582 int max_num = MAX_STACK_SIZE;
1584 /* Require identical object types */
1585 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1588 /* Analyze the items */
1589 switch (o_ptr->tval)
1591 /* Chests and Statues*/
1602 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1603 if (o_ptr->pval != j_ptr->pval) return 0;
1607 /* Figurines and Corpses*/
1612 if (o_ptr->pval != j_ptr->pval) return 0;
1618 /* Food and Potions and Scrolls */
1630 /* Require either knowledge or known empty for both staffs. */
1631 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1632 !object_is_known(o_ptr)) ||
1633 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1634 !object_is_known(j_ptr))) return 0;
1636 /* Require identical charges, since staffs are bulky. */
1637 if (o_ptr->pval != j_ptr->pval) return 0;
1646 /* Require either knowledge or known empty for both wands. */
1647 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1648 !object_is_known(o_ptr)) ||
1649 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1650 !object_is_known(j_ptr))) return 0;
1652 /* Wand charges combine in O&ZAngband. */
1658 /* Staffs and Wands and Rods */
1661 /* Prevent overflaw of timeout */
1662 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1668 /* Weapons and Armor */
1684 /* Rings, Amulets, Lites */
1690 /* Require full knowledge of both items */
1691 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1701 /* Require identical knowledge of both items */
1702 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1703 if (o_ptr->feeling != j_ptr->feeling) return 0;
1705 /* Require identical "bonuses" */
1706 if (o_ptr->to_h != j_ptr->to_h) return 0;
1707 if (o_ptr->to_d != j_ptr->to_d) return 0;
1708 if (o_ptr->to_a != j_ptr->to_a) return 0;
1710 /* Require identical "pval" code */
1711 if (o_ptr->pval != j_ptr->pval) return 0;
1713 /* Artifacts never stack */
1714 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1716 /* Require identical "ego-item" names */
1717 if (o_ptr->name2 != j_ptr->name2) return 0;
1719 /* Require identical added essence */
1720 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1721 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1723 /* Hack -- Never stack "powerful" items */
1724 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1726 /* Hack -- Never stack recharging items */
1727 if (o_ptr->timeout || j_ptr->timeout) return 0;
1729 /* Require identical "values" */
1730 if (o_ptr->ac != j_ptr->ac) return 0;
1731 if (o_ptr->dd != j_ptr->dd) return 0;
1732 if (o_ptr->ds != j_ptr->ds) return 0;
1741 /* Require knowledge */
1742 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1750 /* Hack -- Identical art_flags! */
1751 for (i = 0; i < TR_FLAG_SIZE; i++)
1752 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1754 /* Hack -- Require identical "cursed" status */
1755 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1757 /* Hack -- Require identical "broken" status */
1758 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1761 /* Hack -- require semi-matching "inscriptions" */
1762 if (o_ptr->inscription && j_ptr->inscription &&
1763 (o_ptr->inscription != j_ptr->inscription))
1766 /* Hack -- normally require matching "inscriptions" */
1767 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1769 /* Hack -- normally require matching "discounts" */
1770 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1773 /* They match, so they must be similar */
1778 * @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。
1779 * Determine if an item can absorb a second item.
1780 * @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
1781 * @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
1782 * @return 重ね合わせ可能ならばTRUEを返す。
1784 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1786 int total = o_ptr->number + j_ptr->number;
1789 /* Are these objects similar? */
1790 max_num = object_similar_part(o_ptr, j_ptr);
1792 /* Return if not similar */
1793 if (!max_num) return FALSE;
1795 /* Maximal "stacking" limit */
1796 if (total > max_num) return (0);
1799 /* They match, so they must be similar */
1805 * @brief 両オブジェクトをスロットに重ね合わせる。
1806 * Allow one item to "absorb" another, assuming they are similar
1807 * @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
1808 * @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
1811 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1813 int max_num = object_similar_part(o_ptr, j_ptr);
1814 int total = o_ptr->number + j_ptr->number;
1815 int diff = (total > max_num) ? total - max_num : 0;
1817 /* Combine quantity, lose excess items */
1818 o_ptr->number = (total > max_num) ? max_num : total;
1820 /* Hack -- blend "known" status */
1821 if (object_is_known(j_ptr)) object_known(o_ptr);
1823 /* Hack -- clear "storebought" if only one has it */
1824 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1825 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1827 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1828 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1831 /* Hack -- blend "mental" status */
1832 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1834 /* Hack -- blend "inscriptions" */
1835 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1837 /* Hack -- blend "feelings" */
1838 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1840 /* Hack -- could average discounts */
1841 /* Hack -- save largest discount */
1842 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1844 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1845 if (o_ptr->tval == TV_ROD)
1847 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1848 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1851 /* Hack -- if wands are stacking, combine the charges. -LM- */
1852 if (o_ptr->tval == TV_WAND)
1854 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1860 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1861 * Find the index of the object_kind with the given tval and sval
1862 * @param tval 検索したいベースアイテムのtval
1863 * @param sval 検索したいベースアイテムのsval
1866 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1870 KIND_OBJECT_IDX bk = 0;
1873 for (k = 1; k < max_k_idx; k++)
1875 object_kind *k_ptr = &k_info[k];
1877 /* Require correct tval */
1878 if (k_ptr->tval != tval) continue;
1881 if (k_ptr->sval == sval) return (k);
1883 /* Ignore illegal items */
1884 if (sval != SV_ANY) continue;
1886 /* Apply the randomizer */
1887 if (!one_in_(++num)) continue;
1889 /* Use this value */
1893 /* Return this choice */
1900 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1909 * @brief オブジェクトを初期化する
1910 * Wipe an object clean.
1911 * @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
1914 void object_wipe(object_type *o_ptr)
1916 /* Wipe the structure */
1917 (void)WIPE(o_ptr, object_type);
1922 * @brief オブジェクトを複製する
1923 * Wipe an object clean.
1924 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1925 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1928 void object_copy(object_type *o_ptr, object_type *j_ptr)
1930 /* Copy the structure */
1931 (void)COPY(o_ptr, j_ptr, object_type);
1936 * @brief オブジェクト構造体にベースアイテムを作成する
1937 * Prepare an object based on an object kind.
1938 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1939 * @param k_idx 新たに作成したいベースアイテム情報のID
1942 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1944 object_kind *k_ptr = &k_info[k_idx];
1946 /* Clear the record */
1949 /* Save the kind index */
1950 o_ptr->k_idx = k_idx;
1952 /* Efficiency -- tval/sval */
1953 o_ptr->tval = k_ptr->tval;
1954 o_ptr->sval = k_ptr->sval;
1956 /* Default "pval" */
1957 o_ptr->pval = k_ptr->pval;
1959 /* Default number */
1962 /* Default weight */
1963 o_ptr->weight = k_ptr->weight;
1966 o_ptr->to_h = k_ptr->to_h;
1967 o_ptr->to_d = k_ptr->to_d;
1968 o_ptr->to_a = k_ptr->to_a;
1971 o_ptr->ac = k_ptr->ac;
1972 o_ptr->dd = k_ptr->dd;
1973 o_ptr->ds = k_ptr->ds;
1975 /* Default activation */
1976 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1978 /* Hack -- worthless items are always "broken" */
1979 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1981 /* Hack -- cursed items are always "cursed" */
1982 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1983 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1984 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1985 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1986 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1987 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1992 * @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
1993 * @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
1996 static void object_mention(object_type *o_ptr)
1998 GAME_TEXT o_name[MAX_NLEN];
2000 object_aware(o_ptr);
2001 object_known(o_ptr);
2003 /* Mark the item as fully known */
2004 o_ptr->ident |= (IDENT_MENTAL);
2005 object_desc(o_name, o_ptr, 0);
2006 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2011 * @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
2012 * Choose random ego type
2013 * @param slot 取得したいエゴの装備部位
2014 * @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。
2015 * @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。
2017 static byte get_random_ego(byte slot, bool good)
2020 ego_item_type *e_ptr;
2024 for (i = 1; i < max_e_idx; i++)
2028 if (e_ptr->slot == slot
2029 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2032 total += (255 / e_ptr->rarity);
2036 value = randint1(total);
2038 for (i = 1; i < max_e_idx; i++)
2042 if (e_ptr->slot == slot
2043 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2046 value -= (255 / e_ptr->rarity);
2047 if (value <= 0L) break;
2055 * @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
2056 * Apply magic to an item known to be a "weapon"
2057 * @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
2058 * @param level 生成基準階
2059 * @param power 生成ランク
2062 * Hack -- note special base damage dice boosting\n
2063 * Hack -- note special processing for weapon/digger\n
2065 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2067 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2068 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2070 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2071 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2073 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2075 tohit2 = (tohit2+1)/2;
2076 todam2 = (todam2+1)/2;
2083 o_ptr->to_h += tohit1;
2084 o_ptr->to_d += todam1;
2090 o_ptr->to_h += tohit2;
2091 o_ptr->to_d += todam2;
2099 o_ptr->to_h -= tohit1;
2100 o_ptr->to_d -= todam1;
2105 /* Penalize again */
2106 o_ptr->to_h -= tohit2;
2107 o_ptr->to_d -= todam2;
2110 /* Cursed (if "bad") */
2111 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2114 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2116 switch (o_ptr->tval)
2123 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2124 create_artifact(o_ptr, FALSE);
2126 /* Special Ego-item */
2127 o_ptr->name2 = EGO_DIGGING;
2131 else if (power < -1)
2133 /* Hack -- Horrible digging bonus */
2134 o_ptr->pval = 0 - (5 + randint1(5));
