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
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-spell.h"
28 #include "objectkind.h"
29 #include "object-boost.h"
30 #include "object-ego.h"
31 #include "object-flavor.h"
32 #include "object-hook.h"
33 #include "object-curse.h"
34 #include "objectkind-hook.h"
37 #include "player-status.h"
38 #include "player-move.h"
39 #include "player-effects.h"
40 #include "player-class.h"
41 #include "player-personality.h"
43 #include "monsterrace-hook.h"
44 #include "object-ego.h"
45 #include "view-mainwindow.h"
49 * Determine if an item can "absorb" a second item
51 * See "object_absorb()" for the actual "absorption" code.
53 * If permitted, we allow staffs (if they are known to have equal charges
54 * and both are either known or confirmed empty) and wands (if both are
55 * either known or confirmed empty) and rods (in all cases) to combine.
56 * Staffs will unstack (if necessary) when they are used, but wands and
57 * rods will only unstack if one is dropped. -LM-
59 * If permitted, we allow weapons/armor to stack, if fully "known".
61 * Missiles will combine if both stacks have the same "known" status.
62 * This is done to make unidentified stacks of missiles useful.
64 * Food, potions, scrolls, and "easy know" items always stack.
66 * Chests, and activatable items, never stack (for various reasons).
70 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
72 #define MAX_STACK_SIZE 99
75 * todo この関数ポインタは何とかならんのか?
76 * Hack -- function hook to restrict "get_obj_num_prep()" function
78 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
81 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
83 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
85 void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item);
88 * @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
89 * @param floo_ptr 現在フロアへの参照ポインタ
90 * @param o_idx 削除対象のオブジェクト構造体ポインタ
93 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
95 OBJECT_IDX this_o_idx, next_o_idx = 0;
96 OBJECT_IDX prev_o_idx = 0;
98 j_ptr = &floor_ptr->o_list[o_idx];
100 if (OBJECT_IS_HELD_MONSTER(j_ptr))
103 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
104 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
107 o_ptr = &floor_ptr->o_list[this_o_idx];
108 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx != o_idx)
111 prev_o_idx = this_o_idx;
117 m_ptr->hold_o_idx = next_o_idx;
122 k_ptr = &floor_ptr->o_list[prev_o_idx];
123 k_ptr->next_o_idx = next_o_idx;
126 o_ptr->next_o_idx = 0;
134 POSITION y = j_ptr->iy;
135 POSITION x = j_ptr->ix;
136 g_ptr = &floor_ptr->grid_array[y][x];
137 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
140 o_ptr = &floor_ptr->o_list[this_o_idx];
141 next_o_idx = o_ptr->next_o_idx;
142 if (this_o_idx != o_idx)
144 prev_o_idx = this_o_idx;
150 g_ptr->o_idx = next_o_idx;
155 k_ptr = &floor_ptr->o_list[prev_o_idx];
156 k_ptr->next_o_idx = next_o_idx;
159 o_ptr->next_o_idx = 0;
166 * @brief オブジェクトを削除する /
167 * Delete a dungeon object
168 * @param player_ptr プレーヤーへの参照ポインタ
169 * @param o_idx 削除対象のオブジェクト構造体ポインタ
172 * Handle "stacks" of objects correctly.
174 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
177 floor_type *floor_ptr = player_ptr->current_floor_ptr;
178 excise_object_idx(floor_ptr, o_idx);
179 j_ptr = &floor_ptr->o_list[o_idx];
180 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
185 lite_spot(player_ptr, y, x);
194 * @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
195 * Delete a dungeon object
196 * @param player_ptr プレーヤーへの参照ポインタ
197 * @param y 削除したフロアマスのY座標
198 * @param x 削除したフロアマスのX座標
201 void delete_object(player_type *player_ptr, POSITION y, POSITION x)
204 OBJECT_IDX this_o_idx, next_o_idx = 0;
205 floor_type *floor_ptr = player_ptr->current_floor_ptr;
206 if (!in_bounds(floor_ptr, y, x)) return;
208 g_ptr = &floor_ptr->grid_array[y][x];
209 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
212 o_ptr = &floor_ptr->o_list[this_o_idx];
213 next_o_idx = o_ptr->next_o_idx;
219 lite_spot(player_ptr, y, x);
224 * @brief グローバルオブジェクト配列から空きを取得する /
225 * Acquires and returns the index of a "free" object.
226 * @param floo_ptr 現在フロアへの参照ポインタ
227 * @return 開いているオブジェクト要素のID
229 * This routine should almost never fail, but in case it does,
230 * we must be sure to handle "failure" of this routine.
232 OBJECT_IDX o_pop(floor_type *floor_ptr)
234 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
236 OBJECT_IDX i = floor_ptr->o_max;
242 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
245 o_ptr = &floor_ptr->o_list[i];
246 if (o_ptr->k_idx) continue;
252 if (current_world_ptr->character_dungeon)
253 msg_print(_("アイテムが多すぎる!", "Too many objects!"));
260 * @brief オブジェクト生成テーブルに生成制約を加える /
261 * Apply a "object restriction function" to the "object allocation table"
263 * @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
265 static errr get_obj_num_prep(void)
267 alloc_entry *table = alloc_kind_table;
268 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
270 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
272 table[i].prob2 = table[i].prob1;
285 * @brief オブジェクト生成テーブルからアイテムを取得する /
286 * Choose an object kind that seems "appropriate" to the given level
287 * @param owner_ptr プレーヤーへの参照ポインタ
289 * @return 選ばれたオブジェクトベースID
291 * This function uses the "prob2" field of the "object allocation table",\n
292 * and various local information, to calculate the "prob3" field of the\n
293 * same table, which is then used to choose an "appropriate" object, in\n
294 * a relatively efficient manner.\n
296 * It is (slightly) more likely to acquire an object of the given level\n
297 * than one of a lower level. This is done by choosing several objects\n
298 * appropriate to the given level and keeping the "hardest" one.\n
300 * Note that if no objects are "appropriate", then this function will\n
301 * fail, and return zero, but this should *almost* never happen.\n
303 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
306 KIND_OBJECT_IDX k_idx;
309 alloc_entry *table = alloc_kind_table;
311 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
313 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
315 if (one_in_(GREAT_OBJ))
317 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
322 for (i = 0; i < alloc_kind_size; i++)
324 if (table[i].level > level) break;
327 k_idx = table[i].index;
328 k_ptr = &k_info[k_idx];
330 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
332 table[i].prob3 = table[i].prob2;
333 total += table[i].prob3;
336 if (total <= 0) return 0;
338 value = randint0(total);
339 for (i = 0; i < alloc_kind_size; i++)
341 if (value < table[i].prob3) break;
343 value = value - table[i].prob3;
350 value = randint0(total);
351 for (i = 0; i < alloc_kind_size; i++)
353 if (value < table[i].prob3) break;
355 value = value - table[i].prob3;
358 if (table[i].level < table[j].level) i = j;
361 if (p >= 10) return (table[i].index);
364 value = randint0(total);
365 for (i = 0; i < alloc_kind_size; i++)
367 if (value < table[i].prob3) break;
369 value = value - table[i].prob3;
372 if (table[i].level < table[j].level) i = j;
373 return (table[i].index);
378 * @brief オブジェクトを鑑定済にする /
379 * Known is true when the "attributes" of an object are "known".
380 * @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
382 * These include tohit, todam, toac, cost, and pval (charges).\n
384 * Note that "knowing" an object gives you everything that an "awareness"\n
385 * gives you, and much more. In fact, the player is always "aware" of any\n
386 * item of which he has full "knowledge".\n
388 * But having full knowledge of, say, one "wand of wonder", does not, by\n
389 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
390 * It happens that most "identify" routines (including "buying from a shop")\n
391 * will make the player "aware" of the object as well as fully "know" it.\n
393 * This routine also removes any inscriptions generated by "feelings".\n
395 void object_known(object_type *o_ptr)
397 o_ptr->feeling = FEEL_NONE;
398 o_ptr->ident &= ~(IDENT_SENSE);
399 o_ptr->ident &= ~(IDENT_EMPTY);
400 o_ptr->ident |= (IDENT_KNOWN);
405 * @brief オブジェクトを*鑑定*済にする /
406 * The player is now aware of the effects of the given object.
407 * @param owner_ptr プレーヤーへの参照ポインタ
408 * @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
411 void object_aware(player_type *owner_ptr, object_type *o_ptr)
413 k_info[o_ptr->k_idx].aware = TRUE;
415 bool mihanmei = !object_is_aware(o_ptr);
416 bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
417 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
418 if (!is_undefined) return;
422 GAME_TEXT o_name[MAX_NLEN];
425 object_copy(q_ptr, o_ptr);
428 object_desc(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
430 exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
435 * @brief オブジェクトを試行済にする /
436 * Something has been "sampled"
437 * @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
440 void object_tried(object_type *o_ptr)
442 k_info[o_ptr->k_idx].tried = TRUE;
447 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
448 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
449 * @return 擬似鑑定結果のIDを返す。
451 byte value_check_aux1(object_type *o_ptr)
453 if (object_is_artifact(o_ptr))
455 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
460 if (object_is_ego(o_ptr))
462 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
464 return FEEL_EXCELLENT;
467 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
468 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
469 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
470 if (o_ptr->to_a > 0) return FEEL_GOOD;
471 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
478 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
479 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
480 * @return 擬似鑑定結果のIDを返す。
482 byte value_check_aux2(object_type *o_ptr)
484 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
485 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
486 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
487 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
488 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
489 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
496 * @brief 未鑑定なベースアイテムの基本価格を返す /
497 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
498 * @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
499 * @return オブジェクトの未鑑定価格
501 static PRICE object_value_base(object_type *o_ptr)
503 if (object_is_aware(o_ptr))
504 return (k_info[o_ptr->k_idx].cost);
508 case TV_FOOD: return (5L);
509 case TV_POTION: return (20L);
510 case TV_SCROLL: return (20L);
511 case TV_STAFF: return (70L);
512 case TV_WAND: return (50L);
513 case TV_ROD: return (90L);
514 case TV_RING: return (45L);
515 case TV_AMULET: return (45L);
518 DEPTH level = r_info[o_ptr->pval].level;
519 if (level < 20) return level * 50L;
520 else if (level < 30) return 1000 + (level - 20) * 150L;
521 else if (level < 40) return 2500 + (level - 30) * 350L;
522 else if (level < 50) return 6000 + (level - 40) * 800L;
523 else return 14000 + (level - 50) * 2000L;
526 if (!o_ptr->pval) return 1000L;
527 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
535 * @brief オブジェクトのフラグ類から価格を算出する /
536 * Return the value of the flags the object has...
