3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
16 static cptr const kaji_tips[5] =
19 "現在持っているエッセンスの一覧を表示する。",
20 "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
21 "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
22 "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
23 "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
25 "Display essences you have.",
26 "Extract essences from an item. The item become non magical.",
27 "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
28 "Add essences to an item. The improved items or artifacts cannot be reimprove.",
29 "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
34 * @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
35 * @param o_idx 削除対象のオブジェクト構造体ポインタ
38 void excise_object_idx(int o_idx)
42 s16b this_o_idx, next_o_idx = 0;
48 j_ptr = &o_list[o_idx];
51 if (j_ptr->held_m_idx)
56 m_ptr = &m_list[j_ptr->held_m_idx];
58 /* Scan all objects in the grid */
59 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
64 o_ptr = &o_list[this_o_idx];
66 /* Acquire next object */
67 next_o_idx = o_ptr->next_o_idx;
70 if (this_o_idx == o_idx)
75 /* Remove from list */
76 m_ptr->hold_o_idx = next_o_idx;
85 k_ptr = &o_list[prev_o_idx];
87 /* Remove from list */
88 k_ptr->next_o_idx = next_o_idx;
91 /* Forget next pointer */
92 o_ptr->next_o_idx = 0;
99 prev_o_idx = this_o_idx;
114 /* Scan all objects in the grid */
115 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
120 o_ptr = &o_list[this_o_idx];
122 /* Acquire next object */
123 next_o_idx = o_ptr->next_o_idx;
126 if (this_o_idx == o_idx)
131 /* Remove from list */
132 c_ptr->o_idx = next_o_idx;
140 /* Previous object */
141 k_ptr = &o_list[prev_o_idx];
143 /* Remove from list */
144 k_ptr->next_o_idx = next_o_idx;
147 /* Forget next pointer */
148 o_ptr->next_o_idx = 0;
154 /* Save prev_o_idx */
155 prev_o_idx = this_o_idx;
161 * @brief オブジェクトを削除する /
162 * Delete a dungeon object
163 * @param o_idx 削除対象のオブジェクト構造体ポインタ
166 * Handle "stacks" of objects correctly.
168 void delete_object_idx(int o_idx)
173 excise_object_idx(o_idx);
176 j_ptr = &o_list[o_idx];
179 if (!(j_ptr->held_m_idx))
191 /* Wipe the object */
200 * @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
201 * Delete a dungeon object
202 * @param y 削除したフロアマスのY座標
203 * @param x 削除したフロアマスのX座標
206 void delete_object(int y, int x)
210 s16b this_o_idx, next_o_idx = 0;
213 /* Refuse "illegal" locations */
214 if (!in_bounds(y, x)) return;
220 /* Scan all objects in the grid */
221 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
226 o_ptr = &o_list[this_o_idx];
228 /* Acquire next object */
229 next_o_idx = o_ptr->next_o_idx;
231 /* Wipe the object */
238 /* Objects are gone */
247 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
248 * Move an object from index i1 to index i2 in the object list
249 * @param i1 整理したい配列の始点
250 * @param i2 整理したい配列の終点
253 static void compact_objects_aux(int i1, int i2)
263 if (i1 == i2) return;
267 for (i = 1; i < o_max; i++)
272 /* Skip "dead" objects */
273 if (!o_ptr->k_idx) continue;
275 /* Repair "next" pointers */
276 if (o_ptr->next_o_idx == i1)
279 o_ptr->next_o_idx = i2;
289 if (o_ptr->held_m_idx)
293 /* Acquire monster */
294 m_ptr = &m_list[o_ptr->held_m_idx];
297 if (m_ptr->hold_o_idx == i1)
300 m_ptr->hold_o_idx = i2;
309 /* Acquire location */
317 if (c_ptr->o_idx == i1)
326 o_list[i2] = o_list[i1];
334 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
335 * Compact and Reorder the object list.
336 * @param size 最低でも減らしたいオブジェクト数の水準
340 * This function can be very dangerous, use with caution!\n
342 * When actually "compacting" objects, we base the saving throw on a\n
343 * combination of object level, distance from player, and current\n
346 * After "compacting" (if needed), we "reorder" the objects into a more\n
347 * compact order, and we reset the allocation info, and the "live" array.\n
349 void compact_objects(int size)
351 int i, y, x, num, cnt;
352 int cur_lev, cur_dis, chance;
360 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
363 p_ptr->redraw |= (PR_MAP);
366 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
370 /* Compact at least 'size' objects */
371 for (num = 0, cnt = 1; num < size; cnt++)
373 /* Get more vicious each iteration */
376 /* Get closer each iteration */
377 cur_dis = 5 * (20 - cnt);
379 /* Examine the objects */
380 for (i = 1; i < o_max; i++)
384 /* Skip dead objects */
385 if (!o_ptr->k_idx) continue;
387 /* Hack -- High level objects start out "immune" */
388 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
391 if (o_ptr->held_m_idx)
395 /* Acquire monster */
396 m_ptr = &m_list[o_ptr->held_m_idx];
398 /* Get the location */
402 /* Monsters protect their objects */
403 if (randint0(100) < 90) continue;
409 /* Get the location */
414 /* Nearby objects start out "immune" */
415 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
420 /* Hack -- only compact artifacts in emergencies */
421 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
422 (cnt < 1000)) chance = 100;
424 /* Apply the saving throw */
425 if (randint0(100) < chance) continue;
427 /* Delete the object */
428 delete_object_idx(i);
436 /* Excise dead objects (backwards!) */
437 for (i = o_max - 1; i >= 1; i--)
441 /* Skip real objects */
442 if (o_ptr->k_idx) continue;
444 /* Move last object into open hole */
445 compact_objects_aux(o_max - 1, i);
447 /* Compress "o_max" */
454 * @brief グローバルオブジェクト配列を初期化する /
455 * Delete all the items when player leaves the level
456 * @note we do NOT visually reflect these (irrelevant) changes
458 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
459 * and the "m_ptr->next_o_idx" field for every monster, since
460 * we know we are clearing every object. Technically, we only
461 * clear those fields for grids/monsters containing objects,
462 * and we clear it once for every such object.
465 void wipe_o_list(void)
469 /* Delete the existing objects */
470 for (i = 1; i < o_max; i++)
472 object_type *o_ptr = &o_list[i];
474 /* Skip dead objects */
475 if (!o_ptr->k_idx) continue;
477 /* Mega-Hack -- preserve artifacts */
478 if (!character_dungeon || preserve_mode)
480 /* Hack -- Preserve unknown artifacts */
481 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
483 /* Mega-Hack -- Preserve the artifact */
484 a_info[o_ptr->name1].cur_num = 0;
489 if (o_ptr->held_m_idx)
494 m_ptr = &m_list[o_ptr->held_m_idx];
496 /* Hack -- see above */
497 m_ptr->hold_o_idx = 0;
505 /* Access location */
512 /* Hack -- see above */
516 /* Wipe the object */
529 * @brief グローバルオブジェクト配列から空きを取得する /
530 * Acquires and returns the index of a "free" object.
531 * @return 開いているオブジェクト要素のID
533 * This routine should almost never fail, but in case it does,
534 * we must be sure to handle "failure" of this routine.
541 /* Initial allocation */
542 if (o_max < max_o_idx)
547 /* Expand object array */
553 /* Use this object */
558 /* Recycle dead objects */
559 for (i = 1; i < o_max; i++)
566 /* Skip live objects */
567 if (o_ptr->k_idx) continue;
572 /* Use this object */
577 /* Warn the player (except during dungeon creation) */
578 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
586 * @brief オブジェクト生成テーブルに生成制約を加える /
587 * Apply a "object restriction function" to the "object allocation table"
589 * @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
591 static errr get_obj_num_prep(void)
596 alloc_entry *table = alloc_kind_table;
598 /* Scan the allocation table */
599 for (i = 0; i < alloc_kind_size; i++)
601 /* Accept objects which pass the restriction, if any */
602 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
604 /* Accept this object */
605 table[i].prob2 = table[i].prob1;
608 /* Do not use this object */
611 /* Decline this object */
622 * @brief オブジェクト生成テーブルからアイテムを取得する /
623 * Choose an object kind that seems "appropriate" to the given level
625 * @return 選ばれたオブジェクトベースID
627 * This function uses the "prob2" field of the "object allocation table",\n
628 * and various local information, to calculate the "prob3" field of the\n
629 * same table, which is then used to choose an "appropriate" object, in\n
630 * a relatively efficient manner.\n
632 * It is (slightly) more likely to acquire an object of the given level\n
633 * than one of a lower level. This is done by choosing several objects\n
634 * appropriate to the given level and keeping the "hardest" one.\n
636 * Note that if no objects are "appropriate", then this function will\n
637 * fail, and return zero, but this should *almost* never happen.\n
639 s16b get_obj_num(int level)
645 alloc_entry *table = alloc_kind_table;
647 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
650 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
652 /* Occasional "boost" */
653 if (one_in_(GREAT_OBJ))
655 /* What a bizarre calculation */
656 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
663 /* Process probabilities */
664 for (i = 0; i < alloc_kind_size; i++)
666 /* Objects are sorted by depth */
667 if (table[i].level > level) break;
672 /* Access the index */
673 k_idx = table[i].index;
675 /* Access the actual kind */
676 k_ptr = &k_info[k_idx];
678 /* Hack -- prevent embedded chests */
679 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
682 table[i].prob3 = table[i].prob2;
685 total += table[i].prob3;
688 /* No legal objects */
689 if (total <= 0) return (0);
693 value = randint0(total);
695 /* Find the object */
696 for (i = 0; i < alloc_kind_size; i++)
698 /* Found the entry */
699 if (value < table[i].prob3) break;
702 value = value - table[i].prob3;
709 /* Try for a "better" object once (50%) or twice (10%) */
716 value = randint0(total);
718 /* Find the object */
719 for (i = 0; i < alloc_kind_size; i++)
721 /* Found the entry */
722 if (value < table[i].prob3) break;
725 value = value - table[i].prob3;
728 /* Keep the "best" one */
729 if (table[i].level < table[j].level) i = j;
732 /* Try for a "better" object twice (10%) */
739 value = randint0(total);
741 /* Find the object */
742 for (i = 0; i < alloc_kind_size; i++)
744 /* Found the entry */
745 if (value < table[i].prob3) break;
748 value = value - table[i].prob3;
751 /* Keep the "best" one */
752 if (table[i].level < table[j].level) i = j;
757 return (table[i].index);
762 * @brief オブジェクトを鑑定済にする /
763 * Known is true when the "attributes" of an object are "known".
764 * @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
766 * These include tohit, todam, toac, cost, and pval (charges).\n
768 * Note that "knowing" an object gives you everything that an "awareness"\n
769 * gives you, and much more. In fact, the player is always "aware" of any\n
770 * item of which he has full "knowledge".\n
772 * But having full knowledge of, say, one "wand of wonder", does not, by\n
773 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
774 * It happens that most "identify" routines (including "buying from a shop")\n
775 * will make the player "aware" of the object as well as fully "know" it.\n
777 * This routine also removes any inscriptions generated by "feelings".\n
779 void object_known(object_type *o_ptr)
781 /* Remove "default inscriptions" */
782 o_ptr->feeling = FEEL_NONE;
784 /* Clear the "Felt" info */
785 o_ptr->ident &= ~(IDENT_SENSE);
787 /* Clear the "Empty" info */
788 o_ptr->ident &= ~(IDENT_EMPTY);
790 /* Now we know about the item */
791 o_ptr->ident |= (IDENT_KNOWN);
795 * @brief オブジェクトを*鑑定*済にする /
796 * The player is now aware of the effects of the given object.
797 * @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
800 void object_aware(object_type *o_ptr)
802 bool mihanmei = !object_is_aware(o_ptr);
804 /* Fully aware of the effects */
805 k_info[o_ptr->k_idx].aware = TRUE;
807 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
808 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
812 char o_name[MAX_NLEN];
815 object_copy(q_ptr, o_ptr);
818 object_desc(o_name, q_ptr, OD_NAME_ONLY);
820 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
826 * @brief オブジェクトを試行済にする /
827 * Something has been "sampled"
828 * @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
831 void object_tried(object_type *o_ptr)
833 /* Mark it as tried (even if "aware") */
834 k_info[o_ptr->k_idx].tried = TRUE;
839 * @brief 未鑑定なベースアイテムの基本価格を返す /
840 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
841 * @param o_ptr 未鑑定価格を確認したいオブジェクトの構造体参照ポインタ
842 * @return オブジェクトの未鑑定価格
844 static s32b object_value_base(object_type *o_ptr)
846 /* Aware item -- use template cost */
847 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
849 /* Analyze the type */
854 case TV_FOOD: return (5L);
856 /* Un-aware Potions */
857 case TV_POTION: return (20L);
859 /* Un-aware Scrolls */
860 case TV_SCROLL: return (20L);
862 /* Un-aware Staffs */
863 case TV_STAFF: return (70L);
866 case TV_WAND: return (50L);
869 case TV_ROD: return (90L);
872 case TV_RING: return (45L);
874 /* Un-aware Amulets */
875 case TV_AMULET: return (45L);
877 /* Figurines, relative to monster level */
880 int level = r_info[o_ptr->pval].level;
881 if (level < 20) return level*50L;
882 else if (level < 30) return 1000+(level-20)*150L;
883 else if (level < 40) return 2500+(level-30)*350L;
884 else if (level < 50) return 6000+(level-40)*800L;
885 else return 14000+(level-50)*2000L;
889 if (!o_ptr->pval) return 1000L;
890 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
893 /* Paranoia -- Oops */
899 * @brief オブジェクトのフラグ類から価格を算出する /
900 * Return the value of the flags the object has...
901 * @param o_ptr フラグ価格を確認したいオブジェクトの構造体参照ポインタ
902 * @param plusses フラグに与える価格の基本重み
903 * @return オブジェクトのフラグ価格
905 s32b flag_cost(object_type *o_ptr, int plusses)
908 u32b flgs[TR_FLAG_SIZE];
912 object_kind *k_ptr = &k_info[o_ptr->k_idx];
914 object_flags(o_ptr, flgs);
917 * Exclude fixed flags of the base item.
918 * pval bonuses of base item will be treated later.
920 for (i = 0; i < TR_FLAG_SIZE; i++)
921 flgs[i] &= ~(k_ptr->flags[i]);
923 /* Exclude fixed flags of the fixed artifact. */
924 if (object_is_fixed_artifact(o_ptr))
926 artifact_type *a_ptr = &a_info[o_ptr->name1];
928 for (i = 0; i < TR_FLAG_SIZE; i++)
929 flgs[i] &= ~(a_ptr->flags[i]);
932 /* Exclude fixed flags of the ego-item. */
933 else if (object_is_ego(o_ptr))
935 ego_item_type *e_ptr = &e_info[o_ptr->name2];
937 for (i = 0; i < TR_FLAG_SIZE; i++)
938 flgs[i] &= ~(e_ptr->flags[i]);
943 * Calucurate values of remaining flags
945 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
946 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
947 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
948 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
949 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
950 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
951 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
952 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
953 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
954 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
955 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
956 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
957 total += (10000 + (2500 * plusses));
958 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
959 total += (10000 + (2500 * plusses));
963 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
964 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
965 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
966 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
967 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
968 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
969 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
970 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
971 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
972 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
973 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
974 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
975 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
976 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
977 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
978 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
979 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
980 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
981 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
982 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
983 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
986 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
987 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
988 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
989 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
990 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
991 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
992 total += (tmp_cost * count);
994 if (have_flag(flgs, TR_SUST_STR)) total += 850;
995 if (have_flag(flgs, TR_SUST_INT)) total += 850;
996 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
997 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
998 if (have_flag(flgs, TR_SUST_CON)) total += 850;
999 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1000 if (have_flag(flgs, TR_RIDING)) total += 0;
1001 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1002 if (have_flag(flgs, TR_THROW)) total += 5000;
1003 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1004 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1008 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1009 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1010 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1011 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1012 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1013 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1014 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1015 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1016 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1017 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1018 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1019 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1020 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1021 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1022 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1023 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1024 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1025 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1026 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1027 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1028 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1029 total += (tmp_cost * count);
1031 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1032 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1033 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1034 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1035 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1036 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1037 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1038 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1039 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1040 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1041 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1042 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1043 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1044 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1045 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1046 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1047 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1048 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1049 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1050 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1051 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1052 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1053 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1054 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1055 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1056 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1057 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1058 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1059 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1060 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1061 if (have_flag(flgs, TR_REGEN)) total += 2500;
1062 if (have_flag(flgs, TR_WARNING)) total += 2000;
1063 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1064 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1065 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1066 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1067 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1068 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1069 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1070 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1071 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1072 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1073 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1074 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1075 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1076 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1077 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1078 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1079 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1080 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1081 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1082 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1083 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1084 if (have_flag(flgs, TR_TELEPORT))
1086 if (object_is_cursed(o_ptr))
1091 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1092 if (have_flag(flgs, TR_BLESSED)) total += 750;
1093 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1094 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1095 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1096 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1097 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1099 /* Also, give some extra for activatable powers... */
1100 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1102 const activation_type* const act_ptr = find_activation_info(o_ptr);
1104 total += act_ptr->value;
1113 * @brief オブジェクトの真の価格を算出する /
1114 * Return the value of the flags the object has...