2140 /* Hack -- Reverse digging bonus */
2141 o_ptr->pval = 0 - (o_ptr->pval);
2155 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2157 create_artifact(o_ptr, FALSE);
2162 /* Roll for an ego-item */
2163 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2164 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2166 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2168 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2173 switch (o_ptr->name2)
2176 if (one_in_(4) && (level > 40))
2177 add_flag(o_ptr->art_flags, TR_BLOWS);
2181 add_flag(o_ptr->art_flags, TR_RES_POIS);
2183 add_flag(o_ptr->art_flags, TR_WARNING);
2185 case EGO_KILL_DRAGON:
2187 add_flag(o_ptr->art_flags, TR_RES_POIS);
2191 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2193 case EGO_SLAYING_WEAPON:
2194 if (one_in_(3)) /* double damage */
2202 while (one_in_(o_ptr->dd));
2208 while (one_in_(o_ptr->ds));
2213 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2215 if (o_ptr->tval == TV_SWORD && one_in_(3))
2217 add_flag(o_ptr->art_flags, TR_VORPAL);
2222 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2228 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2230 add_flag(o_ptr->art_flags, TR_DEX);
2232 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2235 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2237 case EGO_EARTHQUAKES:
2238 if (one_in_(3) && (level > 60))
2239 add_flag(o_ptr->art_flags, TR_BLOWS);
2241 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2245 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2249 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2251 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2253 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2254 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2257 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2258 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2259 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2260 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2264 if (!o_ptr->art_name)
2266 /* Hack -- Super-charge the damage dice */
2267 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2269 /* Hack -- Lower the damage dice */
2270 if (o_ptr->dd > 9) o_ptr->dd = 9;
2275 else if (power < -1)
2277 /* Roll for ego-item */
2278 if (randint0(MAX_DEPTH) < level)
2282 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2283 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2289 switch (o_ptr->name2)
2292 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2293 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2295 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2296 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2297 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2298 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2299 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2300 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2314 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2316 create_artifact(o_ptr, FALSE);
2319 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2333 if (power > 2) /* power > 2 is debug only */
2335 create_artifact(o_ptr, FALSE);
2339 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2341 switch (o_ptr->name2)
2343 case EGO_SLAYING_BOLT:
2348 /* Hack -- super-charge the damage dice */
2349 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2351 /* Hack -- restrict the damage dice */
2352 if (o_ptr->dd > 9) o_ptr->dd = 9;
2356 else if (power < -1)
2358 /* Roll for ego-item */
2359 if (randint0(MAX_DEPTH) < level)
2361 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2371 * @brief ドラゴン装備にランダムな耐性を与える
2372 * @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
2375 static void dragon_resist(object_type * o_ptr)
2380 one_dragon_ele_resistance(o_ptr);
2382 one_high_resistance(o_ptr);
2388 * @brief オブジェクトにランダムな強いESPを与える
2389 * @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
2392 static bool add_esp_strong(object_type *o_ptr)
2394 bool nonliv = FALSE;
2396 switch (randint1(3))
2398 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2399 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2400 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2407 * @brief オブジェクトにランダムな弱いESPを与える
2408 * @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
2409 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2412 static void add_esp_weak(object_type *o_ptr, bool extra)
2415 u32b weak_esp_list[] = {
2427 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2428 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2430 /* Add unduplicated weak esp flags randomly */
2431 for (i = 0; i < add_count; ++ i)
2433 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2435 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2436 weak_esp_list[choice] = weak_esp_list[i];
2442 * @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
2443 * Apply magic to an item known to be "armor"
2444 * @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
2445 * @param level 生成基準階
2446 * @param power 生成ランク
2449 * Hack -- note special processing for crown/helm\n
2450 * Hack -- note special processing for robe of permanence\n
2452 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2454 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2455 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2461 o_ptr->to_a += toac1;
2467 o_ptr->to_a += toac2;
2475 o_ptr->to_a -= toac1;
2480 /* Penalize again */
2481 o_ptr->to_a -= toac2;
2484 /* Cursed (if "bad") */
2485 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2488 switch (o_ptr->tval)
2492 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2493 create_artifact(o_ptr, FALSE);
2503 /* Hack -- Try for "Robes of the Magi" */
2504 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2505 (o_ptr->sval == SV_ROBE) &&
2506 (randint0(100) < 15))
2510 o_ptr->name2 = EGO_YOIYAMI;
2511 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2512 o_ptr->sval = SV_YOIYAMI_ROBE;
2518 o_ptr->name2 = EGO_PERMANENCE;
2523 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2525 create_artifact(o_ptr, FALSE);
2531 bool okay_flag = TRUE;
2533 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2535 switch (o_ptr->name2)
2538 if (o_ptr->tval != TV_HARD_ARMOR)
2544 if (o_ptr->tval != TV_SOFT_ARMOR)
2553 if (okay_flag) break;
2555 switch (o_ptr->name2)
2557 case EGO_RESISTANCE:
2559 add_flag(o_ptr->art_flags, TR_RES_POIS);
2562 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2563 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2567 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2569 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2571 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2572 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2574 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2575 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2576 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2577 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2578 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2579 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2580 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2581 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2584 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2585 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2586 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2587 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2588 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2589 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2602 if (o_ptr->sval == SV_DRAGON_SHIELD)
2604 dragon_resist(o_ptr);
2605 if (!one_in_(3)) break;
2611 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2613 create_artifact(o_ptr, FALSE);
2619 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2620 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2621 && o_ptr->name2 == EGO_S_DWARVEN)
2628 switch (o_ptr->name2)
2631 if (!one_in_(3)) one_high_resistance(o_ptr);
2632 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2634 case EGO_REFLECTION:
2635 if (o_ptr->sval == SV_MIRROR_SHIELD)
2640 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2641 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2650 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2652 dragon_resist(o_ptr);
2653 if (!one_in_(3)) break;
2657 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2659 create_artifact(o_ptr, FALSE);
2662 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2666 else if (power < -1)
2668 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2676 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2678 dragon_resist(o_ptr);
2679 if (!one_in_(3)) break;
2684 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2686 create_artifact(o_ptr, FALSE);
2689 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2691 switch (o_ptr->name2)
2693 case EGO_SLOW_DESCENT:
2696 one_high_resistance(o_ptr);
2702 else if (power < -1)
2704 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2715 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2717 create_artifact(o_ptr, FALSE);
2722 bool ok_flag = TRUE;
2723 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2725 switch (o_ptr->name2)
2728 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2729 else add_esp_weak(o_ptr, FALSE);
2733 case EGO_REGENERATION:
2734 case EGO_LORDLINESS:
2740 if (one_in_(2)) add_esp_strong(o_ptr);
2741 else add_esp_weak(o_ptr, FALSE);
2744 default:/* not existing crown (wisdom,lite, etc...) */
2748 break; /* while (1) */
2754 else if (power < -1)
2758 bool ok_flag = TRUE;
2759 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2761 switch (o_ptr->name2)
2763 case EGO_ANCIENT_CURSE:
2764 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2765 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2766 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2767 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2768 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2769 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2773 break; /* while (1) */
2782 if (o_ptr->sval == SV_DRAGON_HELM)
2784 dragon_resist(o_ptr);
2785 if (!one_in_(3)) break;
2791 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2793 create_artifact(o_ptr, FALSE);
2798 bool ok_flag = TRUE;
2799 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2801 switch (o_ptr->name2)
2803 case EGO_BRILLIANCE:
2805 case EGO_INFRAVISION:
2806 case EGO_H_PROTECTION:
2811 if (one_in_(2)) add_esp_strong(o_ptr);
2812 else add_esp_weak(o_ptr, FALSE);
2816 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2817 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2820 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2822 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2824 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2825 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2827 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2828 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2829 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2830 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2831 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2832 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2833 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2834 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2836 default:/* not existing helm (Magi, Might, etc...)*/