537 * @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
538 * @param plusses フラグに与える価格の基本重み
539 * @return オブジェクトのフラグ価格
541 PRICE flag_cost(object_type *o_ptr, int plusses)
544 BIT_FLAGS flgs[TR_FLAG_SIZE];
545 object_kind *k_ptr = &k_info[o_ptr->k_idx];
546 object_flags(o_ptr, flgs);
549 * Exclude fixed flags of the base item.
550 * pval bonuses of base item will be treated later.
552 for (int i = 0; i < TR_FLAG_SIZE; i++)
553 flgs[i] &= ~(k_ptr->flags[i]);
555 if (object_is_fixed_artifact(o_ptr))
557 artifact_type *a_ptr = &a_info[o_ptr->name1];
559 for (int i = 0; i < TR_FLAG_SIZE; i++)
560 flgs[i] &= ~(a_ptr->flags[i]);
562 else if (object_is_ego(o_ptr))
564 ego_item_type *e_ptr = &e_info[o_ptr->name2];
566 for (int i = 0; i < TR_FLAG_SIZE; i++)
567 flgs[i] &= ~(e_ptr->flags[i]);
571 * Calucurate values of remaining flags
573 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
574 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
575 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
576 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
577 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
578 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
579 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
580 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
581 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
582 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
583 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
584 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
585 total += (10000 + (2500 * plusses));
586 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
587 total += (10000 + (2500 * plusses));
591 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
592 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
593 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
594 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
595 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
596 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
597 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
598 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
599 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
600 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
601 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
602 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
603 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
604 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
605 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
606 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
607 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
608 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
609 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
610 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
611 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
613 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
614 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
615 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
616 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
617 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
618 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
619 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
620 total += (tmp_cost * count);
622 if (have_flag(flgs, TR_SUST_STR)) total += 850;
623 if (have_flag(flgs, TR_SUST_INT)) total += 850;
624 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
625 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
626 if (have_flag(flgs, TR_SUST_CON)) total += 850;
627 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
628 if (have_flag(flgs, TR_RIDING)) total += 0;
629 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
630 if (have_flag(flgs, TR_THROW)) total += 5000;
631 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
632 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
636 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
637 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
638 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
639 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
640 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
641 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
642 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
643 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
644 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
645 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
646 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
647 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
648 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
649 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
650 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
651 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
652 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
653 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
654 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
655 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
656 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
657 total += (tmp_cost * count);
659 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
660 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
661 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
662 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
663 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
664 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
665 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
666 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
667 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
668 if (have_flag(flgs, TR_LITE_1)) total += 1500;
669 if (have_flag(flgs, TR_LITE_2)) total += 2500;
670 if (have_flag(flgs, TR_LITE_3)) total += 4000;
671 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
672 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
673 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
674 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
675 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
676 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
677 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
678 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
679 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
680 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
681 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
682 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
683 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
684 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
685 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
686 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
687 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
688 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
689 if (have_flag(flgs, TR_REGEN)) total += 2500;
690 if (have_flag(flgs, TR_WARNING)) total += 2000;
691 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
692 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
693 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
694 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
695 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
696 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
697 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
698 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
699 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
700 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
701 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
702 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
703 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
704 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
705 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
706 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
707 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
708 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
709 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
710 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
711 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
712 if (have_flag(flgs, TR_TELEPORT))
714 if (object_is_cursed(o_ptr))
720 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
721 if (have_flag(flgs, TR_BLESSED)) total += 750;
722 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
723 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
724 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
725 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
726 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
728 /* Also, give some extra for activatable powers... */
729 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
731 const activation_type* const act_ptr = find_activation_info(o_ptr);
733 total += act_ptr->value;
742 * @brief オブジェクトの真の価格を算出する /
743 * Return the value of the flags the object has...
744 * @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
747 * Return the "real" price of a "known" item, not including discounts\n
749 * Wand and staffs get cost for each charge\n
751 * Armor is worth an extra 100 gold per bonus point to armor class.\n
753 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
755 * Missiles are only worth 5 gold per bonus point, since they\n
756 * usually appear in groups of 20, and we want the player to get\n
757 * the same amount of cash for any "equivalent" item. Note that\n
758 * missiles never have any of the "pval" flags, and in fact, they\n
759 * only have a few of the available flags, primarily of the "slay"\n
760 * and "brand" and "ignore" variety.\n
762 * Armor with a negative armor bonus is worthless.\n
763 * Weapons with negative hit+damage bonuses are worthless.\n
765 * Every wearable item with a "pval" bonus is worth extra (see below).\n
767 PRICE object_value_real(object_type *o_ptr)
769 BIT_FLAGS flgs[TR_FLAG_SIZE];
770 object_kind *k_ptr = &k_info[o_ptr->k_idx];
772 if (!k_info[o_ptr->k_idx].cost) return (0L);
774 PRICE value = k_info[o_ptr->k_idx].cost;
775 object_flags(o_ptr, flgs);
776 if (object_is_fixed_artifact(o_ptr))
778 artifact_type *a_ptr = &a_info[o_ptr->name1];
779 if (!a_ptr->cost) return (0L);
782 value += flag_cost(o_ptr, o_ptr->pval);
785 else if (object_is_ego(o_ptr))
787 ego_item_type *e_ptr = &e_info[o_ptr->name2];
788 if (!e_ptr->cost) return (0L);
790 value += e_ptr->cost;
791 value += flag_cost(o_ptr, o_ptr->pval);
796 for (int i = 0; i < TR_FLAG_SIZE; i++)
797 if (o_ptr->art_flags[i]) flag = TRUE;
799 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
802 /* Analyze pval bonus for normal object */
825 if (!o_ptr->pval) break;
826 if (o_ptr->pval < 0) return (0L);
828 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
829 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
830 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
831 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
832 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
833 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
834 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
835 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
836 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
837 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
838 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
839 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
840 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
848 /* Pay extra for charges, depending on standard number of
849 * charges. Handle new-style wands correctly. -LM-
851 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
856 /* Pay extra for charges, depending on standard number of
859 value += (value * o_ptr->pval / (k_ptr->pval * 2));
865 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
867 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
880 if (o_ptr->to_a < 0) return (0L);
882 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
891 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
893 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
894 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
895 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
902 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
904 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
905 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
906 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
911 DEPTH level = r_info[o_ptr->pval].level;
912 if (level < 20) value = level * 50L;
913 else if (level < 30) value = 1000 + (level - 20) * 150L;
914 else if (level < 40) value = 2500 + (level - 30) * 350L;
915 else if (level < 50) value = 6000 + (level - 40) * 800L;
916 else value = 14000 + (level - 50) * 2000L;
921 if (!o_ptr->pval) value = 1000L;
922 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
927 if (!o_ptr->pval) value = 0L;
932 if (value < 0) return 0L;
939 * @brief オブジェクト価格算出のメインルーチン /
940 * Return the price of an item including plusses (and charges)
941 * @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
942 * @return オブジェクトの判明している現価格
944 * This function returns the "value" of the given item (qty one)\n
946 * Never notice "unknown" bonuses or properties, including "curses",\n
947 * since that would give the player information he did not have.\n
949 * Note that discounted items stay discounted forever, even if\n
950 * the discount is "forgotten" by the player via memory loss.\n
952 PRICE object_value(object_type *o_ptr)
956 if (object_is_known(o_ptr))
958 if (object_is_broken(o_ptr)) return (0L);
959 if (object_is_cursed(o_ptr)) return (0L);
961 value = object_value_real(o_ptr);
965 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
966 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
968 value = object_value_base(o_ptr);
971 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
978 * @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 /
979 * Distribute charges of rods or wands.
980 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
981 * @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
982 * @param amt 分割したい回数量 number of items that are transfered
985 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
986 * charges need to be allocated between the two stacks. If all the items\n
987 * are being dropped, it makes for a neater message to leave the original\n
988 * stack's pval alone. -LM-\n
990 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
992 if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
994 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
995 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
997 if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
999 if (q_ptr->pval > o_ptr->timeout)
1000 q_ptr->timeout = o_ptr->timeout;
1002 q_ptr->timeout = q_ptr->pval;
1004 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1009 * @brief 魔法棒やロッドの使用回数を減らす /
1010 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1011 * @param amt 減らしたい回数量 number of items that are transfered
1014 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1015 * charges of the stack needs to be reduced, unless all the items are\n
1016 * being destroyed. -LM-\n
1018 void reduce_charges(object_type *o_ptr, int amt)
1020 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1021 (amt < o_ptr->number))
1023 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1029 * @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。
1030 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1031 * @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
1032 * @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
1033 * @return 重ね合わせ可能なアイテム数
1035 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1037 int max_num = MAX_STACK_SIZE;
1038 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1040 switch (o_ptr->tval)
1050 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1051 if (o_ptr->pval != j_ptr->pval) return 0;
1057 if (o_ptr->pval != j_ptr->pval) return 0;
1069 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1070 !object_is_known(o_ptr)) ||
1071 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1072 !object_is_known(j_ptr))) return 0;
1074 if (o_ptr->pval != j_ptr->pval) return 0;
1080 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1081 !object_is_known(o_ptr)) ||
1082 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1083 !object_is_known(j_ptr))) return 0;
1089 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1111 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1118 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1119 if (o_ptr->feeling != j_ptr->feeling) return 0;
1120 if (o_ptr->to_h != j_ptr->to_h) return 0;
1121 if (o_ptr->to_d != j_ptr->to_d) return 0;
1122 if (o_ptr->to_a != j_ptr->to_a) return 0;
1123 if (o_ptr->pval != j_ptr->pval) return 0;
1124 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1125 if (o_ptr->name2 != j_ptr->name2) return 0;
1126 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1127 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1128 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1129 if (o_ptr->timeout || j_ptr->timeout) return 0;
1130 if (o_ptr->ac != j_ptr->ac) return 0;
1131 if (o_ptr->dd != j_ptr->dd) return 0;
1132 if (o_ptr->ds != j_ptr->ds) return 0;
1137 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1143 for (int i = 0; i < TR_FLAG_SIZE; i++)
1144 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1146 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1147 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1149 if (o_ptr->inscription && j_ptr->inscription &&
1150 (o_ptr->inscription != j_ptr->inscription))
1153 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1154 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1161 * @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。
1162 * Determine if an item can absorb a second item.
