OSDN Git Service

[Refactor] #38852 p_ptr->notice を p_ptr->update へ統合。 / Integrate p_ptr->notice to...
[hengband/hengband.git] / src / object2.c
1 /*!
2  * @file object2.c
3  * @brief オブジェクトの実装 / Object code, part 2
4  * @date 2014/01/11
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\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
12  */
13
14 #include "angband.h"
15 #include "object-hook.h"
16 #include "object-curse.h"
17
18 static void one_sustain(object_type *o_ptr);
19
20
21 static cptr const kaji_tips[5] =
22 {
23 #ifdef JP
24         "現在持っているエッセンスの一覧を表示する。",
25         "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。",
26         "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。",
27         "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。",
28         "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。",
29 #else
30         "Display essences you have.",
31         "Extract essences from an item. The item become non magical.",
32         "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
33         "Add essences to an item. The improved items or artifacts cannot be reimprove.",
34         "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
35 #endif
36 };
37
38 /*!
39  * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
40  * @details 重複の抑止はない。
41  * @param o_ptr 対象のオブジェクト構造体ポインタ
42  * @return なし
43  */
44 static void one_sustain(object_type *o_ptr)
45 {
46         switch (randint0(6))
47         {
48         case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49         case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50         case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51         case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52         case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53         case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
54         }
55 }
56
57 /*!
58  * @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
59  * @param o_idx 削除対象のオブジェクト構造体ポインタ
60  * @return なし
61  */
62 void excise_object_idx(OBJECT_IDX o_idx)
63 {
64         object_type *j_ptr;
65
66         OBJECT_IDX this_o_idx, next_o_idx = 0;
67         OBJECT_IDX prev_o_idx = 0;
68
69         /* Object */
70         j_ptr = &o_list[o_idx];
71
72         /* Monster */
73         if (j_ptr->held_m_idx)
74         {
75                 monster_type *m_ptr;
76
77                 /* Monster */
78                 m_ptr = &m_list[j_ptr->held_m_idx];
79
80                 /* Scan all objects in the grid */
81                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
82                 {
83                         object_type *o_ptr;
84                         o_ptr = &o_list[this_o_idx];
85
86                         /* Acquire next object */
87                         next_o_idx = o_ptr->next_o_idx;
88
89                         if (this_o_idx == o_idx)
90                         {
91                                 /* No previous */
92                                 if (prev_o_idx == 0)
93                                 {
94                                         /* Remove from list */
95                                         m_ptr->hold_o_idx = next_o_idx;
96                                 }
97
98                                 /* Real previous */
99                                 else
100                                 {
101                                         object_type *k_ptr;
102
103                                         /* Previous object */
104                                         k_ptr = &o_list[prev_o_idx];
105
106                                         /* Remove from list */
107                                         k_ptr->next_o_idx = next_o_idx;
108                                 }
109
110                                 /* Forget next pointer */
111                                 o_ptr->next_o_idx = 0;
112
113                                 break;
114                         }
115
116                         /* Save prev_o_idx */
117                         prev_o_idx = this_o_idx;
118                 }
119         }
120
121         /* Dungeon */
122         else
123         {
124                 cave_type *c_ptr;
125
126                 POSITION y = j_ptr->iy;
127                 POSITION x = j_ptr->ix;
128
129                 /* Grid */
130                 c_ptr = &cave[y][x];
131
132                 /* Scan all objects in the grid */
133                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
134                 {
135                         object_type *o_ptr;
136                         o_ptr = &o_list[this_o_idx];
137
138                         /* Acquire next object */
139                         next_o_idx = o_ptr->next_o_idx;
140
141                         if (this_o_idx == o_idx)
142                         {
143                                 /* No previous */
144                                 if (prev_o_idx == 0)
145                                 {
146                                         /* Remove from list */
147                                         c_ptr->o_idx = next_o_idx;
148                                 }
149
150                                 /* Real previous */
151                                 else
152                                 {
153                                         object_type *k_ptr;
154
155                                         /* Previous object */
156                                         k_ptr = &o_list[prev_o_idx];
157
158                                         /* Remove from list */
159                                         k_ptr->next_o_idx = next_o_idx;
160                                 }
161
162                                 /* Forget next pointer */
163                                 o_ptr->next_o_idx = 0;
164
165                                 break;
166                         }
167
168                         /* Save prev_o_idx */
169                         prev_o_idx = this_o_idx;
170                 }
171         }
172 }
173
174 /*!
175  * @brief オブジェクトを削除する /
176  * Delete a dungeon object
177  * @param o_idx 削除対象のオブジェクト構造体ポインタ
178  * @return なし
179  * @details
180  * Handle "stacks" of objects correctly.
181  */
182 void delete_object_idx(OBJECT_IDX o_idx)
183 {
184         object_type *j_ptr;
185
186         /* Excise */
187         excise_object_idx(o_idx);
188
189         /* Object */
190         j_ptr = &o_list[o_idx];
191
192         /* Dungeon floor */
193         if (!(j_ptr->held_m_idx))
194         {
195                 POSITION y, x;
196
197                 y = j_ptr->iy;
198                 x = j_ptr->ix;
199
200                 /* Visual update */
201                 lite_spot(y, x);
202         }
203         object_wipe(j_ptr);
204
205         /* Count objects */
206         o_cnt--;
207 }
208
209
210 /*!
211  * @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
212  * Delete a dungeon object
213  * @param y 削除したフロアマスのY座標
214  * @param x 削除したフロアマスのX座標
215  * @return なし
216  */
217 void delete_object(POSITION y, POSITION x)
218 {
219         cave_type *c_ptr;
220         OBJECT_IDX this_o_idx, next_o_idx = 0;
221
222         /* Refuse "illegal" locations */
223         if (!in_bounds(y, x)) return;
224
225         /* Grid */
226         c_ptr = &cave[y][x];
227
228         /* Scan all objects in the grid */
229         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
230         {
231                 object_type *o_ptr;
232                 o_ptr = &o_list[this_o_idx];
233
234                 /* Acquire next object */
235                 next_o_idx = o_ptr->next_o_idx;
236                 object_wipe(o_ptr);
237
238                 /* Count objects */
239                 o_cnt--;
240         }
241
242         /* Objects are gone */
243         c_ptr->o_idx = 0;
244
245         /* Visual update */
246         lite_spot(y, x);
247 }
248
249
250 /*!
251  * @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 /
252  * Move an object from index i1 to index i2 in the object list
253  * @param i1 整理したい配列の始点
254  * @param i2 整理したい配列の終点
255  * @return なし
256  */
257 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
258 {
259         OBJECT_IDX i;
260         cave_type *c_ptr;
261         object_type *o_ptr;
262
263         /* Do nothing */
264         if (i1 == i2) return;
265
266         /* Repair objects */
267         for (i = 1; i < o_max; i++)
268         {
269                 o_ptr = &o_list[i];
270
271                 /* Skip "dead" objects */
272                 if (!o_ptr->k_idx) continue;
273
274                 /* Repair "next" pointers */
275                 if (o_ptr->next_o_idx == i1)
276                 {
277                         /* Repair */
278                         o_ptr->next_o_idx = i2;
279                 }
280         }
281         o_ptr = &o_list[i1];
282
283         /* Monster */
284         if (o_ptr->held_m_idx)
285         {
286                 monster_type *m_ptr;
287
288                 /* Acquire monster */
289                 m_ptr = &m_list[o_ptr->held_m_idx];
290
291                 /* Repair monster */
292                 if (m_ptr->hold_o_idx == i1)
293                 {
294                         /* Repair */
295                         m_ptr->hold_o_idx = i2;
296                 }
297         }
298
299         /* Dungeon */
300         else
301         {
302                 POSITION y, x;
303
304                 /* Acquire location */
305                 y = o_ptr->iy;
306                 x = o_ptr->ix;
307
308                 /* Acquire grid */
309                 c_ptr = &cave[y][x];
310
311                 /* Repair grid */
312                 if (c_ptr->o_idx == i1)
313                 {
314                         /* Repair */
315                         c_ptr->o_idx = i2;
316                 }
317         }
318
319         /* Structure copy */
320         o_list[i2] = o_list[i1];
321
322         /* Wipe the hole */
323         object_wipe(o_ptr);
324 }
325
326
327 /*!
328  * @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。 /
329  * Compact and Reorder the object list.
330  * @param size 最低でも減らしたいオブジェクト数の水準
331  * @return なし
332  * @details
333  * (危険なので使用には注意すること)
334  * This function can be very dangerous, use with caution!\n
335  *\n
336  * When actually "compacting" objects, we base the saving throw on a\n
337  * combination of object level, distance from player, and current\n
338  * "desperation".\n
339  *\n
340  * After "compacting" (if needed), we "reorder" the objects into a more\n
341  * compact order, and we reset the allocation info, and the "live" array.\n
342  */
343 void compact_objects(int size)
344 {
345         OBJECT_IDX i;
346         POSITION y, x;
347         int num, cnt;
348         int cur_lev, cur_dis, chance;
349         object_type *o_ptr;
350
351         /* Compact */
352         if (size)
353         {
354                 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
355                 p_ptr->redraw |= (PR_MAP);
356                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
357         }
358
359
360         /* Compact at least 'size' objects */
361         for (num = 0, cnt = 1; num < size; cnt++)
362         {
363                 /* Get more vicious each iteration */
364                 cur_lev = 5 * cnt;
365
366                 /* Get closer each iteration */
367                 cur_dis = 5 * (20 - cnt);
368
369                 /* Examine the objects */
370                 for (i = 1; i < o_max; i++)
371                 {
372                         o_ptr = &o_list[i];
373
374                         /* Skip dead objects */
375                         if (!o_ptr->k_idx) continue;
376
377                         /* Hack -- High level objects start out "immune" */
378                         if (k_info[o_ptr->k_idx].level > cur_lev) continue;
379
380                         /* Monster */
381                         if (o_ptr->held_m_idx)
382                         {
383                                 monster_type *m_ptr;
384
385                                 /* Acquire monster */
386                                 m_ptr = &m_list[o_ptr->held_m_idx];
387
388                                 y = m_ptr->fy;
389                                 x = m_ptr->fx;
390
391                                 /* Monsters protect their objects */
392                                 if (randint0(100) < 90) continue;
393                         }
394
395                         /* Dungeon */
396                         else
397                         {
398                                 y = o_ptr->iy;
399                                 x = o_ptr->ix;
400                         }
401
402                         /* Nearby objects start out "immune" */
403                         if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
404
405                         /* Saving throw */
406                         chance = 90;
407
408                         /* Hack -- only compact artifacts in emergencies */
409                         if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
410                             (cnt < 1000)) chance = 100;
411
412                         /* Apply the saving throw */
413                         if (randint0(100) < chance) continue;
414
415                         delete_object_idx(i);
416
417                         /* Count it */
418                         num++;
419                 }
420         }
421
422
423         /* Excise dead objects (backwards!) */
424         for (i = o_max - 1; i >= 1; i--)
425         {
426                 o_ptr = &o_list[i];
427
428                 /* Skip real objects */
429                 if (o_ptr->k_idx) continue;
430
431                 /* Move last object into open hole */
432                 compact_objects_aux(o_max - 1, i);
433
434                 /* Compress "o_max" */
435                 o_max--;
436         }
437 }
438
439
440 /*!
441  * @brief グローバルオブジェクト配列を初期化する /
442  * Delete all the items when player leaves the level
443  * @note we do NOT visually reflect these (irrelevant) changes
444  * @details
445  * Hack -- we clear the "c_ptr->o_idx" field for every grid,
446  * and the "m_ptr->next_o_idx" field for every monster, since
447  * we know we are clearing every object.  Technically, we only
448  * clear those fields for grids/monsters containing objects,
449  * and we clear it once for every such object.
450  * @return なし
451  */
452 void wipe_o_list(void)
453 {
454         int i;
455
456         /* Delete the existing objects */
457         for (i = 1; i < o_max; i++)
458         {
459                 object_type *o_ptr = &o_list[i];
460
461                 /* Skip dead objects */
462                 if (!o_ptr->k_idx) continue;
463
464                 /* Mega-Hack -- preserve artifacts */
465                 if (!character_dungeon || preserve_mode)
466                 {
467                         /* Hack -- Preserve unknown artifacts */
468                         if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
469                         {
470                                 /* Mega-Hack -- Preserve the artifact */
471                                 a_info[o_ptr->name1].cur_num = 0;
472                         }
473                 }
474
475                 /* Monster */
476                 if (o_ptr->held_m_idx)
477                 {
478                         monster_type *m_ptr;
479
480                         /* Monster */
481                         m_ptr = &m_list[o_ptr->held_m_idx];
482
483                         /* Hack -- see above */
484                         m_ptr->hold_o_idx = 0;
485                 }
486
487                 /* Dungeon */
488                 else
489                 {
490                         cave_type *c_ptr;
491
492                         /* Access location */
493                         POSITION y = o_ptr->iy;
494                         POSITION x = o_ptr->ix;
495
496                         /* Access grid */
497                         c_ptr = &cave[y][x];
498
499                         /* Hack -- see above */
500                         c_ptr->o_idx = 0;
501                 }
502                 object_wipe(o_ptr);
503         }
504
505         /* Reset "o_max" */
506         o_max = 1;
507
508         /* Reset "o_cnt" */
509         o_cnt = 0;
510 }
511
512
513 /*!
514  * @brief グローバルオブジェクト配列から空きを取得する /
515  * Acquires and returns the index of a "free" object.
516  * @return 開いているオブジェクト要素のID
517  * @details
518  * This routine should almost never fail, but in case it does,
519  * we must be sure to handle "failure" of this routine.
520  */
521 OBJECT_IDX o_pop(void)
522 {
523         OBJECT_IDX i;
524
525         /* Initial allocation */
526         if (o_max < max_o_idx)
527         {
528                 /* Get next space */
529                 i = o_max;
530
531                 /* Expand object array */
532                 o_max++;
533
534                 /* Count objects */
535                 o_cnt++;
536
537                 /* Use this object */
538                 return (i);
539         }
540
541
542         /* Recycle dead objects */
543         for (i = 1; i < o_max; i++)
544         {
545                 object_type *o_ptr;
546                 o_ptr = &o_list[i];
547
548                 /* Skip live objects */
549                 if (o_ptr->k_idx) continue;
550
551                 /* Count objects */
552                 o_cnt++;
553
554                 /* Use this object */
555                 return (i);
556         }
557
558
559         /* Warn the player (except during dungeon creation) */
560         if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
561
562         return (0);
563 }
564
565
566 /*!
567  * @brief オブジェクト生成テーブルに生成制約を加える /
568  * Apply a "object restriction function" to the "object allocation table"
569  * @return 常に0を返す。
570  * @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
571  */
572 static errr get_obj_num_prep(void)
573 {
574         int i;
575
576         /* Get the entry */
577         alloc_entry *table = alloc_kind_table;
578
579         /* Scan the allocation table */
580         for (i = 0; i < alloc_kind_size; i++)
581         {
582                 /* Accept objects which pass the restriction, if any */
583                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
584                 {
585                         /* Accept this object */
586                         table[i].prob2 = table[i].prob1;
587                 }
588
589                 /* Do not use this object */
590                 else
591                 {
592                         /* Decline this object */
593                         table[i].prob2 = 0;
594                 }
595         }
596
597         /* Success */
598         return (0);
599 }
600
601
602 /*!