2840 break; /* while (1) */
2845 else if (power < -1)
2849 bool ok_flag = TRUE;
2850 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2852 switch (o_ptr->name2)
2854 case EGO_ANCIENT_CURSE:
2858 break; /* while (1) */
2869 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2871 create_artifact(o_ptr, FALSE);
2874 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2876 switch (o_ptr->name2)
2885 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2886 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2887 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2888 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2895 else if (power < -1)
2897 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2908 * @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
2909 * Apply magic to an item known to be a "ring" or "amulet"
2910 * @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
2911 * @param level 生成基準階
2912 * @param power 生成ランク
2915 * Hack -- note special "pval boost" code for ring of speed\n
2916 * Hack -- note that some items must be cursed (or blessed)\n
2918 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2920 /* Apply magic (good or bad) according to type */
2921 switch (o_ptr->tval)
2926 switch (o_ptr->sval)
2928 case SV_RING_ATTACKS:
2931 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2932 if (one_in_(15)) o_ptr->pval++;
2933 if (o_ptr->pval < 1) o_ptr->pval = 1;
2939 o_ptr->ident |= (IDENT_BROKEN);
2942 o_ptr->curse_flags |= TRC_CURSED;
2945 o_ptr->pval = 0 - (o_ptr->pval);
2956 /* Strength, Constitution, Dexterity, Intelligence */
2962 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2968 o_ptr->ident |= (IDENT_BROKEN);
2971 o_ptr->curse_flags |= TRC_CURSED;
2974 o_ptr->pval = 0 - (o_ptr->pval);
2980 /* Ring of Speed! */
2983 /* Base speed (1 to 10) */
2984 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2986 /* Super-charge the ring */
2987 while (randint0(100) < 50) o_ptr->pval++;
2993 o_ptr->ident |= (IDENT_BROKEN);
2996 o_ptr->curse_flags |= TRC_CURSED;
2999 o_ptr->pval = 0 - (o_ptr->pval);
3007 case SV_RING_LORDLY:
3011 one_lordly_high_resistance(o_ptr);
3015 /* Bonus to armor class */
3016 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3020 case SV_RING_WARNING:
3022 if (one_in_(3)) one_low_esp(o_ptr);
3027 case SV_RING_SEARCHING:
3029 /* Bonus to searching */
3030 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3036 o_ptr->ident |= (IDENT_BROKEN);
3039 o_ptr->curse_flags |= TRC_CURSED;
3042 o_ptr->pval = 0 - (o_ptr->pval);
3048 /* Flames, Acid, Ice */
3049 case SV_RING_FLAMES:
3054 /* Bonus to armor class */
3055 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3059 /* Weakness, Stupidity */
3060 case SV_RING_WEAKNESS:
3061 case SV_RING_STUPIDITY:
3064 o_ptr->ident |= (IDENT_BROKEN);
3067 o_ptr->curse_flags |= TRC_CURSED;
3070 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3071 if (power > 0) power = 0 - power;
3076 /* WOE, Stupidity */
3080 o_ptr->ident |= (IDENT_BROKEN);
3083 o_ptr->curse_flags |= TRC_CURSED;
3086 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
3087 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3088 if (power > 0) power = 0 - power;
3093 /* Ring of damage */
3094 case SV_RING_DAMAGE:
3096 /* Bonus to damage */
3097 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3103 o_ptr->ident |= (IDENT_BROKEN);
3106 o_ptr->curse_flags |= TRC_CURSED;
3109 o_ptr->to_d = 0 - o_ptr->to_d;
3115 /* Ring of Accuracy */
3116 case SV_RING_ACCURACY:
3119 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3125 o_ptr->ident |= (IDENT_BROKEN);
3128 o_ptr->curse_flags |= TRC_CURSED;
3131 o_ptr->to_h = 0 - o_ptr->to_h;
3137 /* Ring of Protection */
3138 case SV_RING_PROTECTION:
3140 /* Bonus to armor class */
3141 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3147 o_ptr->ident |= (IDENT_BROKEN);
3150 o_ptr->curse_flags |= TRC_CURSED;
3153 o_ptr->to_a = 0 - o_ptr->to_a;
3159 /* Ring of Slaying */
3160 case SV_RING_SLAYING:
3162 /* Bonus to damage and to hit */
3163 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3164 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3170 o_ptr->ident |= (IDENT_BROKEN);
3173 o_ptr->curse_flags |= TRC_CURSED;
3175 /* Reverse bonuses */
3176 o_ptr->to_h = 0 - o_ptr->to_h;
3177 o_ptr->to_d = 0 - o_ptr->to_d;
3183 case SV_RING_MUSCLE:
3185 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3186 if (one_in_(4)) o_ptr->pval++;
3192 o_ptr->ident |= (IDENT_BROKEN);
3195 o_ptr->curse_flags |= TRC_CURSED;
3197 /* Reverse bonuses */
3198 o_ptr->pval = 0 - o_ptr->pval;
3203 case SV_RING_AGGRAVATION:
3206 o_ptr->ident |= (IDENT_BROKEN);
3209 o_ptr->curse_flags |= TRC_CURSED;
3211 if (power > 0) power = 0 - power;
3215 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3216 || (power > 2)) /* power > 2 is debug only */
3218 o_ptr->pval = MIN(o_ptr->pval, 4);
3219 /* Randart amulet */
3220 create_artifact(o_ptr, FALSE);
3222 else if ((power == 2) && one_in_(2))
3224 while(!o_ptr->name2)
3226 int tmp = m_bonus(10, level);
3227 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3228 switch(randint1(28))
3231 o_ptr->name2 = EGO_RING_THROW;
3234 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3235 o_ptr->name2 = EGO_RING_REGEN;
3238 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3239 o_ptr->name2 = EGO_RING_LITE;
3242 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3243 o_ptr->name2 = EGO_RING_TELEPORT;
3246 if (o_ptr->to_h) break;
3247 o_ptr->name2 = EGO_RING_TO_H;
3250 if (o_ptr->to_d) break;
3251 o_ptr->name2 = EGO_RING_TO_D;
3254 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3255 o_ptr->name2 = EGO_RING_SLAY;
3258 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3259 o_ptr->name2 = EGO_RING_WIZARD;
3262 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3263 o_ptr->name2 = EGO_RING_HERO;
3266 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3267 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3268 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3269 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3272 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3273 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;
3274 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3275 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3276 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3279 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3280 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;
3281 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3282 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3283 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3286 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3287 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;
3288 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3289 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3292 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3293 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;
3294 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3295 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3297 case 21: case 22: case 23: case 24: case 25: case 26:
3298 switch (o_ptr->sval)
3301 if (!one_in_(3)) break;
3302 o_ptr->name2 = EGO_RING_D_SPEED;
3304 case SV_RING_DAMAGE:
3305 case SV_RING_ACCURACY:
3306 case SV_RING_SLAYING:
3307 if (one_in_(2)) break;
3308 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3311 o_ptr->name2 = EGO_RING_BERSERKER;
3312 o_ptr->to_h -= 2+randint1(4);
3313 o_ptr->to_d += 2+randint1(4);
3316 case SV_RING_PROTECTION:
3317 o_ptr->name2 = EGO_RING_SUPER_AC;
3318 o_ptr->to_a += 7 + m_bonus(5, level);
3320 case SV_RING_RES_FEAR:
3321 o_ptr->name2 = EGO_RING_HERO;
3324 if (one_in_(2)) break;
3325 o_ptr->name2 = EGO_RING_HUNTER;
3327 case SV_RING_SEARCHING:
3328 o_ptr->name2 = EGO_RING_STEALTH;
3330 case SV_RING_TELEPORTATION:
3331 o_ptr->name2 = EGO_RING_TELE_AWAY;
3333 case SV_RING_RES_BLINDNESS:
3335 o_ptr->name2 = EGO_RING_RES_LITE;
3337 o_ptr->name2 = EGO_RING_RES_DARK;
3339 case SV_RING_LORDLY:
3340 if (!one_in_(20)) break;
3341 one_lordly_high_resistance(o_ptr);
3342 one_lordly_high_resistance(o_ptr);
3343 o_ptr->name2 = EGO_RING_TRUE;
3345 case SV_RING_SUSTAIN:
3346 if (!one_in_(4)) break;
3347 o_ptr->name2 = EGO_RING_RES_TIME;
3349 case SV_RING_FLAMES:
3350 if (!one_in_(2)) break;
3351 o_ptr->name2 = EGO_RING_DRAGON_F;
3354 if (!one_in_(2)) break;
3355 o_ptr->name2 = EGO_RING_DRAGON_C;
3357 case SV_RING_WARNING:
3358 if (!one_in_(2)) break;
3359 o_ptr->name2 = EGO_RING_M_DETECT;
3367 o_ptr->curse_flags = 0L;
3369 else if ((power == -2) && one_in_(2))
3371 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3372 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3373 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3374 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3375 o_ptr->art_flags[0] = 0;
3376 o_ptr->art_flags[1] = 0;
3377 while(!o_ptr->name2)
3379 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3383 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3384 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3387 o_ptr->name2 = EGO_RING_NO_MELEE;
3390 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3391 o_ptr->name2 = EGO_RING_AGGRAVATE;
3394 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3395 o_ptr->name2 = EGO_RING_TY_CURSE;
3398 o_ptr->name2 = EGO_RING_ALBINO;
3403 o_ptr->ident |= (IDENT_BROKEN);
3406 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3414 switch (o_ptr->sval)
3416 /* Amulet of wisdom/charisma */
3417 case SV_AMULET_INTELLIGENCE:
3418 case SV_AMULET_WISDOM:
3419 case SV_AMULET_CHARISMA:
3421 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3427 o_ptr->ident |= (IDENT_BROKEN);
3430 o_ptr->curse_flags |= (TRC_CURSED);
3432 /* Reverse bonuses */
3433 o_ptr->pval = 0 - o_ptr->pval;
3439 /* Amulet of brilliance */
3440 case SV_AMULET_BRILLIANCE:
3442 o_ptr->pval = 1 + m_bonus(3, level);
3443 if (one_in_(4)) o_ptr->pval++;
3449 o_ptr->ident |= (IDENT_BROKEN);
3452 o_ptr->curse_flags |= (TRC_CURSED);
3454 /* Reverse bonuses */
3455 o_ptr->pval = 0 - o_ptr->pval;
3461 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3465 o_ptr->curse_flags |= (TRC_CURSED);
3470 case SV_AMULET_RESISTANCE:
3472 if (one_in_(5)) one_high_resistance(o_ptr);
3473 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3477 /* Amulet of searching */
3478 case SV_AMULET_SEARCHING:
3480 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3486 o_ptr->ident |= (IDENT_BROKEN);
3489 o_ptr->curse_flags |= (TRC_CURSED);
3491 /* Reverse bonuses */
3492 o_ptr->pval = 0 - (o_ptr->pval);