1115 * @param o_ptr 本価格を確認したいオブジェクトの構造体参照ポインタ
1116 * @return オブジェクトの本価格
1118 * Return the "real" price of a "known" item, not including discounts\n
1120 * Wand and staffs get cost for each charge\n
1122 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1124 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1126 * Missiles are only worth 5 gold per bonus point, since they\n
1127 * usually appear in groups of 20, and we want the player to get\n
1128 * the same amount of cash for any "equivalent" item. Note that\n
1129 * missiles never have any of the "pval" flags, and in fact, they\n
1130 * only have a few of the available flags, primarily of the "slay"\n
1131 * and "brand" and "ignore" variety.\n
1133 * Armor with a negative armor bonus is worthless.\n
1134 * Weapons with negative hit+damage bonuses are worthless.\n
1136 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1138 s32b object_value_real(object_type *o_ptr)
1142 u32b flgs[TR_FLAG_SIZE];
1144 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1147 /* Hack -- "worthless" items */
1148 if (!k_info[o_ptr->k_idx].cost) return (0L);
1151 value = k_info[o_ptr->k_idx].cost;
1153 /* Extract some flags */
1154 object_flags(o_ptr, flgs);
1157 if (object_is_fixed_artifact(o_ptr))
1159 artifact_type *a_ptr = &a_info[o_ptr->name1];
1161 /* Hack -- "worthless" artifacts */
1162 if (!a_ptr->cost) return (0L);
1164 /* Hack -- Use the artifact cost instead */
1165 value = a_ptr->cost;
1166 value += flag_cost(o_ptr, o_ptr->pval);
1168 /* Don't add pval bonuses etc. */
1173 else if (object_is_ego(o_ptr))
1175 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1177 /* Hack -- "worthless" ego-items */
1178 if (!e_ptr->cost) return (0L);
1180 /* Hack -- Reward the ego-item with a bonus */
1181 value += e_ptr->cost;
1182 value += flag_cost(o_ptr, o_ptr->pval);
1190 for (i = 0; i < TR_FLAG_SIZE; i++)
1191 if (o_ptr->art_flags[i]) flag = TRUE;
1193 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1196 /* Analyze pval bonus for normal object */
1197 switch (o_ptr->tval)
1220 if (!o_ptr->pval) break;
1222 /* Hack -- Negative "pval" is always bad */
1223 if (o_ptr->pval < 0) return (0L);
1225 /* Give credit for stat bonuses */
1226 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1227 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1228 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1229 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1230 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1231 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1233 /* Give credit for stealth and searching */
1234 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1235 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1236 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1238 /* Give credit for infra-vision and tunneling */
1239 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1240 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1242 /* Give credit for extra attacks */
1243 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1245 /* Give credit for speed bonus */
1246 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1252 /* Analyze the item */
1253 switch (o_ptr->tval)
1258 /* Pay extra for charges, depending on standard number of
1259 * charges. Handle new-style wands correctly. -LM-
1261 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1268 /* Pay extra for charges, depending on standard number of
1271 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1281 /* Hack -- negative bonuses are bad */
1282 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1284 /* Give credit for bonuses */
1285 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1302 /* Hack -- negative armor bonus */
1303 if (o_ptr->to_a < 0) return (0L);
1305 /* Give credit for bonuses */
1306 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1319 /* Hack -- negative hit/damage bonuses */
1320 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1322 /* Factor in the bonuses */
1323 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1325 /* Hack -- Factor in extra damage dice and sides */
1326 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1327 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1338 /* Hack -- negative hit/damage bonuses */
1339 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1341 /* Factor in the bonuses */
1342 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1344 /* Hack -- Factor in extra damage dice and sides */
1345 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1346 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1352 /* Figurines, relative to monster level */
1355 int level = r_info[o_ptr->pval].level;
1356 if (level < 20) value = level*50L;
1357 else if (level < 30) value = 1000+(level-20)*150L;
1358 else if (level < 40) value = 2500+(level-30)*350L;
1359 else if (level < 50) value = 6000+(level-40)*800L;
1360 else value = 14000+(level-50)*2000L;
1366 if (!o_ptr->pval) value = 1000L;
1367 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1373 if (!o_ptr->pval) value = 0L;
1378 /* Worthless object */
1379 if (value < 0) return 0L;
1381 /* Return the value */
1387 * @brief オブジェクト価格算出のメインルーチン /
1388 * Return the price of an item including plusses (and charges)
1389 * @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
1390 * @return オブジェクトの判明している現価格
1392 * This function returns the "value" of the given item (qty one)\n
1394 * Never notice "unknown" bonuses or properties, including "curses",\n
1395 * since that would give the player information he did not have.\n
1397 * Note that discounted items stay discounted forever, even if\n
1398 * the discount is "forgotten" by the player via memory loss.\n
1400 s32b object_value(object_type *o_ptr)
1405 /* Unknown items -- acquire a base value */
1406 if (object_is_known(o_ptr))
1408 /* Broken items -- worthless */
1409 if (object_is_broken(o_ptr)) return (0L);
1411 /* Cursed items -- worthless */
1412 if (object_is_cursed(o_ptr)) return (0L);
1414 /* Real value (see above) */
1415 value = object_value_real(o_ptr);
1418 /* Known items -- acquire the actual value */
1421 /* Hack -- Felt broken items */
1422 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1424 /* Hack -- Felt cursed items */
1425 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1427 /* Base value (see above) */
1428 value = object_value_base(o_ptr);
1432 /* Apply discount (if any) */
1433 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1436 /* Return the final value */
1443 * @brief 破壊可能なアイテムかを返す /
1444 * Determines whether an object can be destroyed, and makes fake inscription.
1445 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1446 * @return オブジェクトが破壊可能ならばTRUEを返す
1448 bool can_player_destroy_object(object_type *o_ptr)
1450 /* Artifacts cannot be destroyed */
1451 if (!object_is_artifact(o_ptr)) return TRUE;
1453 /* If object is unidentified, makes fake inscription */
1454 if (!object_is_known(o_ptr))
1456 byte feel = FEEL_SPECIAL;
1458 /* Hack -- Handle icky artifacts */
1459 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1461 /* Hack -- inscribe the artifact */
1462 o_ptr->feeling = feel;
1464 /* We have "felt" it (again) */
1465 o_ptr->ident |= (IDENT_SENSE);
1467 /* Combine the pack */
1468 p_ptr->notice |= (PN_COMBINE);
1471 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1477 /* Identified artifact -- Nothing to do */
1483 * @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 /
1484 * Distribute charges of rods or wands.
1485 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1486 * @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
1487 * @param amt 分割したい回数量 number of items that are transfered
1490 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1491 * charges need to be allocated between the two stacks. If all the items\n
1492 * are being dropped, it makes for a neater message to leave the original\n
1493 * stack's pval alone. -LM-\n
1495 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1497 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1499 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1500 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1502 /* Hack -- Rods also need to have their timeouts distributed. The
1503 * dropped stack will accept all time remaining to charge up to its
1506 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1508 if (q_ptr->pval > o_ptr->timeout)
1509 q_ptr->timeout = o_ptr->timeout;
1511 q_ptr->timeout = q_ptr->pval;
1513 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1519 * @brief 魔法棒やロッドの使用回数を減らす /
1520 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1521 * @param amt 減らしたい回数量 number of items that are transfered
1524 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1525 * charges of the stack needs to be reduced, unless all the items are\n
1526 * being destroyed. -LM-\n
1528 void reduce_charges(object_type *o_ptr, int amt)
1530 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1531 (amt < o_ptr->number))
1533 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1538 * Determine if an item can "absorb" a second item
1540 * See "object_absorb()" for the actual "absorption" code.
1542 * If permitted, we allow staffs (if they are known to have equal charges
1543 * and both are either known or confirmed empty) and wands (if both are
1544 * either known or confirmed empty) and rods (in all cases) to combine.
1545 * Staffs will unstack (if necessary) when they are used, but wands and
1546 * rods will only unstack if one is dropped. -LM-
1548 * If permitted, we allow weapons/armor to stack, if fully "known".
1550 * Missiles will combine if both stacks have the same "known" status.
1551 * This is done to make unidentified stacks of missiles useful.
1553 * Food, potions, scrolls, and "easy know" items always stack.
1555 * Chests, and activatable items, never stack (for various reasons).
1559 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1561 #define MAX_STACK_SIZE 99
1565 * @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。
1566 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1567 * @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
1568 * @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
1569 * @return 重ね合わせ可能なアイテム数
1571 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1575 /* Default maximum number of stack */
1576 int max_num = MAX_STACK_SIZE;
1578 /* Require identical object types */
1579 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1582 /* Analyze the items */
1583 switch (o_ptr->tval)
1585 /* Chests and Statues*/
1596 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1597 if (o_ptr->pval != j_ptr->pval) return 0;
1601 /* Figurines and Corpses*/
1606 if (o_ptr->pval != j_ptr->pval) return 0;
1612 /* Food and Potions and Scrolls */
1624 /* Require either knowledge or known empty for both staffs. */
1625 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1626 !object_is_known(o_ptr)) ||
1627 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1628 !object_is_known(j_ptr))) return 0;
1630 /* Require identical charges, since staffs are bulky. */
1631 if (o_ptr->pval != j_ptr->pval) return 0;
1640 /* Require either knowledge or known empty for both wands. */
1641 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1642 !object_is_known(o_ptr)) ||
1643 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1644 !object_is_known(j_ptr))) return 0;
1646 /* Wand charges combine in O&ZAngband. */
1652 /* Staffs and Wands and Rods */
1655 /* Prevent overflaw of timeout */
1656 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1662 /* Weapons and Armor */
1678 /* Rings, Amulets, Lites */
1684 /* Require full knowledge of both items */
1685 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1695 /* Require identical knowledge of both items */
1696 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1697 if (o_ptr->feeling != j_ptr->feeling) return 0;
1699 /* Require identical "bonuses" */
1700 if (o_ptr->to_h != j_ptr->to_h) return 0;
1701 if (o_ptr->to_d != j_ptr->to_d) return 0;
1702 if (o_ptr->to_a != j_ptr->to_a) return 0;
1704 /* Require identical "pval" code */
1705 if (o_ptr->pval != j_ptr->pval) return 0;
1707 /* Artifacts never stack */
1708 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1710 /* Require identical "ego-item" names */
1711 if (o_ptr->name2 != j_ptr->name2) return 0;
1713 /* Require identical added essence */
1714 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1715 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1717 /* Hack -- Never stack "powerful" items */
1718 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1720 /* Hack -- Never stack recharging items */
1721 if (o_ptr->timeout || j_ptr->timeout) return 0;
1723 /* Require identical "values" */
1724 if (o_ptr->ac != j_ptr->ac) return 0;
1725 if (o_ptr->dd != j_ptr->dd) return 0;
1726 if (o_ptr->ds != j_ptr->ds) return 0;
1735 /* Require knowledge */
1736 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1744 /* Hack -- Identical art_flags! */
1745 for (i = 0; i < TR_FLAG_SIZE; i++)
1746 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1748 /* Hack -- Require identical "cursed" status */
1749 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1751 /* Hack -- Require identical "broken" status */
1752 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1755 /* Hack -- require semi-matching "inscriptions" */
1756 if (o_ptr->inscription && j_ptr->inscription &&
1757 (o_ptr->inscription != j_ptr->inscription))
1760 /* Hack -- normally require matching "inscriptions" */
1761 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1763 /* Hack -- normally require matching "discounts" */
1764 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1767 /* They match, so they must be similar */
1772 * @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。
1773 * Determine if an item can absorb a second item.
1774 * @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
1775 * @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
1776 * @return 重ね合わせ可能ならばTRUEを返す。
1778 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1780 int total = o_ptr->number + j_ptr->number;
1783 /* Are these objects similar? */
1784 max_num = object_similar_part(o_ptr, j_ptr);
1786 /* Return if not similar */
1787 if (!max_num) return FALSE;
1789 /* Maximal "stacking" limit */
1790 if (total > max_num) return (0);
1793 /* They match, so they must be similar */
1799 * @brief 両オブジェクトをスロットに重ね合わせる。
1800 * Allow one item to "absorb" another, assuming they are similar
1801 * @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
1802 * @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
1805 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1807 int max_num = object_similar_part(o_ptr, j_ptr);
1808 int total = o_ptr->number + j_ptr->number;
1809 int diff = (total > max_num) ? total - max_num : 0;
1811 /* Combine quantity, lose excess items */
1812 o_ptr->number = (total > max_num) ? max_num : total;
1814 /* Hack -- blend "known" status */
1815 if (object_is_known(j_ptr)) object_known(o_ptr);
1817 /* Hack -- clear "storebought" if only one has it */
1818 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1819 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1821 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1822 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1825 /* Hack -- blend "mental" status */
1826 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1828 /* Hack -- blend "inscriptions" */
1829 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1831 /* Hack -- blend "feelings" */
1832 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1834 /* Hack -- could average discounts XXX XXX XXX */
1835 /* Hack -- save largest discount XXX XXX XXX */
1836 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1838 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1839 if (o_ptr->tval == TV_ROD)
1841 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1842 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1845 /* Hack -- if wands are stacking, combine the charges. -LM- */
1846 if (o_ptr->tval == TV_WAND)
1848 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1854 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1855 * Find the index of the object_kind with the given tval and sval
1856 * @param tval 検索したいベースアイテムのtval
1857 * @param sval 検索したいベースアイテムのsval
1860 s16b lookup_kind(int tval, int sval)
1867 for (k = 1; k < max_k_idx; k++)
1869 object_kind *k_ptr = &k_info[k];
1871 /* Require correct tval */
1872 if (k_ptr->tval != tval) continue;
1875 if (k_ptr->sval == sval) return (k);
1877 /* Ignore illegal items */
1878 if (sval != SV_ANY) continue;
1880 /* Apply the randomizer */
1881 if (!one_in_(++num)) continue;
1883 /* Use this value */
1887 /* Return this choice */
1895 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1905 * @brief オブジェクトを初期化する
1906 * Wipe an object clean.
1907 * @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
1910 void object_wipe(object_type *o_ptr)
1912 /* Wipe the structure */
1913 (void)WIPE(o_ptr, object_type);
1918 * @brief オブジェクトを複製する
1919 * Wipe an object clean.
1920 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1921 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1924 void object_copy(object_type *o_ptr, object_type *j_ptr)
1926 /* Copy the structure */
1927 (void)COPY(o_ptr, j_ptr, object_type);
1932 * @brief オブジェクト構造体にベースアイテムを作成する
1933 * Prepare an object based on an object kind.
1934 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1935 * @param k_idx 新たに作成したいベースアイテム情報のID
1938 void object_prep(object_type *o_ptr, int k_idx)
1940 object_kind *k_ptr = &k_info[k_idx];
1942 /* Clear the record */
1945 /* Save the kind index */
1946 o_ptr->k_idx = k_idx;
1948 /* Efficiency -- tval/sval */
1949 o_ptr->tval = k_ptr->tval;
1950 o_ptr->sval = k_ptr->sval;
1952 /* Default "pval" */
1953 o_ptr->pval = k_ptr->pval;
1955 /* Default number */
1958 /* Default weight */
1959 o_ptr->weight = k_ptr->weight;
1962 o_ptr->to_h = k_ptr->to_h;
1963 o_ptr->to_d = k_ptr->to_d;
1964 o_ptr->to_a = k_ptr->to_a;
1967 o_ptr->ac = k_ptr->ac;
1968 o_ptr->dd = k_ptr->dd;
1969 o_ptr->ds = k_ptr->ds;
1971 /* Default activation */
1972 if (k_ptr->act_idx > 0) o_ptr->xtra2 = k_ptr->act_idx;
1974 /* Hack -- worthless items are always "broken" */
1975 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1977 /* Hack -- cursed items are always "cursed" */
1978 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1979 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1980 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1981 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1982 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1983 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1988 * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
1989 * Help determine an "enchantment bonus" for an object.