603  * @brief オブジェクト生成テーブルからアイテムを取得する /
604  * Choose an object kind that seems "appropriate" to the given level
605  * @param level 生成階
606  * @return 選ばれたオブジェクトベースID
607  * @details
608  * This function uses the "prob2" field of the "object allocation table",\n
609  * and various local information, to calculate the "prob3" field of the\n
610  * same table, which is then used to choose an "appropriate" object, in\n
611  * a relatively efficient manner.\n
612  *\n
613  * It is (slightly) more likely to acquire an object of the given level\n
614  * than one of a lower level.  This is done by choosing several objects\n
615  * appropriate to the given level and keeping the "hardest" one.\n
616  *\n
617  * Note that if no objects are "appropriate", then this function will\n
618  * fail, and return zero, but this should *almost* never happen.\n
619  */
620 OBJECT_IDX get_obj_num(DEPTH level)
621 {
622         int i, j, p;
623         KIND_OBJECT_IDX k_idx;
624         long value, total;
625         object_kind     *k_ptr;
626         alloc_entry     *table = alloc_kind_table;
627
628         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
629
630         /* Boost level */
631         if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
632         {
633                 /* Occasional "boost" */
634                 if (one_in_(GREAT_OBJ))
635                 {
636                         /* What a bizarre calculation */
637                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
638                 }
639         }
640
641         /* Reset total */
642         total = 0L;
643
644         /* Process probabilities */
645         for (i = 0; i < alloc_kind_size; i++)
646         {
647                 /* Objects are sorted by depth */
648                 if (table[i].level > level) break;
649
650                 /* Default */
651                 table[i].prob3 = 0;
652
653                 /* Access the index */
654                 k_idx = table[i].index;
655
656                 /* Access the actual kind */
657                 k_ptr = &k_info[k_idx];
658
659                 /* Hack -- prevent embedded chests */
660                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
661
662                 /* Accept */
663                 table[i].prob3 = table[i].prob2;
664
665                 /* Total */
666                 total += table[i].prob3;
667         }
668
669         /* No legal objects */
670         if (total <= 0) return (0);
671
672
673         /* Pick an object */
674         value = randint0(total);
675
676         /* Find the object */
677         for (i = 0; i < alloc_kind_size; i++)
678         {
679                 /* Found the entry */
680                 if (value < table[i].prob3) break;
681
682                 /* Decrement */
683                 value = value - table[i].prob3;
684         }
685
686
687         /* Power boost */
688         p = randint0(100);
689
690         /* Try for a "better" object once (50%) or twice (10%) */
691         if (p < 60)
692         {
693                 /* Save old */
694                 j = i;
695
696                 /* Pick a object */
697                 value = randint0(total);
698
699                 /* Find the object */
700                 for (i = 0; i < alloc_kind_size; i++)
701                 {
702                         /* Found the entry */
703                         if (value < table[i].prob3) break;
704
705                         /* Decrement */
706                         value = value - table[i].prob3;
707                 }
708
709                 /* Keep the "best" one */
710                 if (table[i].level < table[j].level) i = j;
711         }
712
713         /* Try for a "better" object twice (10%) */
714         if (p < 10)
715         {
716                 /* Save old */
717                 j = i;
718
719                 /* Pick a object */
720                 value = randint0(total);
721
722                 /* Find the object */
723                 for (i = 0; i < alloc_kind_size; i++)
724                 {
725                         /* Found the entry */
726                         if (value < table[i].prob3) break;
727
728                         /* Decrement */
729                         value = value - table[i].prob3;
730                 }
731
732                 /* Keep the "best" one */
733                 if (table[i].level < table[j].level) i = j;
734         }
735
736         return (table[i].index);
737 }
738
739
740 /*!
741  * @brief オブジェクトを鑑定済にする /
742  * Known is true when the "attributes" of an object are "known".
743  * @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
744  * @return なし
745  * These include tohit, todam, toac, cost, and pval (charges).\n
746  *\n
747  * Note that "knowing" an object gives you everything that an "awareness"\n
748  * gives you, and much more.  In fact, the player is always "aware" of any\n
749  * item of which he has full "knowledge".\n
750  *\n
751  * But having full knowledge of, say, one "wand of wonder", does not, by\n
752  * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
753  * It happens that most "identify" routines (including "buying from a shop")\n
754  * will make the player "aware" of the object as well as fully "know" it.\n
755  *\n
756  * This routine also removes any inscriptions generated by "feelings".\n
757  */
758 void object_known(object_type *o_ptr)
759 {
760         /* Remove "default inscriptions" */
761         o_ptr->feeling = FEEL_NONE;
762
763         /* Clear the "Felt" info */
764         o_ptr->ident &= ~(IDENT_SENSE);
765
766         /* Clear the "Empty" info */
767         o_ptr->ident &= ~(IDENT_EMPTY);
768
769         /* Now we know about the item */
770         o_ptr->ident |= (IDENT_KNOWN);
771 }
772
773 /*!
774  * @brief オブジェクトを*鑑定*済にする /
775  * The player is now aware of the effects of the given object.
776  * @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
777  * @return なし
778  */
779 void object_aware(object_type *o_ptr)
780 {
781         bool mihanmei = !object_is_aware(o_ptr);
782
783         /* Fully aware of the effects */
784         k_info[o_ptr->k_idx].aware = TRUE;
785
786         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
787            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
788         {
789                 object_type forge;
790                 object_type *q_ptr;
791                 GAME_TEXT o_name[MAX_NLEN];
792
793                 q_ptr = &forge;
794                 object_copy(q_ptr, o_ptr);
795
796                 q_ptr->number = 1;
797                 object_desc(o_name, q_ptr, OD_NAME_ONLY);
798                 
799                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
800         }
801 }
802
803 /*!
804  * @brief オブジェクトを試行済にする /
805  * Something has been "sampled"
806  * @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
807  * @return なし
808  */
809 void object_tried(object_type *o_ptr)
810 {
811         /* Mark it as tried (even if "aware") */
812         k_info[o_ptr->k_idx].tried = TRUE;
813 }
814
815 /*!
816 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
817 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
818 * @return 擬似鑑定結果のIDを返す。
819 */
820 byte value_check_aux1(object_type *o_ptr)
821 {
822         /* Artifacts */
823         if (object_is_artifact(o_ptr))
824         {
825                 /* Cursed/Broken */
826                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
827
828                 /* Normal */
829                 return FEEL_SPECIAL;
830         }
831
832         /* Ego-Items */
833         if (object_is_ego(o_ptr))
834         {
835                 /* Cursed/Broken */
836                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
837
838                 /* Normal */
839                 return FEEL_EXCELLENT;
840         }
841
842         /* Cursed items */
843         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
844
845         /* Broken items */
846         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
847
848         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
849
850         /* Good "armor" bonus */
851         if (o_ptr->to_a > 0) return FEEL_GOOD;
852
853         /* Good "weapon" bonus */
854         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
855
856         /* Default to "average" */
857         return FEEL_AVERAGE;
858 }
859
860 /*!
861 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 2 (Light).
862 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
863 * @return 擬似鑑定結果のIDを返す。
864 */
865 byte value_check_aux2(object_type *o_ptr)
866 {
867         /* Cursed items (all of them) */
868         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
869
870         /* Broken items (all of them) */
871         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
872
873         /* Artifacts -- except cursed/broken ones */
874         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
875
876         /* Ego-Items -- except cursed/broken ones */
877         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
878
879         /* Good armor bonus */
880         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
881
882         /* Good weapon bonuses */
883         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
884
885         /* No feeling */
886         return FEEL_NONE;
887 }
888
889 /*!
890  * @brief 未鑑定なベースアイテムの基本価格を返す /
891  * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
892  * @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
893  * @return オブジェクトの未鑑定価格
894  */
895 static s32b object_value_base(object_type *o_ptr)
896 {
897         /* Aware item -- use template cost */
898         if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
899
900         /* Analyze the type */
901         switch (o_ptr->tval)
902         {
903
904                 /* Un-aware Food */
905                 case TV_FOOD: return (5L);
906
907                 /* Un-aware Potions */
908                 case TV_POTION: return (20L);
909
910                 /* Un-aware Scrolls */
911                 case TV_SCROLL: return (20L);
912
913                 /* Un-aware Staffs */
914                 case TV_STAFF: return (70L);
915
916                 /* Un-aware Wands */
917                 case TV_WAND: return (50L);
918
919                 /* Un-aware Rods */
920                 case TV_ROD: return (90L);
921
922                 /* Un-aware Rings */
923                 case TV_RING: return (45L);
924
925                 /* Un-aware Amulets */
926                 case TV_AMULET: return (45L);
927
928                 /* Figurines, relative to monster level */
929                 case TV_FIGURINE:
930                 {
931                         DEPTH level = r_info[o_ptr->pval].level;
932                         if (level < 20) return level*50L;
933                         else if (level < 30) return 1000+(level-20)*150L;
934                         else if (level < 40) return 2500+(level-30)*350L;
935                         else if (level < 50) return 6000+(level-40)*800L;
936                         else return 14000+(level-50)*2000L;
937                 }
938
939                 case TV_CAPTURE:
940                         if (!o_ptr->pval) return 1000L;
941                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
942         }
943
944         /* Paranoia -- Oops */
945         return (0L);
946 }
947
948
949 /*!
950  * @brief オブジェクトのフラグ類から価格を算出する /
951  * Return the value of the flags the object has...
952  * @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
953  * @param plusses フラグに与える価格の基本重み
954  * @return オブジェクトのフラグ価格
955  */
956 s32b flag_cost(object_type *o_ptr, int plusses)
957 {
958         s32b total = 0;
959         BIT_FLAGS flgs[TR_FLAG_SIZE];
960         s32b tmp_cost;
961         int count;
962         int i;
963         object_kind *k_ptr = &k_info[o_ptr->k_idx];
964
965         object_flags(o_ptr, flgs);
966
967         /*
968          * Exclude fixed flags of the base item.
969          * pval bonuses of base item will be treated later.
970          */
971         for (i = 0; i < TR_FLAG_SIZE; i++)
972                 flgs[i] &= ~(k_ptr->flags[i]);
973
974         /* Exclude fixed flags of the fixed artifact. */
975         if (object_is_fixed_artifact(o_ptr))
976         {
977                 artifact_type *a_ptr = &a_info[o_ptr->name1];
978
979                 for (i = 0; i < TR_FLAG_SIZE; i++)
980                         flgs[i] &= ~(a_ptr->flags[i]);
981         }
982
983         /* Exclude fixed flags of the ego-item. */
984         else if (object_is_ego(o_ptr))
985         {
986                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
987
988                 for (i = 0; i < TR_FLAG_SIZE; i++)
989                         flgs[i] &= ~(e_ptr->flags[i]);
990         }
991
992
993         /*
994          * Calucurate values of remaining flags
995          */
996         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
997         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
998         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
999         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
1000         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
1001         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
1002         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
1003         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
1004         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
1005         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
1006         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
1007         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
1008                 total += (10000 + (2500 * plusses));
1009         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
1010                 total += (10000 + (2500 * plusses));
1011
1012         tmp_cost = 0;
1013         count = 0;
1014         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
1015         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
1016         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
1017         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
1018         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
1019         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
1020         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
1021         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
1022         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
1023         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
1024         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
1025         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
1026         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
1027         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
1028         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
1029         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1030         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1031         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1032         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1033         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1034         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1035
1036         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1037         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1038         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1039         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1040         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1041         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1042         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1043         total += (tmp_cost * count);
1044
1045         if (have_flag(flgs, TR_SUST_STR)) total += 850;
1046         if (have_flag(flgs, TR_SUST_INT)) total += 850;
1047         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1048         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1049         if (have_flag(flgs, TR_SUST_CON)) total += 850;
1050         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1051         if (have_flag(flgs, TR_RIDING)) total += 0;
1052         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1053         if (have_flag(flgs, TR_THROW)) total += 5000;
1054         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1055         if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1056
1057         tmp_cost = 0;
1058         count = 0;
1059         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1060         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1061         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1062         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1063         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1064         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1065         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1066         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1067         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1068         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1069         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1070         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1071         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1072         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1073         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1074         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1075         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1076         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1077         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1078         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1079         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1080         total += (tmp_cost * count);
1081
1082         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1083         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1084         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1085         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1086         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1087         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1088         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1089         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1090         if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1091         if (have_flag(flgs, TR_LITE_1)) total += 1500;
1092         if (have_flag(flgs, TR_LITE_2)) total += 2500;
1093         if (have_flag(flgs, TR_LITE_3)) total += 4000;
1094         if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1095         if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1096         if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1097         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1098         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1099         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1100         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1101         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1102         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1103         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1104         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1105         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1106         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1107         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1108         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1109         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1110         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1111         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1112         if (have_flag(flgs, TR_REGEN)) total += 2500;
1113         if (have_flag(flgs, TR_WARNING)) total += 2000;
1114         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1115         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1116         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1117         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1118         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1119         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1120         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1121         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1122         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1123         if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1124         if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1125         if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1126         if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1127         if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1128         if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1129         if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1130         if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1131         if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1132         if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1133         if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1134         if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1135         if (have_flag(flgs, TR_TELEPORT))
1136         {
1137                 if (object_is_cursed(o_ptr))
1138                         total -= 7500;
1139                 else
1140                         total += 250;
1141         }
1142         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1143         if (have_flag(flgs, TR_BLESSED)) total += 750;
1144         if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1145         if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1146         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1147         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1148         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1149
1150         /* Also, give some extra for activatable powers... */
1151         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1152         {
1153                 const activation_type* const act_ptr = find_activation_info(o_ptr);
1154                 if (act_ptr) {
1155                         total += act_ptr->value;
1156                 }
1157         }
1158
1159         return total;
1160 }
1161
1162
1163 /*!
1164  * @brief オブジェクトの真の価格を算出する /
1165  * Return the value of the flags the object has...
1166  * @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
1167  * @return オブジェクトの本価格
1168  * @details
1169  * Return the "real" price of a "known" item, not including discounts\n
1170  *\n
1171  * Wand and staffs get cost for each charge\n
1172  *\n
1173  * Armor is worth an extra 100 gold per bonus point to armor class.\n
1174  *\n
1175  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1176  *\n
1177  * Missiles are only worth 5 gold per bonus point, since they\n
1178  * usually appear in groups of 20, and we want the player to get\n
1179  * the same amount of cash for any "equivalent" item.  Note that\n
1180  * missiles never have any of the "pval" flags, and in fact, they\n
1181  * only have a few of the available flags, primarily of the "slay"\n
1182  * and "brand" and "ignore" variety.\n
1183  *\n
1184  * Armor with a negative armor bonus is worthless.\n
1185  * Weapons with negative hit+damage bonuses are worthless.\n
1186  *\n
1187  * Every wearable item with a "pval" bonus is worth extra (see below).\n
1188  */
1189 PRICE object_value_real(object_type *o_ptr)
1190 {
1191         PRICE value;
1192         BIT_FLAGS flgs[TR_FLAG_SIZE];
1193         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1194
1195
1196         /* Hack -- "worthless" items */
1197         if (!k_info[o_ptr->k_idx].cost) return (0L);
1198
1199         /* Base cost */
1200         value = k_info[o_ptr->k_idx].cost;
1201
1202         /* Extract some flags */
1203         object_flags(o_ptr, flgs);
1204
1205         /* Artifact */
1206         if (object_is_fixed_artifact(o_ptr))
1207         {
1208                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1209
1210                 /* Hack -- "worthless" artifacts */
1211                 if (!a_ptr->cost) return (0L);
1212
1213                 /* Hack -- Use the artifact cost instead */
1214                 value = a_ptr->cost;
1215                 value += flag_cost(o_ptr, o_ptr->pval);
1216
1217                 /* Don't add pval bonuses etc. */
1218                 return (value);
1219         }
1220
1221         /* Ego-Item */
1222         else if (object_is_ego(o_ptr))
1223         {
1224                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1225
1226                 /* Hack -- "worthless" ego-items */
1227                 if (!e_ptr->cost) return (0L);
1228
1229                 /* Hack -- Reward the ego-item with a bonus */
1230                 value += e_ptr->cost;
1231                 value += flag_cost(o_ptr, o_ptr->pval);
1232         }
1233
1234         else
1235         {
1236                 int i;
1237                 bool flag = FALSE;
1238
1239                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1240                         if (o_ptr->art_flags[i]) flag = TRUE;
1241
1242                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1243         }
1244
1245         /* Analyze pval bonus for normal object */
1246         switch (o_ptr->tval)
1247         {
1248         case TV_SHOT:
1249         case TV_ARROW:
1250         case TV_BOLT:
1251         case TV_BOW:
1252         case TV_DIGGING:
1253         case TV_HAFTED:
1254         case TV_POLEARM:
1255         case TV_SWORD:
1256         case TV_BOOTS:
1257         case TV_GLOVES:
1258         case TV_HELM:
1259         case TV_CROWN:
1260         case TV_SHIELD:
1261         case TV_CLOAK:
1262         case TV_SOFT_ARMOR:
1263         case TV_HARD_ARMOR:
1264         case TV_DRAG_ARMOR:
1265         case TV_LITE:
1266         case TV_AMULET:
1267         case TV_RING:
1268                 /* No pval */
1269                 if (!o_ptr->pval) break;
1270
1271                 /* Hack -- Negative "pval" is always bad */
1272                 if (o_ptr->pval < 0) return (0L);
1273
1274                 /* Give credit for stat bonuses */
1275                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1276                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1277                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1278                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1279                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1280                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1281
1282                 /* Give credit for stealth and searching */
1283                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1284                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1285                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1286
1287                 /* Give credit for infra-vision and tunneling */
1288                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1289                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1290
1291                 /* Give credit for extra attacks */
1292                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1293
1294                 /* Give credit for speed bonus */
1295                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1296
1297                 break;
1298         }
1299
1300
1301         /* Analyze the item */
1302         switch (o_ptr->tval)
1303         {
1304                 /* Wands/Staffs */
1305                 case TV_WAND:
1306                 {
1307                         /* Pay extra for charges, depending on standard number of
1308                          * charges.  Handle new-style wands correctly. -LM-
1309                          */
1310                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1311
1312                         break;
1313                 }
1314                 case TV_STAFF:
1315                 {
1316                         /* Pay extra for charges, depending on standard number of
1317                          * charges.  -LM-
1318                          */
1319                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1320
1321                         break;
1322                 }
1323
1324                 /* Rings/Amulets */
1325                 case TV_RING:
1326                 case TV_AMULET:
1327                 {
1328                         /* Hack -- negative bonuses are bad */
1329                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1330
1331                         /* Give credit for bonuses */
1332                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1333
1334                         break;
1335                 }
1336
1337                 /* Armor */
1338                 case TV_BOOTS:
1339                 case TV_GLOVES:
1340                 case TV_CLOAK:
1341                 case TV_CROWN:
1342                 case TV_HELM:
1343                 case TV_SHIELD:
1344                 case TV_SOFT_ARMOR:
1345                 case TV_HARD_ARMOR:
1346                 case TV_DRAG_ARMOR:
1347                 {
1348                         /* Hack -- negative armor bonus */
1349                         if (o_ptr->to_a < 0) return (0L);
1350
1351                         /* Give credit for bonuses */
1352                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1353
1354                         break;
1355                 }
1356
1357                 /* Bows/Weapons */
1358                 case TV_BOW:
1359                 case TV_DIGGING:
1360                 case TV_HAFTED:
1361                 case TV_SWORD:
1362                 case TV_POLEARM:
1363                 {
1364                         /* Hack -- negative hit/damage bonuses */
1365                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1366
1367                         /* Factor in the bonuses */
1368                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1369
1370                         /* Hack -- Factor in extra damage dice and sides */
1371                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1372                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1373
1374                         break;
1375                 }
1376
1377                 /* Ammo */
1378                 case TV_SHOT:
1379                 case TV_ARROW:
1380                 case TV_BOLT:
1381                 {
1382                         /* Hack -- negative hit/damage bonuses */
1383                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1384
1385                         /* Factor in the bonuses */
1386                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1387
1388                         /* Hack -- Factor in extra damage dice and sides */
1389                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1390                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1391
1392                         break;
1393                 }
1394
1395                 /* Figurines, relative to monster level */
1396                 case TV_FIGURINE:
1397                 {
1398                         DEPTH level = r_info[o_ptr->pval].level;
1399                         if (level < 20) value = level*50L;
1400                         else if (level < 30) value = 1000+(level-20)*150L;
1401                         else if (level < 40) value = 2500+(level-30)*350L;
1402                         else if (level < 50) value = 6000+(level-40)*800L;
1403                         else value = 14000+(level-50)*2000L;
1404                         break;
1405                 }
1406
1407                 case TV_CAPTURE:
1408                 {
1409                         if (!o_ptr->pval) value = 1000L;
1410                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1411                         break;
1412                 }
1413
1414                 case TV_CHEST:
1415                 {
1416                         if (!o_ptr->pval) value = 0L;
1417                         break;
1418                 }
1419         }
1420
1421         /* Worthless object */
1422         if (value < 0) return 0L;
1423
1424         /* Return the value */
1425         return (value);
1426 }
1427
1428
1429 /*!