3498 /* Amulet of the Magi -- never cursed */
3499 case SV_AMULET_THE_MAGI:
3501 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3502 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3504 /* gain one low ESP */
3505 add_esp_weak(o_ptr, FALSE);
3510 /* Amulet of Doom -- always cursed */
3511 case SV_AMULET_DOOM:
3514 o_ptr->ident |= (IDENT_BROKEN);
3517 o_ptr->curse_flags |= (TRC_CURSED);
3520 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3521 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3522 if (power > 0) power = 0 - power;
3527 case SV_AMULET_MAGIC_MASTERY:
3529 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3535 o_ptr->ident |= (IDENT_BROKEN);
3538 o_ptr->curse_flags |= (TRC_CURSED);
3540 /* Reverse bonuses */
3541 o_ptr->pval = 0 - o_ptr->pval;
3547 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3548 || (power > 2)) /* power > 2 is debug only */
3550 o_ptr->pval = MIN(o_ptr->pval, 4);
3551 /* Randart amulet */
3552 create_artifact(o_ptr, FALSE);
3554 else if ((power == 2) && one_in_(2))
3556 while(!o_ptr->name2)
3558 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3559 switch(randint1(21))
3562 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3563 o_ptr->name2 = EGO_AMU_SLOW_D;
3566 if (o_ptr->pval) break;
3567 o_ptr->name2 = EGO_AMU_INFRA;
3570 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3571 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3574 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3575 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3578 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3579 o_ptr->name2 = EGO_AMU_LEVITATION;
3581 case 10: case 11: case 21:
3582 o_ptr->name2 = EGO_AMU_AC;
3585 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3586 if (m_bonus(10, level) > 8)
3587 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3589 o_ptr->name2 = EGO_AMU_RES_FIRE;
3592 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3593 if (m_bonus(10, level) > 8)
3594 o_ptr->name2 = EGO_AMU_RES_COLD_;
3596 o_ptr->name2 = EGO_AMU_RES_COLD;
3599 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3600 if (m_bonus(10, level) > 8)
3601 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3603 o_ptr->name2 = EGO_AMU_RES_ELEC;
3606 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3607 if (m_bonus(10, level) > 8)
3608 o_ptr->name2 = EGO_AMU_RES_ACID_;
3610 o_ptr->name2 = EGO_AMU_RES_ACID;
3612 case 16: case 17: case 18: case 19: case 20:
3613 switch (o_ptr->sval)
3615 case SV_AMULET_TELEPORT:
3616 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3617 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3618 else o_ptr->name2 = EGO_AMU_TELEPORT;
3620 case SV_AMULET_RESIST_ACID:
3621 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3623 case SV_AMULET_SEARCHING:
3624 o_ptr->name2 = EGO_AMU_STEALTH;
3626 case SV_AMULET_BRILLIANCE:
3627 if (!one_in_(3)) break;
3628 o_ptr->name2 = EGO_AMU_IDENT;
3630 case SV_AMULET_CHARISMA:
3631 if (!one_in_(3)) break;
3632 o_ptr->name2 = EGO_AMU_CHARM;
3634 case SV_AMULET_THE_MAGI:
3635 if (one_in_(2)) break;
3636 o_ptr->name2 = EGO_AMU_GREAT;
3638 case SV_AMULET_RESISTANCE:
3639 if (!one_in_(5)) break;
3640 o_ptr->name2 = EGO_AMU_DEFENDER;
3642 case SV_AMULET_TELEPATHY:
3643 if (!one_in_(3)) break;
3644 o_ptr->name2 = EGO_AMU_DETECTION;
3649 o_ptr->curse_flags = 0L;
3651 else if ((power == -2) && one_in_(2))
3653 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3654 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3655 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3656 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3657 o_ptr->art_flags[0] = 0;
3658 o_ptr->art_flags[1] = 0;
3659 while(!o_ptr->name2)
3661 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3665 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3666 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3669 o_ptr->name2 = EGO_AMU_FOOL;
3672 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3673 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3676 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3677 o_ptr->name2 = EGO_AMU_TY_CURSE;
3680 o_ptr->name2 = EGO_AMU_NAIVETY;
3685 o_ptr->ident |= (IDENT_BROKEN);
3688 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3696 * @brief モンスターが人形のベースにできるかを返す
3697 * @param r_idx チェックしたいモンスター種族のID
3698 * @return 人形にできるならTRUEを返す
3700 static bool item_monster_okay(MONRACE_IDX r_idx)
3702 monster_race *r_ptr = &r_info[r_idx];
3705 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3706 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3707 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3708 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3709 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3710 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3717 * @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
3718 * Apply magic to an item known to be "boring"
3719 * @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
3720 * @param level 生成基準階
3721 * @param power 生成ランク
3724 * Hack -- note the special code for various items
3726 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3728 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3733 /* Apply magic (good or bad) according to type */
3734 switch (o_ptr->tval)
3743 o_ptr->ident |= (IDENT_BROKEN);
3746 o_ptr->curse_flags |= (TRC_CURSED);
3753 o_ptr->xtra4 = o_ptr->pval;
3759 /* Hack -- Torches -- random fuel */
3760 if (o_ptr->sval == SV_LITE_TORCH)
3762 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3766 /* Hack -- Lanterns -- random fuel */
3767 if (o_ptr->sval == SV_LITE_LANTERN)
3769 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3773 if (power > 2) /* power > 2 is debug only */
3775 create_artifact(o_ptr, FALSE);
3777 else if ((power == 2) || ((power == 1) && one_in_(3)))
3779 while (!o_ptr->name2)
3783 bool okay_flag = TRUE;
3785 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3787 switch (o_ptr->name2)
3790 if (o_ptr->sval == SV_LITE_FEANOR)
3798 else if (power == -2)
3800 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3802 switch (o_ptr->name2)
3804 case EGO_LITE_DARKNESS:
3807 if (o_ptr->sval == SV_LITE_TORCH)
3809 add_flag(o_ptr->art_flags, TR_LITE_M1);
3811 else if (o_ptr->sval == SV_LITE_LANTERN)
3813 add_flag(o_ptr->art_flags, TR_LITE_M2);
3815 else if (o_ptr->sval == SV_LITE_FEANOR)
3817 add_flag(o_ptr->art_flags, TR_LITE_M3);
3829 /* The wand or staff gets a number of initial charges equal
3830 * to between 1/2 (+1) and the full object kind's pval. -LM-
3832 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3838 /* Transfer the pval. -LM- */
3839 o_ptr->pval = k_ptr->pval;
3846 object_aware(o_ptr);
3847 object_known(o_ptr);
3853 PARAMETER_VALUE i = 1;
3856 monster_race *r_ptr;
3858 /* Pick a random non-unique monster race */
3861 i = randint1(max_r_idx - 1);
3863 if (!item_monster_okay(i)) continue;
3864 if (i == MON_TSUCHINOKO) continue;
3868 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3870 /* Ignore dead monsters */
3871 if (!r_ptr->rarity) continue;
3873 /* Ignore uncommon monsters */
3874 if (r_ptr->rarity > 100) continue;
3876 /* Prefer less out-of-depth monsters */
3877 if (randint0(check)) continue;
3884 /* Some figurines are cursed */
3885 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3892 PARAMETER_VALUE i = 1;
3897 monster_race *r_ptr;
3899 if (o_ptr->sval == SV_SKELETON)
3901 match = RF9_DROP_SKELETON;
3903 else if (o_ptr->sval == SV_CORPSE)
3905 match = RF9_DROP_CORPSE;
3908 /* Hack -- Remove the monster restriction */
3909 get_mon_num_prep(item_monster_okay, NULL);
3911 /* Pick a random non-unique monster race */
3914 i = get_mon_num(current_floor_ptr->dun_level);
3918 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3920 /* Ignore dead monsters */
3921 if (!r_ptr->rarity) continue;
3923 /* Ignore corpseless monsters */
3924 if (!(r_ptr->flags9 & match)) continue;
3926 /* Prefer less out-of-depth monsters */
3927 if (randint0(check)) continue;
3935 object_aware(o_ptr);
3936 object_known(o_ptr);
3942 PARAMETER_VALUE i = 1;
3944 monster_race *r_ptr;
3946 /* Pick a random monster race */
3949 i = randint1(max_r_idx - 1);
3953 /* Ignore dead monsters */
3954 if (!r_ptr->rarity) continue;
3963 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3965 object_aware(o_ptr);
3966 object_known(o_ptr);
3973 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3975 /* Hack -- skip ruined chests */
3976 if (obj_level <= 0) break;
3978 /* Hack -- pick a "difficulty" */
3979 o_ptr->pval = randint1(obj_level);
3980 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3982 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3984 /* Never exceed "difficulty" of 55 to 59 */
3985 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3993 * @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
3994 * Complete the "creation" of an object by applying "magic" to the item
3995 * @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
3997 * @param mode 生成オプション
4000 * This includes not only rolling for random bonuses, but also putting the\n
4001 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4002 * staffs, giving fuel to lites, and placing traps on chests.\n
4004 * In particular, note that "Instant Artifacts", if "created" by an external\n
4005 * routine, must pass through this function to complete the actual creation.\n
4007 * The base "chance" of the item being "good" increases with the "level"\n
4008 * parameter, which is usually derived from the dungeon level, being equal\n
4009 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4010 * the object is guaranteed to be "good". If an object is "good", then\n
4011 * the chance that the object will be "great" (ego-item or artifact), also\n
4012 * increases with the "level", being equal to half the level, plus 5, up to\n
4013 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4014 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4016 * If the object is not "good", there is a chance it will be "cursed", and\n
4017 * if it is "cursed", there is a chance it will be "broken". These chances\n
4018 * are related to the "good" / "great" chances above.\n
4020 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4021 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4023 * If "okay" is true, and the object is going to be "great", then there is\n
4024 * a chance that an artifact will be created. This is true even if both the\n
4025 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4026 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4028 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4030 int i, rolls, f1, f2, power;
4032 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4034 /* Maximum "level" for various things */
4035 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4037 /* Base chance of being "good" */
4040 /* Maximal chance of being "good" */
4041 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
4043 /* Base chance of being "great" */
4046 /* Maximal chance of being "great" */