1163 * @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
1164 * @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
1165 * @return 重ね合わせ可能ならばTRUEを返す。
1167 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1169 int total = o_ptr->number + j_ptr->number;
1170 int max_num = object_similar_part(o_ptr, j_ptr);
1171 if (!max_num) return FALSE;
1172 if (total > max_num) return 0;
1179 * @brief 両オブジェクトをスロットに重ね合わせる。
1180 * Allow one item to "absorb" another, assuming they are similar
1181 * @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
1182 * @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
1185 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1187 int max_num = object_similar_part(o_ptr, j_ptr);
1188 int total = o_ptr->number + j_ptr->number;
1189 int diff = (total > max_num) ? total - max_num : 0;
1191 o_ptr->number = (total > max_num) ? max_num : total;
1192 if (object_is_known(j_ptr)) object_known(o_ptr);
1194 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1195 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1197 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1198 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1201 if (OBJECT_IS_FULL_KNOWN(j_ptr)) o_ptr->ident |= (IDENT_FULL_KNOWN);
1202 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1203 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1204 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1205 if (o_ptr->tval == TV_ROD)
1207 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1208 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1211 if (o_ptr->tval == TV_WAND)
1213 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1219 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1220 * Find the index of the object_kind with the given tval and sval
1221 * @param tval 検索したいベースアイテムのtval
1222 * @param sval 検索したいベースアイテムのsval
1225 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1228 KIND_OBJECT_IDX bk = 0;
1230 for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
1232 object_kind *k_ptr = &k_info[k];
1233 if (k_ptr->tval != tval) continue;
1234 if (k_ptr->sval == sval) return (k);
1235 if (sval != SV_ANY) continue;
1236 if (!one_in_(++num)) continue;
1251 * @brief オブジェクトを初期化する
1252 * Wipe an object clean.
1253 * @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
1256 void object_wipe(object_type *o_ptr)
1258 (void)WIPE(o_ptr, object_type);
1263 * @brief オブジェクトを複製する
1264 * Wipe an object clean.
1265 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1266 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1269 void object_copy(object_type *o_ptr, object_type *j_ptr)
1271 (void)COPY(o_ptr, j_ptr, object_type);
1276 * @brief オブジェクト構造体にベースアイテムを作成する
1277 * Prepare an object based on an object kind.
1278 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1279 * @param k_idx 新たに作成したいベースアイテム情報のID
1282 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1284 object_kind *k_ptr = &k_info[k_idx];
1286 o_ptr->k_idx = k_idx;
1287 o_ptr->tval = k_ptr->tval;
1288 o_ptr->sval = k_ptr->sval;
1289 o_ptr->pval = k_ptr->pval;
1291 o_ptr->weight = k_ptr->weight;
1292 o_ptr->to_h = k_ptr->to_h;
1293 o_ptr->to_d = k_ptr->to_d;
1294 o_ptr->to_a = k_ptr->to_a;
1295 o_ptr->ac = k_ptr->ac;
1296 o_ptr->dd = k_ptr->dd;
1297 o_ptr->ds = k_ptr->ds;
1299 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1300 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1302 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1303 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1304 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1305 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1306 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1307 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1312 * @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
1313 * @param owner_ptr プレーヤーへの参照ポインタ
1314 * @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
1317 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1319 object_aware(owner_ptr, o_ptr);
1320 object_known(o_ptr);
1322 o_ptr->ident |= (IDENT_FULL_KNOWN);
1323 GAME_TEXT o_name[MAX_NLEN];
1324 object_desc(owner_ptr, o_name, o_ptr, 0);
1325 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1331 * @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
1332 * Choose random ego type
1333 * @param slot 取得したいエゴの装備部位
1334 * @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。
1335 * @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。
1337 static byte get_random_ego(byte slot, bool good)
1340 for (int i = 1; i < max_e_idx; i++)
1342 ego_item_type *e_ptr;
1344 if (e_ptr->slot == slot
1345 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1348 total += (255 / e_ptr->rarity);
1352 int value = randint1(total);
1354 for (j = 1; j < max_e_idx; j++)
1356 ego_item_type *e_ptr;
1358 if (e_ptr->slot == slot
1359 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1362 value -= (255 / e_ptr->rarity);
1363 if (value <= 0L) break;
1372 * @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
1373 * Apply magic to an item known to be a "weapon"
1374 * @param owner_ptr プレーヤーへの参照ポインタ
1375 * @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
1376 * @param level 生成基準階
1377 * @param power 生成ランク
1380 * Hack -- note special base damage dice boosting\n
1381 * Hack -- note special processing for weapon/digger\n
1383 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1385 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1386 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1388 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1389 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1391 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1393 tohit2 = (tohit2 + 1) / 2;
1394 todam2 = (todam2 + 1) / 2;
1399 o_ptr->to_h += tohit1;
1400 o_ptr->to_d += todam1;
1403 o_ptr->to_h += tohit2;
1404 o_ptr->to_d += todam2;
1409 o_ptr->to_h -= tohit1;
1410 o_ptr->to_d -= todam1;
1413 o_ptr->to_h -= tohit2;
1414 o_ptr->to_d -= todam2;
1417 if (o_ptr->to_h + o_ptr->to_d < 0)
1418 o_ptr->curse_flags |= TRC_CURSED;
1421 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1423 switch (o_ptr->tval)
1429 /* power > 2 is debug only */
1430 if (one_in_(30) || (power > 2))
1431 become_random_artifact(owner_ptr, o_ptr, FALSE);
1433 o_ptr->name2 = EGO_DIGGING;
1435 else if (power < -1)
1437 o_ptr->pval = 0 - (5 + randint1(5));
1441 o_ptr->pval = 0 - (o_ptr->pval);
1452 /* power > 2 is debug only */
1453 if (one_in_(40) || (power > 2))
1455 become_random_artifact(owner_ptr, o_ptr, FALSE);
1460 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1461 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1463 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1465 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1470 switch (o_ptr->name2)
1473 if (one_in_(4) && (level > 40))
1474 add_flag(o_ptr->art_flags, TR_BLOWS);
1478 add_flag(o_ptr->art_flags, TR_RES_POIS);
1480 add_flag(o_ptr->art_flags, TR_WARNING);
1482 case EGO_KILL_DRAGON:
1484 add_flag(o_ptr->art_flags, TR_RES_POIS);
1488 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1490 case EGO_SLAYING_WEAPON:
1498 } while (one_in_(o_ptr->dd));
1503 } while (one_in_(o_ptr->ds));
1508 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1510 if (o_ptr->tval == TV_SWORD && one_in_(3))
1512 add_flag(o_ptr->art_flags, TR_VORPAL);
1517 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1523 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1525 add_flag(o_ptr->art_flags, TR_DEX);
1527 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1530 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1532 case EGO_EARTHQUAKES:
1533 if (one_in_(3) && (level > 60))
1534 add_flag(o_ptr->art_flags, TR_BLOWS);
1536 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1540 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1544 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1546 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1548 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1549 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1552 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1553 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1554 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1555 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1559 if (!o_ptr->art_name)
1561 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1564 if (o_ptr->dd > 9) o_ptr->dd = 9;
1567 else if (power < -1)
1569 if (randint0(MAX_DEPTH) < level)
1573 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1574 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1582 switch (o_ptr->name2)
1585 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1586 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1589 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1590 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
1591 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1592 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1593 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1594 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1606 /* power > 2 is debug only */
1607 if (one_in_(20) || (power > 2))
1609 become_random_artifact(owner_ptr, o_ptr, FALSE);
1613 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
1624 /* power > 2 is debug only */
1627 become_random_artifact(owner_ptr, o_ptr, FALSE);
1631 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
1632 switch (o_ptr->name2)
1634 case EGO_SLAYING_BOLT:
1639 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1642 if (o_ptr->dd > 9) o_ptr->dd = 9;
1644 else if (power < -1)
1646 if (randint0(MAX_DEPTH) < level)
1648 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
1659 * @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
1660 * Apply magic to an item known to be "armor"
1661 * @param owner_ptr プレーヤーへの参照ポインタ
1662 * @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
1663 * @param level 生成基準階
1664 * @param power 生成ランク
1667 * Hack -- note special processing for crown/helm\n
1668 * Hack -- note special processing for robe of permanence\n
1670 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1672 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
1673 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
1676 o_ptr->to_a += toac1;
1679 o_ptr->to_a += toac2;
1684 o_ptr->to_a -= toac1;
1687 o_ptr->to_a -= toac2;
1690 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
1693 switch (o_ptr->tval)
1697 /* power > 2 is debug only */
1698 if (one_in_(50) || (power > 2))
1699 become_random_artifact(owner_ptr, o_ptr, FALSE);
1707 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
1708 (o_ptr->sval == SV_ROBE) &&
1709 (randint0(100) < 15))
1713 o_ptr->name2 = EGO_YOIYAMI;
1714 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
1715 o_ptr->sval = SV_YOIYAMI_ROBE;
1721 o_ptr->name2 = EGO_PERMANENCE;
1727 /* power > 2 is debug only */
1728 if (one_in_(20) || (power > 2))
1730 become_random_artifact(owner_ptr, o_ptr, FALSE);
1736 bool okay_flag = TRUE;
1737 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
1738 switch (o_ptr->name2)
1741 if (o_ptr->tval != TV_HARD_ARMOR)