1430  * @brief オブジェクト価格算出のメインルーチン /
1431  * Return the price of an item including plusses (and charges)
1432  * @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
1433  * @return オブジェクトの判明している現価格
1434  * @details
1435  * This function returns the "value" of the given item (qty one)\n
1436  *\n
1437  * Never notice "unknown" bonuses or properties, including "curses",\n
1438  * since that would give the player information he did not have.\n
1439  *\n
1440  * Note that discounted items stay discounted forever, even if\n
1441  * the discount is "forgotten" by the player via memory loss.\n
1442  */
1443 PRICE object_value(object_type *o_ptr)
1444 {
1445         PRICE value;
1446
1447         /* Unknown items -- acquire a base value */
1448         if (object_is_known(o_ptr))
1449         {
1450                 /* Broken items -- worthless */
1451                 if (object_is_broken(o_ptr)) return (0L);
1452
1453                 /* Cursed items -- worthless */
1454                 if (object_is_cursed(o_ptr)) return (0L);
1455
1456                 /* Real value (see above) */
1457                 value = object_value_real(o_ptr);
1458         }
1459
1460         /* Known items -- acquire the actual value */
1461         else
1462         {
1463                 /* Hack -- Felt broken items */
1464                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1465
1466                 /* Hack -- Felt cursed items */
1467                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1468
1469                 /* Base value (see above) */
1470                 value = object_value_base(o_ptr);
1471         }
1472
1473
1474         /* Apply discount (if any) */
1475         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1476
1477
1478         /* Return the final value */
1479         return (value);
1480 }
1481
1482
1483
1484 /*!
1485  * @brief 破壊可能なアイテムかを返す /
1486  * Determines whether an object can be destroyed, and makes fake inscription.
1487  * @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
1488  * @return オブジェクトが破壊可能ならばTRUEを返す
1489  */
1490 bool can_player_destroy_object(object_type *o_ptr)
1491 {
1492         /* Artifacts cannot be destroyed */
1493         if (!object_is_artifact(o_ptr)) return TRUE;
1494
1495         /* If object is unidentified, makes fake inscription */
1496         if (!object_is_known(o_ptr))
1497         {
1498                 byte feel = FEEL_SPECIAL;
1499
1500                 /* Hack -- Handle icky artifacts */
1501                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1502
1503                 /* Hack -- inscribe the artifact */
1504                 o_ptr->feeling = feel;
1505
1506                 /* We have "felt" it (again) */
1507                 o_ptr->ident |= (IDENT_SENSE);
1508
1509                 /* Combine the pack */
1510                 p_ptr->update |= (PU_COMBINE);
1511
1512                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1513
1514                 return FALSE;
1515         }
1516
1517         /* Identified artifact -- Nothing to do */
1518         return FALSE;
1519 }
1520
1521
1522 /*!
1523  * @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 /
1524  * Distribute charges of rods or wands.
1525  * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1526  * @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
1527  * @param amt 分割したい回数量 number of items that are transfered
1528  * @return なし
1529  * @details
1530  * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1531  * charges need to be allocated between the two stacks.  If all the items\n
1532  * are being dropped, it makes for a neater message to leave the original\n
1533  * stack's pval alone. -LM-\n
1534  */
1535 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1536 {
1537         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1538         {
1539                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1540                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1541
1542                 /* Hack -- Rods also need to have their timeouts distributed.  The
1543                  * dropped stack will accept all time remaining to charge up to its
1544                  * maximum.
1545                  */
1546                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1547                 {
1548                         if (q_ptr->pval > o_ptr->timeout)
1549                                 q_ptr->timeout = o_ptr->timeout;
1550                         else
1551                                 q_ptr->timeout = q_ptr->pval;
1552
1553                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1554                 }
1555         }
1556 }
1557
1558 /*!
1559  * @brief 魔法棒やロッドの使用回数を減らす /
1560  * @param o_ptr オブジェクトの構造体参照ポインタ source item
1561  * @param amt 減らしたい回数量 number of items that are transfered
1562  * @return なし
1563  * @details
1564  * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1565  * charges of the stack needs to be reduced, unless all the items are\n
1566  * being destroyed. -LM-\n
1567  */
1568 void reduce_charges(object_type *o_ptr, int amt)
1569 {
1570         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1571                 (amt < o_ptr->number))
1572         {
1573                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1574         }
1575 }
1576
1577 /*
1578  * Determine if an item can "absorb" a second item
1579  *
1580  * See "object_absorb()" for the actual "absorption" code.
1581  *
1582  * If permitted, we allow staffs (if they are known to have equal charges
1583  * and both are either known or confirmed empty) and wands (if both are
1584  * either known or confirmed empty) and rods (in all cases) to combine.
1585  * Staffs will unstack (if necessary) when they are used, but wands and
1586  * rods will only unstack if one is dropped. -LM-
1587  *
1588  * If permitted, we allow weapons/armor to stack, if fully "known".
1589  *
1590  * Missiles will combine if both stacks have the same "known" status.
1591  * This is done to make unidentified stacks of missiles useful.
1592  *
1593  * Food, potions, scrolls, and "easy know" items always stack.
1594  *
1595  * Chests, and activatable items, never stack (for various reasons).
1596  */
1597
1598 /*
1599  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1600  */
1601 #define MAX_STACK_SIZE 99
1602
1603
1604 /*!
1605  * @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。
1606  * Determine if an item can partly absorb a second item. Return maximum number of stack.
1607  * @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
1608  * @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
1609  * @return 重ね合わせ可能なアイテム数
1610  */
1611 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1612 {
1613         int i;
1614
1615         /* Default maximum number of stack */
1616         int max_num = MAX_STACK_SIZE;
1617
1618         /* Require identical object types */
1619         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1620
1621
1622         /* Analyze the items */
1623         switch (o_ptr->tval)
1624         {
1625                 /* Chests and Statues*/
1626                 case TV_CHEST:
1627                 case TV_CARD:
1628                 case TV_CAPTURE:
1629                 {
1630                         /* Never okay */
1631                         return 0;
1632                 }
1633
1634                 case TV_STATUE:
1635                 {
1636                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1637                         if (o_ptr->pval != j_ptr->pval) return 0;
1638                         break;
1639                 }
1640
1641                 /* Figurines and Corpses*/
1642                 case TV_FIGURINE:
1643                 case TV_CORPSE:
1644                 {
1645                         /* Same monster */
1646                         if (o_ptr->pval != j_ptr->pval) return 0;
1647
1648                         /* Assume okay */
1649                         break;
1650                 }
1651
1652                 /* Food and Potions and Scrolls */
1653                 case TV_FOOD:
1654                 case TV_POTION:
1655                 case TV_SCROLL:
1656                 {
1657                         /* Assume okay */
1658                         break;
1659                 }
1660
1661                 /* Staffs */
1662                 case TV_STAFF:
1663                 {
1664                         /* Require either knowledge or known empty for both staffs. */
1665                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1666                                 !object_is_known(o_ptr)) ||
1667                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1668                                 !object_is_known(j_ptr))) return 0;
1669
1670                         /* Require identical charges, since staffs are bulky. */
1671                         if (o_ptr->pval != j_ptr->pval) return 0;
1672
1673                         /* Assume okay */
1674                         break;
1675                 }
1676
1677                 /* Wands */
1678                 case TV_WAND:
1679                 {
1680                         /* Require either knowledge or known empty for both wands. */
1681                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1682                                 !object_is_known(o_ptr)) ||
1683                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1684                                 !object_is_known(j_ptr))) return 0;
1685
1686                         /* Wand charges combine in O&ZAngband.  */
1687
1688                         /* Assume okay */
1689                         break;
1690                 }
1691
1692                 /* Staffs and Wands and Rods */
1693                 case TV_ROD:
1694                 {
1695                         /* Prevent overflaw of timeout */
1696                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1697
1698                         /* Assume okay */
1699                         break;
1700                 }
1701
1702                 /* Weapons and Armor */
1703                 case TV_BOW:
1704                 case TV_DIGGING:
1705                 case TV_HAFTED:
1706                 case TV_POLEARM:
1707                 case TV_SWORD:
1708                 case TV_BOOTS:
1709                 case TV_GLOVES:
1710                 case TV_HELM:
1711                 case TV_CROWN:
1712                 case TV_SHIELD:
1713                 case TV_CLOAK:
1714                 case TV_SOFT_ARMOR:
1715                 case TV_HARD_ARMOR:
1716                 case TV_DRAG_ARMOR:
1717
1718                 /* Rings, Amulets, Lites */
1719                 case TV_RING:
1720                 case TV_AMULET:
1721                 case TV_LITE:
1722                 case TV_WHISTLE:
1723                 {
1724                         /* Require full knowledge of both items */
1725                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1726
1727                         /* Fall through */
1728                 }
1729
1730                 /* Missiles */
1731                 case TV_BOLT:
1732                 case TV_ARROW:
1733                 case TV_SHOT:
1734                 {
1735                         /* Require identical knowledge of both items */
1736                         if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1737                         if (o_ptr->feeling != j_ptr->feeling) return 0;
1738
1739                         /* Require identical "bonuses" */
1740                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1741                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1742                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1743
1744                         /* Require identical "pval" code */
1745                         if (o_ptr->pval != j_ptr->pval) return 0;
1746
1747                         /* Artifacts never stack */
1748                         if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1749
1750                         /* Require identical "ego-item" names */
1751                         if (o_ptr->name2 != j_ptr->name2) return 0;
1752
1753                         /* Require identical added essence  */
1754                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1755                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1756
1757                         /* Hack -- Never stack "powerful" items */
1758                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1759
1760                         /* Hack -- Never stack recharging items */
1761                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1762
1763                         /* Require identical "values" */
1764                         if (o_ptr->ac != j_ptr->ac) return 0;
1765                         if (o_ptr->dd != j_ptr->dd) return 0;
1766                         if (o_ptr->ds != j_ptr->ds) return 0;
1767
1768                         /* Probably okay */
1769                         break;
1770                 }
1771
1772                 /* Various */
1773                 default:
1774                 {
1775                         /* Require knowledge */
1776                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1777
1778                         /* Probably okay */
1779                         break;
1780                 }
1781         }
1782
1783
1784         /* Hack -- Identical art_flags! */
1785         for (i = 0; i < TR_FLAG_SIZE; i++)
1786                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1787
1788         /* Hack -- Require identical "cursed" status */
1789         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1790
1791         /* Hack -- Require identical "broken" status */
1792         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1793
1794
1795         /* Hack -- require semi-matching "inscriptions" */
1796         if (o_ptr->inscription && j_ptr->inscription &&
1797             (o_ptr->inscription != j_ptr->inscription))
1798                 return 0;
1799
1800         /* Hack -- normally require matching "inscriptions" */
1801         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1802
1803         /* Hack -- normally require matching "discounts" */
1804         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1805
1806
1807         /* They match, so they must be similar */
1808         return max_num;
1809 }
1810
1811 /*!
1812  * @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。
1813  * Determine if an item can absorb a second item.
1814  * @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
1815  * @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
1816  * @return 重ね合わせ可能ならばTRUEを返す。
1817  */
1818 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1819 {
1820         int total = o_ptr->number + j_ptr->number;
1821         int max_num;
1822
1823         /* Are these objects similar? */
1824         max_num = object_similar_part(o_ptr, j_ptr);
1825
1826         /* Return if not similar */
1827         if (!max_num) return FALSE;
1828
1829         /* Maximal "stacking" limit */
1830         if (total > max_num) return (0);
1831
1832
1833         /* They match, so they must be similar */
1834         return (TRUE);
1835 }
1836
1837
1838 /*!
1839  * @brief 両オブジェクトをスロットに重ね合わせる。
1840  * Allow one item to "absorb" another, assuming they are similar
1841  * @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
1842  * @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
1843  * @return なし
1844  */
1845 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1846 {
1847         int max_num = object_similar_part(o_ptr, j_ptr);
1848         int total = o_ptr->number + j_ptr->number;
1849         int diff = (total > max_num) ? total - max_num : 0;
1850
1851         /* Combine quantity, lose excess items */
1852         o_ptr->number = (total > max_num) ? max_num : total;
1853
1854         /* Hack -- blend "known" status */
1855         if (object_is_known(j_ptr)) object_known(o_ptr);
1856
1857         /* Hack -- clear "storebought" if only one has it */
1858         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1859             (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1860         {
1861                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1862                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1863         }
1864
1865         /* Hack -- blend "mental" status */
1866         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1867
1868         /* Hack -- blend "inscriptions" */
1869         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1870
1871         /* Hack -- blend "feelings" */
1872         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1873
1874         /* Hack -- could average discounts */
1875         /* Hack -- save largest discount */
1876         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1877
1878         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1879         if (o_ptr->tval == TV_ROD)
1880         {
1881                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1882                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1883         }
1884
1885         /* Hack -- if wands are stacking, combine the charges. -LM- */
1886         if (o_ptr->tval == TV_WAND)
1887         {
1888                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1889         }
1890 }
1891
1892
1893 /*!
1894  * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1895  * Find the index of the object_kind with the given tval and sval
1896  * @param tval 検索したいベースアイテムのtval
1897  * @param sval 検索したいベースアイテムのsval
1898  * @return なし
1899  */
1900 IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1901 {
1902         IDX k;
1903         int num = 0;
1904         IDX bk = 0;
1905
1906         /* Look for it */
1907         for (k = 1; k < max_k_idx; k++)
1908         {
1909                 object_kind *k_ptr = &k_info[k];
1910
1911                 /* Require correct tval */
1912                 if (k_ptr->tval != tval) continue;
1913
1914                 /* Found a match */
1915                 if (k_ptr->sval == sval) return (k);
1916
1917                 /* Ignore illegal items */
1918                 if (sval != SV_ANY) continue;
1919
1920                 /* Apply the randomizer */
1921                 if (!one_in_(++num)) continue;
1922
1923                 /* Use this value */
1924                 bk = k;
1925         }
1926
1927         /* Return this choice */
1928         if (sval == SV_ANY)
1929         {
1930                 return bk;
1931         }
1932
1933 #if 0
1934         msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1935 #endif
1936
1937
1938         return (0);
1939 }
1940
1941
1942 /*!