4047 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
4048 f2 = d_info[p_ptr->dungeon_idx].obj_great;
4050 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4055 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4064 /* Roll for "good" */
4065 if ((mode & AM_GOOD) || magik(f1))
4070 /* Roll for "great" */
4071 if ((mode & AM_GREAT) || magik(f2))
4075 /* Roll for "special" */
4076 if (mode & AM_SPECIAL) power = 3;
4080 /* Roll for "cursed" */
4083 /* Assume "cursed" */
4086 /* Roll for "broken" */
4087 if (magik(f2)) power = -2;
4091 if (mode & AM_CURSED)
4093 /* Assume 'cursed' */
4098 /* Everything else gets more badly cursed */
4105 /* Assume no rolls */
4108 /* Get one roll if excellent */
4109 if (power >= 2) rolls = 1;
4111 /* Hack -- Get four rolls if forced great or special */
4112 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4114 /* Hack -- Get no rolls if not allowed */
4115 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4117 /* Roll for artifacts if allowed */
4118 for (i = 0; i < rolls; i++)
4120 /* Roll for an artifact */
4121 if (make_artifact(o_ptr)) break;
4122 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4124 if (make_artifact(o_ptr)) break;
4129 /* Hack -- analyze artifacts */
4130 if (object_is_fixed_artifact(o_ptr))
4132 artifact_type *a_ptr = &a_info[o_ptr->name1];
4134 /* Hack -- Mark the artifact as "created" */
4137 /* Hack -- Memorize location of artifact in saved floors */
4138 if (character_dungeon)
4139 a_ptr->floor_id = p_ptr->floor_id;
4141 /* Extract the other fields */
4142 o_ptr->pval = a_ptr->pval;
4143 o_ptr->ac = a_ptr->ac;
4144 o_ptr->dd = a_ptr->dd;
4145 o_ptr->ds = a_ptr->ds;
4146 o_ptr->to_a = a_ptr->to_a;
4147 o_ptr->to_h = a_ptr->to_h;
4148 o_ptr->to_d = a_ptr->to_d;
4149 o_ptr->weight = a_ptr->weight;
4150 o_ptr->xtra2 = a_ptr->act_idx;
4152 if (o_ptr->name1 == ART_MILIM)
4154 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4160 /* Hack -- extract the "broken" flag */
4161 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4163 /* Hack -- extract the "cursed" flag */
4164 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4165 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4166 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4167 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4168 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4169 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4174 switch (o_ptr->tval)
4183 if (power) a_m_aux_1(o_ptr, lev, power);
4189 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4195 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4209 /* Elven Cloak and Black Clothes ... */
4210 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4211 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4212 o_ptr->pval = randint1(4);
4216 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4217 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4218 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4219 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4220 a_m_aux_2(o_ptr, lev, power);
4222 if (power) a_m_aux_2(o_ptr, lev, power);
4230 if (!power && (randint0(100) < 50)) power = -1;
4231 a_m_aux_3(o_ptr, lev, power);
4237 a_m_aux_4(o_ptr, lev, power);
4242 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4243 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4244 (p_ptr->pseikaku == SEIKAKU_SEXY))
4247 add_flag(o_ptr->art_flags, TR_STR);
4248 add_flag(o_ptr->art_flags, TR_INT);
4249 add_flag(o_ptr->art_flags, TR_WIS);
4250 add_flag(o_ptr->art_flags, TR_DEX);
4251 add_flag(o_ptr->art_flags, TR_CON);
4252 add_flag(o_ptr->art_flags, TR_CHR);
4255 /* Hack -- analyze ego-items */
4256 if (object_is_ego(o_ptr))
4258 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4260 /* Hack -- acquire "broken" flag */
4261 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4263 /* Hack -- acquire "cursed" flag */
4264 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4265 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4266 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4267 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4268 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4269 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4271 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4272 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4273 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4274 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4275 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4276 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4277 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4278 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4284 while (one_in_(o_ptr->dd));
4286 if (o_ptr->dd > 9) o_ptr->dd = 9;
4289 /* Hack -- apply activatin index if needed */
4290 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4292 /* Hack -- apply extra penalties if needed */
4293 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4295 /* Hack -- obtain bonuses */
4296 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4297 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4298 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4300 /* Hack -- obtain pval */
4301 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4304 /* Hack -- apply extra bonuses if needed */
4307 /* Hack -- obtain bonuses */
4308 if (e_ptr->max_to_h)
4310 if (e_ptr->max_to_h > 127)
4311 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4312 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4314 if (e_ptr->max_to_d)
4316 if (e_ptr->max_to_d > 127)
4317 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4318 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4320 if (e_ptr->max_to_a)
4322 if (e_ptr->max_to_a > 127)
4323 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4324 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4327 /* Accuracy ego must have high to_h */
4328 if(o_ptr->name2 == EGO_ACCURACY)
4330 while(o_ptr->to_h < o_ptr->to_d + 10)
4335 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4338 /* Accuracy ego must have high to_h */
4339 if(o_ptr->name2 == EGO_VELOCITY)
4341 while(o_ptr->to_d < o_ptr->to_h + 10)
4346 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4349 /* Protection ego must have high to_a */
4350 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4352 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4355 /* Hack -- obtain pval */
4356 if (e_ptr->max_pval)
4358 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4361 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4363 else if (o_ptr->name2 == EGO_DEMON)
4365 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4367 o_ptr->pval += randint1(2);
4371 o_ptr->pval += randint1(e_ptr->max_pval);
4374 else if (o_ptr->name2 == EGO_ATTACKS)
4376 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4377 if (o_ptr->pval > 3) o_ptr->pval = 3;
4378 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4379 o_ptr->pval += randint1(2);
4381 else if (o_ptr->name2 == EGO_BAT)
4383 o_ptr->pval = randint1(e_ptr->max_pval);
4384 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4386 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4388 o_ptr->pval = randint1(e_ptr->max_pval);
4392 o_ptr->pval += randint1(e_ptr->max_pval);
4397 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4399 o_ptr->pval = randint1(o_ptr->pval);
4401 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4408 /* Examine real objects */
4411 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4413 /* Hack -- acquire "broken" flag */
4414 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4416 /* Hack -- acquire "cursed" flag */
4417 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4418 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4419 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4420 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4421 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4422 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4430 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4431 * Hack -- determine if a template is "good"
4432 * @param k_idx 判定したいベースアイテムのID
4433 * @return ベースアイテムが上質ならばTRUEを返す。
4435 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4437 object_kind *k_ptr = &k_info[k_idx];
4439 /* Analyze the item type */
4440 switch (k_ptr->tval)
4442 /* Armor -- Good unless damaged */
4453 if (k_ptr->to_a < 0) return (FALSE);
4457 /* Weapons -- Good unless damaged */
4464 if (k_ptr->to_h < 0) return (FALSE);
4465 if (k_ptr->to_d < 0) return (FALSE);
4469 /* Ammo -- Arrows/Bolts are good */
4476 /* Books -- High level books are good (except Arcane books) */
4478 case TV_SORCERY_BOOK:
4479 case TV_NATURE_BOOK:
4484 case TV_DAEMON_BOOK:
4485 case TV_CRUSADE_BOOK:
4487 case TV_HISSATSU_BOOK:
4490 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4494 /* Rings -- Rings of Speed are good */
4497 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4498 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4502 /* Amulets -- Amulets of the Magi and Resistance are good */
4505 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4506 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4511 /* Assume not good */
4516 * @brief 生成階に応じたベースアイテムの生成を行う。
4517 * Attempt to make an object (normal or good/great)
4518 * @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
4519 * @param mode オプションフラグ
4520 * @return 生成に成功したらTRUEを返す。
4522 * This routine plays nasty games to generate the "special artifacts".\n
4523 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4524 * We assume that the given object has been "wiped".\n
4526 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4532 /* Chance of "special object" */
4533 prob = ((mode & AM_GOOD) ? 10 : 1000);
4535 /* Base level for the object */
4536 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4539 /* Generate a special object, or a normal object */
4540 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4542 KIND_OBJECT_IDX k_idx;
4545 if ((mode & AM_GOOD) && !get_obj_num_hook)
4547 /* Activate restriction (if already specified, use that) */
4548 get_obj_num_hook = kind_is_good;
4551 /* Restricted objects - prepare allocation table */
4552 if (get_obj_num_hook) get_obj_num_prep();
4554 /* Pick a random object */
4555 k_idx = get_obj_num(base);
4557 /* Restricted objects */
4558 if (get_obj_num_hook)
4560 /* Clear restriction */
4561 get_obj_num_hook = NULL;
4563 /* Reset allocation table to default */
4567 /* Handle failure */
4568 if (!k_idx) return (FALSE);
4570 /* Prepare the object */
4571 object_prep(j_ptr, k_idx);
4574 /* Apply magic (allow artifacts) */
4575 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4577 /* Hack -- generate multiple spikes/missiles */
4578 switch (j_ptr->tval)
4586 j_ptr->number = (byte)damroll(6, 7);
4590 if (cheat_peek) object_mention(j_ptr);
4598 * @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。
4599 * Attempt to place an object (normal or good/great) at the given location.