1748 if (o_ptr->tval != TV_SOFT_ARMOR)
1758 if (okay_flag) break;
1761 switch (o_ptr->name2)
1763 case EGO_RESISTANCE:
1765 add_flag(o_ptr->art_flags, TR_RES_POIS);
1768 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1769 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
1773 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1775 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1777 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1778 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1780 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1781 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
1782 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1783 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1784 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1785 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1786 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1787 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1790 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1791 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1792 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1793 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1794 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1795 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1806 if (o_ptr->sval == SV_DRAGON_SHIELD)
1808 dragon_resist(o_ptr);
1809 if (!one_in_(3)) break;
1814 /* power > 2 is debug only */
1815 if (one_in_(20) || (power > 2))
1817 become_random_artifact(owner_ptr, o_ptr, FALSE);
1823 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
1824 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
1825 && o_ptr->name2 == EGO_S_DWARVEN)
1833 switch (o_ptr->name2)
1836 if (!one_in_(3)) one_high_resistance(o_ptr);
1837 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
1839 case EGO_REFLECTION:
1840 if (o_ptr->sval == SV_MIRROR_SHIELD)
1845 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1846 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
1855 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
1857 dragon_resist(o_ptr);
1858 if (!one_in_(3)) break;
1863 /* power > 2 is debug only */
1864 if (one_in_(20) || (power > 2))
1866 become_random_artifact(owner_ptr, o_ptr, FALSE);
1869 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
1871 else if (power < -1)
1873 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
1881 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
1883 dragon_resist(o_ptr);
1884 if (!one_in_(3)) break;
1889 /* power > 2 is debug only */
1890 if (one_in_(20) || (power > 2))
1892 become_random_artifact(owner_ptr, o_ptr, FALSE);
1896 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
1897 switch (o_ptr->name2)
1899 case EGO_SLOW_DESCENT:
1902 one_high_resistance(o_ptr);
1908 else if (power < -1)
1910 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
1919 /* power > 2 is debug only */
1920 if (one_in_(20) || (power > 2))
1922 become_random_artifact(owner_ptr, o_ptr, FALSE);
1928 bool ok_flag = TRUE;
1929 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
1931 switch (o_ptr->name2)
1934 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
1935 else add_esp_weak(o_ptr, FALSE);
1939 case EGO_REGENERATION:
1940 case EGO_LORDLINESS:
1946 if (one_in_(2)) add_esp_strong(o_ptr);
1947 else add_esp_weak(o_ptr, FALSE);
1951 /* not existing crown (wisdom,lite, etc...) */
1961 else if (power < -1)
1965 bool ok_flag = TRUE;
1966 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
1968 switch (o_ptr->name2)
1970 case EGO_ANCIENT_CURSE:
1971 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1972 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1973 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1974 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1975 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1976 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1989 if (o_ptr->sval == SV_DRAGON_HELM)
1991 dragon_resist(o_ptr);
1992 if (!one_in_(3)) break;
1997 /* power > 2 is debug only */
1998 if (one_in_(20) || (power > 2))
2000 become_random_artifact(owner_ptr, o_ptr, FALSE);
2006 bool ok_flag = TRUE;
2007 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2008 switch (o_ptr->name2)
2010 case EGO_BRILLIANCE:
2012 case EGO_INFRAVISION:
2013 case EGO_H_PROTECTION:
2018 if (one_in_(2)) add_esp_strong(o_ptr);
2019 else add_esp_weak(o_ptr, FALSE);
2024 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2025 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2028 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2030 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2032 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2033 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2035 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2036 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2037 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2038 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2039 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2040 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2041 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2042 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2045 /* not existing helm (Magi, Might, etc...)*/
2054 else if (power < -1)
2058 bool ok_flag = TRUE;
2059 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2061 switch (o_ptr->name2)
2063 case EGO_ANCIENT_CURSE:
2078 /* power > 2 is debug only */
2079 if (one_in_(20) || (power > 2))
2081 become_random_artifact(owner_ptr, o_ptr, FALSE);
2084 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2086 switch (o_ptr->name2)
2095 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2096 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2097 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2098 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2103 else if (power < -1)
2105 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2115 * @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
2116 * Apply magic to an item known to be a "ring" or "amulet"
2117 * @param owner_ptr プレーヤーへの参照ポインタ
2118 * @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
2119 * @param level 生成基準階
2120 * @param power 生成ランク
2123 * Hack -- note special "pval boost" code for ring of speed\n
2124 * Hack -- note that some items must be cursed (or blessed)\n
2126 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2128 switch (o_ptr->tval)
2132 switch (o_ptr->sval)
2134 case SV_RING_ATTACKS:
2136 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2137 if (one_in_(15)) o_ptr->pval++;
2138 if (o_ptr->pval < 1) o_ptr->pval = 1;
2142 o_ptr->ident |= (IDENT_BROKEN);
2143 o_ptr->curse_flags |= TRC_CURSED;
2144 o_ptr->pval = 0 - (o_ptr->pval);
2157 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2160 o_ptr->ident |= (IDENT_BROKEN);
2161 o_ptr->curse_flags |= TRC_CURSED;
2162 o_ptr->pval = 0 - (o_ptr->pval);
2169 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2170 while (randint0(100) < 50) o_ptr->pval++;
2174 o_ptr->ident |= (IDENT_BROKEN);
2175 o_ptr->curse_flags |= TRC_CURSED;
2176 o_ptr->pval = 0 - (o_ptr->pval);
2182 case SV_RING_LORDLY:
2186 one_lordly_high_resistance(o_ptr);
2187 } while (one_in_(4));
2189 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2192 case SV_RING_WARNING:
2194 if (one_in_(3)) one_low_esp(o_ptr);
2197 case SV_RING_SEARCHING:
2199 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2202 o_ptr->ident |= (IDENT_BROKEN);
2203 o_ptr->curse_flags |= TRC_CURSED;
2204 o_ptr->pval = 0 - (o_ptr->pval);
2209 case SV_RING_FLAMES:
2214 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2217 case SV_RING_WEAKNESS:
2218 case SV_RING_STUPIDITY:
2220 o_ptr->ident |= (IDENT_BROKEN);
2221 o_ptr->curse_flags |= TRC_CURSED;
2222 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2223 if (power > 0) power = 0 - power;
2229 o_ptr->ident |= (IDENT_BROKEN);
2230 o_ptr->curse_flags |= TRC_CURSED;
2231 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2232 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2233 if (power > 0) power = 0 - power;
2237 case SV_RING_DAMAGE:
2239 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2242 o_ptr->ident |= (IDENT_BROKEN);
2243 o_ptr->curse_flags |= TRC_CURSED;
2244 o_ptr->to_d = 0 - o_ptr->to_d;
2249 case SV_RING_ACCURACY:
2251 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2254 o_ptr->ident |= (IDENT_BROKEN);
2255 o_ptr->curse_flags |= TRC_CURSED;
2256 o_ptr->to_h = 0 - o_ptr->to_h;
2261 case SV_RING_PROTECTION:
2263 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2266 o_ptr->ident |= (IDENT_BROKEN);
2267 o_ptr->curse_flags |= TRC_CURSED;
2268 o_ptr->to_a = 0 - o_ptr->to_a;
2273 case SV_RING_SLAYING:
2275 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2276 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2280 o_ptr->ident |= (IDENT_BROKEN);
2281 o_ptr->curse_flags |= TRC_CURSED;
2282 o_ptr->to_h = 0 - o_ptr->to_h;
2283 o_ptr->to_d = 0 - o_ptr->to_d;
2288 case SV_RING_MUSCLE:
2290 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2291 if (one_in_(4)) o_ptr->pval++;
2295 o_ptr->ident |= (IDENT_BROKEN);
2296 o_ptr->curse_flags |= TRC_CURSED;
2297 o_ptr->pval = 0 - o_ptr->pval;
2302 case SV_RING_AGGRAVATION:
2304 o_ptr->ident |= (IDENT_BROKEN);
2305 o_ptr->curse_flags |= TRC_CURSED;
2306 if (power > 0) power = 0 - power;
2311 /* power > 2 is debug only */
2312 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2314 o_ptr->pval = MIN(o_ptr->pval, 4);
2315 become_random_artifact(owner_ptr, o_ptr, FALSE);
2317 else if ((power == 2) && one_in_(2))
2319 while (!o_ptr->name2)
2321 int tmp = m_bonus(10, level);
2322 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2323 switch (randint1(28))
2326 o_ptr->name2 = EGO_RING_THROW;
2329 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2330 o_ptr->name2 = EGO_RING_REGEN;
2333 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2334 o_ptr->name2 = EGO_RING_LITE;
2337 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2338 o_ptr->name2 = EGO_RING_TELEPORT;
2341 if (o_ptr->to_h) break;
2342 o_ptr->name2 = EGO_RING_TO_H;
2345 if (o_ptr->to_d) break;
2346 o_ptr->name2 = EGO_RING_TO_D;
2349 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2350 o_ptr->name2 = EGO_RING_SLAY;
2353 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2354 o_ptr->name2 = EGO_RING_WIZARD;
2357 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2358 o_ptr->name2 = EGO_RING_HERO;
2361 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2362 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2363 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2364 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2367 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2368 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;
2369 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2370 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2371 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2374 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2375 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;