1943  * @brief オブジェクトを初期化する
1944  * Wipe an object clean.
1945  * @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
1946  * @return なし
1947  */
1948 void object_wipe(object_type *o_ptr)
1949 {
1950         /* Wipe the structure */
1951         (void)WIPE(o_ptr, object_type);
1952 }
1953
1954
1955 /*!
1956  * @brief オブジェクトを複製する
1957  * Wipe an object clean.
1958  * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1959  * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1960  * @return なし
1961  */
1962 void object_copy(object_type *o_ptr, object_type *j_ptr)
1963 {
1964         /* Copy the structure */
1965         (void)COPY(o_ptr, j_ptr, object_type);
1966 }
1967
1968
1969 /*!
1970  * @brief オブジェクト構造体にベースアイテムを作成する
1971  * Prepare an object based on an object kind.
1972  * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1973  * @param k_idx 新たに作成したいベースアイテム情報のID
1974  * @return なし
1975  */
1976 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1977 {
1978         object_kind *k_ptr = &k_info[k_idx];
1979
1980         /* Clear the record */
1981         object_wipe(o_ptr);
1982
1983         /* Save the kind index */
1984         o_ptr->k_idx = k_idx;
1985
1986         /* Efficiency -- tval/sval */
1987         o_ptr->tval = k_ptr->tval;
1988         o_ptr->sval = k_ptr->sval;
1989
1990         /* Default "pval" */
1991         o_ptr->pval = k_ptr->pval;
1992
1993         /* Default number */
1994         o_ptr->number = 1;
1995
1996         /* Default weight */
1997         o_ptr->weight = k_ptr->weight;
1998
1999         /* Default magic */
2000         o_ptr->to_h = k_ptr->to_h;
2001         o_ptr->to_d = k_ptr->to_d;
2002         o_ptr->to_a = k_ptr->to_a;
2003
2004         /* Default power */
2005         o_ptr->ac = k_ptr->ac;
2006         o_ptr->dd = k_ptr->dd;
2007         o_ptr->ds = k_ptr->ds;
2008
2009         /* Default activation */
2010         if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
2011
2012         /* Hack -- worthless items are always "broken" */
2013         if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
2014
2015         /* Hack -- cursed items are always "cursed" */
2016         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
2017         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2018         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
2019         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
2020         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
2021         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
2022 }
2023
2024
2025 /*!
2026  * @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。
2027  * Help determine an "enchantment bonus" for an object.
2028  * @param max ボーナス値の限度
2029  * @param level ボーナス値に加味する基準生成階
2030  * @return 算出されたボーナス値
2031  * @details
2032  * To avoid floating point but still provide a smooth distribution of bonuses,\n
2033  * we simply round the results of division in such a way as to "average" the\n
2034  * correct floating point value.\n
2035  *\n
2036  * This function has been changed.  It uses "randnor()" to choose values from\n
2037  * a normal distribution, whose mean moves from zero towards the max as the\n
2038  * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2039  * and whose values are forced to lie between zero and the max, inclusive.\n
2040  *\n
2041  * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2042  * rare to get the "full" enchantment on an object, even a deep levels.\n
2043  *\n
2044  * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2045  *\n
2046  * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2047  *\n
2048  *   N       0     1     2     3     4     5     6     7     8     9    10\n
2049  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----\n
2050  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03\n
2051  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05\n
2052  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05\n
2053  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11\n
2054  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41\n
2055  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65\n
2056  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94\n
2057  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78\n
2058  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64\n
2059  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62\n
2060  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33\n
2061  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38\n
2062  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53\n
2063  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53\n
2064  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27\n
2065  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72\n
2066  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07\n
2067  */
2068 int m_bonus(int max, DEPTH level)
2069 {
2070         int bonus, stand, extra, value;
2071
2072
2073         /* Paranoia -- enforce maximal "level" */
2074         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2075
2076
2077         /* The "bonus" moves towards the max */
2078         bonus = ((max * level) / MAX_DEPTH);
2079
2080         /* Hack -- determine fraction of error */
2081         extra = ((max * level) % MAX_DEPTH);
2082
2083         /* Hack -- simulate floating point computations */
2084         if (randint0(MAX_DEPTH) < extra) bonus++;
2085
2086
2087         /* The "stand" is equal to one quarter of the max */
2088         stand = (max / 4);
2089
2090         /* Hack -- determine fraction of error */
2091         extra = (max % 4);
2092
2093         /* Hack -- simulate floating point computations */
2094         if (randint0(4) < extra) stand++;
2095
2096
2097         /* Choose an "interesting" value */
2098         value = randnor(bonus, stand);
2099
2100         /* Enforce the minimum value */
2101         if (value < 0) return (0);
2102
2103         /* Enforce the maximum value */
2104         if (value > max) return (max);
2105         return (value);
2106 }
2107
2108
2109 /*!
2110  * @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
2111  * @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
2112  * @return なし
2113  */
2114 static void object_mention(object_type *o_ptr)
2115 {
2116         GAME_TEXT o_name[MAX_NLEN];
2117
2118         object_aware(o_ptr);
2119         object_known(o_ptr);
2120
2121         /* Mark the item as fully known */
2122         o_ptr->ident |= (IDENT_MENTAL);
2123
2124         /* Description */
2125         object_desc(o_name, o_ptr, 0);
2126         msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2127 }
2128
2129 /*!
2130  * @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。
2131  * Mega-Hack -- Attempt to create one of the "Special Objects"
2132  * @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
2133  * @return 生成に成功したらTRUEを返す。
2134  * @details
2135  * We are only called from "make_object()", and we assume that\n
2136  * "apply_magic()" is called immediately after we return.\n
2137  *\n
2138  * Note -- see "make_artifact()" and "apply_magic()"\n
2139  */
2140 static bool make_artifact_special(object_type *o_ptr)
2141 {
2142         IDX i;
2143         KIND_OBJECT_IDX k_idx = 0;
2144
2145         /*! @note 地上ではキャンセルする / No artifacts in the town */
2146         if (!dun_level) return (FALSE);
2147
2148         /*! @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 */
2149         if (get_obj_num_hook) return (FALSE);
2150
2151         /*! @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") */
2152         for (i = 0; i < max_a_idx; i++)
2153         {
2154                 artifact_type *a_ptr = &a_info[i];
2155
2156                 /*! @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 */
2157                 if (!a_ptr->name) continue;
2158
2159                 /*! @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 */
2160                 if (a_ptr->cur_num) continue;
2161                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2162                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2163
2164                 /*! @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 /
2165                  *  XXX XXX Enforce minimum "depth" (loosely) */
2166                 if (a_ptr->level > object_level)
2167                 {
2168                         /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2169                         int d = (a_ptr->level - object_level) * 2;
2170                         if (!one_in_(d)) continue;
2171                 }
2172
2173                 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2174                 if (!one_in_(a_ptr->rarity)) continue;
2175
2176                 /*! @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。 /
2177                  *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2178                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2179                 if (k_info[k_idx].level > object_level)
2180                 {
2181                         int d = (k_info[k_idx].level - object_level) * 5;
2182                         if (!one_in_(d)) continue;
2183                 }
2184
2185                 /*! @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 /
2186                  * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2187                 object_prep(o_ptr, k_idx);
2188
2189                 o_ptr->name1 = i;
2190                 random_artifact_resistance(o_ptr, a_ptr);
2191                 return (TRUE);
2192         }
2193
2194         /*! @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 */
2195         return (FALSE);
2196 }
2197
2198
2199 /*!
2200  * @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。
2201  * Mega-Hack -- Attempt to create one of the "Special Objects"
2202  * @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
2203  * @return 生成に成功したらTRUEを返す。
2204  * @details
2205  * Attempt to change an object into an artifact\n
2206  * This routine should only be called by "apply_magic()"\n
2207  * Note -- see "make_artifact_special()" and "apply_magic()"\n
2208  */
2209 static bool make_artifact(object_type *o_ptr)
2210 {
2211         IDX i;
2212
2213
2214         /* No artifacts in the town */
2215         if (!dun_level) return (FALSE);
2216
2217         /* Paranoia -- no "plural" artifacts */
2218         if (o_ptr->number != 1) return (FALSE);
2219
2220         /* Check the artifact list (skip the "specials") */
2221         for (i = 0; i < max_a_idx; i++)
2222         {
2223                 artifact_type *a_ptr = &a_info[i];
2224
2225                 /* Skip "empty" items */
2226                 if (!a_ptr->name) continue;
2227
2228                 /* Cannot make an artifact twice */
2229                 if (a_ptr->cur_num) continue;
2230
2231                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2232
2233                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2234
2235                 /* Must have the correct fields */
2236                 if (a_ptr->tval != o_ptr->tval) continue;
2237                 if (a_ptr->sval != o_ptr->sval) continue;
2238
2239                 /* XXX XXX Enforce minimum "depth" (loosely) */
2240                 if (a_ptr->level > dun_level)
2241                 {
2242                         /* Acquire the "out-of-depth factor" */
2243                         int d = (a_ptr->level - dun_level) * 2;
2244
2245                         /* Roll for out-of-depth creation */
2246                         if (!one_in_(d)) continue;
2247                 }
2248
2249                 /* We must make the "rarity roll" */
2250                 if (!one_in_(a_ptr->rarity)) continue;
2251
2252                 /* Hack -- mark the item as an artifact */
2253                 o_ptr->name1 = i;
2254
2255                 /* Hack: Some artifacts get random extra powers */
2256                 random_artifact_resistance(o_ptr, a_ptr);
2257
2258                 /* Success */
2259                 return (TRUE);
2260         }
2261
2262         /* Failure */
2263         return (FALSE);
2264 }
2265
2266
2267 /*!
2268  * @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
2269  * Choose random ego type
2270  * @param slot 取得したいエゴの装備部位
2271  * @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。
2272  * @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。
2273  */
2274 static byte get_random_ego(byte slot, bool good)
2275 {
2276         int i, value;
2277         ego_item_type *e_ptr;
2278
2279         long total = 0L;
2280         
2281         for (i = 1; i < max_e_idx; i++)
2282         {
2283                 e_ptr = &e_info[i];
2284                 
2285                 if (e_ptr->slot == slot
2286                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2287                 {
2288                         if (e_ptr->rarity)
2289                                 total += (255 / e_ptr->rarity);
2290                 }
2291         }
2292
2293         value = randint1(total);
2294
2295         for (i = 1; i < max_e_idx; i++)
2296         {
2297                 e_ptr = &e_info[i];
2298                 
2299                 if (e_ptr->slot == slot
2300                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2301                 {
2302                         if (e_ptr->rarity)
2303                                 value -= (255 / e_ptr->rarity);
2304                         if (value <= 0L) break;
2305                 }
2306         }
2307         return (byte)i;
2308 }
2309
2310
2311 /*!
2312  * @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
2313  * Apply magic to an item known to be a "weapon"
2314  * @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
2315  * @param level 生成基準階
2316  * @param power 生成ランク
2317  * @return なし
2318  * @details
2319  * Hack -- note special base damage dice boosting\n
2320  * Hack -- note special processing for weapon/digger\n
2321  */
2322 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2323 {
2324         HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2325         HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2326
2327         HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2328         HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2329
2330         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2331         {
2332                 tohit2 = (tohit2+1)/2;
2333                 todam2 = (todam2+1)/2;
2334         }
2335
2336         /* Good */
2337         if (power > 0)
2338         {
2339                 /* Enchant */
2340                 o_ptr->to_h += tohit1;
2341                 o_ptr->to_d += todam1;
2342
2343                 /* Very good */
2344                 if (power > 1)
2345                 {
2346                         /* Enchant again */
2347                         o_ptr->to_h += tohit2;
2348                         o_ptr->to_d += todam2;
2349                 }
2350         }
2351
2352         /* Cursed */
2353         else if (power < 0)
2354         {
2355                 /* Penalize */
2356                 o_ptr->to_h -= tohit1;
2357                 o_ptr->to_d -= todam1;
2358
2359                 /* Very cursed */
2360                 if (power < -1)
2361                 {
2362                         /* Penalize again */
2363                         o_ptr->to_h -= tohit2;
2364                         o_ptr->to_d -= todam2;
2365                 }
2366
2367                 /* Cursed (if "bad") */
2368                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2369         }
2370
2371         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2372
2373         /* Analyze type */
2374         switch (o_ptr->tval)
2375         {
2376                 case TV_DIGGING:
2377                 {
2378                         /* Very good */
2379                         if (power > 1)
2380                         {
2381                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2382                                         create_artifact(o_ptr, FALSE);
2383                                 else
2384                                         /* Special Ego-item */
2385                                         o_ptr->name2 = EGO_DIGGING;
2386                         }
2387
2388                         /* Very bad */
2389                         else if (power < -1)
2390                         {
2391                                 /* Hack -- Horrible digging bonus */
2392                                 o_ptr->pval = 0 - (5 + randint1(5));
2393                         }
2394
2395                         /* Bad */
2396                         else if (power < 0)
2397                         {
2398                                 /* Hack -- Reverse digging bonus */
2399                                 o_ptr->pval = 0 - (o_ptr->pval);
2400                         }
2401
2402                         break;
2403                 }
2404
2405
2406                 case TV_HAFTED:
2407                 case TV_POLEARM:
2408                 case TV_SWORD:
2409                 {
2410                         /* Very Good */
2411                         if (power > 1)
2412                         {
2413                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2414                                 {
2415                                         create_artifact(o_ptr, FALSE);
2416                                         break;
2417                                 }
2418                                 while (1)
2419                                 {
2420                                         /* Roll for an ego-item */
2421                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2422                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2423                                                 continue;
2424                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2425                                                 continue;
2426                                         if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2427                                                 continue;
2428                                         break;
2429                                 }
2430
2431                                 switch (o_ptr->name2)
2432                                 {
2433                                 case EGO_HA:
2434                                         if (one_in_(4) && (level > 40))
2435                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2436                                         break;
2437                                 case EGO_DF:
2438                                         if (one_in_(3))
2439                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2440                                         if (one_in_(3))
2441                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2442                                         break;
2443                                 case EGO_KILL_DRAGON:
2444                                         if (one_in_(3))
2445                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2446                                         break;
2447                                 case EGO_WEST:
2448                                         if (one_in_(3))
2449                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2450                                         break;
2451                                 case EGO_SLAYING_WEAPON:
2452                                         if (one_in_(3)) /* double damage */
2453                                                 o_ptr->dd *= 2;
2454                                         else
2455                                         {
2456                                                 do
2457                                                 {
2458                                                         o_ptr->dd++;
2459                                                 }
2460                                                 while (one_in_(o_ptr->dd));
2461                                                 
2462                                                 do
2463                                                 {
2464                                                         o_ptr->ds++;
2465                                                 }
2466                                                 while (one_in_(o_ptr->ds));
2467                                         }
2468                                         
2469                                         if (one_in_(5))
2470                                         {
2471                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2472                                         }
2473                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2474                                         {
2475                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2476                                         }
2477                                         break;
2478                                 case EGO_TRUMP:
2479                                         if (one_in_(5))
2480                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2481                                         if (one_in_(7))
2482                                                 one_ability(o_ptr);
2483                                         break;
2484                                 case EGO_PATTERN:
2485                                         if (one_in_(3))
2486                                                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2487                                         if (one_in_(3))
2488                                                 add_flag(o_ptr->art_flags, TR_DEX);
2489                                         if (one_in_(5))
2490                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2491                                         break;
2492                                 case EGO_SHARPNESS:
2493                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2494                                         break;
2495                                 case EGO_EARTHQUAKES:
2496                                         if (one_in_(3) && (level > 60))
2497                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2498                                         else
2499                                                 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2500                                         break;
2501                                 case EGO_VAMPIRIC:
2502                                         if (one_in_(5))
2503                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2504                                         break;
2505                                 case EGO_DEMON:
2506                                         
2507                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2508                                         one_in_(3) ? 
2509                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2510                                                 one_in_(2) ?