4600 * @param y 配置したいフロアのY座標
4601 * @param x 配置したいフロアのX座標
4602 * @param mode オプションフラグ
4603 * @return 生成に成功したらTRUEを返す。
4605 * This routine plays nasty games to generate the "special artifacts".\n
4606 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4607 * This routine requires a clean floor grid destination.\n
4609 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4614 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4620 /* Paranoia -- check bounds */
4621 if (!in_bounds(y, x)) return;
4623 /* Require floor space */
4624 if (!cave_drop_bold(y, x)) return;
4626 /* Avoid stacking on other objects */
4627 if (g_ptr->o_idx) return;
4632 /* Make an object (if possible) */
4633 if (!make_object(q_ptr, mode)) return;
4636 /* Make an object */
4643 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4645 /* Structure Copy */
4646 object_copy(o_ptr, q_ptr);
4652 o_ptr->next_o_idx = g_ptr->o_idx;
4654 /* Place the object */
4655 g_ptr->o_idx = o_idx;
4663 /* Hack -- Preserve artifacts */
4664 if (object_is_fixed_artifact(q_ptr))
4666 a_info[q_ptr->name1].cur_num = 0;
4673 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4674 * Make a treasure object
4675 * @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
4676 * @return 生成に成功したらTRUEを返す。
4678 * The location must be a legal, clean, floor grid.
4680 bool make_gold(object_type *j_ptr)
4685 /* Hack -- Pick a Treasure variety */
4686 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4688 /* Apply "extra" magic */
4689 if (one_in_(GREAT_OBJ))
4691 i += randint1(current_floor_ptr->object_level + 1);
4694 /* Hack -- Creeping Coins only generate "themselves" */
4695 if (coin_type) i = coin_type;
4697 /* Do not create "illegal" Treasure Types */
4698 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4700 /* Prepare a gold object */
4701 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4703 /* Hack -- Base coin cost */
4704 base = k_info[OBJ_GOLD_LIST + i].cost;
4706 /* Determine how much the treasure is "worth" */
4707 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4715 * @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。
4716 * Places a treasure (Gold or Gems) at given location
4717 * @param y 配置したいフロアのY座標
4718 * @param x 配置したいフロアのX座標
4719 * @return 生成に成功したらTRUEを返す。
4721 * The location must be a legal, clean, floor grid.
4723 void place_gold(POSITION y, POSITION x)
4728 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4734 /* Paranoia -- check bounds */
4735 if (!in_bounds(y, x)) return;
4737 /* Require floor space */
4738 if (!cave_drop_bold(y, x)) return;
4740 /* Avoid stacking on other objects */
4741 if (g_ptr->o_idx) return;
4746 /* Make some gold */
4747 if (!make_gold(q_ptr)) return;
4749 /* Make an object */
4756 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4758 /* Copy the object */
4759 object_copy(o_ptr, q_ptr);
4766 o_ptr->next_o_idx = g_ptr->o_idx;
4768 /* Place the object */
4769 g_ptr->o_idx = o_idx;
4779 * @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。
4780 * Let an object fall to the ground at or near a location.
4781 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4782 * @param chance ドロップの成功率(%)
4783 * @param y 配置したいフロアのY座標
4784 * @param x 配置したいフロアのX座標
4785 * @return 生成に成功したらオブジェクトのIDを返す。
4787 * The initial location is assumed to be "in_bounds()".\n
4789 * This function takes a parameter "chance". This is the percentage\n
4790 * chance that the item will "disappear" instead of drop. If the object\n
4791 * has been thrown, then this is the chance of disappearance on contact.\n
4793 * Hack -- this function uses "chance" to determine if it should produce\n
4794 * some form of "description" of the drop event (under the player).\n
4796 * We check several locations to see if we can find a location at which\n
4797 * the object can combine, stack, or be placed. Artifacts will try very\n
4798 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4800 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4807 POSITION ty, tx = 0;
4809 OBJECT_IDX o_idx = 0;
4810 OBJECT_IDX this_o_idx, next_o_idx = 0;
4814 GAME_TEXT o_name[MAX_NLEN];
4820 /* Extract plural */
4821 bool plural = (j_ptr->number != 1);
4824 /* Describe object */
4825 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4828 /* Handle normal "breakage" */
4829 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4832 msg_format("%sは消えた。", o_name);
4834 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4836 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4853 /* Scan local grids */
4854 for (dy = -3; dy <= 3; dy++)
4856 /* Scan local grids */
4857 for (dx = -3; dx <= 3; dx++)
4861 /* Calculate actual distance */
4862 d = (dy * dy) + (dx * dx);
4864 /* Ignore distant grids */
4865 if (d > 10) continue;
4870 /* Skip illegal grids */
4871 if (!in_bounds(ty, tx)) continue;
4873 /* Require line of projection */
4874 if (!projectable(y, x, ty, tx)) continue;
4877 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4879 /* Require floor space */
4880 if (!cave_drop_bold(ty, tx)) continue;
4885 /* Scan objects in that grid */
4886 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4889 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4890 next_o_idx = o_ptr->next_o_idx;
4892 /* Check for possible combination */
4893 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4899 /* Add new object */
4903 if (k > 99) continue;
4905 /* Calculate score */
4906 s = 1000 - (d + k * 5);
4908 /* Skip bad values */
4909 if (s < bs) continue;
4911 /* New best value */
4914 /* Apply the randomizer to equivalent values */
4915 if ((++bn >= 2) && !one_in_(bn)) continue;
4929 /* Handle lack of space */
4930 if (!flag && !object_is_artifact(j_ptr))
4933 msg_format("%sは消えた。", o_name);
4935 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4938 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4946 for (i = 0; !flag && (i < 1000); i++)
4949 ty = rand_spread(by, 1);
4950 tx = rand_spread(bx, 1);
4952 /* Verify location */
4953 if (!in_bounds(ty, tx)) continue;
4955 /* Bounce to that location */
4959 /* Require floor space */
4960 if (!cave_drop_bold(by, bx)) continue;
4968 int candidates = 0, pick;
4970 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4972 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4974 /* A valid space found */
4975 if (cave_drop_bold(ty, tx)) candidates++;
4979 /* No valid place! */
4983 msg_format("%sは消えた。", o_name);
4985 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4988 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4990 /* Mega-Hack -- preserve artifacts */
4993 /* Hack -- Preserve unknown artifacts */
4994 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4996 /* Mega-Hack -- Preserve the artifact */
4997 a_info[j_ptr->name1].cur_num = 0;
5005 /* Choose a random one */
5006 pick = randint1(candidates);
5008 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
5010 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
5012 if (cave_drop_bold(ty, tx))
5016 /* Is this a picked one? */
5029 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
5031 /* Scan objects in that grid for combination */
5032 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5035 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
5036 next_o_idx = o_ptr->next_o_idx;
5038 /* Check for combination */
5039 if (object_similar(o_ptr, j_ptr))
5041 object_absorb(o_ptr, j_ptr);
5050 if (!done) o_idx = o_pop();
5053 if (!done && !o_idx)
5056 msg_format("%sは消えた。", o_name);
5058 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5061 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5063 /* Hack -- Preserve artifacts */
5064 if (object_is_fixed_artifact(j_ptr))
5066 a_info[j_ptr->name1].cur_num = 0;
5076 /* Structure copy */
5077 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
5079 /* Access new object */
5080 j_ptr = ¤t_floor_ptr->o_list[o_idx];
5087 j_ptr->held_m_idx = 0;
5090 j_ptr->next_o_idx = g_ptr->o_idx;
5092 /* Place the object */
5093 g_ptr->o_idx = o_idx;
5103 /* Mega-Hack -- no message if "dropped" by player */
5104 /* Message when an object falls under the player */
5105 if (chance && player_bold(by, bx))
5107 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5114 * @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 /
5115 * Describe the charges on an item in the inventory.
5116 * @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
5119 void inven_item_charges(INVENTORY_IDX item)
5121 object_type *o_ptr = &inventory[item];
5123 /* Require staff/wand */
5124 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5126 /* Require known item */
5127 if (!object_is_known(o_ptr)) return;
5130 if (o_ptr->pval <= 0)
5132 msg_print("もう魔力が残っていない。");
5136 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5139 /* Multiple charges */
5140 if (o_ptr->pval != 1)
5142 msg_format("You have %d charges remaining.", o_ptr->pval);
5148 msg_format("You have %d charge remaining.", o_ptr->pval);
5155 * @brief アイテムの残り所持数メッセージを表示する /
5156 * Describe an item in the inventory.