1990 * @param max ボーナス値の限度
1991 * @param level ボーナス値に加味する基準生成階
1992 * @return 算出されたボーナス値
1994 * To avoid floating point but still provide a smooth distribution of bonuses,\n
1995 * we simply round the results of division in such a way as to "average" the\n
1996 * correct floating point value.\n
1998 * This function has been changed. It uses "randnor()" to choose values from\n
1999 * a normal distribution, whose mean moves from zero towards the max as the\n
2000 * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2001 * and whose values are forced to lie between zero and the max, inclusive.\n
2003 * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2004 * rare to get the "full" enchantment on an object, even a deep levels.\n
2006 * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2008 * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2010 * N 0 1 2 3 4 5 6 7 8 9 10\n
2011 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
2012 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
2013 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
2014 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
2015 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
2016 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
2017 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
2018 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
2019 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
2020 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
2021 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
2022 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
2023 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
2024 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
2025 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
2026 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
2027 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
2028 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
2030 s16b m_bonus(int max, int level)
2032 int bonus, stand, extra, value;
2035 /* Paranoia -- enforce maximal "level" */
2036 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2039 /* The "bonus" moves towards the max */
2040 bonus = ((max * level) / MAX_DEPTH);
2042 /* Hack -- determine fraction of error */
2043 extra = ((max * level) % MAX_DEPTH);
2045 /* Hack -- simulate floating point computations */
2046 if (randint0(MAX_DEPTH) < extra) bonus++;
2049 /* The "stand" is equal to one quarter of the max */
2052 /* Hack -- determine fraction of error */
2055 /* Hack -- simulate floating point computations */
2056 if (randint0(4) < extra) stand++;
2059 /* Choose an "interesting" value */
2060 value = randnor(bonus, stand);
2062 /* Enforce the minimum value */
2063 if (value < 0) return (0);
2065 /* Enforce the maximum value */
2066 if (value > max) return (max);
2074 * @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
2075 * @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
2078 static void object_mention(object_type *o_ptr)
2080 char o_name[MAX_NLEN];
2082 object_aware(o_ptr);
2083 object_known(o_ptr);
2085 /* Mark the item as fully known */
2086 o_ptr->ident |= (IDENT_MENTAL);
2089 object_desc(o_name, o_ptr, 0);
2090 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2094 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2095 * Mega-Hack -- Attempt to create one of the "Special Objects"
2096 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2097 * @return 生成に成功したらTRUEを返す。
2099 * We are only called from "make_object()", and we assume that\n
2100 * "apply_magic()" is called immediately after we return.\n
2102 * Note -- see "make_artifact()" and "apply_magic()"\n
2104 static bool make_artifact_special(object_type *o_ptr)
2109 /*! @note 地上ではキャンセルする / No artifacts in the town */
2110 if (!dun_level) return (FALSE);
2112 /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2113 if (get_obj_num_hook) return (FALSE);
2115 /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2116 for (i = 0; i < max_a_idx; i++)
2118 artifact_type *a_ptr = &a_info[i];
2120 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2121 if (!a_ptr->name) continue;
2123 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2124 if (a_ptr->cur_num) continue;
2125 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2126 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2128 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2129 * XXX XXX Enforce minimum "depth" (loosely) */
2130 if (a_ptr->level > object_level)
2132 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2133 int d = (a_ptr->level - object_level) * 2;
2134 if (!one_in_(d)) continue;
2137 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2138 if (!one_in_(a_ptr->rarity)) continue;
2140 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2141 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2142 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2143 if (k_info[k_idx].level > object_level)
2145 int d = (k_info[k_idx].level - object_level) * 5;
2146 if (!one_in_(d)) continue;
2149 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2150 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2151 object_prep(o_ptr, k_idx);
2154 random_artifact_resistance(o_ptr, a_ptr);
2158 /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
2164 * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2165 * Mega-Hack -- Attempt to create one of the "Special Objects"
2166 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2167 * @return 生成に成功したらTRUEを返す。
2169 * Attempt to change an object into an artifact\n
2170 * This routine should only be called by "apply_magic()"\n
2171 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2173 static bool make_artifact(object_type *o_ptr)
2178 /* No artifacts in the town */
2179 if (!dun_level) return (FALSE);
2181 /* Paranoia -- no "plural" artifacts */
2182 if (o_ptr->number != 1) return (FALSE);
2184 /* Check the artifact list (skip the "specials") */
2185 for (i = 0; i < max_a_idx; i++)
2187 artifact_type *a_ptr = &a_info[i];
2189 /* Skip "empty" items */
2190 if (!a_ptr->name) continue;
2192 /* Cannot make an artifact twice */
2193 if (a_ptr->cur_num) continue;
2195 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2197 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2199 /* Must have the correct fields */
2200 if (a_ptr->tval != o_ptr->tval) continue;
2201 if (a_ptr->sval != o_ptr->sval) continue;
2203 /* XXX XXX Enforce minimum "depth" (loosely) */
2204 if (a_ptr->level > dun_level)
2206 /* Acquire the "out-of-depth factor" */
2207 int d = (a_ptr->level - dun_level) * 2;
2209 /* Roll for out-of-depth creation */
2210 if (!one_in_(d)) continue;
2213 /* We must make the "rarity roll" */
2214 if (!one_in_(a_ptr->rarity)) continue;
2216 /* Hack -- mark the item as an artifact */
2219 /* Hack: Some artifacts get random extra powers */
2220 random_artifact_resistance(o_ptr, a_ptr);
2232 * @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
2233 * Choose random ego type
2234 * @param slot 取得したいエゴの装備部位
2235 * @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。
2236 * @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。
2238 static byte get_random_ego(byte slot, bool good)
2241 ego_item_type *e_ptr;
2245 for (i = 1; i < max_e_idx; i++)
2249 if (e_ptr->slot == slot
2250 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2253 total += (255 / e_ptr->rarity);
2257 value = randint1(total);
2259 for (i = 1; i < max_e_idx; i++)
2263 if (e_ptr->slot == slot
2264 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2267 value -= (255 / e_ptr->rarity);
2268 if (value <= 0L) break;
2276 * @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
2277 * Apply magic to an item known to be a "weapon"
2278 * @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
2279 * @param level 生成基準階
2280 * @param power 生成ランク
2283 * Hack -- note special base damage dice boosting\n
2284 * Hack -- note special processing for weapon/digger\n
2286 static void a_m_aux_1(object_type *o_ptr, int level, int power)
2288 int tohit1 = randint1(5) + m_bonus(5, level);
2289 int todam1 = randint1(5) + m_bonus(5, level);
2291 int tohit2 = m_bonus(10, level);
2292 int todam2 = m_bonus(10, level);
2294 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2296 tohit2 = (tohit2+1)/2;
2297 todam2 = (todam2+1)/2;
2304 o_ptr->to_h += tohit1;
2305 o_ptr->to_d += todam1;
2311 o_ptr->to_h += tohit2;
2312 o_ptr->to_d += todam2;
2320 o_ptr->to_h -= tohit1;
2321 o_ptr->to_d -= todam1;
2326 /* Penalize again */
2327 o_ptr->to_h -= tohit2;
2328 o_ptr->to_d -= todam2;
2331 /* Cursed (if "bad") */
2332 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2335 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2338 switch (o_ptr->tval)
2345 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2346 create_artifact(o_ptr, FALSE);
2348 /* Special Ego-item */
2349 o_ptr->name2 = EGO_DIGGING;
2353 else if (power < -1)
2355 /* Hack -- Horrible digging bonus */
2356 o_ptr->pval = 0 - (5 + randint1(5));
2362 /* Hack -- Reverse digging bonus */
2363 o_ptr->pval = 0 - (o_ptr->pval);
2377 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2379 create_artifact(o_ptr, FALSE);
2384 /* Roll for an ego-item */
2385 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2386 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2388 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2390 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2395 switch (o_ptr->name2)
2398 if (one_in_(4) && (level > 40))
2399 add_flag(o_ptr->art_flags, TR_BLOWS);
2403 add_flag(o_ptr->art_flags, TR_RES_POIS);
2405 add_flag(o_ptr->art_flags, TR_WARNING);
2407 case EGO_KILL_DRAGON:
2409 add_flag(o_ptr->art_flags, TR_RES_POIS);
2413 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2415 case EGO_SLAYING_WEAPON:
2416 if (one_in_(3)) /* double damage */
2424 while (one_in_(o_ptr->dd));
2430 while (one_in_(o_ptr->ds));
2435 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2437 if (o_ptr->tval == TV_SWORD && one_in_(3))
2439 add_flag(o_ptr->art_flags, TR_VORPAL);
2444 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2450 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2452 add_flag(o_ptr->art_flags, TR_DEX);
2454 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2457 o_ptr->pval = m_bonus(5, level) + 1;
2459 case EGO_EARTHQUAKES:
2460 if (one_in_(3) && (level > 60))
2461 add_flag(o_ptr->art_flags, TR_BLOWS);
2463 o_ptr->pval = m_bonus(3, level);
2467 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2471 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2473 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2475 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2476 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2479 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2480 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2481 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2482 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2486 if (!o_ptr->art_name)
2488 /* Hack -- Super-charge the damage dice */
2489 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2491 /* Hack -- Lower the damage dice */
2492 if (o_ptr->dd > 9) o_ptr->dd = 9;
2497 else if (power < -1)
2499 /* Roll for ego-item */
2500 if (randint0(MAX_DEPTH) < level)
2504 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2505 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2511 switch (o_ptr->name2)
2514 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2515 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2517 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2518 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2519 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2520 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2521 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2522 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2536 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2538 create_artifact(o_ptr, FALSE);
2541 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2555 if (power > 2) /* power > 2 is debug only */
2557 create_artifact(o_ptr, FALSE);
2561 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2563 switch (o_ptr->name2)
2565 case EGO_SLAYING_BOLT:
2570 /* Hack -- super-charge the damage dice */
2571 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2573 /* Hack -- restrict the damage dice */
2574 if (o_ptr->dd > 9) o_ptr->dd = 9;
2578 else if (power < -1)
2580 /* Roll for ego-item */
2581 if (randint0(MAX_DEPTH) < level)
2583 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2593 * @brief ドラゴン装備にランダムな耐性を与える
2594 * @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
2597 static void dragon_resist(object_type * o_ptr)
2602 one_dragon_ele_resistance(o_ptr);
2604 one_high_resistance(o_ptr);
2610 * @brief オブジェクトにランダムな強いESPを与える
2611 * @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
2614 static bool add_esp_strong(object_type *o_ptr)
2616 bool nonliv = FALSE;
2618 switch (randint1(3))
2620 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2621 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2622 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2629 * @brief オブジェクトにランダムな弱いESPを与える
2630 * @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
2631 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2634 static void add_esp_weak(object_type *o_ptr, bool extra)
2637 u32b weak_esp_list[] = {
2649 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2650 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2652 /* Add unduplicated weak esp flags randomly */
2653 for (i = 0; i < add_count; ++ i)
2655 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2657 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2658 weak_esp_list[choice] = weak_esp_list[i];
2664 * @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
2665 * Apply magic to an item known to be "armor"
2666 * @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
2667 * @param level 生成基準階
2668 * @param power 生成ランク
2671 * Hack -- note special processing for crown/helm\n
2672 * Hack -- note special processing for robe of permanence\n
2674 static void a_m_aux_2(object_type *o_ptr, int level, int power)
2676 int toac1 = randint1(5) + m_bonus(5, level);
2678 int toac2 = m_bonus(10, level);
2684 o_ptr->to_a += toac1;
2690 o_ptr->to_a += toac2;
2698 o_ptr->to_a -= toac1;
2703 /* Penalize again */
2704 o_ptr->to_a -= toac2;
2707 /* Cursed (if "bad") */
2708 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2713 switch (o_ptr->tval)
2717 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2718 create_artifact(o_ptr, FALSE);
2728 /* Hack -- Try for "Robes of the Magi" */
2729 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2730 (o_ptr->sval == SV_ROBE) &&
2731 (randint0(100) < 15))
2735 o_ptr->name2 = EGO_YOIYAMI;
2736 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2737 o_ptr->sval = SV_YOIYAMI_ROBE;
2743 o_ptr->name2 = EGO_PERMANENCE;
2748 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2750 create_artifact(o_ptr, FALSE);
2756 bool okay_flag = TRUE;
2758 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2760 switch (o_ptr->name2)
2763 if (o_ptr->tval != TV_HARD_ARMOR)
2769 if (o_ptr->tval != TV_SOFT_ARMOR)
2781 switch (o_ptr->name2)
2783 case EGO_RESISTANCE:
2785 add_flag(o_ptr->art_flags, TR_RES_POIS);
2788 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2789 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2793 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2795 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2797 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2798 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2800 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2801 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2802 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2803 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2804 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2805 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2806 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2807 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2810 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2811 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2812 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2813 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2814 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2815 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2828 if (o_ptr->sval == SV_DRAGON_SHIELD)
2830 dragon_resist(o_ptr);
2831 if (!one_in_(3)) break;
2837 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2839 create_artifact(o_ptr, FALSE);
2845 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2846 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2847 && o_ptr->name2 == EGO_S_DWARVEN)
2854 switch (o_ptr->name2)
2857 if (!one_in_(3)) one_high_resistance(o_ptr);
2858 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2860 case EGO_REFLECTION:
2861 if (o_ptr->sval == SV_MIRROR_SHIELD)
2866 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2867 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2876 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2878 dragon_resist(o_ptr);
2879 if (!one_in_(3)) break;
2883 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2885 create_artifact(o_ptr, FALSE);
2888 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2892 else if (power < -1)
2894 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2902 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2904 dragon_resist(o_ptr);
2905 if (!one_in_(3)) break;
2910 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2912 create_artifact(o_ptr, FALSE);
2915 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2917 switch (o_ptr->name2)
2919 case EGO_SLOW_DESCENT:
2922 one_high_resistance(o_ptr);
2928 else if (power < -1)
2930 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2941 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2943 create_artifact(o_ptr, FALSE);
2948 bool ok_flag = TRUE;
2949 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2951 switch (o_ptr->name2)
2954 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2955 else add_esp_weak(o_ptr, FALSE);
2959 case EGO_REGENERATION:
2960 case EGO_LORDLINESS:
2966 if (one_in_(2)) add_esp_strong(o_ptr);
2967 else add_esp_weak(o_ptr, FALSE);
2970 default:/* not existing crown (wisdom,lite, etc...) */
2974 break; /* while (1) */
2980 else if (power < -1)
2984 bool ok_flag = TRUE;
2985 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2987 switch (o_ptr->name2)
2989 case EGO_ANCIENT_CURSE:
2990 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2991 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2992 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2993 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2994 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2995 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2999 break; /* while (1) */
3008 if (o_ptr->sval == SV_DRAGON_HELM)
3010 dragon_resist(o_ptr);
3011 if (!one_in_(3)) break;
3017 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3019 create_artifact(o_ptr, FALSE);
3024 bool ok_flag = TRUE;
3025 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3027 switch (o_ptr->name2)
3029 case EGO_BRILLIANCE:
3031 case EGO_INFRAVISION:
3032 case EGO_H_PROTECTION:
3037 if (one_in_(2)) add_esp_strong(o_ptr);
3038 else add_esp_weak(o_ptr, FALSE);
3042 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3043 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3046 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3048 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3050 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3051 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3053 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3054 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3055 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3056 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3057 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3058 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3059 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3060 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3062 default:/* not existing helm (Magi, Might, etc...)*/
3066 break; /* while (1) */
3071 else if (power < -1)
3075 bool ok_flag = TRUE;
3076 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3078 switch (o_ptr->name2)
3080 case EGO_ANCIENT_CURSE:
3084 break; /* while (1) */
3095 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3097 create_artifact(o_ptr, FALSE);
3100 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3102 switch (o_ptr->name2)
3111 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3112 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3113 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3114 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3121 else if (power < -1)
3123 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3134 * @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
3135 * Apply magic to an item known to be a "ring" or "amulet"
3136 * @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
3137 * @param level 生成基準階
3138 * @param power 生成ランク
3141 * Hack -- note special "pval boost" code for ring of speed\n
3142 * Hack -- note that some items must be cursed (or blessed)\n
3144 static void a_m_aux_3(object_type *o_ptr, int level, int power)
3146 /* Apply magic (good or bad) according to type */
3147 switch (o_ptr->tval)
3152 switch (o_ptr->sval)
3154 case SV_RING_ATTACKS:
3157 o_ptr->pval = m_bonus(2, level);
3158 if (one_in_(15)) o_ptr->pval++;
3159 if (o_ptr->pval < 1) o_ptr->pval = 1;
3165 o_ptr->ident |= (IDENT_BROKEN);
3168 o_ptr->curse_flags |= TRC_CURSED;
3171 o_ptr->pval = 0 - (o_ptr->pval);
3182 /* Strength, Constitution, Dexterity, Intelligence */
3188 o_ptr->pval = 1 + m_bonus(5, level);
3194 o_ptr->ident |= (IDENT_BROKEN);
3197 o_ptr->curse_flags |= TRC_CURSED;
3200 o_ptr->pval = 0 - (o_ptr->pval);
3206 /* Ring of Speed! */
3209 /* Base speed (1 to 10) */
3210 o_ptr->pval = randint1(5) + m_bonus(5, level);
3212 /* Super-charge the ring */
3213 while (randint0(100) < 50) o_ptr->pval++;
3219 o_ptr->ident |= (IDENT_BROKEN);
3222 o_ptr->curse_flags |= TRC_CURSED;
3225 o_ptr->pval = 0 - (o_ptr->pval);
3233 case SV_RING_LORDLY:
3237 one_lordly_high_resistance(o_ptr);
3241 /* Bonus to armor class */
3242 o_ptr->to_a = 10 + randint1(5) + m_bonus(10, level);
3246 case SV_RING_WARNING:
3248 if (one_in_(3)) one_low_esp(o_ptr);
3253 case SV_RING_SEARCHING:
3255 /* Bonus to searching */
3256 o_ptr->pval = 1 + m_bonus(5, level);
3262 o_ptr->ident |= (IDENT_BROKEN);
3265 o_ptr->curse_flags |= TRC_CURSED;
3268 o_ptr->pval = 0 - (o_ptr->pval);
3274 /* Flames, Acid, Ice */
3275 case SV_RING_FLAMES:
3280 /* Bonus to armor class */
3281 o_ptr->to_a = 5 + randint1(5) + m_bonus(10, level);
3285 /* Weakness, Stupidity */
3286 case SV_RING_WEAKNESS:
3287 case SV_RING_STUPIDITY:
3290 o_ptr->ident |= (IDENT_BROKEN);
3293 o_ptr->curse_flags |= TRC_CURSED;
3296 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3297 if (power > 0) power = 0 - power;
3302 /* WOE, Stupidity */
3306 o_ptr->ident |= (IDENT_BROKEN);
3309 o_ptr->curse_flags |= TRC_CURSED;
3312 o_ptr->to_a = 0 - (5 + m_bonus(10, level));
3313 o_ptr->pval = 0 - (1 + m_bonus(5, level));
3314 if (power > 0) power = 0 - power;
3319 /* Ring of damage */
3320 case SV_RING_DAMAGE:
3322 /* Bonus to damage */
3323 o_ptr->to_d = 1 + randint1(5) + m_bonus(16, level);
3329 o_ptr->ident |= (IDENT_BROKEN);
3332 o_ptr->curse_flags |= TRC_CURSED;
3335 o_ptr->to_d = 0 - o_ptr->to_d;
3341 /* Ring of Accuracy */
3342 case SV_RING_ACCURACY:
3345 o_ptr->to_h = 1 + randint1(5) + m_bonus(16, level);
3351 o_ptr->ident |= (IDENT_BROKEN);
3354 o_ptr->curse_flags |= TRC_CURSED;
3357 o_ptr->to_h = 0 - o_ptr->to_h;
3363 /* Ring of Protection */
3364 case SV_RING_PROTECTION:
3366 /* Bonus to armor class */
3367 o_ptr->to_a = 5 + randint1(8) + m_bonus(10, level);
3373 o_ptr->ident |= (IDENT_BROKEN);
3376 o_ptr->curse_flags |= TRC_CURSED;
3379 o_ptr->to_a = 0 - o_ptr->to_a;
3385 /* Ring of Slaying */
3386 case SV_RING_SLAYING:
3388 /* Bonus to damage and to hit */
3389 o_ptr->to_d = randint1(5) + m_bonus(12, level);
3390 o_ptr->to_h = randint1(5) + m_bonus(12, level);
3396 o_ptr->ident |= (IDENT_BROKEN);
3399 o_ptr->curse_flags |= TRC_CURSED;
3401 /* Reverse bonuses */
3402 o_ptr->to_h = 0 - o_ptr->to_h;
3403 o_ptr->to_d = 0 - o_ptr->to_d;
3409 case SV_RING_MUSCLE:
3411 o_ptr->pval = 1 + m_bonus(3, level);
3412 if (one_in_(4)) o_ptr->pval++;
3418 o_ptr->ident |= (IDENT_BROKEN);
3421 o_ptr->curse_flags |= TRC_CURSED;
3423 /* Reverse bonuses */
3424 o_ptr->pval = 0 - o_ptr->pval;
3429 case SV_RING_AGGRAVATION:
3432 o_ptr->ident |= (IDENT_BROKEN);
3435 o_ptr->curse_flags |= TRC_CURSED;
3437 if (power > 0) power = 0 - power;
3441 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3442 || (power > 2)) /* power > 2 is debug only */
3444 o_ptr->pval = MIN(o_ptr->pval, 4);
3445 /* Randart amulet */
3446 create_artifact(o_ptr, FALSE);
3448 else if ((power == 2) && one_in_(2))
3450 while(!o_ptr->name2)
3452 int tmp = m_bonus(10, level);
3453 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3454 switch(randint1(28))
3457 o_ptr->name2 = EGO_RING_THROW;
3460 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3461 o_ptr->name2 = EGO_RING_REGEN;
3464 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3465 o_ptr->name2 = EGO_RING_LITE;
3468 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3469 o_ptr->name2 = EGO_RING_TELEPORT;
3472 if (o_ptr->to_h) break;
3473 o_ptr->name2 = EGO_RING_TO_H;
3476 if (o_ptr->to_d) break;
3477 o_ptr->name2 = EGO_RING_TO_D;
3480 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3481 o_ptr->name2 = EGO_RING_SLAY;
3484 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3485 o_ptr->name2 = EGO_RING_WIZARD;
3488 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3489 o_ptr->name2 = EGO_RING_HERO;
3492 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3493 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3494 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3495 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3498 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3499 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;
3500 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3501 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3502 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3505 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3506 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;
3507 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3508 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3509 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3512 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3513 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;
3514 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3515 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3518 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3519 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;
3520 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3521 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3523 case 21: case 22: case 23: case 24: case 25: case 26:
3524 switch (o_ptr->sval)
3527 if (!one_in_(3)) break;
3528 o_ptr->name2 = EGO_RING_D_SPEED;
3530 case SV_RING_DAMAGE:
3531 case SV_RING_ACCURACY:
3532 case SV_RING_SLAYING:
3533 if (one_in_(2)) break;
3534 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3537 o_ptr->name2 = EGO_RING_BERSERKER;
3538 o_ptr->to_h -= 2+randint1(4);
3539 o_ptr->to_d += 2+randint1(4);
3542 case SV_RING_PROTECTION:
3543 o_ptr->name2 = EGO_RING_SUPER_AC;
3544 o_ptr->to_a += 7 + m_bonus(5, level);
3546 case SV_RING_RES_FEAR:
3547 o_ptr->name2 = EGO_RING_HERO;
3550 if (one_in_(2)) break;
3551 o_ptr->name2 = EGO_RING_HUNTER;
3553 case SV_RING_SEARCHING:
3554 o_ptr->name2 = EGO_RING_STEALTH;
3556 case SV_RING_TELEPORTATION:
3557 o_ptr->name2 = EGO_RING_TELE_AWAY;
3559 case SV_RING_RES_BLINDNESS:
3561 o_ptr->name2 = EGO_RING_RES_LITE;
3563 o_ptr->name2 = EGO_RING_RES_DARK;
3565 case SV_RING_LORDLY:
3566 if (!one_in_(20)) break;
3567 one_lordly_high_resistance(o_ptr);
3568 one_lordly_high_resistance(o_ptr);
3569 o_ptr->name2 = EGO_RING_TRUE;
3571 case SV_RING_SUSTAIN:
3572 if (!one_in_(4)) break;
3573 o_ptr->name2 = EGO_RING_RES_TIME;
3575 case SV_RING_FLAMES:
3576 if (!one_in_(2)) break;
3577 o_ptr->name2 = EGO_RING_DRAGON_F;
3580 if (!one_in_(2)) break;
3581 o_ptr->name2 = EGO_RING_DRAGON_C;
3583 case SV_RING_WARNING:
3584 if (!one_in_(2)) break;
3585 o_ptr->name2 = EGO_RING_M_DETECT;
3594 o_ptr->curse_flags = 0L;
3596 else if ((power == -2) && one_in_(2))
3598 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3599 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3600 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3601 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3602 o_ptr->art_flags[0] = 0;
3603 o_ptr->art_flags[1] = 0;
3604 while(!o_ptr->name2)
3606 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3610 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3611 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3614 o_ptr->name2 = EGO_RING_NO_MELEE;
3617 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3618 o_ptr->name2 = EGO_RING_AGGRAVATE;
3621 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3622 o_ptr->name2 = EGO_RING_TY_CURSE;
3625 o_ptr->name2 = EGO_RING_ALBINO;
3630 o_ptr->ident |= (IDENT_BROKEN);
3633 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3641 switch (o_ptr->sval)
3643 /* Amulet of wisdom/charisma */
3644 case SV_AMULET_INTELLIGENCE:
3645 case SV_AMULET_WISDOM:
3646 case SV_AMULET_CHARISMA:
3648 o_ptr->pval = 1 + m_bonus(5, level);
3654 o_ptr->ident |= (IDENT_BROKEN);
3657 o_ptr->curse_flags |= (TRC_CURSED);
3659 /* Reverse bonuses */
3660 o_ptr->pval = 0 - o_ptr->pval;
3666 /* Amulet of brilliance */
3667 case SV_AMULET_BRILLIANCE:
3669 o_ptr->pval = 1 + m_bonus(3, level);
3670 if (one_in_(4)) o_ptr->pval++;
3676 o_ptr->ident |= (IDENT_BROKEN);
3679 o_ptr->curse_flags |= (TRC_CURSED);
3681 /* Reverse bonuses */
3682 o_ptr->pval = 0 - o_ptr->pval;
3688 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3692 o_ptr->curse_flags |= (TRC_CURSED);
3697 case SV_AMULET_RESISTANCE:
3699 if (one_in_(5)) one_high_resistance(o_ptr);
3700 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3704 /* Amulet of searching */
3705 case SV_AMULET_SEARCHING:
3707 o_ptr->pval = randint1(2) + m_bonus(4, level);
3713 o_ptr->ident |= (IDENT_BROKEN);
3716 o_ptr->curse_flags |= (TRC_CURSED);
3718 /* Reverse bonuses */
3719 o_ptr->pval = 0 - (o_ptr->pval);
3725 /* Amulet of the Magi -- never cursed */
3726 case SV_AMULET_THE_MAGI:
3728 o_ptr->pval = randint1(5) + m_bonus(5, level);
3729 o_ptr->to_a = randint1(5) + m_bonus(5, level);
3731 /* gain one low ESP */
3732 add_esp_weak(o_ptr, FALSE);
3737 /* Amulet of Doom -- always cursed */
3738 case SV_AMULET_DOOM:
3741 o_ptr->ident |= (IDENT_BROKEN);
3744 o_ptr->curse_flags |= (TRC_CURSED);
3747 o_ptr->pval = 0 - (randint1(5) + m_bonus(5, level));
3748 o_ptr->to_a = 0 - (randint1(5) + m_bonus(5, level));
3749 if (power > 0) power = 0 - power;
3754 case SV_AMULET_MAGIC_MASTERY:
3756 o_ptr->pval = 1 + m_bonus(4, level);
3762 o_ptr->ident |= (IDENT_BROKEN);
3765 o_ptr->curse_flags |= (TRC_CURSED);
3767 /* Reverse bonuses */
3768 o_ptr->pval = 0 - o_ptr->pval;
3774 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3775 || (power > 2)) /* power > 2 is debug only */
3777 o_ptr->pval = MIN(o_ptr->pval, 4);
3778 /* Randart amulet */
3779 create_artifact(o_ptr, FALSE);
3781 else if ((power == 2) && one_in_(2))
3783 while(!o_ptr->name2)
3785 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3786 switch(randint1(21))
3789 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3790 o_ptr->name2 = EGO_AMU_SLOW_D;
3793 if (o_ptr->pval) break;
3794 o_ptr->name2 = EGO_AMU_INFRA;
3797 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3798 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3801 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3802 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3805 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3806 o_ptr->name2 = EGO_AMU_LEVITATION;
3808 case 10: case 11: case 21:
3809 o_ptr->name2 = EGO_AMU_AC;
3812 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3813 if (m_bonus(10, level) > 8)
3814 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3816 o_ptr->name2 = EGO_AMU_RES_FIRE;
3819 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3820 if (m_bonus(10, level) > 8)
3821 o_ptr->name2 = EGO_AMU_RES_COLD_;
3823 o_ptr->name2 = EGO_AMU_RES_COLD;
3826 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3827 if (m_bonus(10, level) > 8)
3828 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3830 o_ptr->name2 = EGO_AMU_RES_ELEC;
3833 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3834 if (m_bonus(10, level) > 8)
3835 o_ptr->name2 = EGO_AMU_RES_ACID_;
3837 o_ptr->name2 = EGO_AMU_RES_ACID;
3839 case 16: case 17: case 18: case 19: case 20:
3840 switch (o_ptr->sval)
3842 case SV_AMULET_TELEPORT:
3843 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3844 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3845 else o_ptr->name2 = EGO_AMU_TELEPORT;
3847 case SV_AMULET_RESIST_ACID:
3848 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3850 case SV_AMULET_SEARCHING:
3851 o_ptr->name2 = EGO_AMU_STEALTH;
3853 case SV_AMULET_BRILLIANCE:
3854 if (!one_in_(3)) break;
3855 o_ptr->name2 = EGO_AMU_IDENT;
3857 case SV_AMULET_CHARISMA:
3858 if (!one_in_(3)) break;
3859 o_ptr->name2 = EGO_AMU_CHARM;
3861 case SV_AMULET_THE_MAGI:
3862 if (one_in_(2)) break;
3863 o_ptr->name2 = EGO_AMU_GREAT;
3865 case SV_AMULET_RESISTANCE:
3866 if (!one_in_(5)) break;
3867 o_ptr->name2 = EGO_AMU_DEFENDER;
3869 case SV_AMULET_TELEPATHY:
3870 if (!one_in_(3)) break;
3871 o_ptr->name2 = EGO_AMU_DETECTION;
3877 o_ptr->curse_flags = 0L;
3879 else if ((power == -2) && one_in_(2))
3881 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3882 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3883 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3884 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3885 o_ptr->art_flags[0] = 0;
3886 o_ptr->art_flags[1] = 0;
3887 while(!o_ptr->name2)
3889 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3893 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3894 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3897 o_ptr->name2 = EGO_AMU_FOOL;
3900 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3901 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3904 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3905 o_ptr->name2 = EGO_AMU_TY_CURSE;
3908 o_ptr->name2 = EGO_AMU_NAIVETY;
3913 o_ptr->ident |= (IDENT_BROKEN);
3916 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3924 * @brief モンスターが人形のベースにできるかを返す
3925 * @param r_idx チェックしたいモンスター種族のID
3926 * @return 人形にできるならTRUEを返す
3928 static bool item_monster_okay(int r_idx)
3930 monster_race *r_ptr = &r_info[r_idx];
3933 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3934 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3935 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3936 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3937 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3938 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3946 * @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
3947 * Apply magic to an item known to be "boring"
3948 * @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
3949 * @param level 生成基準階
3950 * @param power 生成ランク
3953 * Hack -- note the special code for various items
3955 static void a_m_aux_4(object_type *o_ptr, int level, int power)
3957 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3962 /* Apply magic (good or bad) according to type */
3963 switch (o_ptr->tval)
3972 o_ptr->ident |= (IDENT_BROKEN);
3975 o_ptr->curse_flags |= (TRC_CURSED);
3982 o_ptr->xtra4 = o_ptr->pval;
3988 /* Hack -- Torches -- random fuel */
3989 if (o_ptr->sval == SV_LITE_TORCH)
3991 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3995 /* Hack -- Lanterns -- random fuel */
3996 if (o_ptr->sval == SV_LITE_LANTERN)
3998 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4002 if (power > 2) /* power > 2 is debug only */
4004 create_artifact(o_ptr, FALSE);
4006 else if ((power == 2) || ((power == 1) && one_in_(3)))
4008 while (!o_ptr->name2)
4012 bool okay_flag = TRUE;
4014 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4016 switch (o_ptr->name2)
4019 if (o_ptr->sval == SV_LITE_FEANOR)
4027 else if (power == -2)
4029 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4031 switch (o_ptr->name2)
4033 case EGO_LITE_DARKNESS:
4036 if (o_ptr->sval == SV_LITE_TORCH)
4038 add_flag(o_ptr->art_flags, TR_LITE_M1);
4040 else if (o_ptr->sval == SV_LITE_LANTERN)
4042 add_flag(o_ptr->art_flags, TR_LITE_M2);
4044 else if (o_ptr->sval == SV_LITE_FEANOR)
4046 add_flag(o_ptr->art_flags, TR_LITE_M3);
4058 /* The wand or staff gets a number of initial charges equal
4059 * to between 1/2 (+1) and the full object kind's pval. -LM-
4061 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4067 /* Transfer the pval. -LM- */
4068 o_ptr->pval = k_ptr->pval;
4075 object_aware(o_ptr);
4076 object_known(o_ptr);
4085 monster_race *r_ptr;
4087 /* Pick a random non-unique monster race */
4090 i = randint1(max_r_idx - 1);
4092 if (!item_monster_okay(i)) continue;
4093 if (i == MON_TSUCHINOKO) continue;
4097 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4099 /* Ignore dead monsters */
4100 if (!r_ptr->rarity) continue;
4102 /* Ignore uncommon monsters */
4103 if (r_ptr->rarity > 100) continue;
4105 /* Prefer less out-of-depth monsters */
4106 if (randint0(check)) continue;
4113 /* Some figurines are cursed */
4114 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4118 msg_format(_("%sの人形, 深さ +%d%s", "Figurine of %s, depth +%d%s"),
4119 r_name + r_ptr->name, check - 1,
4120 !object_is_cursed(o_ptr) ? "" : " {cursed}");
4133 monster_race *r_ptr;
4135 if (o_ptr->sval == SV_SKELETON)
4137 match = RF9_DROP_SKELETON;
4139 else if (o_ptr->sval == SV_CORPSE)
4141 match = RF9_DROP_CORPSE;
4144 /* Hack -- Remove the monster restriction */
4145 get_mon_num_prep(item_monster_okay, NULL);
4147 /* Pick a random non-unique monster race */
4150 i = get_mon_num(dun_level);
4154 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4156 /* Ignore dead monsters */
4157 if (!r_ptr->rarity) continue;
4159 /* Ignore corpseless monsters */
4160 if (!(r_ptr->flags9 & match)) continue;
4162 /* Prefer less out-of-depth monsters */
4163 if (randint0(check)) continue;
4172 msg_format(_("%sの死体, 深さ +%d", "Corpse of %s, depth +%d"),
4173 r_name + r_ptr->name, check - 1);
4176 object_aware(o_ptr);
4177 object_known(o_ptr);
4185 monster_race *r_ptr;
4187 /* Pick a random monster race */
4190 i = randint1(max_r_idx - 1);
4194 /* Ignore dead monsters */
4195 if (!r_ptr->rarity) continue;
4204 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4206 object_aware(o_ptr);
4207 object_known(o_ptr);
4214 byte obj_level = k_info[o_ptr->k_idx].level;
4216 /* Hack -- skip ruined chests */
4217 if (obj_level <= 0) break;
4219 /* Hack -- pick a "difficulty" */
4220 o_ptr->pval = randint1(obj_level);
4221 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4223 o_ptr->xtra3 = dun_level + 5;
4225 /* Never exceed "difficulty" of 55 to 59 */
4226 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4234 * @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
4235 * Complete the "creation" of an object by applying "magic" to the item
4236 * @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
4238 * @param mode 生成オプション
4241 * This includes not only rolling for random bonuses, but also putting the\n
4242 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4243 * staffs, giving fuel to lites, and placing traps on chests.\n
4245 * In particular, note that "Instant Artifacts", if "created" by an external\n
4246 * routine, must pass through this function to complete the actual creation.\n
4248 * The base "chance" of the item being "good" increases with the "level"\n
4249 * parameter, which is usually derived from the dungeon level, being equal\n
4250 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4251 * the object is guaranteed to be "good". If an object is "good", then\n
4252 * the chance that the object will be "great" (ego-item or artifact), also\n
4253 * increases with the "level", being equal to half the level, plus 5, up to\n
4254 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4255 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4257 * If the object is not "good", there is a chance it will be "cursed", and\n
4258 * if it is "cursed", there is a chance it will be "broken". These chances\n
4259 * are related to the "good" / "great" chances above.\n
4261 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4262 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4264 * If "okay" is true, and the object is going to be "great", then there is\n
4265 * a chance that an artifact will be created. This is true even if both the\n
4266 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4267 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4269 void apply_magic(object_type *o_ptr, int lev, u32b mode)
4271 int i, rolls, f1, f2, power;
4273 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4275 /* Maximum "level" for various things */
4276 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4278 /* Base chance of being "good" */
4281 /* Maximal chance of being "good" */
4282 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4284 /* Base chance of being "great" */
4287 /* Maximal chance of being "great" */
4288 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4289 f2 = d_info[dungeon_type].obj_great;
4291 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4296 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4305 /* Roll for "good" */
4306 if ((mode & AM_GOOD) || magik(f1))
4311 /* Roll for "great" */
4312 if ((mode & AM_GREAT) || magik(f2))
4316 /* Roll for "special" */
4317 if (mode & AM_SPECIAL) power = 3;
4321 /* Roll for "cursed" */
4324 /* Assume "cursed" */
4327 /* Roll for "broken" */
4328 if (magik(f2)) power = -2;
4332 if (mode & AM_CURSED)
4334 /* Assume 'cursed' */
4339 /* Everything else gets more badly cursed */
4346 /* Assume no rolls */
4349 /* Get one roll if excellent */
4350 if (power >= 2) rolls = 1;
4352 /* Hack -- Get four rolls if forced great or special */
4353 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4355 /* Hack -- Get no rolls if not allowed */
4356 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4358 /* Roll for artifacts if allowed */
4359 for (i = 0; i < rolls; i++)
4361 /* Roll for an artifact */
4362 if (make_artifact(o_ptr)) break;
4363 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4365 if (make_artifact(o_ptr)) break;
4370 /* Hack -- analyze artifacts */
4371 if (object_is_fixed_artifact(o_ptr))
4373 artifact_type *a_ptr = &a_info[o_ptr->name1];
4375 /* Hack -- Mark the artifact as "created" */
4378 /* Hack -- Memorize location of artifact in saved floors */
4379 if (character_dungeon)
4380 a_ptr->floor_id = p_ptr->floor_id;
4382 /* Extract the other fields */
4383 o_ptr->pval = a_ptr->pval;
4384 o_ptr->ac = a_ptr->ac;
4385 o_ptr->dd = a_ptr->dd;
4386 o_ptr->ds = a_ptr->ds;
4387 o_ptr->to_a = a_ptr->to_a;
4388 o_ptr->to_h = a_ptr->to_h;
4389 o_ptr->to_d = a_ptr->to_d;
4390 o_ptr->weight = a_ptr->weight;
4391 o_ptr->xtra2 = a_ptr->act_idx;
4393 if (o_ptr->name1 == ART_MILIM)
4395 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4401 /* Hack -- extract the "broken" flag */
4402 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4404 /* Hack -- extract the "cursed" flag */
4405 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4406 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4407 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4408 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4409 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4410 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4418 switch (o_ptr->tval)
4427 if (power) a_m_aux_1(o_ptr, lev, power);
4433 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4439 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4453 /* Elven Cloak and Black Clothes ... */
4454 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4455 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4456 o_ptr->pval = randint1(4);
4460 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4461 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4462 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4463 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4464 a_m_aux_2(o_ptr, lev, power);
4466 if (power) a_m_aux_2(o_ptr, lev, power);