2511                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2512                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2513                                                 
2514                                         
2515                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2516                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2517                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2518                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2519                                         break;
2520                                 }
2521
2522                                 if (!o_ptr->art_name)
2523                                 {
2524                                         /* Hack -- Super-charge the damage dice */
2525                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2526
2527                                         /* Hack -- Lower the damage dice */
2528                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2529                                 }
2530                         }
2531
2532                         /* Very cursed */
2533                         else if (power < -1)
2534                         {
2535                                 /* Roll for ego-item */
2536                                 if (randint0(MAX_DEPTH) < level)
2537                                 {
2538                                         while(1)
2539                                         {
2540                                                 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2541                                                 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2542                                                 {
2543                                                         continue;
2544                                                 }
2545                                                 break;
2546                                         }
2547                                         switch (o_ptr->name2)
2548                                         {
2549                                         case EGO_MORGUL:
2550                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2551                                                 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2552                                         case EGO_WEIRD:
2553                                                 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2554                                                 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2555                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2556                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2557                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2558                                                 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2559                                         }
2560                                 }
2561                         }
2562
2563                         break;
2564                 }
2565
2566
2567                 case TV_BOW:
2568                 {
2569                         /* Very good */
2570                         if (power > 1)
2571                         {
2572                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2573                                 {
2574                                         create_artifact(o_ptr, FALSE);
2575                                         break;
2576                                 }
2577                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2578                         }
2579
2580                         break;
2581                 }
2582
2583
2584                 case TV_BOLT:
2585                 case TV_ARROW:
2586                 case TV_SHOT:
2587                 {
2588                         /* Very good */
2589                         if (power > 1)
2590                         {
2591                                 if (power > 2) /* power > 2 is debug only */
2592                                 {
2593                                         create_artifact(o_ptr, FALSE);
2594                                         break;
2595                                 }
2596
2597                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2598
2599                                 switch (o_ptr->name2)
2600                                 {
2601                                 case EGO_SLAYING_BOLT:
2602                                         o_ptr->dd++;
2603                                         break;
2604                                 }
2605
2606                                 /* Hack -- super-charge the damage dice */
2607                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2608
2609                                 /* Hack -- restrict the damage dice */
2610                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2611                         }
2612
2613                         /* Very cursed */
2614                         else if (power < -1)
2615                         {
2616                                 /* Roll for ego-item */
2617                                 if (randint0(MAX_DEPTH) < level)
2618                                 {
2619                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2620                                 }
2621                         }
2622
2623                         break;
2624                 }
2625         }
2626 }
2627
2628 /*!
2629  * @brief ドラゴン装備にランダムな耐性を与える
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  * @return なし
2632  */
2633 static void dragon_resist(object_type * o_ptr)
2634 {
2635         do
2636         {
2637                 if (one_in_(4))
2638                         one_dragon_ele_resistance(o_ptr);
2639                 else
2640                         one_high_resistance(o_ptr);
2641         }
2642         while (one_in_(2));
2643 }
2644
2645 /*!
2646  * @brief オブジェクトにランダムな強いESPを与える
2647  * @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
2648  * @return なし
2649  */
2650 static bool add_esp_strong(object_type *o_ptr)
2651 {
2652         bool nonliv = FALSE;
2653
2654         switch (randint1(3))
2655         {
2656         case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2657         case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2658         case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2659         }
2660
2661         return nonliv;
2662 }
2663
2664 /*!
2665  * @brief オブジェクトにランダムな弱いESPを与える
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 extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2668  * @return なし
2669  */
2670 static void add_esp_weak(object_type *o_ptr, bool extra)
2671 {
2672         int i;
2673         u32b weak_esp_list[] = {
2674                 TR_ESP_ANIMAL,
2675                 TR_ESP_UNDEAD,
2676                 TR_ESP_DEMON,
2677                 TR_ESP_ORC,
2678                 TR_ESP_TROLL,
2679                 TR_ESP_GIANT,
2680                 TR_ESP_DRAGON,
2681                 TR_ESP_HUMAN,
2682                 TR_ESP_GOOD,
2683                 TR_ESP_UNIQUE,
2684         };
2685         const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2686         const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2687
2688         /* Add unduplicated weak esp flags randomly */
2689         for (i = 0; i < add_count; ++ i)
2690         {
2691                 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2692
2693                 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2694                 weak_esp_list[choice] = weak_esp_list[i];
2695         }
2696 }
2697
2698
2699 /*!
2700  * @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
2701  * Apply magic to an item known to be "armor"
2702  * @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
2703  * @param level 生成基準階
2704  * @param power 生成ランク
2705  * @return なし
2706  * @details
2707  * Hack -- note special processing for crown/helm\n
2708  * Hack -- note special processing for robe of permanence\n
2709  */
2710 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2711 {
2712         ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2713         ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2714
2715         /* Good */
2716         if (power > 0)
2717         {
2718                 /* Enchant */
2719                 o_ptr->to_a += toac1;
2720
2721                 /* Very good */
2722                 if (power > 1)
2723                 {
2724                         /* Enchant again */
2725                         o_ptr->to_a += toac2;
2726                 }
2727         }
2728
2729         /* Cursed */
2730         else if (power < 0)
2731         {
2732                 /* Penalize */
2733                 o_ptr->to_a -= toac1;
2734
2735                 /* Very cursed */
2736                 if (power < -1)
2737                 {
2738                         /* Penalize again */
2739                         o_ptr->to_a -= toac2;
2740                 }
2741
2742                 /* Cursed (if "bad") */
2743                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2744         }
2745
2746
2747         /* Analyze type */
2748         switch (o_ptr->tval)
2749         {
2750                 case TV_DRAG_ARMOR:
2751                 {
2752                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2753                                 create_artifact(o_ptr, FALSE);
2754                         break;
2755                 }
2756
2757                 case TV_HARD_ARMOR:
2758                 case TV_SOFT_ARMOR:
2759                 {
2760                         /* Very good */
2761                         if (power > 1)
2762                         {
2763                                 /* Hack -- Try for "Robes of the Magi" */
2764                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2765                                     (o_ptr->sval == SV_ROBE) &&
2766                                     (randint0(100) < 15))
2767                                 {
2768                                         if (one_in_(5))
2769                                         {
2770                                                 o_ptr->name2 = EGO_YOIYAMI;
2771                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2772                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2773                                                 o_ptr->ac = 0;
2774                                                 o_ptr->to_a = 0;
2775                                         }
2776                                         else
2777                                         {
2778                                                 o_ptr->name2 = EGO_PERMANENCE;
2779                                         }
2780                                         break;
2781                                 }
2782
2783                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2784                                 {
2785                                         create_artifact(o_ptr, FALSE);
2786                                         break;
2787                                 }
2788
2789                                 while (1)
2790                                 {
2791                                         bool okay_flag = TRUE;
2792
2793                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2794
2795                                         switch (o_ptr->name2)
2796                                         {
2797                                                 case EGO_DWARVEN:
2798                                                         if (o_ptr->tval != TV_HARD_ARMOR)
2799                                                         {
2800                                                                 okay_flag = FALSE;
2801                                                         }
2802                                                 break;
2803                                                 case EGO_DRUID:
2804                                                         if (o_ptr->tval != TV_SOFT_ARMOR)
2805                                                         {
2806                                                                 okay_flag = FALSE;
2807                                                         }
2808                                                 break;
2809                                                 default:
2810                                                 break;
2811                                         }
2812
2813                                         if (okay_flag) break;
2814                                 }
2815                                 switch (o_ptr->name2)
2816                                 {
2817                                   case EGO_RESISTANCE:
2818                                         if (one_in_(4))
2819                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2820                                                 break;
2821                                   case EGO_DWARVEN:
2822                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2823                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2824                                         break;
2825                                         
2826                                   case EGO_A_DEMON:
2827                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2828                                         one_in_(3) ? 
2829                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2830                                                 one_in_(2) ?
2831                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2832                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2833                                                 
2834                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2835                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2836                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2837                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2838                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2839                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2840                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2841                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2842                                         break;
2843                                   case EGO_A_MORGUL:
2844                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2845                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2846                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2847                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2848                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2849                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2850                                         break;
2851                                   default:
2852                                         break;
2853                                 }
2854                         }
2855
2856                         break;
2857                 }
2858
2859                 case TV_SHIELD:
2860                 {
2861
2862                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2863                         {
2864                                 dragon_resist(o_ptr);
2865                                 if (!one_in_(3)) break;
2866                         }
2867
2868                         /* Very good */
2869                         if (power > 1)
2870                         {
2871                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2872                                 {
2873                                         create_artifact(o_ptr, FALSE);
2874                                         break;
2875                                 }
2876                                 
2877                                 while(1)
2878                                 {
2879                                         o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2880                                         if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD 
2881                                                                 && o_ptr->name2 == EGO_S_DWARVEN)
2882                                         {
2883                                                 continue;
2884                                         }
2885                                         break;
2886                                 }
2887                                 
2888                                 switch (o_ptr->name2)
2889                                 {
2890                                 case EGO_ENDURANCE:
2891                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2892                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2893                                         break;
2894                                 case EGO_REFLECTION:
2895                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2896                                                 o_ptr->name2 = 0;
2897                                         break;
2898                                         
2899                                 case EGO_S_DWARVEN:
2900                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2901                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2902                                         break;
2903                                 }
2904                         }
2905                         break;
2906                 }
2907
2908                 case TV_GLOVES:
2909                 {
2910                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2911                         {
2912                                 dragon_resist(o_ptr);
2913                                 if (!one_in_(3)) break;
2914                         }
2915                         if (power > 1)
2916                         {
2917                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2918                                 {
2919                                         create_artifact(o_ptr, FALSE);
2920                                         break;
2921                                 }
2922                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2923                         }
2924                         
2925                         /* Very cursed */
2926                         else if (power < -1)
2927                         {
2928                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2929                         }
2930
2931                         break;
2932                 }
2933
2934                 case TV_BOOTS:
2935                 {
2936                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2937                         {
2938                                 dragon_resist(o_ptr);
2939                                 if (!one_in_(3)) break;
2940                         }
2941                         /* Very good */
2942                         if (power > 1)
2943                         {
2944                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2945                                 {
2946                                         create_artifact(o_ptr, FALSE);
2947                                         break;
2948                                 }
2949                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2950
2951                                 switch (o_ptr->name2)
2952                                 {
2953                                 case EGO_SLOW_DESCENT:
2954                                         if (one_in_(2))
2955                                         {
2956                                                 one_high_resistance(o_ptr);
2957                                         }
2958                                         break;
2959                                 }
2960                         }
2961                         /* Very cursed */
2962                         else if (power < -1)
2963                         {
2964                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2965                         }
2966
2967                         break;
2968                 }
2969
2970                 case TV_CROWN:
2971                 {
2972                         /* Very good */
2973                         if (power > 1)
2974                         {
2975                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2976                                 {
2977                                         create_artifact(o_ptr, FALSE);
2978                                         break;
2979                                 }
2980                                 while (1)
2981                                 {
2982                                         bool ok_flag = TRUE;
2983                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2984
2985                                         switch (o_ptr->name2)
2986                                         {
2987                                         case EGO_TELEPATHY:
2988                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2989                                                 else add_esp_weak(o_ptr, FALSE);
2990                                                 break;
2991                                         case EGO_MAGI:
2992                                         case EGO_MIGHT:
2993                                         case EGO_REGENERATION:
2994                                         case EGO_LORDLINESS:
2995                                         case EGO_BASILISK:
2996                                                 break;
2997                                         case EGO_SEEING:
2998                                                 if (one_in_(3))
2999                                                 {
3000                                                         if (one_in_(2)) add_esp_strong(o_ptr);
3001                                                         else add_esp_weak(o_ptr, FALSE);
3002                                                 }
3003                                                 break;
3004                                         default:/* not existing crown (wisdom,lite, etc...) */
3005                                                 ok_flag = FALSE;
3006                                         }
3007                                         if (ok_flag)
3008                                                 break; /* while (1) */
3009                                 }
3010                                 break;
3011                         }
3012
3013                         /* Very cursed */
3014                         else if (power < -1)
3015                         {       
3016                                 while (1)
3017                                 {
3018                                         bool ok_flag = TRUE;
3019                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3020
3021                                         switch (o_ptr->name2)
3022                                         {
3023                                           case EGO_ANCIENT_CURSE:
3024                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3025                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
3026                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3027                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3028                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3029                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3030                                                 break;
3031                                         }
3032                                         if (ok_flag)
3033                                                 break; /* while (1) */
3034                                 }
3035                         }
3036
3037                         break;
3038                 }
3039
3040                 case TV_HELM:
3041                 {
3042                         if (o_ptr->sval == SV_DRAGON_HELM)
3043                         {
3044                                 dragon_resist(o_ptr);
3045                                 if (!one_in_(3)) break;
3046                         }
3047
3048                         /* Very good */
3049                         if (power > 1)
3050                         {
3051                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3052                                 {
3053                                         create_artifact(o_ptr, FALSE);
3054                                         break;
3055                                 }
3056                                 while (1)
3057                                 {
3058                                         bool ok_flag = TRUE;
3059                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3060
3061                                         switch (o_ptr->name2)
3062                                         {
3063                                         case EGO_BRILLIANCE:
3064                                         case EGO_DARK:
3065                                         case EGO_INFRAVISION:
3066                                         case EGO_H_PROTECTION:
3067                                                 break;
3068                                         case EGO_SEEING:
3069                                                 if (one_in_(7))
3070                                                 {
3071                                                         if (one_in_(2)) add_esp_strong(o_ptr);
3072                                                         else add_esp_weak(o_ptr, FALSE);
3073                                                 }
3074                                                 break;
3075                                         case EGO_LITE:
3076                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3077                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3078                                                 break;
3079                                         case EGO_H_DEMON:
3080                                                 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3081                                                 one_in_(3) ? 
3082                                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3083                                                         one_in_(2) ?
3084                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3085                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3086                                                 
3087                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3088                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3089                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3090                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3091                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3092                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3093                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3094                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3095                                                 break;
3096                                         default:/* not existing helm (Magi, Might, etc...)*/
3097                                                 ok_flag = FALSE;
3098                                         }
3099                                         if (ok_flag)
3100                                                 break; /* while (1) */
3101                                 }
3102                                 break;
3103                         }
3104                         /* Very cursed */
3105                         else if (power < -1)
3106                         {
3107                                 while (1)
3108                                 {
3109                                         bool ok_flag = TRUE;
3110                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3111
3112                                         switch (o_ptr->name2)
3113                                         {
3114                                           case EGO_ANCIENT_CURSE:
3115                                                 ok_flag = FALSE;
3116                                         }
3117                                         if (ok_flag)
3118                                                 break; /* while (1) */
3119                                 }
3120                         }
3121                         break;
3122                 }
3123
3124                 case TV_CLOAK:
3125                 {
3126                         /* Very good */
3127                         if (power > 1)
3128                         {
3129                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3130                                 {
3131                                         create_artifact(o_ptr, FALSE);
3132                                         break;
3133                                 }
3134                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3135
3136                                 switch (o_ptr->name2)
3137                                 {
3138                                 case EGO_BAT:
3139                                         o_ptr->to_d -= 6;
3140                                         o_ptr->to_h -= 6;
3141                                         break;
3142                                 case EGO_NAZGUL:
3143                                         o_ptr->to_d -= 3;
3144                                         o_ptr->to_h -= 3;
3145                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3146                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3147                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3148                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3149                                         break;
3150                                 }
3151
3152                         }
3153
3154                         /* Very cursed */
3155                         else if (power < -1)
3156                         {
3157                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3158                         }
3159
3160                         break;
3161                 }
3162         }
3163
3164 }
3165
3166
3167 /*!