2376 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2377 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2378 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2381 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2382 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;
2383 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2384 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2387 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2388 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;
2389 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2390 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2392 case 21: case 22: case 23: case 24: case 25: case 26:
2393 switch (o_ptr->sval)
2396 if (!one_in_(3)) break;
2397 o_ptr->name2 = EGO_RING_D_SPEED;
2399 case SV_RING_DAMAGE:
2400 case SV_RING_ACCURACY:
2401 case SV_RING_SLAYING:
2402 if (one_in_(2)) break;
2403 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2406 o_ptr->name2 = EGO_RING_BERSERKER;
2407 o_ptr->to_h -= 2 + randint1(4);
2408 o_ptr->to_d += 2 + randint1(4);
2412 case SV_RING_PROTECTION:
2413 o_ptr->name2 = EGO_RING_SUPER_AC;
2414 o_ptr->to_a += 7 + m_bonus(5, level);
2416 case SV_RING_RES_FEAR:
2417 o_ptr->name2 = EGO_RING_HERO;
2420 if (one_in_(2)) break;
2421 o_ptr->name2 = EGO_RING_HUNTER;
2423 case SV_RING_SEARCHING:
2424 o_ptr->name2 = EGO_RING_STEALTH;
2426 case SV_RING_TELEPORTATION:
2427 o_ptr->name2 = EGO_RING_TELE_AWAY;
2429 case SV_RING_RES_BLINDNESS:
2431 o_ptr->name2 = EGO_RING_RES_LITE;
2433 o_ptr->name2 = EGO_RING_RES_DARK;
2435 case SV_RING_LORDLY:
2436 if (!one_in_(20)) break;
2437 one_lordly_high_resistance(o_ptr);
2438 one_lordly_high_resistance(o_ptr);
2439 o_ptr->name2 = EGO_RING_TRUE;
2441 case SV_RING_SUSTAIN:
2442 if (!one_in_(4)) break;
2443 o_ptr->name2 = EGO_RING_RES_TIME;
2445 case SV_RING_FLAMES:
2446 if (!one_in_(2)) break;
2447 o_ptr->name2 = EGO_RING_DRAGON_F;
2450 if (!one_in_(2)) break;
2451 o_ptr->name2 = EGO_RING_DRAGON_C;
2453 case SV_RING_WARNING:
2454 if (!one_in_(2)) break;
2455 o_ptr->name2 = EGO_RING_M_DETECT;
2465 o_ptr->curse_flags = 0L;
2467 else if ((power == -2) && one_in_(2))
2469 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2470 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2471 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2472 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2473 o_ptr->art_flags[0] = 0;
2474 o_ptr->art_flags[1] = 0;
2475 while (!o_ptr->name2)
2477 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2478 switch (randint1(5))
2481 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2482 o_ptr->name2 = EGO_RING_DRAIN_EXP;
2485 o_ptr->name2 = EGO_RING_NO_MELEE;
2488 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2489 o_ptr->name2 = EGO_RING_AGGRAVATE;
2492 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2493 o_ptr->name2 = EGO_RING_TY_CURSE;
2496 o_ptr->name2 = EGO_RING_ALBINO;
2501 o_ptr->ident |= (IDENT_BROKEN);
2502 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2509 switch (o_ptr->sval)
2511 case SV_AMULET_INTELLIGENCE:
2512 case SV_AMULET_WISDOM:
2513 case SV_AMULET_CHARISMA:
2515 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2518 o_ptr->ident |= (IDENT_BROKEN);
2519 o_ptr->curse_flags |= (TRC_CURSED);
2520 o_ptr->pval = 0 - o_ptr->pval;
2525 case SV_AMULET_BRILLIANCE:
2527 o_ptr->pval = 1 + m_bonus(3, level);
2528 if (one_in_(4)) o_ptr->pval++;
2532 o_ptr->ident |= (IDENT_BROKEN);
2533 o_ptr->curse_flags |= (TRC_CURSED);
2534 o_ptr->pval = 0 - o_ptr->pval;
2539 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
2543 o_ptr->curse_flags |= (TRC_CURSED);
2548 case SV_AMULET_RESISTANCE:
2550 if (one_in_(5)) one_high_resistance(o_ptr);
2551 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2554 case SV_AMULET_SEARCHING:
2556 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
2559 o_ptr->ident |= (IDENT_BROKEN);
2560 o_ptr->curse_flags |= (TRC_CURSED);
2561 o_ptr->pval = 0 - (o_ptr->pval);
2566 case SV_AMULET_THE_MAGI:
2568 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2569 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
2570 add_esp_weak(o_ptr, FALSE);
2573 case SV_AMULET_DOOM:
2575 o_ptr->ident |= (IDENT_BROKEN);
2576 o_ptr->curse_flags |= (TRC_CURSED);
2577 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
2578 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
2579 if (power > 0) power = 0 - power;
2583 case SV_AMULET_MAGIC_MASTERY:
2585 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
2588 o_ptr->ident |= (IDENT_BROKEN);
2589 o_ptr->curse_flags |= (TRC_CURSED);
2590 o_ptr->pval = 0 - o_ptr->pval;
2597 /* power > 2 is debug only */
2598 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2600 o_ptr->pval = MIN(o_ptr->pval, 4);
2601 become_random_artifact(owner_ptr, o_ptr, FALSE);
2603 else if ((power == 2) && one_in_(2))
2605 while (!o_ptr->name2)
2607 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2608 switch (randint1(21))
2611 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
2612 o_ptr->name2 = EGO_AMU_SLOW_D;
2615 if (o_ptr->pval) break;
2616 o_ptr->name2 = EGO_AMU_INFRA;
2619 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
2620 o_ptr->name2 = EGO_AMU_SEE_INVIS;
2623 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
2624 o_ptr->name2 = EGO_AMU_HOLD_EXP;
2627 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
2628 o_ptr->name2 = EGO_AMU_LEVITATION;
2630 case 10: case 11: case 21:
2631 o_ptr->name2 = EGO_AMU_AC;
2634 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
2635 if (m_bonus(10, level) > 8)
2636 o_ptr->name2 = EGO_AMU_RES_FIRE_;
2638 o_ptr->name2 = EGO_AMU_RES_FIRE;
2641 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
2642 if (m_bonus(10, level) > 8)
2643 o_ptr->name2 = EGO_AMU_RES_COLD_;
2645 o_ptr->name2 = EGO_AMU_RES_COLD;
2648 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
2649 if (m_bonus(10, level) > 8)
2650 o_ptr->name2 = EGO_AMU_RES_ELEC_;
2652 o_ptr->name2 = EGO_AMU_RES_ELEC;
2655 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
2656 if (m_bonus(10, level) > 8)
2657 o_ptr->name2 = EGO_AMU_RES_ACID_;
2659 o_ptr->name2 = EGO_AMU_RES_ACID;
2661 case 16: case 17: case 18: case 19: case 20:
2662 switch (o_ptr->sval)
2664 case SV_AMULET_TELEPORT:
2665 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
2666 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
2667 else o_ptr->name2 = EGO_AMU_TELEPORT;
2669 case SV_AMULET_RESIST_ACID:
2670 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
2672 case SV_AMULET_SEARCHING:
2673 o_ptr->name2 = EGO_AMU_STEALTH;
2675 case SV_AMULET_BRILLIANCE:
2676 if (!one_in_(3)) break;
2677 o_ptr->name2 = EGO_AMU_IDENT;
2679 case SV_AMULET_CHARISMA:
2680 if (!one_in_(3)) break;
2681 o_ptr->name2 = EGO_AMU_CHARM;
2683 case SV_AMULET_THE_MAGI:
2684 if (one_in_(2)) break;
2685 o_ptr->name2 = EGO_AMU_GREAT;
2687 case SV_AMULET_RESISTANCE:
2688 if (!one_in_(5)) break;
2689 o_ptr->name2 = EGO_AMU_DEFENDER;
2691 case SV_AMULET_TELEPATHY:
2692 if (!one_in_(3)) break;
2693 o_ptr->name2 = EGO_AMU_DETECTION;
2698 o_ptr->curse_flags = 0L;
2700 else if ((power == -2) && one_in_(2))
2702 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2703 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2704 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2705 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2706 o_ptr->art_flags[0] = 0;
2707 o_ptr->art_flags[1] = 0;
2708 while (!o_ptr->name2)
2710 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2711 switch (randint1(5))
2714 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2715 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
2718 o_ptr->name2 = EGO_AMU_FOOL;
2721 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2722 o_ptr->name2 = EGO_AMU_AGGRAVATE;
2725 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2726 o_ptr->name2 = EGO_AMU_TY_CURSE;
2729 o_ptr->name2 = EGO_AMU_NAIVETY;
2734 o_ptr->ident |= (IDENT_BROKEN);
2735 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2745 * @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
2746 * Apply magic to an item known to be "boring"
2747 * @param owner_ptr プレーヤーへの参照ポインタ
2748 * @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
2749 * @param power 生成ランク
2752 * Hack -- note the special code for various items
2754 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
2756 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2758 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
2759 switch (o_ptr->tval)
2767 o_ptr->xtra4 = o_ptr->pval;
2773 if (o_ptr->sval == SV_LITE_TORCH)
2775 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2779 if (o_ptr->sval == SV_LITE_LANTERN)
2781 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2785 /* power > 2 is debug only */
2788 become_random_artifact(owner_ptr, o_ptr, FALSE);
2790 else if ((power == 2) || ((power == 1) && one_in_(3)))
2792 while (!o_ptr->name2)
2796 bool okay_flag = TRUE;
2798 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
2800 switch (o_ptr->name2)
2803 if (o_ptr->sval == SV_LITE_FEANOR)
2812 else if (power == -2)
2814 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
2815 switch (o_ptr->name2)
2817 case EGO_LITE_DARKNESS:
2820 if (o_ptr->sval == SV_LITE_TORCH)
2822 add_flag(o_ptr->art_flags, TR_LITE_M1);
2824 else if (o_ptr->sval == SV_LITE_LANTERN)
2826 add_flag(o_ptr->art_flags, TR_LITE_M2);
2828 else if (o_ptr->sval == SV_LITE_FEANOR)
2830 add_flag(o_ptr->art_flags, TR_LITE_M3);
2841 /* The wand or staff gets a number of initial charges equal
2842 * to between 1/2 (+1) and the full object kind's pval. -LM-
2844 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
2849 o_ptr->pval = k_ptr->pval;
2855 object_aware(owner_ptr, o_ptr);
2856 object_known(o_ptr);
2861 PARAMETER_VALUE i = 1;
2863 monster_race *r_ptr;
2866 i = randint1(max_r_idx - 1);
2868 if (!item_monster_okay(i)) continue;
2869 if (i == MON_TSUCHINOKO) continue;
2872 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2873 if (!r_ptr->rarity) continue;
2874 if (r_ptr->rarity > 100) continue;
2875 if (randint0(check)) continue;
2881 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
2887 PARAMETER_VALUE i = 1;
2890 monster_race *r_ptr;
2891 if (o_ptr->sval == SV_SKELETON)
2893 match = RF9_DROP_SKELETON;
2895 else if (o_ptr->sval == SV_CORPSE)
2897 match = RF9_DROP_CORPSE;
2900 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
2903 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
2905 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2906 if (!r_ptr->rarity) continue;
2907 if (!(r_ptr->flags9 & match)) continue;
2908 if (randint0(check)) continue;
2914 object_aware(owner_ptr, o_ptr);
2915 object_known(o_ptr);
2920 PARAMETER_VALUE i = 1;
2921 monster_race *r_ptr;
2924 i = randint1(max_r_idx - 1);
2926 if (!r_ptr->rarity) continue;
2934 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
2937 object_aware(owner_ptr, o_ptr);
2938 object_known(o_ptr);
2943 DEPTH obj_level = k_info[o_ptr->k_idx].level;
2944 if (obj_level <= 0) break;
2946 o_ptr->pval = randint1(obj_level);
2947 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