4474 if (!power && (randint0(100) < 50)) power = -1;
4475 a_m_aux_3(o_ptr, lev, power);
4481 a_m_aux_4(o_ptr, lev, power);
4486 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4487 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4488 (p_ptr->pseikaku == SEIKAKU_SEXY))
4491 add_flag(o_ptr->art_flags, TR_STR);
4492 add_flag(o_ptr->art_flags, TR_INT);
4493 add_flag(o_ptr->art_flags, TR_WIS);
4494 add_flag(o_ptr->art_flags, TR_DEX);
4495 add_flag(o_ptr->art_flags, TR_CON);
4496 add_flag(o_ptr->art_flags, TR_CHR);
4499 /* Hack -- analyze ego-items */
4500 if (object_is_ego(o_ptr))
4502 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4504 /* Hack -- acquire "broken" flag */
4505 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4507 /* Hack -- acquire "cursed" flag */
4508 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4509 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4510 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4511 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4512 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4513 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4515 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4516 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4517 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4518 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4519 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4520 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4521 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4522 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4528 while (one_in_(o_ptr->dd));
4530 if (o_ptr->dd > 9) o_ptr->dd = 9;
4533 /* Hack -- apply activatin index if needed */
4534 if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
4536 /* Hack -- apply extra penalties if needed */
4537 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4539 /* Hack -- obtain bonuses */
4540 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4541 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4542 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4544 /* Hack -- obtain pval */
4545 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4548 /* Hack -- apply extra bonuses if needed */
4551 /* Hack -- obtain bonuses */
4552 if (e_ptr->max_to_h)
4554 if (e_ptr->max_to_h > 127)
4555 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4556 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4558 if (e_ptr->max_to_d)
4560 if (e_ptr->max_to_d > 127)
4561 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4562 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4564 if (e_ptr->max_to_a)
4566 if (e_ptr->max_to_a > 127)
4567 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4568 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4571 /* Accuracy ego must have high to_h */
4572 if(o_ptr->name2 == EGO_ACCURACY)
4574 while(o_ptr->to_h < o_ptr->to_d + 10)
4579 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4582 /* Accuracy ego must have high to_h */
4583 if(o_ptr->name2 == EGO_VELOCITY)
4585 while(o_ptr->to_d < o_ptr->to_h + 10)
4590 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4593 /* Protection ego must have high to_a */
4594 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4596 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4599 /* Hack -- obtain pval */
4600 if (e_ptr->max_pval)
4602 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4605 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4607 else if (o_ptr->name2 == EGO_DEMON)
4609 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4611 o_ptr->pval += randint1(2);
4615 o_ptr->pval += randint1(e_ptr->max_pval);
4618 else if (o_ptr->name2 == EGO_ATTACKS)
4620 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4621 if (o_ptr->pval > 3) o_ptr->pval = 3;
4622 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4623 o_ptr->pval += randint1(2);
4625 else if (o_ptr->name2 == EGO_BAT)
4627 o_ptr->pval = randint1(e_ptr->max_pval);
4628 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4630 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4632 o_ptr->pval = randint1(e_ptr->max_pval);
4636 o_ptr->pval += randint1(e_ptr->max_pval);
4641 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4643 o_ptr->pval = randint1(o_ptr->pval);
4645 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4653 /* Examine real objects */
4656 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4658 /* Hack -- acquire "broken" flag */
4659 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4661 /* Hack -- acquire "cursed" flag */
4662 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4663 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4664 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4665 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4666 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4667 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4675 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4676 * Hack -- determine if a template is "good"
4677 * @param k_idx 判定したいベースアイテムのID
4678 * @return ベースアイテムが上質ならばTRUEを返す。
4680 static bool kind_is_good(int k_idx)
4682 object_kind *k_ptr = &k_info[k_idx];
4684 /* Analyze the item type */
4685 switch (k_ptr->tval)
4687 /* Armor -- Good unless damaged */
4698 if (k_ptr->to_a < 0) return (FALSE);
4702 /* Weapons -- Good unless damaged */
4709 if (k_ptr->to_h < 0) return (FALSE);
4710 if (k_ptr->to_d < 0) return (FALSE);
4714 /* Ammo -- Arrows/Bolts are good */
4721 /* Books -- High level books are good (except Arcane books) */
4723 case TV_SORCERY_BOOK:
4724 case TV_NATURE_BOOK:
4729 case TV_DAEMON_BOOK:
4730 case TV_CRUSADE_BOOK:
4732 case TV_HISSATSU_BOOK:
4735 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4739 /* Rings -- Rings of Speed are good */
4742 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4743 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4747 /* Amulets -- Amulets of the Magi and Resistance are good */
4750 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4751 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4756 /* Assume not good */
4761 * @brief 生成階に応じたベースアイテムの生成を行う。
4762 * Attempt to make an object (normal or good/great)
4763 * @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
4764 * @param mode オプションフラグ
4765 * @return 生成に成功したらTRUEを返す。
4767 * This routine plays nasty games to generate the "special artifacts".\n
4768 * This routine uses "object_level" for the "generation level".\n
4769 * We assume that the given object has been "wiped".\n
4771 bool make_object(object_type *j_ptr, u32b mode)
4777 /* Chance of "special object" */
4778 prob = ((mode & AM_GOOD) ? 10 : 1000);
4780 /* Base level for the object */
4781 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4784 /* Generate a special object, or a normal object */
4785 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4790 if ((mode & AM_GOOD) && !get_obj_num_hook)
4792 /* Activate restriction (if already specified, use that) */
4793 get_obj_num_hook = kind_is_good;
4796 /* Restricted objects - prepare allocation table */
4797 if (get_obj_num_hook) get_obj_num_prep();
4799 /* Pick a random object */
4800 k_idx = get_obj_num(base);
4802 /* Restricted objects */
4803 if (get_obj_num_hook)
4805 /* Clear restriction */
4806 get_obj_num_hook = NULL;
4808 /* Reset allocation table to default */
4812 /* Handle failure */
4813 if (!k_idx) return (FALSE);
4815 /* Prepare the object */
4816 object_prep(j_ptr, k_idx);
4819 /* Apply magic (allow artifacts) */
4820 apply_magic(j_ptr, object_level, mode);
4822 /* Hack -- generate multiple spikes/missiles */
4823 switch (j_ptr->tval)
4831 j_ptr->number = (byte)damroll(6, 7);
4835 obj_level = k_info[j_ptr->k_idx].level;
4836 if (object_is_fixed_artifact(j_ptr)) obj_level = a_info[j_ptr->name1].level;
4838 if (cheat_peek) object_mention(j_ptr);
4846 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4847 * Attempt to place an object (normal or good/great) at the given location.
4848 * @param y 配置したいフロアのY座標
4849 * @param x 配置したいフロアのX座標
4850 * @param mode オプションフラグ
4851 * @return 生成に成功したらTRUEを返す。
4853 * This routine plays nasty games to generate the "special artifacts".\n
4854 * This routine uses "object_level" for the "generation level".\n
4855 * This routine requires a clean floor grid destination.\n
4857 void place_object(int y, int x, u32b mode)
4862 cave_type *c_ptr = &cave[y][x];
4868 /* Paranoia -- check bounds */
4869 if (!in_bounds(y, x)) return;
4871 /* Require floor space */
4872 if (!cave_drop_bold(y, x)) return;
4874 /* Avoid stacking on other objects */
4875 if (c_ptr->o_idx) return;
4878 /* Get local object */
4881 /* Wipe the object */
4884 /* Make an object (if possible) */
4885 if (!make_object(q_ptr, mode)) return;
4888 /* Make an object */
4896 /* Acquire object */
4897 o_ptr = &o_list[o_idx];
4899 /* Structure Copy */
4900 object_copy(o_ptr, q_ptr);
4907 o_ptr->next_o_idx = c_ptr->o_idx;
4909 /* Place the object */
4910 c_ptr->o_idx = o_idx;
4920 /* Hack -- Preserve artifacts */
4921 if (object_is_fixed_artifact(q_ptr))
4923 a_info[q_ptr->name1].cur_num = 0;
4930 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4931 * Make a treasure object
4932 * @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
4933 * @return 生成に成功したらTRUEを返す。
4935 * The location must be a legal, clean, floor grid.
4937 bool make_gold(object_type *j_ptr)
4944 /* Hack -- Pick a Treasure variety */
4945 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4947 /* Apply "extra" magic */
4948 if (one_in_(GREAT_OBJ))
4950 i += randint1(object_level + 1);
4953 /* Hack -- Creeping Coins only generate "themselves" */
4954 if (coin_type) i = coin_type;
4956 /* Do not create "illegal" Treasure Types */
4957 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4959 /* Prepare a gold object */
4960 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4962 /* Hack -- Base coin cost */
4963 base = k_info[OBJ_GOLD_LIST+i].cost;
4965 /* Determine how much the treasure is "worth" */
4966 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4974 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4975 * Places a treasure (Gold or Gems) at given location
4976 * @param y 配置したいフロアのY座標
4977 * @param x 配置したいフロアのX座標
4978 * @return 生成に成功したらTRUEを返す。
4980 * The location must be a legal, clean, floor grid.
4982 void place_gold(int y, int x)
4987 cave_type *c_ptr = &cave[y][x];
4994 /* Paranoia -- check bounds */
4995 if (!in_bounds(y, x)) return;
4997 /* Require floor space */
4998 if (!cave_drop_bold(y, x)) return;
5000 /* Avoid stacking on other objects */
5001 if (c_ptr->o_idx) return;
5004 /* Get local object */
5007 /* Wipe the object */
5010 /* Make some gold */
5011 if (!make_gold(q_ptr)) return;
5014 /* Make an object */
5022 /* Acquire object */
5023 o_ptr = &o_list[o_idx];
5025 /* Copy the object */
5026 object_copy(o_ptr, q_ptr);
5033 o_ptr->next_o_idx = c_ptr->o_idx;
5035 /* Place the object */
5036 c_ptr->o_idx = o_idx;
5048 * @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。
5049 * Let an object fall to the ground at or near a location.
5050 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
5051 * @param chance ドロップの成功率(%)
5052 * @param y 配置したいフロアのY座標
5053 * @param x 配置したいフロアのX座標
5054 * @return 生成に成功したらTRUEを返す。
5056 * The initial location is assumed to be "in_bounds()".\n
5058 * This function takes a parameter "chance". This is the percentage\n
5059 * chance that the item will "disappear" instead of drop. If the object\n
5060 * has been thrown, then this is the chance of disappearance on contact.\n
5062 * Hack -- this function uses "chance" to determine if it should produce\n
5063 * some form of "description" of the drop event (under the player).\n
5065 * We check several locations to see if we can find a location at which\n
5066 * the object can combine, stack, or be placed. Artifacts will try very\n
5067 * hard to be placed, including "teleporting" to a useful grid if needed.\n
5069 s16b drop_near(object_type *j_ptr, int chance, int y, int x)
5080 s16b this_o_idx, next_o_idx = 0;
5084 char o_name[MAX_NLEN];
5090 /* Extract plural */
5091 bool plural = (j_ptr->number != 1);
5094 /* Describe object */
5095 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5098 /* Handle normal "breakage" */
5099 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5103 msg_format("%sは消えた。", o_name);
5105 msg_format("The %s disappear%s.",
5106 o_name, (plural ? "" : "s"));
5111 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5128 /* Scan local grids */
5129 for (dy = -3; dy <= 3; dy++)
5131 /* Scan local grids */
5132 for (dx = -3; dx <= 3; dx++)
5136 /* Calculate actual distance */
5137 d = (dy * dy) + (dx * dx);
5139 /* Ignore distant grids */
5140 if (d > 10) continue;
5146 /* Skip illegal grids */
5147 if (!in_bounds(ty, tx)) continue;
5149 /* Require line of projection */
5150 if (!projectable(y, x, ty, tx)) continue;
5153 c_ptr = &cave[ty][tx];
5155 /* Require floor space */
5156 if (!cave_drop_bold(ty, tx)) continue;
5161 /* Scan objects in that grid */
5162 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5166 /* Acquire object */
5167 o_ptr = &o_list[this_o_idx];
5169 /* Acquire next object */
5170 next_o_idx = o_ptr->next_o_idx;
5172 /* Check for possible combination */
5173 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5179 /* Add new object */
5183 if (k > 99) continue;
5185 /* Calculate score */
5186 s = 1000 - (d + k * 5);
5188 /* Skip bad values */
5189 if (s < bs) continue;
5191 /* New best value */
5194 /* Apply the randomizer to equivalent values */
5195 if ((++bn >= 2) && !one_in_(bn)) continue;
5210 /* Handle lack of space */
5211 if (!flag && !object_is_artifact(j_ptr))
5215 msg_format("%sは消えた。", o_name);
5217 msg_format("The %s disappear%s.",
5218 o_name, (plural ? "" : "s"));
5223 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5231 for (i = 0; !flag && (i < 1000); i++)
5234 ty = rand_spread(by, 1);
5235 tx = rand_spread(bx, 1);
5237 /* Verify location */
5238 if (!in_bounds(ty, tx)) continue;
5240 /* Bounce to that location */
5244 /* Require floor space */
5245 if (!cave_drop_bold(by, bx)) continue;
5254 int candidates = 0, pick;
5256 for (ty = 1; ty < cur_hgt - 1; ty++)
5258 for (tx = 1; tx < cur_wid - 1; tx++)
5260 /* A valid space found */
5261 if (cave_drop_bold(ty, tx)) candidates++;
5265 /* No valid place! */
5270 msg_format("%sは消えた。", o_name);
5272 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5276 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5278 /* Mega-Hack -- preserve artifacts */
5281 /* Hack -- Preserve unknown artifacts */
5282 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5284 /* Mega-Hack -- Preserve the artifact */
5285 a_info[j_ptr->name1].cur_num = 0;
5293 /* Choose a random one */
5294 pick = randint1(candidates);
5296 for (ty = 1; ty < cur_hgt - 1; ty++)
5298 for (tx = 1; tx < cur_wid - 1; tx++)
5300 if (cave_drop_bold(ty, tx))
5304 /* Is this a picked one? */
5318 c_ptr = &cave[by][bx];
5320 /* Scan objects in that grid for combination */
5321 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5325 /* Acquire object */
5326 o_ptr = &o_list[this_o_idx];
5328 /* Acquire next object */
5329 next_o_idx = o_ptr->next_o_idx;
5331 /* Check for combination */
5332 if (object_similar(o_ptr, j_ptr))
5334 /* Combine the items */
5335 object_absorb(o_ptr, j_ptr);
5345 /* Get new object */
5346 if (!done) o_idx = o_pop();
5349 if (!done && !o_idx)
5353 msg_format("%sは消えた。", o_name);
5355 msg_format("The %s disappear%s.",
5356 o_name, (plural ? "" : "s"));
5361 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5363 /* Hack -- Preserve artifacts */
5364 if (object_is_fixed_artifact(j_ptr))
5366 a_info[j_ptr->name1].cur_num = 0;
5376 /* Structure copy */
5377 object_copy(&o_list[o_idx], j_ptr);
5379 /* Access new object */
5380 j_ptr = &o_list[o_idx];
5387 j_ptr->held_m_idx = 0;
5390 j_ptr->next_o_idx = c_ptr->o_idx;
5392 /* Place the object */
5393 c_ptr->o_idx = o_idx;
5408 /* Mega-Hack -- no message if "dropped" by player */
5409 /* Message when an object falls under the player */
5410 if (chance && player_bold(by, bx))
5412 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5424 * Scatter some "great" objects near the player
5425 * @param y1 配置したいフロアのY座標
5426 * @param x1 配置したいフロアのX座標
5427 * @param num 獲得の処理回数
5428 * @param great TRUEならば必ず高級品以上を落とす
5429 * @param special TRUEならば必ず特別品を落とす
5430 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5433 void acquirement(int y1, int x1, int num, bool great, bool special, bool known)
5436 object_type object_type_body;
5437 u32b mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5442 /* Get local object */
5443 i_ptr = &object_type_body;
5445 /* Wipe the object */
5448 /* Make a good (or great) object (if possible) */
5449 if (!make_object(i_ptr, mode)) continue;
5453 object_aware(i_ptr);
5454 object_known(i_ptr);
5457 /* Drop the object */
5458 (void)drop_near(i_ptr, -1, y1, x1);
5463 * Scatter some "amusing" objects near the player
5466 #define AMS_NOTHING 0x00 /* No restriction */
5467 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5468 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5469 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5470 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5480 amuse_type amuse_info[] =
5482 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5483 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5484 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5485 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5486 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5487 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5488 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5489 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5490 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5491 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5492 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5493 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5494 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5501 * @param y1 配置したいフロアのY座標
5502 * @param x1 配置したいフロアのX座標
5503 * @param num 誰得の処理回数
5504 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5507 void amusement(int y1, int x1, int num, bool known)
5510 object_type object_type_body;
5513 for (n = 0; amuse_info[n].tval != 0; n++)
5515 t += amuse_info[n].prob;
5521 int i, k_idx, a_idx = 0;
5522 int r = randint0(t);
5523 bool insta_art, fixed_art;
5527 r -= amuse_info[i].prob;
5531 /* Get local object */
5532 i_ptr = &object_type_body;
5534 /* Wipe the object */
5537 /* Wipe the object */
5538 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5540 /* Paranoia - reroll if nothing */
5541 if (!k_idx) continue;
5543 /* Search an artifact index if need */
5544 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5545 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5547 if (insta_art || fixed_art)
5549 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5551 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5552 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5553 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5554 if (a_info[a_idx].cur_num > 0) continue;
5558 if (a_idx >= max_a_idx) continue;
5561 /* Make an object (if possible) */
5562 object_prep(i_ptr, k_idx);
5563 if (a_idx) i_ptr->name1 = a_idx;
5564 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5566 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5568 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5571 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5572 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5576 object_aware(i_ptr);
5577 object_known(i_ptr);
5580 /* Paranoia - reroll if nothing */
5581 if (!(i_ptr->k_idx)) continue;
5583 /* Drop the object */
5584 (void)drop_near(i_ptr, -1, y1, x1);
5591 #define MAX_NORMAL_TRAPS 18
5593 /* See init_feat_variables() in init2.c */
5594 static s16b normal_traps[MAX_NORMAL_TRAPS];
5597 * @brief タグに従って、基本トラップテーブルを初期化する / Initialize arrays for normal traps
5600 void init_normal_traps(void)
5604 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPDOOR");
5605 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_PIT");
5606 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SPIKED_PIT");
5607 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON_PIT");
5608 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TY_CURSE");
5609 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TELEPORT");
5610 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_FIRE");
5611 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ACID");
5612 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLOW");
5613 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_STR");
5614 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_DEX");
5615 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_LOSE_CON");
5616 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_BLIND");
5617 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_CONFUSE");
5618 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_POISON");
5619 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_SLEEP");
5620 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_TRAPS");
5621 normal_traps[cur_trap++] = f_tag_to_index_in_init("TRAP_ALARM");
5625 * @brief 基本トラップをランダムに選択する /
5627 * @return 選択したトラップのID
5629 * XXX XXX XXX This routine should be redone to reflect trap "level".\n
5630 * That is, it does not make sense to have spiked pits at 50 feet.\n
5631 * Actually, it is not this routine, but the "trap instantiation"\n
5632 * code, which should also check for "trap doors" on quest levels.\n
5634 s16b choose_random_trap(void)
5641 /* Hack -- pick a trap */
5642 feat = normal_traps[randint0(MAX_NORMAL_TRAPS)];
5644 /* Accept non-trapdoors */
5645 if (!have_flag(f_info[feat].flags, FF_MORE)) break;
5647 /* Hack -- no trap doors on special levels */
5648 if (p_ptr->inside_arena || quest_number(dun_level)) continue;
5650 /* Hack -- no trap doors on the deepest level */
5651 if (dun_level >= d_info[dungeon_type].maxdepth) continue;
5660 * @brief マスに存在するトラップを秘匿する /
5661 * Disclose an invisible trap
5662 * @param y 秘匿したいマスのY座標
5663 * @param x 秘匿したいマスのX座標
5666 void disclose_grid(int y, int x)
5668 cave_type *c_ptr = &cave[y][x];
5670 if (cave_have_flag_grid(c_ptr, FF_SECRET))
5672 /* No longer hidden */
5673 cave_alter_feat(y, x, FF_SECRET);
5675 else if (c_ptr->mimic)
5677 /* No longer hidden */
5689 * @brief マスをトラップを配置する /
5690 * The location must be a legal, naked, floor grid.