3168  * @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
3169  * Apply magic to an item known to be a "ring" or "amulet"
3170  * @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
3171  * @param level 生成基準階
3172  * @param power 生成ランク
3173  * @return なし
3174  * @details
3175  * Hack -- note special "pval boost" code for ring of speed\n
3176  * Hack -- note that some items must be cursed (or blessed)\n
3177  */
3178 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
3179 {
3180         /* Apply magic (good or bad) according to type */
3181         switch (o_ptr->tval)
3182         {
3183                 case TV_RING:
3184                 {
3185                         /* Analyze */
3186                         switch (o_ptr->sval)
3187                         {
3188                                 case SV_RING_ATTACKS:
3189                                 {
3190                                         /* Stat bonus */
3191                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
3192                                         if (one_in_(15)) o_ptr->pval++;
3193                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
3194
3195                                         /* Cursed */
3196                                         if (power < 0)
3197                                         {
3198                                                 /* Broken */
3199                                                 o_ptr->ident |= (IDENT_BROKEN);
3200
3201                                                 /* Cursed */
3202                                                 o_ptr->curse_flags |= TRC_CURSED;
3203
3204                                                 /* Reverse pval */
3205                                                 o_ptr->pval = 0 - (o_ptr->pval);
3206                                         }
3207
3208                                         break;
3209                                 }
3210
3211                                 case SV_RING_SHOTS:
3212                                 {
3213                                         break;
3214                                 }
3215
3216                                 /* Strength, Constitution, Dexterity, Intelligence */
3217                                 case SV_RING_STR:
3218                                 case SV_RING_CON:
3219                                 case SV_RING_DEX:
3220                                 {
3221                                         /* Stat bonus */
3222                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3223
3224                                         /* Cursed */
3225                                         if (power < 0)
3226                                         {
3227                                                 /* Broken */
3228                                                 o_ptr->ident |= (IDENT_BROKEN);
3229
3230                                                 /* Cursed */
3231                                                 o_ptr->curse_flags |= TRC_CURSED;
3232
3233                                                 /* Reverse pval */
3234                                                 o_ptr->pval = 0 - (o_ptr->pval);
3235                                         }
3236
3237                                         break;
3238                                 }
3239
3240                                 /* Ring of Speed! */
3241                                 case SV_RING_SPEED:
3242                                 {
3243                                         /* Base speed (1 to 10) */
3244                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3245
3246                                         /* Super-charge the ring */
3247                                         while (randint0(100) < 50) o_ptr->pval++;
3248
3249                                         /* Cursed Ring */
3250                                         if (power < 0)
3251                                         {
3252                                                 /* Broken */
3253                                                 o_ptr->ident |= (IDENT_BROKEN);
3254
3255                                                 /* Cursed */
3256                                                 o_ptr->curse_flags |= TRC_CURSED;
3257
3258                                                 /* Reverse pval */
3259                                                 o_ptr->pval = 0 - (o_ptr->pval);
3260
3261                                                 break;
3262                                         }
3263
3264                                         break;
3265                                 }
3266
3267                                 case SV_RING_LORDLY:
3268                                 {
3269                                         do
3270                                         {
3271                                                 one_lordly_high_resistance(o_ptr);
3272                                         }
3273                                         while (one_in_(4));
3274
3275                                         /* Bonus to armor class */
3276                                         o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3277                                 }
3278                                 break;
3279
3280                                 case SV_RING_WARNING:
3281                                 {
3282                                         if (one_in_(3)) one_low_esp(o_ptr);
3283                                         break;
3284                                 }
3285
3286                                 /* Searching */
3287                                 case SV_RING_SEARCHING:
3288                                 {
3289                                         /* Bonus to searching */
3290                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3291
3292                                         /* Cursed */
3293                                         if (power < 0)
3294                                         {
3295                                                 /* Broken */
3296                                                 o_ptr->ident |= (IDENT_BROKEN);
3297
3298                                                 /* Cursed */
3299                                                 o_ptr->curse_flags |= TRC_CURSED;
3300
3301                                                 /* Reverse pval */
3302                                                 o_ptr->pval = 0 - (o_ptr->pval);
3303                                         }
3304
3305                                         break;
3306                                 }
3307
3308                                 /* Flames, Acid, Ice */
3309                                 case SV_RING_FLAMES:
3310                                 case SV_RING_ACID:
3311                                 case SV_RING_ICE:
3312                                 case SV_RING_ELEC:
3313                                 {
3314                                         /* Bonus to armor class */
3315                                         o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3316                                         break;
3317                                 }
3318
3319                                 /* Weakness, Stupidity */
3320                                 case SV_RING_WEAKNESS:
3321                                 case SV_RING_STUPIDITY:
3322                                 {
3323                                         /* Broken */
3324                                         o_ptr->ident |= (IDENT_BROKEN);
3325
3326                                         /* Cursed */
3327                                         o_ptr->curse_flags |= TRC_CURSED;
3328
3329                                         /* Penalize */
3330                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3331                                         if (power > 0) power = 0 - power;
3332
3333                                         break;
3334                                 }
3335
3336                                 /* WOE, Stupidity */
3337                                 case SV_RING_WOE:
3338                                 {
3339                                         /* Broken */
3340                                         o_ptr->ident |= (IDENT_BROKEN);
3341
3342                                         /* Cursed */
3343                                         o_ptr->curse_flags |= TRC_CURSED;
3344
3345                                         /* Penalize */
3346                                         o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
3347                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3348                                         if (power > 0) power = 0 - power;
3349
3350                                         break;
3351                                 }
3352
3353                                 /* Ring of damage */
3354                                 case SV_RING_DAMAGE:
3355                                 {
3356                                         /* Bonus to damage */
3357                                         o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3358
3359                                         /* Cursed */
3360                                         if (power < 0)
3361                                         {
3362                                                 /* Broken */
3363                                                 o_ptr->ident |= (IDENT_BROKEN);
3364
3365                                                 /* Cursed */
3366                                                 o_ptr->curse_flags |= TRC_CURSED;
3367
3368                                                 /* Reverse bonus */
3369                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3370                                         }
3371
3372                                         break;
3373                                 }
3374
3375                                 /* Ring of Accuracy */
3376                                 case SV_RING_ACCURACY:
3377                                 {
3378                                         /* Bonus to hit */
3379                                         o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3380
3381                                         /* Cursed */
3382                                         if (power < 0)
3383                                         {
3384                                                 /* Broken */
3385                                                 o_ptr->ident |= (IDENT_BROKEN);
3386
3387                                                 /* Cursed */
3388                                                 o_ptr->curse_flags |= TRC_CURSED;
3389
3390                                                 /* Reverse tohit */
3391                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3392                                         }
3393
3394                                         break;
3395                                 }
3396
3397                                 /* Ring of Protection */
3398                                 case SV_RING_PROTECTION:
3399                                 {
3400                                         /* Bonus to armor class */
3401                                         o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3402
3403                                         /* Cursed */
3404                                         if (power < 0)
3405                                         {
3406                                                 /* Broken */
3407                                                 o_ptr->ident |= (IDENT_BROKEN);
3408
3409                                                 /* Cursed */
3410                                                 o_ptr->curse_flags |= TRC_CURSED;
3411
3412                                                 /* Reverse toac */
3413                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3414                                         }
3415
3416                                         break;
3417                                 }
3418
3419                                 /* Ring of Slaying */
3420                                 case SV_RING_SLAYING:
3421                                 {
3422                                         /* Bonus to damage and to hit */
3423                                         o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3424                                         o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3425
3426                                         /* Cursed */
3427                                         if (power < 0)
3428                                         {
3429                                                 /* Broken */
3430                                                 o_ptr->ident |= (IDENT_BROKEN);
3431
3432                                                 /* Cursed */
3433                                                 o_ptr->curse_flags |= TRC_CURSED;
3434
3435                                                 /* Reverse bonuses */
3436                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3437                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3438                                         }
3439
3440                                         break;
3441                                 }
3442
3443                                 case SV_RING_MUSCLE:
3444                                 {
3445                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3446                                         if (one_in_(4)) o_ptr->pval++;
3447
3448                                         /* Cursed */
3449                                         if (power < 0)
3450                                         {
3451                                                 /* Broken */
3452                                                 o_ptr->ident |= (IDENT_BROKEN);
3453
3454                                                 /* Cursed */
3455                                                 o_ptr->curse_flags |= TRC_CURSED;
3456
3457                                                 /* Reverse bonuses */
3458                                                 o_ptr->pval = 0 - o_ptr->pval;
3459                                         }
3460
3461                                         break;
3462                                 }
3463                                 case SV_RING_AGGRAVATION:
3464                                 {
3465                                         /* Broken */
3466                                         o_ptr->ident |= (IDENT_BROKEN);
3467
3468                                         /* Cursed */
3469                                         o_ptr->curse_flags |= TRC_CURSED;
3470
3471                                         if (power > 0) power = 0 - power;
3472                                         break;
3473                                 }
3474                         }
3475                         if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3476                             || (power > 2)) /* power > 2 is debug only */
3477                         {
3478                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3479                                 /* Randart amulet */
3480                                 create_artifact(o_ptr, FALSE);
3481                         }
3482                         else if ((power == 2) && one_in_(2))
3483                         {
3484                                 while(!o_ptr->name2)
3485                                 {
3486                                         int tmp = m_bonus(10, level);
3487                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3488                                         switch(randint1(28))
3489                                         {
3490                                         case 1: case 2:
3491                                                 o_ptr->name2 = EGO_RING_THROW;
3492                                                 break;
3493                                         case 3: case 4:
3494                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3495                                                 o_ptr->name2 = EGO_RING_REGEN;
3496                                                 break;
3497                                         case 5: case 6:
3498                                                 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3499                                                 o_ptr->name2 = EGO_RING_LITE;
3500                                                 break;
3501                                         case 7: case 8:
3502                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3503                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3504                                                 break;
3505                                         case 9: case 10:
3506                                                 if (o_ptr->to_h) break;
3507                                                 o_ptr->name2 = EGO_RING_TO_H;
3508                                                 break;
3509                                         case 11: case 12:
3510                                                 if (o_ptr->to_d) break;
3511                                                 o_ptr->name2 = EGO_RING_TO_D;
3512                                                 break;
3513                                         case 13:
3514                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3515                                                 o_ptr->name2 = EGO_RING_SLAY;
3516                                                 break;
3517                                         case 14:
3518                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3519                                                 o_ptr->name2 = EGO_RING_WIZARD;
3520                                                 break;
3521                                         case 15:
3522                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3523                                                 o_ptr->name2 = EGO_RING_HERO;
3524                                                 break;
3525                                         case 16:
3526                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3527                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3528                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3529                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3530                                                 break;
3531                                         case 17:
3532                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3533                                                 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;
3534                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3535                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3536                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3537                                                 break;
3538                                         case 18:
3539                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3540                                                 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;
3541                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3542                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3543                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3544                                                 break;
3545                                         case 19:
3546                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3547                                                 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;
3548                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3549                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3550                                                 break;
3551                                         case 20:
3552                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3553                                                 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;
3554                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3555                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3556                                                 break;
3557                                         case 21: case 22: case 23: case 24: case 25: case 26:
3558                                                 switch (o_ptr->sval)
3559                                                 {
3560                                                 case SV_RING_SPEED:
3561                                                         if (!one_in_(3)) break;
3562                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3563                                                         break;
3564                                                 case SV_RING_DAMAGE:
3565                                                 case SV_RING_ACCURACY:
3566                                                 case SV_RING_SLAYING:
3567                                                         if (one_in_(2)) break;
3568                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3569                                                         else
3570                                                         {
3571                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3572                                                                 o_ptr->to_h -= 2+randint1(4);
3573                                                                 o_ptr->to_d += 2+randint1(4);
3574                                                         }
3575                                                         break;
3576                                                 case SV_RING_PROTECTION:
3577                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3578                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3579                                                         break;
3580                                                 case SV_RING_RES_FEAR:
3581                                                         o_ptr->name2 = EGO_RING_HERO;
3582                                                         break;
3583                                                 case SV_RING_SHOTS:
3584                                                         if (one_in_(2)) break;
3585                                                         o_ptr->name2 = EGO_RING_HUNTER;
3586                                                         break;
3587                                                 case SV_RING_SEARCHING:
3588                                                         o_ptr->name2 = EGO_RING_STEALTH;
3589                                                         break;
3590                                                 case SV_RING_TELEPORTATION:
3591                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3592                                                         break;
3593                                                 case SV_RING_RES_BLINDNESS:
3594                                                         if (one_in_(2))
3595                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3596                                                         else
3597                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3598                                                         break;
3599                                                 case SV_RING_LORDLY:
3600                                                         if (!one_in_(20)) break;
3601                                                         one_lordly_high_resistance(o_ptr);
3602                                                         one_lordly_high_resistance(o_ptr);
3603                                                         o_ptr->name2 = EGO_RING_TRUE;
3604                                                         break;
3605                                                 case SV_RING_SUSTAIN:
3606                                                         if (!one_in_(4)) break;
3607                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3608                                                         break;
3609                                                 case SV_RING_FLAMES:
3610                                                         if (!one_in_(2)) break;
3611                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3612                                                         break;
3613                                                 case SV_RING_ICE:
3614                                                         if (!one_in_(2)) break;
3615                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3616                                                         break;
3617                                                 case SV_RING_WARNING:
3618                                                         if (!one_in_(2)) break;
3619                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3620                                                         break;
3621                                                 default:
3622                                                         break;
3623                                                 }
3624                                                 break;
3625                                         }
3626                                 }
3627                                 /* Uncurse it */
3628                                 o_ptr->curse_flags = 0L;
3629                         }
3630                         else if ((power == -2) && one_in_(2))
3631                         {
3632                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3633                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3634                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3635                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3636                                 o_ptr->art_flags[0] = 0;
3637                                 o_ptr->art_flags[1] = 0;
3638                                 while(!o_ptr->name2)
3639                                 {
3640                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3641                                         switch(randint1(5))
3642                                         {
3643                                         case 1:
3644                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3645                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3646                                                 break;
3647                                         case 2:
3648                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3649                                                 break;
3650                                         case 3:
3651                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3652                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3653                                                 break;
3654                                         case 4:
3655                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3656                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3657                                                 break;
3658                                         case 5:
3659                                                 o_ptr->name2 = EGO_RING_ALBINO;
3660                                                 break;
3661                                         }
3662                                 }
3663                                 /* Broken */
3664                                 o_ptr->ident |= (IDENT_BROKEN);
3665
3666                                 /* Cursed */
3667                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3668                         }
3669                         break;
3670                 }
3671
3672                 case TV_AMULET:
3673                 {
3674                         /* Analyze */
3675                         switch (o_ptr->sval)
3676                         {
3677                                 /* Amulet of wisdom/charisma */
3678                                 case SV_AMULET_INTELLIGENCE:
3679                                 case SV_AMULET_WISDOM:
3680                                 case SV_AMULET_CHARISMA:
3681                                 {
3682                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3683
3684                                         /* Cursed */
3685                                         if (power < 0)
3686                                         {
3687                                                 /* Broken */
3688                                                 o_ptr->ident |= (IDENT_BROKEN);
3689
3690                                                 /* Cursed */
3691                                                 o_ptr->curse_flags |= (TRC_CURSED);
3692
3693                                                 /* Reverse bonuses */
3694                                                 o_ptr->pval = 0 - o_ptr->pval;
3695                                         }
3696
3697                                         break;
3698                                 }
3699
3700                                 /* Amulet of brilliance */
3701                                 case SV_AMULET_BRILLIANCE:
3702                                 {
3703                                         o_ptr->pval = 1 + m_bonus(3, level);
3704                                         if (one_in_(4)) o_ptr->pval++;
3705
3706                                         /* Cursed */
3707                                         if (power < 0)
3708                                         {
3709                                                 /* Broken */
3710                                                 o_ptr->ident |= (IDENT_BROKEN);
3711
3712                                                 /* Cursed */
3713                                                 o_ptr->curse_flags |= (TRC_CURSED);
3714
3715                                                 /* Reverse bonuses */
3716                                                 o_ptr->pval = 0 - o_ptr->pval;
3717                                         }
3718
3719                                         break;
3720                                 }
3721
3722                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3723                                 {
3724                                         if (power < 0)
3725                                         {
3726                                                 o_ptr->curse_flags |= (TRC_CURSED);
3727                                         }
3728                                         break;
3729                                 }
3730
3731                                 case SV_AMULET_RESISTANCE:
3732                                 {
3733                                         if (one_in_(5)) one_high_resistance(o_ptr);
3734                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3735                                 }
3736                                 break;
3737
3738                                 /* Amulet of searching */
3739                                 case SV_AMULET_SEARCHING:
3740                                 {
3741                                         o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3742
3743                                         /* Cursed */
3744                                         if (power < 0)
3745                                         {
3746                                                 /* Broken */
3747                                                 o_ptr->ident |= (IDENT_BROKEN);
3748
3749                                                 /* Cursed */
3750                                                 o_ptr->curse_flags |= (TRC_CURSED);
3751
3752                                                 /* Reverse bonuses */
3753                                                 o_ptr->pval = 0 - (o_ptr->pval);
3754                                         }
3755
3756                                         break;
3757                                 }
3758
3759                                 /* Amulet of the Magi -- never cursed */
3760                                 case SV_AMULET_THE_MAGI:
3761                                 {
3762                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3763                                         o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3764
3765                                         /* gain one low ESP */
3766                                         add_esp_weak(o_ptr, FALSE);
3767
3768                                         break;
3769                                 }
3770
3771                                 /* Amulet of Doom -- always cursed */
3772                                 case SV_AMULET_DOOM:
3773                                 {
3774                                         /* Broken */
3775                                         o_ptr->ident |= (IDENT_BROKEN);
3776
3777                                         /* Cursed */
3778                                         o_ptr->curse_flags |= (TRC_CURSED);
3779
3780                                         /* Penalize */
3781                                         o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3782                                         o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3783                                         if (power > 0) power = 0 - power;
3784
3785                                         break;
3786                                 }
3787
3788                                 case SV_AMULET_MAGIC_MASTERY:
3789                                 {
3790                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3791
3792                                         /* Cursed */
3793                                         if (power < 0)
3794                                         {
3795                                                 /* Broken */
3796                                                 o_ptr->ident |= (IDENT_BROKEN);
3797
3798                                                 /* Cursed */
3799                                                 o_ptr->curse_flags |= (TRC_CURSED);
3800
3801                                                 /* Reverse bonuses */
3802                                                 o_ptr->pval = 0 - o_ptr->pval;
3803                                         }
3804
3805                                         break;
3806                                 }
3807                         }
3808                         if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3809                             || (power > 2)) /* power > 2 is debug only */
3810                         {
3811                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3812                                 /* Randart amulet */
3813                                 create_artifact(o_ptr, FALSE);
3814                         }
3815                         else if ((power == 2) && one_in_(2))
3816                         {
3817                                 while(!o_ptr->name2)
3818                                 {
3819                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3820                                         switch(randint1(21))
3821                                         {
3822                                         case 1: case 2:
3823                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3824                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3825                                                 break;
3826                                         case 3: case 4:
3827                                                 if (o_ptr->pval) break;
3828                                                 o_ptr->name2 = EGO_AMU_INFRA;
3829                                                 break;
3830                                         case 5: case 6:
3831                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3832                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3833                                                 break;
3834                                         case 7: case 8:
3835                                                 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3836                                                 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3837                                                 break;
3838                                         case 9:
3839                                                 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3840                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3841                                                 break;
3842                                         case 10: case 11: case 21:
3843                                                 o_ptr->name2 = EGO_AMU_AC;
3844                                                 break;
3845                                         case 12:
3846                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3847                                                 if (m_bonus(10, level) > 8)
3848                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3849                                                 else
3850                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3851                                                 break;
3852                                         case 13:
3853                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3854                                                 if (m_bonus(10, level) > 8)
3855                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3856                                                 else
3857                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3858                                                 break;
3859                                         case 14:
3860                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3861                                                 if (m_bonus(10, level) > 8)
3862                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3863                                                 else
3864                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3865                                                 break;
3866                                         case 15:
3867                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3868                                                 if (m_bonus(10, level) > 8)
3869                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3870                                                 else
3871                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3872                                                 break;
3873                                         case 16: case 17: case 18: case 19: case 20:
3874                                                 switch (o_ptr->sval)
3875                                                 {
3876                                                 case SV_AMULET_TELEPORT:
3877                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3878                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3879                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3880                                                         break;
3881                                                 case SV_AMULET_RESIST_ACID:
3882                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3883                                                         break;
3884                                                 case SV_AMULET_SEARCHING:
3885                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3886                                                         break;
3887                                                 case SV_AMULET_BRILLIANCE:
3888                                                         if (!one_in_(3)) break;
3889                                                         o_ptr->name2 = EGO_AMU_IDENT;
3890                                                         break;
3891                                                 case SV_AMULET_CHARISMA:
3892                                                         if (!one_in_(3)) break;
3893                                                         o_ptr->name2 = EGO_AMU_CHARM;
3894                                                         break;
3895                                                 case SV_AMULET_THE_MAGI:
3896                                                         if (one_in_(2)) break;
3897                                                         o_ptr->name2 = EGO_AMU_GREAT;
3898                                                         break;
3899                                                 case SV_AMULET_RESISTANCE:
3900                                                         if (!one_in_(5)) break;
3901                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3902                                                         break;
3903                                                 case SV_AMULET_TELEPATHY:
3904                                                         if (!one_in_(3)) break;
3905                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3906                                                         break;
3907                                                 }
3908                                         }
3909                                 }
3910                                 /* Uncurse it */
3911                                 o_ptr->curse_flags = 0L;
3912                         }
3913                         else if ((power == -2) && one_in_(2))
3914                         {
3915                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3916                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3917                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3918                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3919                                 o_ptr->art_flags[0] = 0;
3920                                 o_ptr->art_flags[1] = 0;
3921                                 while(!o_ptr->name2)
3922                                 {
3923                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3924                                         switch(randint1(5))
3925                                         {
3926                                         case 1:
3927                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3928                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3929                                                 break;
3930                                         case 2:
3931                                                 o_ptr->name2 = EGO_AMU_FOOL;
3932                                                 break;
3933                                         case 3:
3934                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3935                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3936                                                 break;
3937                                         case 4:
3938                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3939                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3940                                                 break;
3941                                         case 5:
3942                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3943                                                 break;
3944                                         }
3945                                 }
3946                                 /* Broken */
3947                                 o_ptr->ident |= (IDENT_BROKEN);
3948
3949                                 /* Cursed */
3950                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3951                         }
3952                         break;
3953                 }
3954         }
3955 }
3956
3957 /*!