2949 o_ptr->xtra3 = floor_ptr->dun_level + 5;
2950 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
2959 * @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
2960 * Complete the "creation" of an object by applying "magic" to the item
2961 * @param owner_ptr プレーヤーへの参照ポインタ
2962 * @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
2964 * @param mode 生成オプション
2967 * This includes not only rolling for random bonuses, but also putting the\n
2968 * finishing touches on ego-items and artifacts, giving charges to wands and\n
2969 * staffs, giving fuel to lites, and placing traps on chests.\n
2971 * In particular, note that "Instant Artifacts", if "created" by an external\n
2972 * routine, must pass through this function to complete the actual creation.\n
2974 * The base "chance" of the item being "good" increases with the "level"\n
2975 * parameter, which is usually derived from the dungeon level, being equal\n
2976 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
2977 * the object is guaranteed to be "good". If an object is "good", then\n
2978 * the chance that the object will be "great" (ego-item or artifact), also\n
2979 * increases with the "level", being equal to half the level, plus 5, up to\n
2980 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
2981 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
2983 * If the object is not "good", there is a chance it will be "cursed", and\n
2984 * if it is "cursed", there is a chance it will be "broken". These chances\n
2985 * are related to the "good" / "great" chances above.\n
2987 * Otherwise "normal" rings and amulets will be "good" half the time and\n
2988 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
2990 * If "okay" is true, and the object is going to be "great", then there is\n
2991 * a chance that an artifact will be created. This is true even if both the\n
2992 * "good" and "great" arguments are false. As a total hack, if "great" is\n
2993 * true, then the item gets 3 extra "attempts" to become an artifact.\n
2995 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
2997 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
2998 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3001 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3003 int f2 = f1 * 2 / 3;
3004 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3005 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3007 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3012 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3019 if ((mode & AM_GOOD) || magik(f1))
3022 if ((mode & AM_GREAT) || magik(f2))
3025 if (mode & AM_SPECIAL) power = 3;
3031 if (magik(f2)) power = -2;
3033 if (mode & AM_CURSED)
3046 if (power >= 2) rolls = 1;
3048 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3049 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3051 for (int i = 0; i < rolls; i++)
3053 if (make_artifact(owner_ptr, o_ptr)) break;
3054 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3056 if (make_artifact(owner_ptr, o_ptr)) break;
3060 if (object_is_fixed_artifact(o_ptr))
3062 artifact_type *a_ptr = &a_info[o_ptr->name1];
3064 if (current_world_ptr->character_dungeon)
3065 a_ptr->floor_id = owner_ptr->floor_id;
3067 o_ptr->pval = a_ptr->pval;
3068 o_ptr->ac = a_ptr->ac;
3069 o_ptr->dd = a_ptr->dd;
3070 o_ptr->ds = a_ptr->ds;
3071 o_ptr->to_a = a_ptr->to_a;
3072 o_ptr->to_h = a_ptr->to_h;
3073 o_ptr->to_d = a_ptr->to_d;
3074 o_ptr->weight = a_ptr->weight;
3075 o_ptr->xtra2 = a_ptr->act_idx;
3077 if (o_ptr->name1 == ART_MILIM)
3079 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3085 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3086 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3087 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3088 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3089 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3090 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3091 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3096 switch (o_ptr->tval)
3105 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3110 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3115 if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3128 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3129 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3130 o_ptr->pval = randint1(4);
3133 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3134 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3135 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3136 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3137 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3144 if (!power && (randint0(100) < 50)) power = -1;
3145 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3150 a_m_aux_4(owner_ptr, o_ptr, power);
3155 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3156 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3157 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3160 add_flag(o_ptr->art_flags, TR_STR);
3161 add_flag(o_ptr->art_flags, TR_INT);
3162 add_flag(o_ptr->art_flags, TR_WIS);
3163 add_flag(o_ptr->art_flags, TR_DEX);
3164 add_flag(o_ptr->art_flags, TR_CON);
3165 add_flag(o_ptr->art_flags, TR_CHR);
3168 if (object_is_ego(o_ptr))
3170 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3171 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3173 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3174 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3175 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3176 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3177 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3178 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3180 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3181 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3182 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3183 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3184 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3185 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3186 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3187 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3192 } while (one_in_(o_ptr->dd));
3194 if (o_ptr->dd > 9) o_ptr->dd = 9;
3197 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3199 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3201 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3202 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3203 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3204 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3208 if (e_ptr->max_to_h)
3210 if (e_ptr->max_to_h > 127)
3211 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3212 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3215 if (e_ptr->max_to_d)
3217 if (e_ptr->max_to_d > 127)
3218 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3219 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3222 if (e_ptr->max_to_a)
3224 if (e_ptr->max_to_a > 127)
3225 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3226 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3229 if (o_ptr->name2 == EGO_ACCURACY)
3231 while (o_ptr->to_h < o_ptr->to_d + 10)
3236 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3239 if (o_ptr->name2 == EGO_VELOCITY)
3241 while (o_ptr->to_d < o_ptr->to_h + 10)
3246 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3249 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3251 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3254 if (e_ptr->max_pval)
3256 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3259 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3261 else if (o_ptr->name2 == EGO_DEMON)
3263 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3265 o_ptr->pval += randint1(2);
3269 o_ptr->pval += randint1(e_ptr->max_pval);
3272 else if (o_ptr->name2 == EGO_ATTACKS)
3274 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
3275 if (o_ptr->pval > 3) o_ptr->pval = 3;
3276 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
3277 o_ptr->pval += randint1(2);
3279 else if (o_ptr->name2 == EGO_BAT)
3281 o_ptr->pval = randint1(e_ptr->max_pval);
3282 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
3284 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
3286 o_ptr->pval = randint1(e_ptr->max_pval);
3290 o_ptr->pval += randint1(e_ptr->max_pval);
3294 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
3296 o_ptr->pval = randint1(o_ptr->pval);
3299 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
3308 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3309 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
3311 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
3312 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
3313 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
3314 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3315 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3316 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3322 * @brief 生成階に応じたベースアイテムの生成を行う。
3323 * Attempt to make an object (normal or good/great)
3324 * @param owner_ptr プレーヤーへの参照ポインタ
3325 * @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
3326 * @param mode オプションフラグ
3327 * @return 生成に成功したらTRUEを返す。
3329 * This routine plays nasty games to generate the "special artifacts".\n
3330 * This routine uses "floor_ptr->object_level" for the "generation level".\n
3331 * We assume that the given object has been "wiped".\n
3333 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
3335 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3336 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
3337 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
3338 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
3340 KIND_OBJECT_IDX k_idx;
3341 if ((mode & AM_GOOD) && !get_obj_num_hook)
3343 get_obj_num_hook = kind_is_good;
3346 if (get_obj_num_hook) get_obj_num_prep();
3348 k_idx = get_obj_num(owner_ptr, base, mode);
3349 if (get_obj_num_hook)
3351 get_obj_num_hook = NULL;
3355 if (!k_idx) return FALSE;
3357 object_prep(j_ptr, k_idx);
3360 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
3361 switch (j_ptr->tval)
3369 j_ptr->number = (byte)damroll(6, 7);
3373 if (cheat_peek) object_mention(owner_ptr, j_ptr);
3380 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
3381 * Make a treasure object
3382 * @param floor_ptr 現在フロアへの参照ポインタ
3383 * @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
3384 * @return 生成に成功したらTRUEを返す。
3386 * The location must be a legal, clean, floor grid.
3388 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
3390 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
3391 if (one_in_(GREAT_OBJ))
3393 i += randint1(floor_ptr->object_level + 1);
3396 if (coin_type) i = coin_type;
3397 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
3398 object_prep(j_ptr, OBJ_GOLD_LIST + i);
3400 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
3401 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
3408 * @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。
3409 * Let an object fall to the ground at or near a location.