5691 * @param y 配置したいマスのY座標
5692 * @param x 配置したいマスのX座標
5694 * Note that all traps start out as "invisible" and "untyped", and then\n
5695 * when they are "discovered" (by detecting them or setting them off),\n
5696 * the trap is "instantiated" as a visible, "typed", trap.\n
5698 void place_trap(int y, int x)
5700 cave_type *c_ptr = &cave[y][x];
5702 /* Paranoia -- verify location */
5703 if (!in_bounds(y, x)) return;
5705 /* Require empty, clean, floor grid */
5706 if (!cave_clean_bold(y, x)) return;
5708 /* Place an invisible trap */
5709 c_ptr->mimic = c_ptr->feat;
5710 c_ptr->feat = choose_random_trap();
5714 * @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 /
5715 * Describe the charges on an item in the inventory.
5716 * @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
5719 void inven_item_charges(int item)
5721 object_type *o_ptr = &inventory[item];
5723 /* Require staff/wand */
5724 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5726 /* Require known item */
5727 if (!object_is_known(o_ptr)) return;
5730 if (o_ptr->pval <= 0)
5732 msg_print("もう魔力が残っていない。");
5736 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5739 /* Multiple charges */
5740 if (o_ptr->pval != 1)
5742 /* Print a message */
5743 msg_format("You have %d charges remaining.", o_ptr->pval);
5749 /* Print a message */
5750 msg_format("You have %d charge remaining.", o_ptr->pval);
5757 * @brief アイテムの残り所持数メッセージを表示する /
5758 * Describe an item in the inventory.
5759 * @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
5762 void inven_item_describe(int item)
5764 object_type *o_ptr = &inventory[item];
5765 char o_name[MAX_NLEN];
5767 /* Get a description */
5768 object_desc(o_name, o_ptr, 0);
5770 /* Print a message */
5772 /* "no more" の場合はこちらで表示する */
5773 if (o_ptr->number <= 0)
5775 /*FIRST*//*ここはもう通らないかも */
5776 msg_format("もう%sを持っていない。", o_name);
5780 /* アイテム名を英日切り替え機能対応 */
5781 msg_format("まだ %sを持っている。", o_name);
5784 msg_format("You have %s.", o_name);
5790 * @brief アイテムの残り所持数メッセージを表示する /
5791 * Increase the "number" of an item in the inventory
5792 * @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
5796 void inven_item_increase(int item, int num)
5798 object_type *o_ptr = &inventory[item];
5801 num += o_ptr->number;
5804 if (num > 255) num = 255;
5805 else if (num < 0) num = 0;
5808 num -= o_ptr->number;
5810 /* Change the number and weight */
5813 /* Add the number */
5814 o_ptr->number += num;
5816 /* Add the weight */
5817 p_ptr->total_weight += (num * o_ptr->weight);
5819 /* Recalculate bonuses */
5820 p_ptr->update |= (PU_BONUS);
5822 /* Recalculate mana XXX */
5823 p_ptr->update |= (PU_MANA);
5825 /* Combine the pack */
5826 p_ptr->notice |= (PN_COMBINE);
5829 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5831 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5832 if (!o_ptr->number && p_ptr->ele_attack)
5834 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5836 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5838 /* Clear all temporary elemental brands */
5839 set_ele_attack(0, 0);
5847 * @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 /
5848 * Erase an inventory slot if it has no more items
5849 * @param item 消去したいプレイヤーのアイテム所持スロット
5852 void inven_item_optimize(int item)
5854 object_type *o_ptr = &inventory[item];
5856 /* Only optimize real items */
5857 if (!o_ptr->k_idx) return;
5859 /* Only optimize empty items */
5860 if (o_ptr->number) return;
5862 /* The item is in the pack */
5863 if (item < INVEN_RARM)
5870 /* Slide everything down */
5871 for (i = item; i < INVEN_PACK; i++)
5873 /* Structure copy */
5874 inventory[i] = inventory[i+1];
5877 /* Erase the "final" slot */
5878 object_wipe(&inventory[i]);
5881 p_ptr->window |= (PW_INVEN);
5884 /* The item is being wielded */
5890 /* Erase the empty slot */
5891 object_wipe(&inventory[item]);
5893 /* Recalculate bonuses */
5894 p_ptr->update |= (PU_BONUS);
5896 /* Recalculate torch */
5897 p_ptr->update |= (PU_TORCH);
5899 /* Recalculate mana XXX */
5900 p_ptr->update |= (PU_MANA);
5903 p_ptr->window |= (PW_EQUIP);
5907 p_ptr->window |= (PW_SPELL);
5911 * @brief 床上の魔道具の残り残量メッセージを表示する /
5912 * Describe the charges on an item on the floor.
5913 * @param item メッセージの対象にしたいアイテム所持スロット
5916 void floor_item_charges(int item)
5918 object_type *o_ptr = &o_list[item];
5920 /* Require staff/wand */
5921 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5923 /* Require known item */
5924 if (!object_is_known(o_ptr)) return;
5927 if (o_ptr->pval <= 0)
5929 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5933 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);
5936 /* Multiple charges */
5937 if (o_ptr->pval != 1)
5939 /* Print a message */
5940 msg_format("There are %d charges remaining.", o_ptr->pval);
5946 /* Print a message */
5947 msg_format("There is %d charge remaining.", o_ptr->pval);
5954 * @brief 床上のアイテムの残り数メッセージを表示する /
5955 * Describe the charges on an item on the floor.
5956 * @param item メッセージの対象にしたいアイテム所持スロット
5959 void floor_item_describe(int item)
5961 object_type *o_ptr = &o_list[item];
5962 char o_name[MAX_NLEN];
5964 /* Get a description */
5965 object_desc(o_name, o_ptr, 0);
5967 /* Print a message */
5969 /* "no more" の場合はこちらで表示を分ける */
5970 if (o_ptr->number <= 0)
5972 msg_format("床上には、もう%sはない。", o_name);
5976 msg_format("床上には、まだ %sがある。", o_name);
5979 msg_format("You see %s.", o_name);
5986 * @brief 床上のアイテムの数を増やす /
5987 * Increase the "number" of an item on the floor
5988 * @param item 増やしたいアイテムの所持スロット
5989 * @param num 増やしたいアイテムの数
5992 void floor_item_increase(int item, int num)
5994 object_type *o_ptr = &o_list[item];
5997 num += o_ptr->number;
6000 if (num > 255) num = 255;
6001 else if (num < 0) num = 0;
6004 num -= o_ptr->number;
6006 /* Change the number */
6007 o_ptr->number += num;
6012 * @brief 床上の数の無くなったアイテムスロットを消去する /
6013 * Optimize an item on the floor (destroy "empty" items)
6014 * @param item 消去したいアイテムの所持スロット
6017 void floor_item_optimize(int item)
6019 object_type *o_ptr = &o_list[item];
6021 /* Paranoia -- be sure it exists */
6022 if (!o_ptr->k_idx) return;
6024 /* Only optimize empty items */
6025 if (o_ptr->number) return;
6027 /* Delete the object */
6028 delete_object_idx(item);
6033 * @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 /
6034 * Check if we have space for an item in the pack without overflow
6035 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
6036 * @return 溢れずに済むならTRUEを返す
6038 bool inven_carry_okay(object_type *o_ptr)
6043 if (inven_cnt < INVEN_PACK) return (TRUE);
6046 for (j = 0; j < INVEN_PACK; j++)
6048 object_type *j_ptr = &inventory[j];
6050 /* Skip non-objects */
6051 if (!j_ptr->k_idx) continue;
6053 /* Check if the two items can be combined */
6054 if (object_similar(j_ptr, o_ptr)) return (TRUE);
6062 * @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 /
6063 * Check if we have space for an item in the pack without overflow
6064 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
6065 * @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?)
6066 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
6067 * @return o_ptrの方が上位ならばTRUEを返す。
6069 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
6073 /* Use empty slots */
6074 if (!j_ptr->k_idx) return TRUE;
6076 /* Hack -- readable books always come first */
6077 if ((o_ptr->tval == REALM1_BOOK) &&
6078 (j_ptr->tval != REALM1_BOOK)) return TRUE;
6079 if ((j_ptr->tval == REALM1_BOOK) &&
6080 (o_ptr->tval != REALM1_BOOK)) return FALSE;
6082 if ((o_ptr->tval == REALM2_BOOK) &&
6083 (j_ptr->tval != REALM2_BOOK)) return TRUE;
6084 if ((j_ptr->tval == REALM2_BOOK) &&
6085 (o_ptr->tval != REALM2_BOOK)) return FALSE;
6087 /* Objects sort by decreasing type */
6088 if (o_ptr->tval > j_ptr->tval) return TRUE;
6089 if (o_ptr->tval < j_ptr->tval) return FALSE;
6091 /* Non-aware (flavored) items always come last */
6092 /* Can happen in the home */
6093 if (!object_is_aware(o_ptr)) return FALSE;
6094 if (!object_is_aware(j_ptr)) return TRUE;
6096 /* Objects sort by increasing sval */
6097 if (o_ptr->sval < j_ptr->sval) return TRUE;
6098 if (o_ptr->sval > j_ptr->sval) return FALSE;
6100 /* Unidentified objects always come last */
6101 /* Objects in the home can be unknown */
6102 if (!object_is_known(o_ptr)) return FALSE;
6103 if (!object_is_known(j_ptr)) return TRUE;
6105 /* Fixed artifacts, random artifacts and ego items */
6106 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
6107 else if (o_ptr->art_name) o_type = 2;
6108 else if (object_is_ego(o_ptr)) o_type = 1;
6111 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
6112 else if (j_ptr->art_name) j_type = 2;
6113 else if (object_is_ego(j_ptr)) j_type = 1;
6116 if (o_type < j_type) return TRUE;
6117 if (o_type > j_type) return FALSE;
6119 switch (o_ptr->tval)
6125 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
6126 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
6132 /* Objects sort by increasing hit/damage bonuses */
6133 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
6134 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
6137 /* Hack: otherwise identical rods sort by
6138 increasing recharge time --dsb */
6140 if (o_ptr->pval < j_ptr->pval) return TRUE;
6141 if (o_ptr->pval > j_ptr->pval) return FALSE;
6145 /* Objects sort by decreasing value */
6146 return o_value > object_value(j_ptr);
6151 * @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 /
6152 * Add an item to the players inventory, and return the slot used.
6153 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
6154 * @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。
6156 * If the new item can combine with an existing item in the inventory,\n
6157 * it will do so, using "object_similar()" and "object_absorb()", else,\n
6158 * the item will be placed into the "proper" location in the inventory.\n
6160 * This function can be used to "over-fill" the player's pack, but only\n
6161 * once, and such an action must trigger the "overflow" code immediately.\n
6162 * Note that when the pack is being "over-filled", the new item must be\n
6163 * placed into the "overflow" slot, and the "overflow" must take place\n
6164 * before the pack is reordered, but (optionally) after the pack is\n
6165 * combined. This may be tricky. See "dungeon.c" for info.\n
6167 * Note that this code must remove any location/stack information\n
6168 * from the object once it is placed into the inventory.\n
6170 s16b inven_carry(object_type *o_ptr)
6178 /* Check for combining */
6179 for (j = 0; j < INVEN_PACK; j++)
6181 j_ptr = &inventory[j];
6183 /* Skip non-objects */
6184 if (!j_ptr->k_idx) continue;
6186 /* Hack -- track last item */
6189 /* Check if the two items can be combined */
6190 if (object_similar(j_ptr, o_ptr))
6192 /* Combine the items */
6193 object_absorb(j_ptr, o_ptr);
6195 /* Increase the weight */
6196 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6198 /* Recalculate bonuses */
6199 p_ptr->update |= (PU_BONUS);
6202 p_ptr->window |= (PW_INVEN);
6211 if (inven_cnt > INVEN_PACK) return (-1);
6213 /* Find an empty slot */
6214 for (j = 0; j <= INVEN_PACK; j++)
6216 j_ptr = &inventory[j];
6218 /* Use it if found */
6219 if (!j_ptr->k_idx) break;
6226 /* Reorder the pack */
6229 /* Get the "value" of the item */
6230 s32b o_value = object_value(o_ptr);
6232 /* Scan every occupied slot */
6233 for (j = 0; j < INVEN_PACK; j++)
6235 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6242 for (k = n; k >= i; k--)
6244 /* Hack -- Slide the item */
6245 object_copy(&inventory[k+1], &inventory[k]);
6248 /* Wipe the empty slot */
6249 object_wipe(&inventory[i]);
6254 object_copy(&inventory[i], o_ptr);
6256 /* Access new object */
6257 j_ptr = &inventory[i];
6260 j_ptr->next_o_idx = 0;
6262 /* Forget monster */
6263 j_ptr->held_m_idx = 0;
6265 /* Forget location */
6266 j_ptr->iy = j_ptr->ix = 0;
6268 /* Player touches it, and no longer marked */
6269 j_ptr->marked = OM_TOUCHED;
6271 /* Increase the weight */
6272 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6274 /* Count the items */
6277 /* Recalculate bonuses */
6278 p_ptr->update |= (PU_BONUS);
6280 /* Combine and Reorder pack */
6281 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6284 p_ptr->window |= (PW_INVEN);
6286 /* Return the slot */
6292 * @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 /
6293 * Take off (some of) a non-cursed equipment item
6294 * @param item オブジェクトを外したい所持テーブルのID
6296 * @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。
6298 * Note that only one item at a time can be wielded per slot.\n
6299 * Note that taking off an item when "full" may cause that item\n
6300 * to fall to the ground.\n
6301 * Return the inventory slot into which the item is placed.\n
6303 s16b inven_takeoff(int item, int amt)
6314 char o_name[MAX_NLEN];
6317 /* Get the item to take off */
6318 o_ptr = &inventory[item];
6321 if (amt <= 0) return (-1);
6324 if (amt > o_ptr->number) amt = o_ptr->number;
6326 /* Get local object */
6329 /* Obtain a local object */
6330 object_copy(q_ptr, o_ptr);
6332 /* Modify quantity */
6333 q_ptr->number = amt;
6335 /* Describe the object */
6336 object_desc(o_name, q_ptr, 0);
6338 /* Took off weapon */
6339 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6340 object_is_melee_weapon(o_ptr))
6342 act = _("を装備からはずした", "You were wielding");
6346 else if (item == INVEN_BOW)
6348 act = _("を装備からはずした", "You were holding");
6351 /* Took off light */
6352 else if (item == INVEN_LITE)
6354 act = _("を光源からはずした", "You were holding");
6357 /* Took off something */
6360 act = _("を装備からはずした", "You were wearing");
6363 /* Modify, Optimize */
6364 inven_item_increase(item, -amt);
6365 inven_item_optimize(item);
6367 /* Carry the object */
6368 slot = inven_carry(q_ptr);
6372 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6374 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6384 * @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 /
6385 * Drop (some of) a non-cursed inventory/equipment item
6386 * @param item 所持テーブルのID
6387 * @param amt 落としたい個数
6390 * The object will be dropped "near" the current location
6392 void inven_drop(int item, int amt)
6399 char o_name[MAX_NLEN];
6402 /* Access original object */
6403 o_ptr = &inventory[item];
6406 if (amt <= 0) return;
6409 if (amt > o_ptr->number) amt = o_ptr->number;
6412 /* Take off equipment */
6413 if (item >= INVEN_RARM)
6415 /* Take off first */
6416 item = inven_takeoff(item, amt);
6418 /* Access original object */
6419 o_ptr = &inventory[item];
6423 /* Get local object */
6426 /* Obtain local object */
6427 object_copy(q_ptr, o_ptr);
6429 /* Distribute charges of wands or rods */
6430 distribute_charges(o_ptr, q_ptr, amt);
6432 /* Modify quantity */
6433 q_ptr->number = amt;
6435 /* Describe local object */
6436 object_desc(o_name, q_ptr, 0);
6439 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6441 /* Drop it near the player */
6442 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6444 /* Modify, Describe, Optimize */
6445 inven_item_increase(item, -amt);
6446 inven_item_describe(item);
6447 inven_item_optimize(item);
6452 * @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 /
6453 * Combine items in the pack
6456 * Note special handling of the "overflow" slot
6458 void combine_pack(void)
6463 bool flag = FALSE, combined;
6469 /* Combine the pack (backwards) */
6470 for (i = INVEN_PACK; i > 0; i--)
6473 o_ptr = &inventory[i];
6475 /* Skip empty items */
6476 if (!o_ptr->k_idx) continue;
6478 /* Scan the items above that item */
6479 for (j = 0; j < i; j++)
6484 j_ptr = &inventory[j];
6486 /* Skip empty items */
6487 if (!j_ptr->k_idx) continue;
6490 * Get maximum number of the stack if these
6491 * are similar, get zero otherwise.