5157 * @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
5160 void inven_item_describe(INVENTORY_IDX item)
5162 object_type *o_ptr = &inventory[item];
5163 GAME_TEXT o_name[MAX_NLEN];
5165 object_desc(o_name, o_ptr, 0);
5168 /* "no more" の場合はこちらで表示する */
5169 if (o_ptr->number <= 0)
5171 /*FIRST*//*ここはもう通らないかも */
5172 msg_format("もう%sを持っていない。", o_name);
5176 /* アイテム名を英日切り替え機能対応 */
5177 msg_format("まだ %sを持っている。", o_name);
5180 msg_format("You have %s.", o_name);
5186 * @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 /
5187 * Increase the "number" of an item in the inventory
5188 * @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
5192 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5194 object_type *o_ptr = &inventory[item];
5197 num += o_ptr->number;
5200 if (num > 255) num = 255;
5201 else if (num < 0) num = 0;
5204 num -= o_ptr->number;
5206 /* Change the number and weight */
5209 /* Add the number */
5210 o_ptr->number += num;
5212 /* Add the weight */
5213 p_ptr->total_weight += (num * o_ptr->weight);
5214 p_ptr->update |= (PU_BONUS);
5215 p_ptr->update |= (PU_MANA);
5216 p_ptr->update |= (PU_COMBINE);
5217 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5219 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5220 if (!o_ptr->number && p_ptr->ele_attack)
5222 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5224 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
5226 /* Clear all temporary elemental brands */
5227 set_ele_attack(0, 0);
5235 * @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 /
5236 * Erase an inventory slot if it has no more items
5237 * @param item 消去したいプレイヤーのアイテム所持スロット
5240 void inven_item_optimize(INVENTORY_IDX item)
5242 object_type *o_ptr = &inventory[item];
5244 /* Only optimize real items */
5245 if (!o_ptr->k_idx) return;
5247 /* Only optimize empty items */
5248 if (o_ptr->number) return;
5250 /* The item is in the pack */
5251 if (item < INVEN_RARM)
5258 /* Slide everything down */
5259 for (i = item; i < INVEN_PACK; i++)
5261 /* Structure copy */
5262 inventory[i] = inventory[i+1];
5265 /* Erase the "final" slot */
5266 object_wipe(&inventory[i]);
5268 p_ptr->window |= (PW_INVEN);
5271 /* The item is being wielded */
5277 /* Erase the empty slot */
5278 object_wipe(&inventory[item]);
5279 p_ptr->update |= (PU_BONUS);
5280 p_ptr->update |= (PU_TORCH);
5281 p_ptr->update |= (PU_MANA);
5283 p_ptr->window |= (PW_EQUIP);
5286 p_ptr->window |= (PW_SPELL);
5290 * @brief 床上の魔道具の残り残量メッセージを表示する /
5291 * Describe the charges on an item on the floor.
5292 * @param item メッセージの対象にしたいアイテム所持スロット
5295 void floor_item_charges(INVENTORY_IDX item)
5297 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5299 /* Require staff/wand */
5300 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5302 /* Require known item */
5303 if (!object_is_known(o_ptr)) return;
5306 if (o_ptr->pval <= 0)
5308 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5312 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);
5315 /* Multiple charges */
5316 if (o_ptr->pval != 1)
5318 msg_format("There are %d charges remaining.", o_ptr->pval);
5324 msg_format("There is %d charge remaining.", o_ptr->pval);
5331 * @brief 床上のアイテムの残り数メッセージを表示する /
5332 * Describe the charges on an item on the floor.
5333 * @param item メッセージの対象にしたいアイテム所持スロット
5336 void floor_item_describe(INVENTORY_IDX item)
5338 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5339 GAME_TEXT o_name[MAX_NLEN];
5341 object_desc(o_name, o_ptr, 0);
5344 /* "no more" の場合はこちらで表示を分ける */
5345 if (o_ptr->number <= 0)
5347 msg_format("床上には、もう%sはない。", o_name);
5351 msg_format("床上には、まだ %sがある。", o_name);
5354 msg_format("You see %s.", o_name);
5361 * @brief 床上のアイテムの数を増やす /
5362 * Increase the "number" of an item on the floor
5363 * @param item 増やしたいアイテムの所持スロット
5364 * @param num 増やしたいアイテムの数
5367 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5369 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5372 num += o_ptr->number;
5375 if (num > 255) num = 255;
5376 else if (num < 0) num = 0;
5379 num -= o_ptr->number;
5381 /* Change the number */
5382 o_ptr->number += num;
5387 * @brief 床上の数の無くなったアイテムスロットを消去する /
5388 * Optimize an item on the floor (destroy "empty" items)
5389 * @param item 消去したいアイテムの所持スロット
5392 void floor_item_optimize(INVENTORY_IDX item)
5394 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5396 /* Paranoia -- be sure it exists */
5397 if (!o_ptr->k_idx) return;
5399 /* Only optimize empty items */
5400 if (o_ptr->number) return;
5402 delete_object_idx(item);
5407 * @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 /
5408 * Check if we have space for an item in the pack without overflow
5409 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5410 * @return 溢れずに済むならTRUEを返す
5412 bool inven_carry_okay(object_type *o_ptr)
5417 if (inven_cnt < INVEN_PACK) return (TRUE);
5420 for (j = 0; j < INVEN_PACK; j++)
5422 object_type *j_ptr = &inventory[j];
5424 /* Skip non-objects */
5425 if (!j_ptr->k_idx) continue;
5427 /* Check if the two items can be combined */
5428 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5435 * @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 /
5436 * Check if we have space for an item in the pack without overflow
5437 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5438 * @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?)
5439 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5440 * @return o_ptrの方が上位ならばTRUEを返す。
5442 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5446 /* Use empty slots */
5447 if (!j_ptr->k_idx) return TRUE;
5449 /* Hack -- readable books always come first */
5450 if ((o_ptr->tval == REALM1_BOOK) &&
5451 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5452 if ((j_ptr->tval == REALM1_BOOK) &&
5453 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5455 if ((o_ptr->tval == REALM2_BOOK) &&
5456 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5457 if ((j_ptr->tval == REALM2_BOOK) &&
5458 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5460 /* Objects sort by decreasing type */
5461 if (o_ptr->tval > j_ptr->tval) return TRUE;
5462 if (o_ptr->tval < j_ptr->tval) return FALSE;
5464 /* Non-aware (flavored) items always come last */
5465 /* Can happen in the home */
5466 if (!object_is_aware(o_ptr)) return FALSE;
5467 if (!object_is_aware(j_ptr)) return TRUE;
5469 /* Objects sort by increasing sval */
5470 if (o_ptr->sval < j_ptr->sval) return TRUE;
5471 if (o_ptr->sval > j_ptr->sval) return FALSE;
5473 /* Unidentified objects always come last */
5474 /* Objects in the home can be unknown */
5475 if (!object_is_known(o_ptr)) return FALSE;
5476 if (!object_is_known(j_ptr)) return TRUE;
5478 /* Fixed artifacts, random artifacts and ego items */
5479 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5480 else if (o_ptr->art_name) o_type = 2;
5481 else if (object_is_ego(o_ptr)) o_type = 1;
5484 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5485 else if (j_ptr->art_name) j_type = 2;
5486 else if (object_is_ego(j_ptr)) j_type = 1;
5489 if (o_type < j_type) return TRUE;
5490 if (o_type > j_type) return FALSE;
5492 switch (o_ptr->tval)
5498 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5499 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5505 /* Objects sort by increasing hit/damage bonuses */
5506 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5507 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5510 /* Hack: otherwise identical rods sort by
5511 increasing recharge time --dsb */
5513 if (o_ptr->pval < j_ptr->pval) return TRUE;
5514 if (o_ptr->pval > j_ptr->pval) return FALSE;
5518 /* Objects sort by decreasing value */
5519 return o_value > object_value(j_ptr);
5524 * @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 /
5525 * Add an item to the players inventory, and return the slot used.