3410 * @param owner_ptr プレーヤーへの参照ポインタ
3411 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
3412 * @param chance ドロップの消滅率(%)
3413 * @param y 配置したいフロアのY座標
3414 * @param x 配置したいフロアのX座標
3415 * @return 生成に成功したらオブジェクトのIDを返す。
3417 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
3419 * This function takes a parameter "chance". This is the percentage\n
3420 * chance that the item will "disappear" instead of drop. If the object\n
3421 * has been thrown, then this is the chance of disappearance on contact.\n
3423 * Hack -- this function uses "chance" to determine if it should produce\n
3424 * some form of "description" of the drop event (under the player).\n
3426 * We check several locations to see if we can find a location at which\n
3427 * the object can combine, stack, or be placed. Artifacts will try very\n
3428 * hard to be placed, including "teleporting" to a useful grid if needed.\n
3430 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
3434 POSITION ty, tx = 0;
3435 OBJECT_IDX o_idx = 0;
3436 OBJECT_IDX this_o_idx, next_o_idx = 0;
3438 GAME_TEXT o_name[MAX_NLEN];
3443 bool plural = (j_ptr->number != 1);
3445 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3446 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
3449 msg_format("%sは消えた。", o_name);
3451 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3453 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
3463 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3464 for (dy = -3; dy <= 3; dy++)
3466 for (dx = -3; dx <= 3; dx++)
3469 d = (dy * dy) + (dx * dx);
3470 if (d > 10) continue;
3474 if (!in_bounds(floor_ptr, ty, tx)) continue;
3475 if (!projectable(owner_ptr, y, x, ty, tx)) continue;
3477 g_ptr = &floor_ptr->grid_array[ty][tx];
3478 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
3481 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3484 o_ptr = &floor_ptr->o_list[this_o_idx];
3485 next_o_idx = o_ptr->next_o_idx;
3486 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
3492 if (k > 99) continue;
3494 s = 1000 - (d + k * 5);
3495 if (s < bs) continue;
3499 if ((++bn >= 2) && !one_in_(bn)) continue;
3509 if (!flag && !object_is_artifact(j_ptr))
3512 msg_format("%sは消えた。", o_name);
3514 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3516 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3521 for (i = 0; !flag && (i < 1000); i++)
3523 ty = rand_spread(by, 1);
3524 tx = rand_spread(bx, 1);
3526 if (!in_bounds(floor_ptr, ty, tx)) continue;
3531 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
3538 int candidates = 0, pick;
3539 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3541 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3543 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
3550 msg_format("%sは消えた。", o_name);
3552 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3555 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3559 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
3561 a_info[j_ptr->name1].cur_num = 0;
3568 pick = randint1(candidates);
3569 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3571 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3573 if (cave_drop_bold(floor_ptr, ty, tx))
3588 g_ptr = &floor_ptr->grid_array[by][bx];
3589 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3592 o_ptr = &floor_ptr->o_list[this_o_idx];
3593 next_o_idx = o_ptr->next_o_idx;
3594 if (object_similar(o_ptr, j_ptr))
3596 object_absorb(o_ptr, j_ptr);
3602 if (!done) o_idx = o_pop(floor_ptr);
3604 if (!done && !o_idx)
3607 msg_format("%sは消えた。", o_name);
3609 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3611 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
3613 if (object_is_fixed_artifact(j_ptr))
3615 a_info[j_ptr->name1].cur_num = 0;
3623 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
3624 j_ptr = &floor_ptr->o_list[o_idx];
3627 j_ptr->held_m_idx = 0;
3628 j_ptr->next_o_idx = g_ptr->o_idx;
3630 g_ptr->o_idx = o_idx;
3634 note_spot(owner_ptr, by, bx);
3635 lite_spot(owner_ptr, by, bx);
3638 if (chance && player_bold(owner_ptr, by, bx))
3640 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
3648 * @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 /
3649 * Describe the charges on an item in the inventory.
3650 * @param owner_ptr プレーヤーへの参照ポインタ
3651 * @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
3654 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
3656 object_type *o_ptr = &owner_ptr->inventory_list[item];
3657 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3658 if (!object_is_known(o_ptr)) return;
3661 if (o_ptr->pval <= 0)
3663 msg_print("もう魔力が残っていない。");
3667 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
3670 if (o_ptr->pval != 1)
3672 msg_format("You have %d charges remaining.", o_ptr->pval);
3677 msg_format("You have %d charge remaining.", o_ptr->pval);
3684 * @brief アイテムの残り所持数メッセージを表示する /
3685 * Describe an item in the inventory.
3686 * @param owner_ptr プレーヤーへの参照ポインタ
3687 * @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
3690 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3692 object_type *o_ptr = &owner_ptr->inventory_list[item];
3693 GAME_TEXT o_name[MAX_NLEN];
3694 object_desc(owner_ptr, o_name, o_ptr, 0);
3696 if (o_ptr->number <= 0)
3698 msg_format("もう%sを持っていない。", o_name);
3702 msg_format("まだ %sを持っている。", o_name);
3705 msg_format("You have %s.", o_name);
3711 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3715 inven_item_increase(owner_ptr, item, num);
3716 inven_item_describe(owner_ptr, item);
3717 inven_item_optimize(owner_ptr, item);
3721 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3722 floor_item_increase(floor_ptr, 0 - item, num);
3723 floor_item_describe(owner_ptr, 0 - item);
3724 floor_item_optimize(owner_ptr, 0 - item);
3729 * @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 /
3730 * Increase the "number" of an item in the inventory
3731 * @param owner_ptr プレーヤーへの参照ポインタ
3732 * @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
3736 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3738 object_type *o_ptr = &owner_ptr->inventory_list[item];
3739 num += o_ptr->number;
3740 if (num > 255) num = 255;
3741 else if (num < 0) num = 0;
3743 num -= o_ptr->number;
3744 if (num == 0) return;
3746 o_ptr->number += num;
3747 owner_ptr->total_weight += (num * o_ptr->weight);
3748 owner_ptr->update |= (PU_BONUS);
3749 owner_ptr->update |= (PU_MANA);
3750 owner_ptr->update |= (PU_COMBINE);
3751 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
3753 if (o_ptr->number || !owner_ptr->ele_attack) return;
3754 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
3755 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
3757 set_ele_attack(owner_ptr, 0, 0);
3762 * @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 /
3763 * Erase an inventory slot if it has no more items
3764 * @param owner_ptr プレーヤーへの参照ポインタ
3765 * @param item 消去したいプレイヤーのアイテム所持スロット
3768 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3770 object_type *o_ptr = &owner_ptr->inventory_list[item];
3771 if (!o_ptr->k_idx) return;
3772 if (o_ptr->number) return;
3774 if (item >= INVEN_RARM)
3776 owner_ptr->equip_cnt--;
3777 object_wipe(&owner_ptr->inventory_list[item]);
3778 owner_ptr->update |= PU_BONUS;
3779 owner_ptr->update |= PU_TORCH;
3780 owner_ptr->update |= PU_MANA;
3782 owner_ptr->window |= PW_EQUIP;
3783 owner_ptr->window |= PW_SPELL;
3787 owner_ptr->inven_cnt--;
3789 for (i = item; i < INVEN_PACK; i++)
3791 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
3794 object_wipe(&owner_ptr->inventory_list[i]);
3795 owner_ptr->window |= PW_INVEN;
3796 owner_ptr->window |= PW_SPELL;
3801 * @brief 床上の魔道具の残り残量メッセージを表示する /
3802 * Describe the charges on an item on the floor.
3803 * @param floo_ptr 現在フロアへの参照ポインタ
3804 * @param item メッセージの対象にしたいアイテム所持スロット
3807 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
3809 object_type *o_ptr = &floor_ptr->o_list[item];
3810 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3811 if (!object_is_known(o_ptr)) return;
3814 if (o_ptr->pval <= 0)
3816 msg_print("この床上のアイテムは、もう魔力が残っていない。");
3820 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);
3823 if (o_ptr->pval != 1)
3825 msg_format("There are %d charges remaining.", o_ptr->pval);
3829 msg_format("There is %d charge remaining.", o_ptr->pval);
3836 * @brief 床上のアイテムの残り数メッセージを表示する /
3837 * Describe the charges on an item on the floor.
3838 * @param floo_ptr 現在フロアへの参照ポインタ
3839 * @param item メッセージの対象にしたいアイテム所持スロット
3842 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3844 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3845 GAME_TEXT o_name[MAX_NLEN];
3846 object_desc(owner_ptr, o_name, o_ptr, 0);
3848 if (o_ptr->number <= 0)
3850 msg_format("床上には、もう%sはない。", o_name);
3854 msg_format("床上には、まだ %sがある。", o_name);
3857 msg_format("You see %s.", o_name);
3863 * @brief 床上のアイテムの数を増やす /
3864 * Increase the "number" of an item on the floor
3865 * @param floo_ptr 現在フロアへの参照ポインタ
3866 * @param item 増やしたいアイテムの所持スロット
3867 * @param num 増やしたいアイテムの数
3870 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3872 object_type *o_ptr = &floor_ptr->o_list[item];
3873 num += o_ptr->number;
3874 if (num > 255) num = 255;
3875 else if (num < 0) num = 0;
3877 num -= o_ptr->number;
3878 o_ptr->number += num;
3883 * @brief 床上の数の無くなったアイテムスロットを消去する /
3884 * Optimize an item on the floor (destroy "empty" items)
3885 * @param player_ptr プレーヤーへの参照ポインタ
3886 * @param item 消去したいアイテムの所持スロット
3889 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3891 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3892 if (!o_ptr->k_idx) return;
3893 if (o_ptr->number) return;
3895 delete_object_idx(owner_ptr, item);
3900 * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
3901 * @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 /
3902 * Check if we have space for an item in the pack without overflow
3903 * @param owner_ptr プレーヤーへの参照ポインタ
3904 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
3905 * @return 溢れずに済むならTRUEを返す
3907 bool inven_carry_okay(object_type *o_ptr)
3909 if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
3911 for (int j = 0; j < INVEN_PACK; j++)
3913 object_type *j_ptr = &p_ptr->inventory_list[j];
3914 if (!j_ptr->k_idx) continue;
3916 if (object_similar(j_ptr, o_ptr)) return TRUE;
3924 * @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 /
3925 * Check if we have space for an item in the pack without overflow
3926 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
3927 * @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?)
3928 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
3929 * @return o_ptrの方が上位ならばTRUEを返す。
3931 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
3934 if (!j_ptr->k_idx) return TRUE;
3936 if ((o_ptr->tval == REALM1_BOOK) &&
3937 (j_ptr->tval != REALM1_BOOK)) return TRUE;
3938 if ((j_ptr->tval == REALM1_BOOK) &&
3939 (o_ptr->tval != REALM1_BOOK)) return FALSE;
3941 if ((o_ptr->tval == REALM2_BOOK) &&
3942 (j_ptr->tval != REALM2_BOOK)) return TRUE;
3943 if ((j_ptr->tval == REALM2_BOOK) &&
3944 (o_ptr->tval != REALM2_BOOK)) return FALSE;
3946 if (o_ptr->tval > j_ptr->tval) return TRUE;
3947 if (o_ptr->tval < j_ptr->tval) return FALSE;
3949 if (!object_is_aware(o_ptr)) return FALSE;
3950 if (!object_is_aware(j_ptr)) return TRUE;
3952 if (o_ptr->sval < j_ptr->sval) return TRUE;
3953 if (o_ptr->sval > j_ptr->sval) return FALSE;
3955 if (!object_is_known(o_ptr)) return FALSE;
3956 if (!object_is_known(j_ptr)) return TRUE;
3958 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
3959 else if (o_ptr->art_name) o_type = 2;
3960 else if (object_is_ego(o_ptr)) o_type = 1;
3963 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
3964 else if (j_ptr->art_name) j_type = 2;
3965 else if (object_is_ego(j_ptr)) j_type = 1;
3968 if (o_type < j_type) return TRUE;
3969 if (o_type > j_type) return FALSE;
3971 switch (o_ptr->tval)
3977 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
3978 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
3984 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
3985 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
3989 if (o_ptr->pval < j_ptr->pval) return TRUE;
3990 if (o_ptr->pval > j_ptr->pval) return FALSE;
3994 return o_value > object_value(j_ptr);
3999 * @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 /
4000 * Add an item to the players inventory, and return the slot used.