6493 max_num = object_similar_part(j_ptr, o_ptr);
6495 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6496 if (max_num && j_ptr->number < max_num)
6498 if (o_ptr->number + j_ptr->number <= max_num)
6503 /* Add together the item counts */
6504 object_absorb(j_ptr, o_ptr);
6506 /* One object is gone */
6509 /* Slide everything down */
6510 for (k = i; k < INVEN_PACK; k++)
6512 /* Structure copy */
6513 inventory[k] = inventory[k+1];
6516 /* Erase the "final" slot */
6517 object_wipe(&inventory[k]);
6521 int old_num = o_ptr->number;
6522 int remain = j_ptr->number + o_ptr->number - max_num;
6524 o_ptr->number -= remain;
6526 /* Add together the item counts */
6527 object_absorb(j_ptr, o_ptr);
6529 o_ptr->number = remain;
6531 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6532 if (o_ptr->tval == TV_ROD)
6534 o_ptr->pval = o_ptr->pval * remain / old_num;
6535 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6538 /* Hack -- if wands are stacking, combine the charges. -LM- */
6539 if (o_ptr->tval == TV_WAND)
6541 o_ptr->pval = o_ptr->pval * remain / old_num;
6546 p_ptr->window |= (PW_INVEN);
6560 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."));
6564 * @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 /
6565 * Reorder items in the pack
6568 * Note special handling of the "overflow" slot
6570 void reorder_pack(void)
6580 /* Re-order the pack (forwards) */
6581 for (i = 0; i < INVEN_PACK; i++)
6583 /* Mega-Hack -- allow "proper" over-flow */
6584 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6587 o_ptr = &inventory[i];
6589 /* Skip empty slots */
6590 if (!o_ptr->k_idx) continue;
6592 /* Get the "value" of the item */
6593 o_value = object_value(o_ptr);
6595 /* Scan every occupied slot */
6596 for (j = 0; j < INVEN_PACK; j++)
6598 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6601 /* Never move down */
6602 if (j >= i) continue;
6607 /* Get local object */
6610 /* Save a copy of the moving item */
6611 object_copy(q_ptr, &inventory[i]);
6613 /* Slide the objects */
6614 for (k = i; k > j; k--)
6616 /* Slide the item */
6617 object_copy(&inventory[k], &inventory[k-1]);
6620 /* Insert the moving item */
6621 object_copy(&inventory[j], q_ptr);
6624 p_ptr->window |= (PW_INVEN);
6628 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."));
6632 * @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 /
6633 * Hack -- display an object kind in the current window
6634 * @param k_idx ベースアイテムの参照ID
6637 * Include list of usable spells for readible books
6639 void display_koff(int k_idx)
6648 char o_name[MAX_NLEN];
6651 /* Erase the window */
6652 for (y = 0; y < Term->hgt; y++)
6654 /* Erase the line */
6655 Term_erase(0, y, 255);
6661 /* Get local object */
6664 /* Prepare the object */
6665 object_prep(q_ptr, k_idx);
6668 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6670 /* Mention the object name */
6671 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6673 /* Access the item's sval */
6675 use_realm = tval2realm(q_ptr->tval);
6677 /* Warriors are illiterate */
6678 if (p_ptr->realm1 || p_ptr->realm2)
6680 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6684 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6685 if (!is_magic(use_realm)) return;
6686 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6689 /* Display spells in readible books */
6695 /* Extract spells */
6696 for (spell = 0; spell < 32; spell++)
6698 /* Check for this spell */
6699 if (fake_spell_flags[sval] & (1L << spell))
6701 /* Collect this spell */
6702 spells[num++] = spell;
6707 print_spells(0, spells, num, 2, 0, use_realm);
6712 * @brief 警告を放つアイテムを選択する /
6713 * Choose one of items that have warning flag
6714 * Calculate spell damages
6717 object_type *choose_warning_item(void)
6720 int choices[INVEN_TOTAL - INVEN_RARM];
6723 /* Paranoia -- Player has no warning ability */
6724 if (!p_ptr->warning) return NULL;
6726 /* Search Inventory */
6727 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6729 u32b flgs[TR_FLAG_SIZE];
6730 object_type *o_ptr = &inventory[i];
6732 object_flags(o_ptr, flgs);
6733 if (have_flag(flgs, TR_WARNING))
6735 choices[number] = i;
6740 /* Choice one of them */
6741 return number ? &inventory[choices[randint0(number)]] : NULL;
6745 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する /
6746 * Calculate spell damages
6747 * @param m_ptr 魔法を行使するモンスターの構造体参照ポインタ
6748 * @param typ 効果属性のID
6750 * @param max 算出した最大ダメージを返すポインタ
6753 static void spell_damcalc(monster_type *m_ptr, int typ, int dam, int *max)
6755 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6756 int rlev = r_ptr->level;
6757 bool ignore_wraith_form = FALSE;
6759 /* Vulnerability, resistance and immunity */
6763 if (p_ptr->immune_elec)
6766 ignore_wraith_form = TRUE;
6770 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6771 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6772 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6773 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6774 if (IS_OPPOSE_ELEC())
6775 dam = (dam + 2) / 3;
6780 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6781 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6785 if (p_ptr->immune_acid)
6788 ignore_wraith_form = TRUE;
6792 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6793 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6794 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6795 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6801 if (p_ptr->immune_cold)
6804 ignore_wraith_form = TRUE;
6808 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6809 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6810 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6811 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6816 if (p_ptr->immune_fire)
6819 ignore_wraith_form = TRUE;
6823 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6824 if (prace_is_(RACE_ENT)) dam += dam / 3;
6825 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6826 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6827 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6832 ignore_wraith_form = TRUE;
6836 if (!p_ptr->blind &&
6837 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6838 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6841 ignore_wraith_form = TRUE;
6846 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6847 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6848 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6851 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6852 * "dam *= 2;" for later "dam /= 2"
6854 if (p_ptr->wraith_form) dam *= 2;
6858 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6861 ignore_wraith_form = TRUE;
6863 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6867 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6871 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6875 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6879 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6883 if (prace_is_(RACE_SPECTRE))
6886 ignore_wraith_form = TRUE;
6888 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6892 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6896 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6900 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6904 if (p_ptr->levitation) dam = (dam * 2) / 3;
6908 if (p_ptr->resist_shard) dam /= 2;
6912 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6913 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6917 if (p_ptr->mimic_form)
6919 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6922 ignore_wraith_form = TRUE;
6927 switch (p_ptr->prace)
6936 ignore_wraith_form = TRUE;
6943 if (p_ptr->align > 10) dam /= 2;
6944 else if (p_ptr->align < -10) dam *= 2;
6948 if (p_ptr->align > 10) dam *= 2;
6952 case GF_BRAIN_SMASH:
6953 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6956 ignore_wraith_form = TRUE;
6964 if (100 + rlev / 2 <= p_ptr->skill_sav)
6967 ignore_wraith_form = TRUE;
6972 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6975 ignore_wraith_form = TRUE;
6980 if (p_ptr->wraith_form && !ignore_wraith_form)
6986 if (dam > *max) *max = dam;
6990 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する。 /
6991 * Calculate spell damages
6992 * @param spell_num RF4ならRF4_SPELL_STARTのように32区切りのベースとなる数値
6993 * @param typ 効果属性のID
6994 * @param m_idx 魔法を行使するモンスターのID
6995 * @param max 算出した最大ダメージを返すポインタ
6998 void spell_damcalc_by_spellnum(int spell_num, int typ, int m_idx, int *max)
7000 monster_type *m_ptr = &m_list[m_idx];
7001 int dam = monspell_damage((spell_num), m_idx, DAM_MAX);
7002 spell_damcalc(m_ptr, typ, dam, max);
7006 * @brief 警告基準を定めるためにモンスターの打撃最大ダメージを算出する /
7007 * Calculate blow damages
7008 * @param m_ptr 打撃を行使するモンスターの構造体参照ポインタ
7009 * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
7010 * @return 算出された最大ダメージを返す。
7012 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
7014 int dam = blow_ptr->d_dice * blow_ptr->d_side;
7016 bool check_wraith_form = TRUE;
7018 if (blow_ptr->method != RBM_EXPLODE)
7020 int ac = p_ptr->ac + p_ptr->to_a;
7022 switch (blow_ptr->effect)
7026 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
7027 dam = MAX(dam, tmp_dam * 2);
7033 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
7037 spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
7039 check_wraith_form = FALSE;
7043 spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
7045 check_wraith_form = FALSE;
7049 spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
7051 check_wraith_form = FALSE;
7055 spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
7057 check_wraith_form = FALSE;
7062 check_wraith_form = FALSE;
7066 if (check_wraith_form && p_ptr->wraith_form)
7074 dam = (dam + 1) / 2;
7075 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
7083 * @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
7084 * Examine the grid (xx,yy) and warn the player if there are any danger
7085 * @param xx 危険性を調査するマスのX座標
7086 * @param yy 危険性を調査するマスのY座標
7087 * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
7089 bool process_warning(int xx, int yy)
7093 char o_name[MAX_NLEN];
7095 #define WARNING_AWARE_RANGE 12
7097 static int old_damage = 0;
7099 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
7101 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
7104 monster_type *m_ptr;
7105 monster_race *r_ptr;
7107 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
7109 c_ptr = &cave[my][mx];
7111 if (!c_ptr->m_idx) continue;
7113 m_ptr = &m_list[c_ptr->m_idx];
7115 if (MON_CSLEEP(m_ptr)) continue;
7116 if (!is_hostile(m_ptr)) continue;
7118 r_ptr = &r_info[m_ptr->r_idx];
7120 /* Monster spells (only powerful ones)*/
7121 if (projectable(my, mx, yy, xx))
7123 u32b f4 = r_ptr->flags4;
7124 u32b f5 = r_ptr->a_ability_flags1;
7125 u32b f6 = r_ptr->a_ability_flags2;
7127 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
7129 if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
7130 if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
7131 if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
7132 if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
7133 if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
7134 if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
7136 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
7137 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
7138 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
7139 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
7140 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
7141 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
7142 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
7143 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
7144 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
7145 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
7146 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
7147 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
7148 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
7149 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
7150 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
7151 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
7152 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
7153 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
7154 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
7155 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
7156 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
7157 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
7158 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
7161 /* Monster melee attacks */
7162 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
7164 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
7168 for (m = 0; m < 4; m++)
7170 /* Skip non-attacks */
7171 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
7173 /* Extract the attack info */
7174 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
7175 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
7177 if (dam_melee > dam_max0) dam_max0 = dam_melee;
7181 /* Contribution from this monster */
7182 dam_max += dam_max0;
7186 /* Prevent excessive warning */
7187 if (dam_max > old_damage)
7189 old_damage = dam_max * 3 / 2;
7191 if (dam_max > p_ptr->chp / 2)
7193 object_type *o_ptr = choose_warning_item();
7196 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7198 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7199 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7202 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7205 else old_damage = old_damage / 2;
7207 c_ptr = &cave[yy][xx];
7208 if (((!easy_disarm && is_trap(c_ptr->feat))
7209 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7211 object_type *o_ptr = choose_warning_item();
7214 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7216 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7217 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7219 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7226 * @brief エッセンスの付加可能な武器や矢弾かを返す
7227 * @param o_ptr チェックしたいオブジェクトの構造体参照ポインタ
7228 * @return エッセンスの付加可能な武器か矢弾ならばTRUEを返す。
7230 static bool item_tester_hook_melee_ammo(object_type *o_ptr)
7232 switch (o_ptr->tval)
7245 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
7254 * エッセンス情報の構造体 / A structure for smithing
7257 int add; /* TR flag number or special essence id */
7258 cptr add_name; /* Name of this ability */
7259 int type; /* Menu number */
7260 int essence; /* Index for carrying essences */
7261 int value; /* Needed value to add this ability */
7266 * エッセンス情報テーブル Smithing type data for Weapon smith
7269 static essence_type essence_info[] =
7271 {TR_STR, "腕力", 4, TR_STR, 20},
7272 {TR_INT, "知能", 4, TR_INT, 20},
7273 {TR_WIS, "賢さ", 4, TR_WIS, 20},
7274 {TR_DEX, "器用さ", 4, TR_DEX, 20},
7275 {TR_CON, "耐久力", 4, TR_CON, 20},
7276 {TR_CHR, "魅力", 4, TR_CHR, 20},
7277 {TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20},
7278 {TR_STEALTH, "隠密", 4, TR_STEALTH, 40},
7279 {TR_SEARCH, "探索", 4, TR_SEARCH, 15},
7280 {TR_INFRA, "赤外線視力", 4, TR_INFRA, 15},
7281 {TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15},
7282 {TR_SPEED, "スピード", 4, TR_SPEED, 12},
7283 {TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20},
7284 {TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15},
7285 {TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60},
7286 {TR_IMPACT, "地震発動", 7, TR_IMPACT, 15},
7287 {TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20},
7288 {TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20},
7289 {TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20},
7290 {TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20},
7291 {TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20},
7292 {TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15},
7293 {TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15},
7294 {TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15},
7295 {TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15},
7296 {TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15},
7297 {TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15},
7298 {TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20},
7299 {TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20},
7300 {TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20},
7301 {TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20},
7302 {TR_REFLECT, "反射", 2, TR_REFLECT, 20},
7303 {TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20},
7304 {TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20},
7305 {TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15},
7306 {TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15},
7307 {TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15},
7308 {TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15},
7309 {TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25},
7310 {TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20},
7311 {TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20},
7312 {TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20},
7313 {TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20},
7314 {TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20},
7315 {TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20},
7316 {TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20},
7317 {TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20},
7318 {TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20},
7319 {TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20},
7320 {TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20},
7321 {TR_SH_FIRE, "", 0, -2, 0},
7322 {TR_SH_ELEC, "", 0, -2, 0},
7323 {TR_SH_COLD, "", 0, -2, 0},
7324 {TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15},
7325 {TR_WARNING, "警告", 3, TR_WARNING, 20},
7326 {TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20},
7327 {TR_LITE_1, "永久光源", 3, TR_LITE_1, 15},
7328 {TR_LITE_2, "", 0, -2, 0},
7329 {TR_LITE_3, "", 0, -2, 0},
7330 {TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20},
7331 {TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15},
7332 {TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15},
7333 {TR_REGEN, "急速回復", 3, TR_REGEN, 20},
7334 {TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25},
7336 {TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100},
7337 {TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60},
7338 {TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20},
7339 {TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60},
7340 {TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20},
7341 {TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60},
7342 {TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20},
7343 {TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60},
7344 {TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15},
7345 {TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60},
7346 {TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15},
7347 {TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60},
7348 {TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20},
7349 {TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60},
7350 {TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20},
7351 {TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60},
7352 {TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20},
7353 {TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60},
7355 {TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40},
7356 {TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40},
7357 {TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40},
7358 {TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40},
7359 {TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40},
7360 {TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40},
7361 {TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40},
7362 {TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40},
7364 {ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30},
7365 {ESSENCE_AC, "防御", 10, TR_ES_AC, 15},
7366 {ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50},
7367 {ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50},
7368 {ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50},
7369 {ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50},
7370 {ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50},
7371 {ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50},
7372 {ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50},
7373 {ESSENCE_RESISTANCE, "全耐性", 2, -1, 150},
7374 {ESSENCE_SUSTAIN, "装備保持", 10, -1, 10},
7375 {ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200},
7377 {-1, NULL, 0, -1, 0}
7380 static essence_type essence_info[] =
7382 {TR_STR, "strength", 4, TR_STR, 20},
7383 {TR_INT, "intelligence", 4, TR_INT, 20},
7384 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7385 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7386 {TR_CON, "constitution", 4, TR_CON, 20},
7387 {TR_CHR, "charisma", 4, TR_CHR, 20},
7388 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7389 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7390 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7391 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7392 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7393 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7394 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7395 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7396 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7397 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7398 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7399 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7400 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7401 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7402 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7403 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7404 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7405 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7406 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7407 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7408 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7409 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7410 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7411 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7412 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7413 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7414 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7415 {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
7416 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7417 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7418 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7419 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7420 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7421 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7422 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7423 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7424 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7425 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7426 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7427 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7428 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7429 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7430 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7431 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7432 {TR_SH_FIRE, "", 0, -2, 0},
7433 {TR_SH_ELEC, "", 0, -2, 0},
7434 {TR_SH_COLD, "", 0, -2, 0},
7435 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7436 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7437 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7438 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7439 {TR_LITE_2, "", 0, -2, 0},
7440 {TR_LITE_3, "", 0, -2, 0},