3958  * @brief モンスターが人形のベースにできるかを返す
3959  * @param r_idx チェックしたいモンスター種族のID
3960  * @return 人形にできるならTRUEを返す
3961  */
3962 static bool item_monster_okay(MONRACE_IDX r_idx)
3963 {
3964         monster_race *r_ptr = &r_info[r_idx];
3965
3966         /* No uniques */
3967         if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3968         if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3969         if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3970         if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3971         if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3972         if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3973
3974         return (TRUE);
3975 }
3976
3977
3978 /*!
3979  * @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
3980  * Apply magic to an item known to be "boring"
3981  * @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
3982  * @param level 生成基準階
3983  * @param power 生成ランク
3984  * @return なし
3985  * @details
3986  * Hack -- note the special code for various items
3987  */
3988 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3989 {
3990         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3991
3992         /* Unused */
3993         (void)level;
3994
3995         /* Apply magic (good or bad) according to type */
3996         switch (o_ptr->tval)
3997         {
3998                 case TV_WHISTLE:
3999                 {
4000 #if 0
4001                         /* Cursed */
4002                         if (power < 0)
4003                         {
4004                                 /* Broken */
4005                                 o_ptr->ident |= (IDENT_BROKEN);
4006
4007                                 /* Cursed */
4008                                 o_ptr->curse_flags |= (TRC_CURSED);
4009                         }
4010 #endif
4011                         break;
4012                 }
4013                 case TV_FLASK:
4014                 {
4015                         o_ptr->xtra4 = o_ptr->pval;
4016                         o_ptr->pval = 0;
4017                         break;
4018                 }
4019                 case TV_LITE:
4020                 {
4021                         /* Hack -- Torches -- random fuel */
4022                         if (o_ptr->sval == SV_LITE_TORCH)
4023                         {
4024                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4025                                 o_ptr->pval = 0;
4026                         }
4027
4028                         /* Hack -- Lanterns -- random fuel */
4029                         if (o_ptr->sval == SV_LITE_LANTERN)
4030                         {
4031                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4032                                 o_ptr->pval = 0;
4033                         }
4034
4035                         if (power > 2) /* power > 2 is debug only */
4036                         {
4037                                 create_artifact(o_ptr, FALSE);
4038                         }
4039                         else if ((power == 2) || ((power == 1) && one_in_(3)))
4040                         {
4041                                 while (!o_ptr->name2)
4042                                 {
4043                                         while (1)
4044                                         {
4045                                                 bool okay_flag = TRUE;
4046
4047                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4048
4049                                                 switch (o_ptr->name2)
4050                                                 {
4051                                                 case EGO_LITE_LONG:
4052                                                         if (o_ptr->sval == SV_LITE_FEANOR)
4053                                                                 okay_flag = FALSE;
4054                                                 }
4055                                                 if (okay_flag)
4056                                                         break;
4057                                         }
4058                                 }
4059                         }
4060                         else if (power == -2)
4061                         {
4062                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4063
4064                                 switch (o_ptr->name2)
4065                                 {
4066                                 case EGO_LITE_DARKNESS:
4067                                         o_ptr->xtra4 = 0;
4068                                         
4069                                         if (o_ptr->sval == SV_LITE_TORCH)
4070                                         {
4071                                                 add_flag(o_ptr->art_flags, TR_LITE_M1);
4072                                         }
4073                                         else if (o_ptr->sval == SV_LITE_LANTERN)
4074                                         {
4075                                                 add_flag(o_ptr->art_flags, TR_LITE_M2);
4076                                         }
4077                                         else if (o_ptr->sval == SV_LITE_FEANOR)
4078                                         {
4079                                                 add_flag(o_ptr->art_flags, TR_LITE_M3);
4080                                         }
4081                                         break;
4082                                 }
4083                         }
4084
4085                         break;
4086                 }
4087
4088                 case TV_WAND:
4089                 case TV_STAFF:
4090                 {
4091                         /* The wand or staff gets a number of initial charges equal
4092                          * to between 1/2 (+1) and the full object kind's pval. -LM-
4093                          */
4094                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4095                         break;
4096                 }
4097
4098                 case TV_ROD:
4099                 {
4100                         /* Transfer the pval. -LM- */
4101                         o_ptr->pval = k_ptr->pval;
4102                         break;
4103                 }
4104
4105                 case TV_CAPTURE:
4106                 {
4107                         o_ptr->pval = 0;
4108                         object_aware(o_ptr);
4109                         object_known(o_ptr);
4110                         break;
4111                 }
4112
4113                 case TV_FIGURINE:
4114                 {
4115                         PARAMETER_VALUE i = 1;
4116                         int check;
4117
4118                         monster_race *r_ptr;
4119
4120                         /* Pick a random non-unique monster race */
4121                         while (1)
4122                         {
4123                                 i = randint1(max_r_idx - 1);
4124
4125                                 if (!item_monster_okay(i)) continue;
4126                                 if (i == MON_TSUCHINOKO) continue;
4127
4128                                 r_ptr = &r_info[i];
4129
4130                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4131
4132                                 /* Ignore dead monsters */
4133                                 if (!r_ptr->rarity) continue;
4134
4135                                 /* Ignore uncommon monsters */
4136                                 if (r_ptr->rarity > 100) continue;
4137
4138                                 /* Prefer less out-of-depth monsters */
4139                                 if (randint0(check)) continue;
4140
4141                                 break;
4142                         }
4143
4144                         o_ptr->pval = i;
4145
4146                         /* Some figurines are cursed */
4147                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4148
4149                         break;
4150                 }
4151
4152                 case TV_CORPSE:
4153                 {
4154                         PARAMETER_VALUE i = 1;
4155                         int check;
4156
4157                         u32b match = 0;
4158
4159                         monster_race *r_ptr;
4160
4161                         if (o_ptr->sval == SV_SKELETON)
4162                         {
4163                                 match = RF9_DROP_SKELETON;
4164                         }
4165                         else if (o_ptr->sval == SV_CORPSE)
4166                         {
4167                                 match = RF9_DROP_CORPSE;
4168                         }
4169
4170                         /* Hack -- Remove the monster restriction */
4171                         get_mon_num_prep(item_monster_okay, NULL);
4172
4173                         /* Pick a random non-unique monster race */
4174                         while (1)
4175                         {
4176                                 i = get_mon_num(dun_level);
4177
4178                                 r_ptr = &r_info[i];
4179
4180                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4181
4182                                 /* Ignore dead monsters */
4183                                 if (!r_ptr->rarity) continue;
4184
4185                                 /* Ignore corpseless monsters */
4186                                 if (!(r_ptr->flags9 & match)) continue;
4187
4188                                 /* Prefer less out-of-depth monsters */
4189                                 if (randint0(check)) continue;
4190
4191                                 break;
4192                         }
4193
4194                         o_ptr->pval = i;
4195
4196
4197                         object_aware(o_ptr);
4198                         object_known(o_ptr);
4199                         break;
4200                 }
4201
4202                 case TV_STATUE:
4203                 {
4204                         PARAMETER_VALUE i = 1;
4205
4206                         monster_race *r_ptr;
4207
4208                         /* Pick a random monster race */
4209                         while (1)
4210                         {
4211                                 i = randint1(max_r_idx - 1);
4212
4213                                 r_ptr = &r_info[i];
4214
4215                                 /* Ignore dead monsters */
4216                                 if (!r_ptr->rarity) continue;
4217
4218                                 break;
4219                         }
4220
4221                         o_ptr->pval = i;
4222
4223                         if (cheat_peek)
4224                         {
4225                                 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4226                         }
4227                         object_aware(o_ptr);
4228                         object_known(o_ptr);
4229
4230                         break;
4231                 }
4232
4233                 case TV_CHEST:
4234                 {
4235                         DEPTH obj_level = k_info[o_ptr->k_idx].level;
4236
4237                         /* Hack -- skip ruined chests */
4238                         if (obj_level <= 0) break;
4239
4240                         /* Hack -- pick a "difficulty" */
4241                         o_ptr->pval = randint1(obj_level);
4242                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4243
4244                         o_ptr->xtra3 = dun_level + 5;
4245
4246                         /* Never exceed "difficulty" of 55 to 59 */
4247                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4248
4249                         break;
4250                 }
4251         }
4252 }
4253
4254 /*!