4001 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4002 * @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。
4004 * If the new item can combine with an existing item in the inventory,\n
4005 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4006 * the item will be placed into the "proper" location in the inventory.\n
4008 * This function can be used to "over-fill" the player's pack, but only\n
4009 * once, and such an action must trigger the "overflow" code immediately.\n
4010 * Note that when the pack is being "over-filled", the new item must be\n
4011 * placed into the "overflow" slot, and the "overflow" must take place\n
4012 * before the pack is reordered, but (optionally) after the pack is\n
4013 * combined. This may be tricky. See "dungeon.c" for info.\n
4015 * Note that this code must remove any location/stack information\n
4016 * from the object once it is placed into the inventory.\n
4018 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4020 INVENTORY_IDX i, j, k;
4021 INVENTORY_IDX n = -1;
4024 for (j = 0; j < INVEN_PACK; j++)
4026 j_ptr = &owner_ptr->inventory_list[j];
4027 if (!j_ptr->k_idx) continue;
4030 if (object_similar(j_ptr, o_ptr))
4032 object_absorb(j_ptr, o_ptr);
4034 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4035 owner_ptr->update |= (PU_BONUS);
4036 owner_ptr->window |= (PW_INVEN);
4041 if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
4043 for (j = 0; j <= INVEN_PACK; j++)
4045 j_ptr = &owner_ptr->inventory_list[j];
4046 if (!j_ptr->k_idx) break;
4052 s32b o_value = object_value(o_ptr);
4053 for (j = 0; j < INVEN_PACK; j++)
4055 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4059 for (k = n; k >= i; k--)
4061 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
4064 object_wipe(&owner_ptr->inventory_list[i]);
4067 object_copy(&owner_ptr->inventory_list[i], o_ptr);
4068 j_ptr = &owner_ptr->inventory_list[i];
4069 j_ptr->next_o_idx = 0;
4070 j_ptr->held_m_idx = 0;
4071 j_ptr->iy = j_ptr->ix = 0;
4072 j_ptr->marked = OM_TOUCHED;
4074 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
4075 owner_ptr->inven_cnt++;
4076 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
4077 owner_ptr->window |= (PW_INVEN);
4084 * @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 /
4085 * Take off (some of) a non-cursed equipment item
4086 * @param owner_ptr プレーヤーへの参照ポインタ
4087 * @param item オブジェクトを外したい所持テーブルのID
4089 * @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。
4091 * Note that only one item at a time can be wielded per slot.\n
4092 * Note that taking off an item when "full" may cause that item\n
4093 * to fall to the ground.\n
4094 * Return the inventory slot into which the item is placed.\n
4096 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4103 GAME_TEXT o_name[MAX_NLEN];
4104 o_ptr = &owner_ptr->inventory_list[item];
4105 if (amt <= 0) return -1;
4107 if (amt > o_ptr->number) amt = o_ptr->number;
4109 object_copy(q_ptr, o_ptr);
4110 q_ptr->number = amt;
4111 object_desc(owner_ptr, o_name, q_ptr, 0);
4112 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
4113 object_is_melee_weapon(o_ptr))
4115 act = _("を装備からはずした", "You were wielding");
4117 else if (item == INVEN_BOW)
4119 act = _("を装備からはずした", "You were holding");
4121 else if (item == INVEN_LITE)
4123 act = _("を光源からはずした", "You were holding");
4127 act = _("を装備からはずした", "You were wearing");
4130 inven_item_increase(owner_ptr, item, -amt);
4131 inven_item_optimize(owner_ptr, item);
4133 slot = inven_carry(owner_ptr, q_ptr);
4135 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
4137 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
4145 * @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 /
4146 * Drop (some of) a non-cursed inventory/equipment item
4147 * @param owner_ptr プレーヤーへの参照ポインタ
4148 * @param item 所持テーブルのID
4149 * @param amt 落としたい個数
4152 * The object will be dropped "near" the current location
4154 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4159 GAME_TEXT o_name[MAX_NLEN];
4160 o_ptr = &owner_ptr->inventory_list[item];
4161 if (amt <= 0) return;
4163 if (amt > o_ptr->number) amt = o_ptr->number;
4165 if (item >= INVEN_RARM)
4167 item = inven_takeoff(owner_ptr, item, amt);
4168 o_ptr = &owner_ptr->inventory_list[item];
4172 object_copy(q_ptr, o_ptr);
4173 distribute_charges(o_ptr, q_ptr, amt);
4175 q_ptr->number = amt;
4176 object_desc(owner_ptr, o_name, q_ptr, 0);
4177 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
4178 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
4179 vary_item(owner_ptr, item, -amt);
4184 * @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 /
4185 * Combine items in the pack
4188 * Note special handling of the "overflow" slot
4190 void combine_pack(player_type *owner_ptr)
4193 bool is_first_combination = TRUE;
4194 bool combined = TRUE;
4195 while (is_first_combination || combined)
4197 is_first_combination = FALSE;
4200 for (int i = INVEN_PACK; i > 0; i--)
4203 o_ptr = &owner_ptr->inventory_list[i];
4204 if (!o_ptr->k_idx) continue;
4205 for (int j = 0; j < i; j++)
4208 j_ptr = &owner_ptr->inventory_list[j];
4209 if (!j_ptr->k_idx) continue;
4212 * Get maximum number of the stack if these
4213 * are similar, get zero otherwise.
4215 int max_num = object_similar_part(j_ptr, o_ptr);
4217 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
4218 if (!is_max) continue;
4220 if (o_ptr->number + j_ptr->number <= max_num)
4223 object_absorb(j_ptr, o_ptr);
4224 owner_ptr->inven_cnt--;
4226 for (k = i; k < INVEN_PACK; k++)
4228 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
4231 object_wipe(&owner_ptr->inventory_list[k]);
4235 int old_num = o_ptr->number;
4236 int remain = j_ptr->number + o_ptr->number - max_num;
4237 object_absorb(j_ptr, o_ptr);
4238 o_ptr->number = remain;
4239 if (o_ptr->tval == TV_ROD)
4241 o_ptr->pval = o_ptr->pval * remain / old_num;
4242 o_ptr->timeout = o_ptr->timeout * remain / old_num;
4245 if (o_ptr->tval == TV_WAND)
4247 o_ptr->pval = o_ptr->pval * remain / old_num;
4251 owner_ptr->window |= (PW_INVEN);
4258 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."));
4263 * @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 /
4264 * Reorder items in the pack
4265 * @param owner_ptr プレーヤーへの参照ポインタ
4268 * Note special handling of the "overflow" slot
4270 void reorder_pack(player_type *owner_ptr)
4279 for (i = 0; i < INVEN_PACK; i++)
4281 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
4283 o_ptr = &owner_ptr->inventory_list[i];
4284 if (!o_ptr->k_idx) continue;
4286 o_value = object_value(o_ptr);
4287 for (j = 0; j < INVEN_PACK; j++)
4289 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4292 if (j >= i) continue;
4296 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
4297 for (k = i; k > j; k--)
4299 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
4302 object_copy(&owner_ptr->inventory_list[j], q_ptr);
4303 owner_ptr->window |= (PW_INVEN);
4306 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."));
4311 * @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 /
4312 * Hack -- display an object kind in the current window
4313 * @param owner_ptr プレーヤーへの参照ポインタ
4314 * @param k_idx ベースアイテムの参照ID
4317 * Include list of usable spells for readible books
4319 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
4324 REALM_IDX use_realm;
4325 GAME_TEXT o_name[MAX_NLEN];
4326 for (int y = 0; y < Term->hgt; y++)
4328 Term_erase(0, y, 255);
4334 object_prep(q_ptr, k_idx);
4335 object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
4337 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
4339 use_realm = tval2realm(q_ptr->tval);
4341 if (owner_ptr->realm1 || owner_ptr->realm2)
4343 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
4347 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
4348 if (!is_magic(use_realm)) return;
4349 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
4353 SPELL_IDX spells[64];
4355 for (int spell = 0; spell < 32; spell++)
4357 if (fake_spell_flags[sval] & (1L << spell))
4359 spells[num++] = spell;
4363 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
4368 * @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。
4369 * Torches have special abilities when they are flaming.
4370 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4371 * @param flgs 特別に追加するフラグを返す参照ポインタ
4374 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
4376 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4377 if (o_ptr->xtra4 <= 0) return;
4378 add_flag(flgs, TR_BRAND_FIRE);
4379 add_flag(flgs, TR_KILL_UNDEAD);
4380 add_flag(flgs, TR_THROW);
4385 * @brief 投擲時たいまつにダイスを与える。
4386 * Torches have special abilities when they are flaming.
4387 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4388 * @param dd 特別なダイス数を返す参照ポインタ
4389 * @param ds 特別なダイス面数を返す参照ポインタ
4392 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
4394 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4395 if (o_ptr->xtra4 <= 0) return;
4402 * @brief 投擲時命中したたいまつの寿命を縮める。
4403 * Torches have special abilities when they are flaming.
4404 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4407 void torch_lost_fuel(object_type *o_ptr)
4409 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4410 o_ptr->xtra4 -= (FUEL_TORCH / 25);
4411 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
4416 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
4417 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
4418 * @return 対応する矢/弾薬のベースアイテムID
4420 int bow_tval_ammo(object_type *o_ptr)
4422 switch (o_ptr->sval)