5526 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5527 * @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。
5529 * If the new item can combine with an existing item in the inventory,\n
5530 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5531 * the item will be placed into the "proper" location in the inventory.\n
5533 * This function can be used to "over-fill" the player's pack, but only\n
5534 * once, and such an action must trigger the "overflow" code immediately.\n
5535 * Note that when the pack is being "over-filled", the new item must be\n
5536 * placed into the "overflow" slot, and the "overflow" must take place\n
5537 * before the pack is reordered, but (optionally) after the pack is\n
5538 * combined. This may be tricky. See "dungeon.c" for info.\n
5540 * Note that this code must remove any location/stack information\n
5541 * from the object once it is placed into the inventory.\n
5543 s16b inven_carry(object_type *o_ptr)
5545 INVENTORY_IDX i, j, k;
5546 INVENTORY_IDX n = -1;
5551 /* Check for combining */
5552 for (j = 0; j < INVEN_PACK; j++)
5554 j_ptr = &inventory[j];
5556 /* Skip non-objects */
5557 if (!j_ptr->k_idx) continue;
5559 /* Hack -- track last item */
5562 /* Check if the two items can be combined */
5563 if (object_similar(j_ptr, o_ptr))
5565 object_absorb(j_ptr, o_ptr);
5567 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5568 p_ptr->update |= (PU_BONUS);
5569 p_ptr->window |= (PW_INVEN);
5578 if (inven_cnt > INVEN_PACK) return (-1);
5580 /* Find an empty slot */
5581 for (j = 0; j <= INVEN_PACK; j++)
5583 j_ptr = &inventory[j];
5585 /* Use it if found */
5586 if (!j_ptr->k_idx) break;
5593 /* Reorder the pack */
5596 /* Get the "value" of the item */
5597 s32b o_value = object_value(o_ptr);
5599 /* Scan every occupied slot */
5600 for (j = 0; j < INVEN_PACK; j++)
5602 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5609 for (k = n; k >= i; k--)
5611 /* Hack -- Slide the item */
5612 object_copy(&inventory[k+1], &inventory[k]);
5615 /* Wipe the empty slot */
5616 object_wipe(&inventory[i]);
5621 object_copy(&inventory[i], o_ptr);
5623 /* Access new object */
5624 j_ptr = &inventory[i];
5627 j_ptr->next_o_idx = 0;
5629 /* Forget monster */
5630 j_ptr->held_m_idx = 0;
5632 /* Forget location */
5633 j_ptr->iy = j_ptr->ix = 0;
5635 /* Player touches it, and no longer marked */
5636 j_ptr->marked = OM_TOUCHED;
5638 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5640 /* Count the items */
5642 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5643 p_ptr->window |= (PW_INVEN);
5645 /* Return the slot */
5651 * @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 /
5652 * Take off (some of) a non-cursed equipment item
5653 * @param item オブジェクトを外したい所持テーブルのID
5655 * @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。
5657 * Note that only one item at a time can be wielded per slot.\n
5658 * Note that taking off an item when "full" may cause that item\n
5659 * to fall to the ground.\n
5660 * Return the inventory slot into which the item is placed.\n
5662 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5673 GAME_TEXT o_name[MAX_NLEN];
5676 /* Get the item to take off */
5677 o_ptr = &inventory[item];
5680 if (amt <= 0) return (-1);
5683 if (amt > o_ptr->number) amt = o_ptr->number;
5686 /* Obtain a local object */
5687 object_copy(q_ptr, o_ptr);
5689 /* Modify quantity */
5690 q_ptr->number = amt;
5692 object_desc(o_name, q_ptr, 0);
5694 /* Took off weapon */
5695 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5696 object_is_melee_weapon(o_ptr))
5698 act = _("を装備からはずした", "You were wielding");
5702 else if (item == INVEN_BOW)
5704 act = _("を装備からはずした", "You were holding");
5707 /* Took off light */
5708 else if (item == INVEN_LITE)
5710 act = _("を光源からはずした", "You were holding");
5713 /* Took off something */
5716 act = _("を装備からはずした", "You were wearing");
5719 /* Modify, Optimize */
5720 inven_item_increase(item, -amt);
5721 inven_item_optimize(item);
5723 /* Carry the object */
5724 slot = inven_carry(q_ptr);
5727 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5729 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5739 * @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 /
5740 * Drop (some of) a non-cursed inventory/equipment item
5741 * @param item 所持テーブルのID
5742 * @param amt 落としたい個数
5745 * The object will be dropped "near" the current location
5747 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5753 GAME_TEXT o_name[MAX_NLEN];
5755 /* Access original object */
5756 o_ptr = &inventory[item];
5759 if (amt <= 0) return;
5762 if (amt > o_ptr->number) amt = o_ptr->number;
5764 /* Take off equipment */
5765 if (item >= INVEN_RARM)
5767 /* Take off first */
5768 item = inven_takeoff(item, amt);
5770 /* Access original object */
5771 o_ptr = &inventory[item];
5776 /* Obtain local object */
5777 object_copy(q_ptr, o_ptr);
5779 /* Distribute charges of wands or rods */
5780 distribute_charges(o_ptr, q_ptr, amt);
5782 /* Modify quantity */
5783 q_ptr->number = amt;
5785 /* Describe local object */
5786 object_desc(o_name, q_ptr, 0);
5788 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5790 /* Drop it near the player */
5791 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5793 /* Modify, Describe, Optimize */
5794 inven_item_increase(item, -amt);
5795 inven_item_describe(item);
5796 inven_item_optimize(item);
5801 * @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 /
5802 * Combine items in the pack
5805 * Note special handling of the "overflow" slot
5807 void combine_pack(void)
5812 bool flag = FALSE, combined;
5818 /* Combine the pack (backwards) */
5819 for (i = INVEN_PACK; i > 0; i--)
5821 o_ptr = &inventory[i];
5823 /* Skip empty items */
5824 if (!o_ptr->k_idx) continue;
5826 /* Scan the items above that item */
5827 for (j = 0; j < i; j++)
5831 j_ptr = &inventory[j];
5833 /* Skip empty items */
5834 if (!j_ptr->k_idx) continue;
5837 * Get maximum number of the stack if these
5838 * are similar, get zero otherwise.
5840 max_num = object_similar_part(j_ptr, o_ptr);
5842 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5843 if (max_num && j_ptr->number < max_num)
5845 if (o_ptr->number + j_ptr->number <= max_num)
5850 /* Add together the item counts */
5851 object_absorb(j_ptr, o_ptr);
5853 /* One object is gone */
5856 /* Slide everything down */
5857 for (k = i; k < INVEN_PACK; k++)
5859 /* Structure copy */
5860 inventory[k] = inventory[k+1];
5863 /* Erase the "final" slot */
5864 object_wipe(&inventory[k]);
5868 int old_num = o_ptr->number;
5869 int remain = j_ptr->number + o_ptr->number - max_num;
5871 o_ptr->number -= remain;
5873 /* Add together the item counts */
5874 object_absorb(j_ptr, o_ptr);
5876 o_ptr->number = remain;
5878 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5879 if (o_ptr->tval == TV_ROD)
5881 o_ptr->pval = o_ptr->pval * remain / old_num;
5882 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5885 /* Hack -- if wands are stacking, combine the charges. -LM- */
5886 if (o_ptr->tval == TV_WAND)
5888 o_ptr->pval = o_ptr->pval * remain / old_num;
5892 p_ptr->window |= (PW_INVEN);
5904 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."));
5908 * @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 /
5909 * Reorder items in the pack
5912 * Note special handling of the "overflow" slot
5914 void reorder_pack(void)
5924 /* Re-order the pack (forwards) */
5925 for (i = 0; i < INVEN_PACK; i++)
5927 /* Mega-Hack -- allow "proper" over-flow */
5928 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5930 o_ptr = &inventory[i];
5932 /* Skip empty slots */
5933 if (!o_ptr->k_idx) continue;
5935 /* Get the "value" of the item */
5936 o_value = object_value(o_ptr);
5938 /* Scan every occupied slot */
5939 for (j = 0; j < INVEN_PACK; j++)
5941 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5944 /* Never move down */
5945 if (j >= i) continue;
5951 /* Save a copy of the moving item */
5952 object_copy(q_ptr, &inventory[i]);
5954 /* Slide the objects */
5955 for (k = i; k > j; k--)
5957 /* Slide the item */
5958 object_copy(&inventory[k], &inventory[k-1]);
5961 /* Insert the moving item */
5962 object_copy(&inventory[j], q_ptr);
5964 p_ptr->window |= (PW_INVEN);
5967 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."));
5971 * @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 /
5972 * Hack -- display an object kind in the current window
5973 * @param k_idx ベースアイテムの参照ID
5976 * Include list of usable spells for readible books
5978 void display_koff(KIND_OBJECT_IDX k_idx)
5985 REALM_IDX use_realm;
5987 GAME_TEXT o_name[MAX_NLEN];
5990 /* Erase the window */
5991 for (y = 0; y < Term->hgt; y++)
5993 /* Erase the line */
5994 Term_erase(0, y, 255);
6001 /* Prepare the object */
6002 object_prep(q_ptr, k_idx);
6003 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6005 /* Mention the object name */
6006 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6008 /* Access the item's sval */
6010 use_realm = tval2realm(q_ptr->tval);
6012 /* Warriors are illiterate */
6013 if (p_ptr->realm1 || p_ptr->realm2)
6015 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6019 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6020 if (!is_magic(use_realm)) return;
6021 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6024 /* Display spells in readible books */
6028 SPELL_IDX spells[64];
6030 /* Extract spells */
6031 for (spell = 0; spell < 32; spell++)
6033 /* Check for this spell */
6034 if (fake_spell_flags[sval] & (1L << spell))
6036 /* Collect this spell */
6037 spells[num++] = spell;
6042 print_spells(0, spells, num, 2, 0, use_realm);
6048 * @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。
6049 * Torches have special abilities when they are flaming.
6050 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6051 * @param flgs 特別に追加するフラグを返す参照ポインタ
6054 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
6056 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6058 if (o_ptr->xtra4 > 0)
6060 add_flag(flgs, TR_BRAND_FIRE);
6061 add_flag(flgs, TR_KILL_UNDEAD);
6062 add_flag(flgs, TR_THROW);
6068 * @brief 投擲時たいまつにダイスを与える。
6069 * Torches have special abilities when they are flaming.
6070 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6071 * @param dd 特別なダイス数を返す参照ポインタ
6072 * @param ds 特別なダイス面数を返す参照ポインタ
6075 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
6077 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6079 if (o_ptr->xtra4 > 0)
6088 * @brief 投擲時命中したたいまつの寿命を縮める。
6089 * Torches have special abilities when they are flaming.
6090 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
6093 void torch_lost_fuel(object_type *o_ptr)
6095 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
6097 o_ptr->xtra4 -= (FUEL_TORCH / 25);
6098 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;