7441 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7442 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7443 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7444 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7445 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7447 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7448 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7449 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7450 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7451 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7452 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7453 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7454 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7455 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7456 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7457 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7458 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7459 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7460 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7461 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7462 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7463 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7464 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7466 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7467 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7468 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7469 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7470 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7471 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7472 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7473 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7475 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7476 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7477 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7478 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7479 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7480 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7481 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7482 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7483 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7484 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7485 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7486 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7488 {-1, NULL, 0, -1, 0}
7494 * エッセンス名テーブル / Essense names for Weapon smith
7497 cptr essence_name[] =
7600 cptr essence_name[] =
7703 * @brief 所持しているエッセンス一覧を表示する
7706 static void display_essence(void)
7711 for (i = 1; i < 22; i++)
7715 prt(_("エッセンス 個数 エッセンス 個数 エッセンス 個数",
7716 "Essence Num Essence Num Essence Num "), 1, 8);
7717 for (i = 0; essence_name[i]; i++)
7719 if (!essence_name[i][0]) continue;
7720 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7723 prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7733 static void drain_essence(void)
7735 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7738 bool observe = FALSE;
7739 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2, old_timeout;
7740 u32b old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7743 byte iy, ix, marked, number;
7744 s16b next_o_idx, weight;
7746 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7749 item_tester_hook = object_is_weapon_armour_ammo;
7750 item_tester_no_ryoute = TRUE;
7753 q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
7754 s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
7756 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7758 /* Get the item (in the pack) */
7761 o_ptr = &inventory[item];
7764 /* Get the item (on the floor) */
7767 o_ptr = &o_list[0 - item];
7770 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7772 char o_name[MAX_NLEN];
7773 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7774 if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
7777 p_ptr->energy_use = 100;
7779 object_flags(o_ptr, old_flgs);
7780 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7781 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7782 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7783 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7784 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7785 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7786 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7787 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7788 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7790 old_to_a = o_ptr->to_a;
7792 old_to_h = o_ptr->to_h;
7793 old_to_d = o_ptr->to_d;
7796 old_pval = o_ptr->pval;
7797 old_name2 = o_ptr->name2;
7798 old_timeout = o_ptr->timeout;
7799 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7800 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7801 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7802 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7803 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7804 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7805 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7806 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7807 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7808 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7809 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7810 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7811 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7812 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7813 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7814 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7815 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7816 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7817 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7821 next_o_idx = o_ptr->next_o_idx;
7822 marked = o_ptr->marked;
7823 weight = o_ptr->weight;
7824 number = o_ptr->number;
7826 object_prep(o_ptr, o_ptr->k_idx);
7830 o_ptr->next_o_idx=next_o_idx;
7831 o_ptr->marked=marked;
7832 o_ptr->number = number;
7833 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7834 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7835 o_ptr->ident |= (IDENT_MENTAL);
7836 object_aware(o_ptr);
7837 object_known(o_ptr);
7839 object_flags(o_ptr, new_flgs);
7841 for (i = 0; essence_info[i].add_name; i++)
7843 essence_type *es_ptr = &essence_info[i];
7846 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7847 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7849 if (es_ptr->add < TR_FLAG_MAX &&
7850 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7851 have_flag(old_flgs, es_ptr->add))
7855 drain_value[es_ptr->essence] += 10 * pval;
7857 else if (es_ptr->essence != -2)
7859 drain_value[es_ptr->essence] += 10;
7861 else if (es_ptr->add == TR_SH_FIRE)
7863 drain_value[TR_BRAND_FIRE] += 10;
7864 drain_value[TR_RES_FIRE] += 10;
7866 else if (es_ptr->add == TR_SH_ELEC)
7868 drain_value[TR_BRAND_ELEC] += 10;
7869 drain_value[TR_RES_ELEC] += 10;
7871 else if (es_ptr->add == TR_SH_COLD)
7873 drain_value[TR_BRAND_COLD] += 10;
7874 drain_value[TR_RES_COLD] += 10;
7876 else if (es_ptr->add == TR_LITE_2)
7878 drain_value[TR_LITE_1] += 20;
7880 else if (es_ptr->add == TR_LITE_3)
7882 drain_value[TR_LITE_1] += 30;
7887 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7889 drain_value[TR_INT] += 5;
7890 drain_value[TR_WIS] += 5;
7892 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7894 drain_value[TR_BRAND_POIS] += 5;
7895 drain_value[TR_BRAND_ACID] += 5;
7896 drain_value[TR_BRAND_ELEC] += 5;
7897 drain_value[TR_BRAND_FIRE] += 5;
7898 drain_value[TR_BRAND_COLD] += 5;
7900 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7902 drain_value[TR_INT] += 10;
7904 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7906 drain_value[TR_STR] += 10;
7908 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7910 drain_value[TR_DEX] += 10;
7912 if (old_name2 == EGO_2WEAPON)
7914 drain_value[TR_DEX] += 20;
7916 if (object_is_weapon_ammo(o_ptr))
7918 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7920 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7922 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7923 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7924 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7925 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7927 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7929 drain_value[i] *= number;
7930 drain_value[i] = drain_value[i] * dec / 4;
7931 drain_value[i] = MAX(drain_value[i], 0);
7932 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7940 msg_print(_("エッセンスは抽出できませんでした。", "You were not able to extract any essence."));
7944 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7946 for (i = 0; essence_name[i]; i++)
7948 if (!essence_name[i][0]) continue;
7949 if (!drain_value[i]) continue;
7951 p_ptr->magic_num1[i] += drain_value[i];
7952 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7954 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7958 /* Apply autodestroy/inscription to the drained item */
7959 autopick_alter_item(item, TRUE);
7961 /* Combine the pack */
7962 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7965 p_ptr->window |= (PW_INVEN);
7969 * @brief 付加するエッセンスの大別を選択する
7970 * @return 選んだエッセンスの大別ID
7972 static int choose_essence(void)
7976 int menu_line = (use_menu ? 1 : 0);
7979 cptr menu_name[] = {
7989 cptr menu_name[] = {
7999 const int mode_max = 7;
8002 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
8005 #endif /* ALLOW_REPEAT */
8014 for (i = 0; i < mode_max; i++)
8016 prt(format(" %s %s", (menu_line == 1+i) ? "》" : " ", menu_name[i]), 2 + i, 14);
8017 prt("どの種類のエッセンス付加を行いますか?", 0, 0);
8019 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
8020 prt("Choose from menu.", 0, 0);
8039 menu_line += mode_max - 1;
8048 if (menu_line > mode_max) menu_line -= mode_max;
8059 for (i = 0; i < mode_max; i++)
8060 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
8062 if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
8068 if (isupper(choice)) choice = tolower(choice);
8070 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
8071 mode = (int)choice - 'a' + 1;
8078 #endif /* ALLOW_REPEAT */
8083 * @brief エッセンスを実際に付加する
8084 * @param mode エッセンスの大別ID
8087 static void add_essence(int mode)
8089 int item, max_num = 0;
8098 char o_name[MAX_NLEN];
8100 essence_type *es_ptr;
8102 int menu_line = (use_menu ? 1 : 0);
8104 for (i = 0; essence_info[i].add_name; i++)
8106 es_ptr = &essence_info[i];
8108 if (es_ptr->type != mode) continue;
8113 if (!repeat_pull(&i) || i<0 || i>=max_num)
8115 #endif /* ALLOW_REPEAT */
8118 /* Nothing chosen yet */
8124 /* Build a prompt */
8125 (void) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの能力を付加しますか?", "(*=List, ESC=exit) Add which ability? "));
8126 if (use_menu) screen_save();
8128 /* Get a spell from the user */
8130 choice = (always_show_list || use_menu) ? ESCAPE:1;
8134 if( choice==ESCAPE ) choice = ' ';
8135 else if( !get_com(out_val, &choice, FALSE) )break;
8137 if (use_menu && choice != ' ')
8151 menu_line += (max_num-1);
8174 menu_line = max_num;
8188 if (menu_line > max_num) menu_line -= max_num;
8190 /* Request redraw */
8191 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
8194 if (!redraw || use_menu)
8198 char dummy[80], dummy2[80];
8206 /* Save the screen */
8207 if (!use_menu) screen_save();
8209 for (y = 1; y < 24; y++)
8212 /* Print header(s) */
8214 prt(format(" %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
8217 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
8220 for (ctr = 0; ctr < max_num; ctr++)
8222 es_ptr = &essence_info[num[ctr]];
8226 if (ctr == (menu_line-1))
8227 strcpy(dummy, _("》 ", "> "));
8228 else strcpy(dummy, " ");
8231 /* letter/number for power selection */
8234 sprintf(dummy, "%c) ",I2A(ctr));
8237 strcat(dummy, es_ptr->add_name);
8242 if (es_ptr->essence != -1)
8244 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8245 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8251 case ESSENCE_SH_FIRE:
8252 strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
8253 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8254 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8256 case ESSENCE_SH_ELEC:
8257 strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
8258 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8259 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8261 case ESSENCE_SH_COLD:
8262 strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
8263 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8264 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8266 case ESSENCE_RESISTANCE:
8267 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8268 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8269 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8270 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8271 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8273 case ESSENCE_SUSTAIN:
8274 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8275 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8276 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8277 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8278 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8283 if (!able[ctr]) col = TERM_RED;
8285 if (es_ptr->essence != -1)
8287 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8291 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8294 c_prt(col, dummy2, ctr+2, x);
8304 /* Restore the screen */
8315 ask = (isupper(choice));
8318 if (ask) choice = tolower(choice);
8320 /* Extract request */
8321 i = (islower(choice) ? A2I(choice) : -1);
8324 /* Totally Illegal */
8325 if ((i < 0) || (i >= max_num) || !able[i])
8337 (void) strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
8339 /* Belay that order */
8340 if (!get_check(tmp_val)) continue;
8347 /* Restore the screen */
8348 if (redraw) screen_load();
8355 #endif /* ALLOW_REPEAT */
8357 es_ptr = &essence_info[num[i]];
8359 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8360 item_tester_tval = TV_GLOVES;
8361 else if (mode == 1 || mode == 5)
8362 item_tester_hook = item_tester_hook_melee_ammo;
8363 else if (es_ptr->add == ESSENCE_ATTACK)
8364 item_tester_hook = object_allow_enchant_weapon;
8365 else if (es_ptr->add == ESSENCE_AC)
8366 item_tester_hook = object_is_armour;
8368 item_tester_hook = object_is_weapon_armour_ammo;
8369 item_tester_no_ryoute = TRUE;
8372 q = _("どのアイテムを改良しますか?", "Improve which item? ");
8373 s = _("改良できるアイテムがありません。", "You have nothing to improve.");
8375 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8377 /* Get the item (in the pack) */
8380 o_ptr = &inventory[item];
8383 /* Get the item (on the floor) */
8386 o_ptr = &o_list[0 - item];
8389 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8391 msg_print(_("そのアイテムはこれ以上改良できない。", "This item is no more able to be improved."));
8395 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8397 use_essence = es_ptr->value;
8398 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8399 if (o_ptr->number > 1)
8401 use_essence *= o_ptr->number;
8402 msg_format(_("%d個あるのでエッセンスは%d必要です。", "It will take %d essences."), o_ptr->number, use_essence);
8405 if (es_ptr->essence != -1)
8407 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8409 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8412 if (is_pval_flag(es_ptr->add))
8414 if (o_ptr->pval < 0)
8416 msg_print(_("このアイテムの能力修正を強化することはできない。", "You cannot increase magic number of this item."));
8419 else if (es_ptr->add == TR_BLOWS)
8421 if (o_ptr->pval > 1)
8423 if (!get_check(_("修正値は1になります。よろしいですか?", "The magic number of this weapon will become 1. Are you sure? "))) return;
8427 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8429 else if (o_ptr->pval > 0)
8431 use_essence *= o_ptr->pval;
8432 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8439 int limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8441 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
8442 strcpy(tmp_val, "1");
8444 if (!get_string(tmp, tmp_val, 1)) return;
8445 pval = atoi(tmp_val);
8446 if (pval > limit) pval = limit;
8447 else if (pval < 1) pval = 1;
8448 o_ptr->pval += pval;
8449 use_essence *= pval;
8450 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8453 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8455 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8459 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8463 int get_to_h, get_to_d;
8465 strcpy(tmp_val, "1");
8466 if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
8467 val = atoi(tmp_val);
8468 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8469 else if (val < 1) val = 1;
8471 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8472 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8474 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8477 get_to_h = ((val+1)/2+randint0(val/2+1));
8478 get_to_d = ((val+1)/2+randint0(val/2+1));
8479 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8480 o_ptr->to_h += get_to_h;
8481 o_ptr->to_d += get_to_d;
8483 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8484 if (es_ptr->add == ESSENCE_ATTACK)
8486 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8488 msg_print(_("改良に失敗した。", "You failed to enchant."));
8489 p_ptr->energy_use = 100;
8494 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8495 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8498 else if (es_ptr->add == ESSENCE_AC)
8500 if (o_ptr->to_a >= p_ptr->lev/5+5)
8502 msg_print(_("改良に失敗した。", "You failed to enchant."));
8503 p_ptr->energy_use = 100;
8508 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8513 o_ptr->xtra3 = es_ptr->add + 1;
8518 bool success = TRUE;
8522 case ESSENCE_SH_FIRE:
8523 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8528 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8529 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8531 case ESSENCE_SH_ELEC:
8532 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8537 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8538 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8540 case ESSENCE_SH_COLD:
8541 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8546 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8547 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8549 case ESSENCE_RESISTANCE:
8550 case ESSENCE_SUSTAIN:
8551 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8556 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8557 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8558 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8559 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8564 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8567 if (es_ptr->add == ESSENCE_SUSTAIN)
8569 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8570 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8571 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8572 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8576 o_ptr->xtra3 = es_ptr->add + 1;
8580 p_ptr->energy_use = 100;
8583 msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8585 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8588 /* Combine the pack */
8589 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8592 p_ptr->window |= (PW_INVEN);
8599 static void erase_essence(void)
8604 char o_name[MAX_NLEN];
8605 u32b flgs[TR_FLAG_SIZE];
8607 item_tester_hook = object_is_smith;
8610 q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
8611 s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
8613 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8615 /* Get the item (in the pack) */
8618 o_ptr = &inventory[item];
8621 /* Get the item (on the floor) */
8624 o_ptr = &o_list[0 - item];
8627 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8628 if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
8630 p_ptr->energy_use = 100;
8632 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8634 o_ptr->to_h -= (o_ptr->xtra4>>8);
8635 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8637 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8638 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8641 object_flags(o_ptr, flgs);
8642 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8643 msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
8645 /* Combine the pack */
8646 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8649 p_ptr->window |= (PW_INVEN);
8653 * @brief 鍛冶コマンドのメインルーチン
8654 * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
8657 void do_cmd_kaji(bool only_browse)
8662 int menu_line = (use_menu ? 1 : 0);
8666 if (p_ptr->confused)
8668 msg_print(_("混乱していて作業できない!", "You are too confused!"));
8673 msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8678 msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8684 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8686 #endif /* ALLOW_REPEAT */
8688 if (only_browse) screen_save();
8690 if (!only_browse) screen_save();
8696 prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : " "), 2, 14);
8697 prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : " "), 3, 14);
8698 prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : " "), 4, 14);
8699 prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : " "), 5, 14);
8700 prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : " "), 6, 14);
8701 prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
8703 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8704 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8705 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8706 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8707 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8708 prt(format("Choose command from menu."), 0, 0);
8735 if (menu_line > 5) menu_line -= 5;
8744 prt(" a) エッセンス一覧", 2, 14);
8745 prt(" b) エッセンス抽出", 3, 14);
8746 prt(" c) エッセンス消去", 4, 14);
8747 prt(" d) エッセンス付加", 5, 14);
8748 prt(" e) 武器/防具強化", 6, 14);
8749 if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8751 prt(" a) List essences", 2, 14);
8752 prt(" b) Extract essence", 3, 14);
8753 prt(" c) Remove essence", 4, 14);
8754 prt(" d) Add essence", 5, 14);
8755 prt(" e) Enchant weapon/armor", 6, 14);
8756 if (!get_com("Command :", &choice, TRUE))
8793 /* Clear lines, position cursor (really should use strlen here) */
8794 Term_erase(14, 21, 255);
8795 Term_erase(14, 20, 255);
8796 Term_erase(14, 19, 255);
8797 Term_erase(14, 18, 255);
8798 Term_erase(14, 17, 255);
8799 Term_erase(14, 16, 255);
8801 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8802 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8804 prt(&temp[j], line, 15);
8809 if (!only_browse) screen_load();
8810 } while (only_browse);
8814 #endif /* ALLOW_REPEAT */
8818 case 1: display_essence();break;
8819 case 2: drain_essence();break;
8820 case 3: erase_essence();break;
8822 mode = choose_essence();
8827 case 5: add_essence(10);break;
8833 * @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。
8834 * Torches have special abilities when they are flaming.
8835 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8836 * @param flgs 特別に追加するフラグを返す参照ポインタ
8839 void torch_flags(object_type *o_ptr, u32b *flgs)
8841 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8843 if (o_ptr->xtra4 > 0)
8845 add_flag(flgs, TR_BRAND_FIRE);
8846 add_flag(flgs, TR_KILL_UNDEAD);
8847 add_flag(flgs, TR_THROW);
8853 * @brief 投擲時たいまつにダイスを与える。
8854 * Torches have special abilities when they are flaming.
8855 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8856 * @param dd 特別なダイス数を返す参照ポインタ
8857 * @param ds 特別なダイス面数を返す参照ポインタ
8860 void torch_dice(object_type *o_ptr, int *dd, int *ds)
8862 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8864 if (o_ptr->xtra4 > 0)
8873 * @brief 投擲時命中したたいまつの寿命を縮める。
8874 * Torches have special abilities when they are flaming.
8875 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8878 void torch_lost_fuel(object_type *o_ptr)
8880 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8882 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8883 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;