4255  * @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
4256  * Complete the "creation" of an object by applying "magic" to the item
4257  * @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
4258  * @param lev 生成基準階
4259  * @param mode 生成オプション
4260  * @return なし
4261  * @details
4262  * This includes not only rolling for random bonuses, but also putting the\n
4263  * finishing touches on ego-items and artifacts, giving charges to wands and\n
4264  * staffs, giving fuel to lites, and placing traps on chests.\n
4265  *\n
4266  * In particular, note that "Instant Artifacts", if "created" by an external\n
4267  * routine, must pass through this function to complete the actual creation.\n
4268  *\n
4269  * The base "chance" of the item being "good" increases with the "level"\n
4270  * parameter, which is usually derived from the dungeon level, being equal\n
4271  * to the level plus 10, up to a maximum of 75.  If "good" is true, then\n
4272  * the object is guaranteed to be "good".  If an object is "good", then\n
4273  * the chance that the object will be "great" (ego-item or artifact), also\n
4274  * increases with the "level", being equal to half the level, plus 5, up to\n
4275  * a maximum of 20.  If "great" is true, then the object is guaranteed to be\n
4276  * "great".  At dungeon level 65 and below, 15/100 objects are "great".\n
4277  *\n
4278  * If the object is not "good", there is a chance it will be "cursed", and\n
4279  * if it is "cursed", there is a chance it will be "broken".  These chances\n
4280  * are related to the "good" / "great" chances above.\n
4281  *\n
4282  * Otherwise "normal" rings and amulets will be "good" half the time and\n
4283  * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4284  *\n
4285  * If "okay" is true, and the object is going to be "great", then there is\n
4286  * a chance that an artifact will be created.  This is true even if both the\n
4287  * "good" and "great" arguments are false.  As a total hack, if "great" is\n
4288  * true, then the item gets 3 extra "attempts" to become an artifact.\n
4289  */
4290 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4291 {
4292         int i, rolls, f1, f2, power;
4293
4294         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4295
4296         /* Maximum "level" for various things */
4297         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4298
4299         /* Base chance of being "good" */
4300         f1 = lev + 10;
4301
4302         /* Maximal chance of being "good" */
4303         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4304
4305         /* Base chance of being "great" */
4306         f2 = f1 * 2 / 3;
4307
4308         /* Maximal chance of being "great" */
4309         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4310                 f2 = d_info[dungeon_type].obj_great;
4311
4312         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4313         {
4314                 f1 += 5;
4315                 f2 += 2;
4316         }
4317         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4318         {
4319                 f1 -= 5;
4320                 f2 -= 2;
4321         }
4322
4323         /* Assume normal */
4324         power = 0;
4325
4326         /* Roll for "good" */
4327         if ((mode & AM_GOOD) || magik(f1))
4328         {
4329                 /* Assume "good" */
4330                 power = 1;
4331
4332                 /* Roll for "great" */
4333                 if ((mode & AM_GREAT) || magik(f2))
4334                 {
4335                         power = 2;
4336
4337                         /* Roll for "special" */
4338                         if (mode & AM_SPECIAL) power = 3;
4339                 }
4340         }
4341
4342         /* Roll for "cursed" */
4343         else if (magik(f1))
4344         {
4345                 /* Assume "cursed" */
4346                 power = -1;
4347
4348                 /* Roll for "broken" */
4349                 if (magik(f2)) power = -2;
4350         }
4351
4352         /* Apply curse */
4353         if (mode & AM_CURSED)
4354         {
4355                 /* Assume 'cursed' */
4356                 if (power > 0)
4357                 {
4358                         power = 0 - power;
4359                 }
4360                 /* Everything else gets more badly cursed */
4361                 else
4362                 {
4363                         power--;
4364                 }
4365         }
4366
4367         /* Assume no rolls */
4368         rolls = 0;
4369
4370         /* Get one roll if excellent */
4371         if (power >= 2) rolls = 1;
4372
4373         /* Hack -- Get four rolls if forced great or special */
4374         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4375
4376         /* Hack -- Get no rolls if not allowed */
4377         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4378
4379         /* Roll for artifacts if allowed */
4380         for (i = 0; i < rolls; i++)
4381         {
4382                 /* Roll for an artifact */
4383                 if (make_artifact(o_ptr)) break;
4384                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4385                 {
4386                         if (make_artifact(o_ptr)) break;
4387                 }
4388         }
4389
4390
4391         /* Hack -- analyze artifacts */
4392         if (object_is_fixed_artifact(o_ptr))
4393         {
4394                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4395
4396                 /* Hack -- Mark the artifact as "created" */
4397                 a_ptr->cur_num = 1;
4398
4399                 /* Hack -- Memorize location of artifact in saved floors */
4400                 if (character_dungeon)
4401                         a_ptr->floor_id = p_ptr->floor_id;
4402
4403                 /* Extract the other fields */
4404                 o_ptr->pval = a_ptr->pval;
4405                 o_ptr->ac = a_ptr->ac;
4406                 o_ptr->dd = a_ptr->dd;
4407                 o_ptr->ds = a_ptr->ds;
4408                 o_ptr->to_a = a_ptr->to_a;
4409                 o_ptr->to_h = a_ptr->to_h;
4410                 o_ptr->to_d = a_ptr->to_d;
4411                 o_ptr->weight = a_ptr->weight;
4412                 o_ptr->xtra2 = a_ptr->act_idx;
4413
4414                 if (o_ptr->name1 == ART_MILIM)
4415                 {
4416                     if(p_ptr->pseikaku == SEIKAKU_SEXY)
4417                     {
4418                         o_ptr->pval = 3;
4419                     }
4420                 }
4421
4422                 /* Hack -- extract the "broken" flag */
4423                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4424
4425                 /* Hack -- extract the "cursed" flag */
4426                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4427                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4428                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4429                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4430                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4431                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4432
4433                 return;
4434         }
4435
4436         switch (o_ptr->tval)
4437         {
4438                 case TV_DIGGING:
4439                 case TV_HAFTED:
4440                 case TV_BOW:
4441                 case TV_SHOT:
4442                 case TV_ARROW:
4443                 case TV_BOLT:
4444                 {
4445                         if (power) a_m_aux_1(o_ptr, lev, power);
4446                         break;
4447                 }
4448
4449                 case TV_POLEARM:
4450                 {
4451                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4452                         break;
4453                 }
4454
4455                 case TV_SWORD:
4456                 {
4457                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4458                         break;
4459                 }
4460
4461                 case TV_DRAG_ARMOR:
4462                 case TV_HARD_ARMOR:
4463                 case TV_SOFT_ARMOR:
4464                 case TV_SHIELD:
4465                 case TV_HELM:
4466                 case TV_CROWN:
4467                 case TV_CLOAK:
4468                 case TV_GLOVES:
4469                 case TV_BOOTS:
4470                 {
4471                         /* Elven Cloak and Black Clothes ... */
4472                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4473                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4474                                 o_ptr->pval = randint1(4);
4475
4476 #if 1
4477                         if (power ||
4478                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4479                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4480                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4481                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4482                                 a_m_aux_2(o_ptr, lev, power);
4483 #else
4484                         if (power) a_m_aux_2(o_ptr, lev, power);
4485 #endif
4486                         break;
4487                 }
4488
4489                 case TV_RING:
4490                 case TV_AMULET:
4491                 {
4492                         if (!power && (randint0(100) < 50)) power = -1;
4493                         a_m_aux_3(o_ptr, lev, power);
4494                         break;
4495                 }
4496
4497                 default:
4498                 {
4499                         a_m_aux_4(o_ptr, lev, power);
4500                         break;
4501                 }
4502         }
4503
4504         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4505             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4506             (p_ptr->pseikaku == SEIKAKU_SEXY))
4507         {
4508                 o_ptr->pval = 3;
4509                 add_flag(o_ptr->art_flags, TR_STR);
4510                 add_flag(o_ptr->art_flags, TR_INT);
4511                 add_flag(o_ptr->art_flags, TR_WIS);
4512                 add_flag(o_ptr->art_flags, TR_DEX);
4513                 add_flag(o_ptr->art_flags, TR_CON);
4514                 add_flag(o_ptr->art_flags, TR_CHR);
4515         }
4516
4517         /* Hack -- analyze ego-items */
4518         if (object_is_ego(o_ptr))
4519         {
4520                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4521
4522                 /* Hack -- acquire "broken" flag */
4523                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4524
4525                 /* Hack -- acquire "cursed" flag */
4526                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4527                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4528                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4529                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4530                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4531                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4532
4533                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4534                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4535                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4536                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4537                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4538                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4539                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4540                 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4541                 {
4542                         do
4543                         {
4544                                 o_ptr->dd++;
4545                         }
4546                         while (one_in_(o_ptr->dd));
4547
4548                         if (o_ptr->dd > 9) o_ptr->dd = 9;
4549                 }
4550
4551                 /* Hack -- apply activatin index if needed */
4552                 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4553
4554                 /* Hack -- apply extra penalties if needed */
4555                 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4556                 {
4557                         /* Hack -- obtain bonuses */
4558                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4559                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4560                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4561
4562                         /* Hack -- obtain pval */
4563                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4564                 }
4565
4566                 /* Hack -- apply extra bonuses if needed */
4567                 else
4568                 {
4569                         /* Hack -- obtain bonuses */
4570                         if (e_ptr->max_to_h)
4571                         {
4572                                 if (e_ptr->max_to_h > 127)
4573                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4574                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4575                         }
4576                         if (e_ptr->max_to_d)
4577                         {
4578                                 if (e_ptr->max_to_d > 127)
4579                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4580                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4581                         }
4582                         if (e_ptr->max_to_a)
4583                         {
4584                                 if (e_ptr->max_to_a > 127)
4585                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4586                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4587                         }
4588                         
4589                         /* Accuracy ego must have high to_h */
4590                         if(o_ptr->name2 == EGO_ACCURACY)
4591                         {
4592                                 while(o_ptr->to_h < o_ptr->to_d + 10)
4593                                 {
4594                                         o_ptr->to_h += 5;
4595                                         o_ptr->to_d -= 5;
4596                                 }
4597                                 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4598                         }
4599                         
4600                         /* Accuracy ego must have high to_h */
4601                         if(o_ptr->name2 == EGO_VELOCITY)
4602                         {
4603                                 while(o_ptr->to_d < o_ptr->to_h + 10)
4604                                 {
4605                                         o_ptr->to_d += 5;
4606                                         o_ptr->to_h -= 5;
4607                                 }
4608                                 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4609                         }
4610                         
4611                         /* Protection ego must have high to_a */
4612                         if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4613                         {
4614                                 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4615                         }
4616
4617                         /* Hack -- obtain pval */
4618                         if (e_ptr->max_pval)
4619                         {
4620                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4621                                 {
4622                                         o_ptr->pval++;
4623                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4624                                 }
4625                                 else if (o_ptr->name2 == EGO_DEMON)
4626                                 {
4627                                         if(have_flag(o_ptr->art_flags, TR_BLOWS))
4628                                         {
4629                                                 o_ptr->pval += randint1(2);
4630                                         }
4631                                         else
4632                                         {
4633                                                 o_ptr->pval += randint1(e_ptr->max_pval);
4634                                         }
4635                                 }
4636                                 else if (o_ptr->name2 == EGO_ATTACKS)
4637                                 {
4638                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4639                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4640                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4641                                                 o_ptr->pval += randint1(2);
4642                                 }
4643                                 else if (o_ptr->name2 == EGO_BAT)
4644                                 {
4645                                         o_ptr->pval = randint1(e_ptr->max_pval);
4646                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4647                                 }
4648                                 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4649                                 {
4650                                         o_ptr->pval = randint1(e_ptr->max_pval);
4651                                 }
4652                                 else
4653                                 {
4654                                         o_ptr->pval += randint1(e_ptr->max_pval);
4655                                 }
4656                                 
4657                                 
4658                         }
4659                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4660                         {
4661                                 o_ptr->pval = randint1(o_ptr->pval);
4662                         }
4663                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4664                                 o_ptr->pval = 2;
4665                 }
4666                 
4667                 return;
4668         }
4669
4670         /* Examine real objects */
4671         if (o_ptr->k_idx)
4672         {
4673                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4674
4675                 /* Hack -- acquire "broken" flag */
4676                 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4677
4678                 /* Hack -- acquire "cursed" flag */
4679                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4680                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4681                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4682                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4683                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4684                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4685         }
4686
4687         
4688 }
4689
4690
4691 /*!
4692  * @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。
4693  * Hack -- determine if a template is "good"
4694  * @param k_idx 判定したいベースアイテムのID
4695  * @return ベースアイテムが上質ならばTRUEを返す。
4696  */
4697 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4698 {
4699         object_kind *k_ptr = &k_info[k_idx];
4700
4701         /* Analyze the item type */
4702         switch (k_ptr->tval)
4703         {
4704                 /* Armor -- Good unless damaged */
4705                 case TV_HARD_ARMOR:
4706                 case TV_SOFT_ARMOR:
4707                 case TV_DRAG_ARMOR:
4708                 case TV_SHIELD:
4709                 case TV_CLOAK:
4710                 case TV_BOOTS:
4711                 case TV_GLOVES:
4712                 case TV_HELM:
4713                 case TV_CROWN:
4714                 {
4715                         if (k_ptr->to_a < 0) return (FALSE);
4716                         return (TRUE);
4717                 }
4718
4719                 /* Weapons -- Good unless damaged */
4720                 case TV_BOW:
4721                 case TV_SWORD:
4722                 case TV_HAFTED:
4723                 case TV_POLEARM:
4724                 case TV_DIGGING:
4725                 {
4726                         if (k_ptr->to_h < 0) return (FALSE);
4727                         if (k_ptr->to_d < 0) return (FALSE);
4728                         return (TRUE);
4729                 }
4730
4731                 /* Ammo -- Arrows/Bolts are good */
4732                 case TV_BOLT:
4733                 case TV_ARROW:
4734                 {
4735                         return (TRUE);
4736                 }
4737
4738                 /* Books -- High level books are good (except Arcane books) */
4739                 case TV_LIFE_BOOK:
4740                 case TV_SORCERY_BOOK:
4741                 case TV_NATURE_BOOK:
4742                 case TV_CHAOS_BOOK:
4743                 case TV_DEATH_BOOK:
4744                 case TV_TRUMP_BOOK:
4745                 case TV_CRAFT_BOOK:
4746                 case TV_DAEMON_BOOK:
4747                 case TV_CRUSADE_BOOK:
4748                 case TV_MUSIC_BOOK:
4749                 case TV_HISSATSU_BOOK:
4750                 case TV_HEX_BOOK:
4751                 {
4752                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4753                         return (FALSE);
4754                 }
4755
4756                 /* Rings -- Rings of Speed are good */
4757                 case TV_RING:
4758                 {
4759                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4760                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4761                         return (FALSE);
4762                 }
4763
4764                 /* Amulets -- Amulets of the Magi and Resistance are good */
4765                 case TV_AMULET:
4766                 {
4767                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4768                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4769                         return (FALSE);
4770                 }
4771         }
4772
4773         /* Assume not good */
4774         return (FALSE);
4775 }
4776
4777 /*!
4778  * @brief 生成階に応じたベースアイテムの生成を行う。
4779  * Attempt to make an object (normal or good/great)
4780  * @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
4781  * @param mode オプションフラグ
4782  * @return 生成に成功したらTRUEを返す。
4783  * @details
4784  * This routine plays nasty games to generate the "special artifacts".\n
4785  * This routine uses "object_level" for the "generation level".\n
4786  * We assume that the given object has been "wiped".\n
4787  */
4788 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4789 {
4790         PERCENTAGE prob;
4791         DEPTH base;
4792
4793
4794         /* Chance of "special object" */
4795         prob = ((mode & AM_GOOD) ? 10 : 1000);
4796
4797         /* Base level for the object */
4798         base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4799
4800
4801         /* Generate a special object, or a normal object */
4802         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4803         {
4804                 KIND_OBJECT_IDX k_idx;
4805
4806                 /* Good objects */
4807                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4808                 {
4809                         /* Activate restriction (if already specified, use that) */
4810                         get_obj_num_hook = kind_is_good;
4811                 }
4812
4813                 /* Restricted objects - prepare allocation table */
4814                 if (get_obj_num_hook) get_obj_num_prep();
4815
4816                 /* Pick a random object */
4817                 k_idx = get_obj_num(base);
4818
4819                 /* Restricted objects */
4820                 if (get_obj_num_hook)
4821                 {
4822                         /* Clear restriction */
4823                         get_obj_num_hook = NULL;
4824
4825                         /* Reset allocation table to default */
4826                         get_obj_num_prep();
4827                 }
4828
4829                 /* Handle failure */
4830                 if (!k_idx) return (FALSE);
4831
4832                 /* Prepare the object */
4833                 object_prep(j_ptr, k_idx);
4834         }
4835
4836         /* Apply magic (allow artifacts) */
4837         apply_magic(j_ptr, object_level, mode);
4838
4839         /* Hack -- generate multiple spikes/missiles */
4840         switch (j_ptr->tval)
4841         {
4842                 case TV_SPIKE:
4843                 case TV_SHOT:
4844                 case TV_ARROW:
4845                 case TV_BOLT:
4846                 {
4847                         if (!j_ptr->name1)
4848                                 j_ptr->number = (byte)damroll(6, 7);
4849                 }
4850         }
4851
4852         if (cheat_peek) object_mention(j_ptr);
4853
4854         /* Success */
4855         return (TRUE);
4856 }
4857
4858
4859 /*!
4860  * @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。
4861  * Attempt to place an object (normal or good/great) at the given location.
4862  * @param y 配置したいフロアのY座標
4863  * @param x 配置したいフロアのX座標
4864  * @param mode オプションフラグ
4865  * @return 生成に成功したらTRUEを返す。
4866  * @details
4867  * This routine plays nasty games to generate the "special artifacts".\n
4868  * This routine uses "object_level" for the "generation level".\n
4869  * This routine requires a clean floor grid destination.\n
4870  */
4871 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4872 {
4873         OBJECT_IDX o_idx;
4874
4875         /* Acquire grid */
4876         cave_type *c_ptr = &cave[y][x];
4877
4878         object_type forge;
4879         object_type *q_ptr;
4880
4881
4882         /* Paranoia -- check bounds */
4883         if (!in_bounds(y, x)) return;
4884
4885         /* Require floor space */
4886         if (!cave_drop_bold(y, x)) return;
4887
4888         /* Avoid stacking on other objects */
4889         if (c_ptr->o_idx) return;
4890
4891         q_ptr = &forge;
4892         object_wipe(q_ptr);
4893
4894         /* Make an object (if possible) */
4895         if (!make_object(q_ptr, mode)) return;
4896
4897
4898         /* Make an object */
4899         o_idx = o_pop();
4900
4901         /* Success */
4902         if (o_idx)
4903         {
4904                 object_type *o_ptr;
4905                 o_ptr = &o_list[o_idx];
4906
4907                 /* Structure Copy */
4908                 object_copy(o_ptr, q_ptr);
4909
4910                 o_ptr->iy = y;
4911                 o_ptr->ix = x;
4912
4913                 /* Build a stack */
4914                 o_ptr->next_o_idx = c_ptr->o_idx;
4915
4916                 /* Place the object */
4917                 c_ptr->o_idx = o_idx;
4918
4919                 note_spot(y, x);
4920
4921                 lite_spot(y, x);
4922         }
4923         else
4924         {
4925                 /* Hack -- Preserve artifacts */
4926                 if (object_is_fixed_artifact(q_ptr))
4927                 {
4928                         a_info[q_ptr->name1].cur_num = 0;
4929                 }
4930         }
4931 }
4932
4933
4934 /*!
4935  * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4936  * Make a treasure object
4937  * @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
4938  * @return 生成に成功したらTRUEを返す。
4939  * @details
4940  * The location must be a legal, clean, floor grid.
4941  */
4942 bool make_gold(object_type *j_ptr)
4943 {
4944         int i;
4945         s32b base;
4946
4947         /* Hack -- Pick a Treasure variety */
4948         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4949
4950         /* Apply "extra" magic */
4951         if (one_in_(GREAT_OBJ))
4952         {
4953                 i += randint1(object_level + 1);
4954         }
4955
4956         /* Hack -- Creeping Coins only generate "themselves" */
4957         if (coin_type) i = coin_type;
4958
4959         /* Do not create "illegal" Treasure Types */
4960         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4961
4962         /* Prepare a gold object */
4963         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4964
4965         /* Hack -- Base coin cost */
4966         base = k_info[OBJ_GOLD_LIST + i].cost;
4967
4968         /* Determine how much the treasure is "worth" */
4969         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4970
4971         /* Success */
4972         return (TRUE);
4973 }
4974
4975
4976 /*!
4977  * @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。
4978  * Places a treasure (Gold or Gems) at given location
4979  * @param y 配置したいフロアのY座標
4980  * @param x 配置したいフロアのX座標
4981  * @return 生成に成功したらTRUEを返す。
4982  * @details
4983  * The location must be a legal, clean, floor grid.
4984  */
4985 void place_gold(POSITION y, POSITION x)
4986 {
4987         OBJECT_IDX o_idx;
4988
4989         /* Acquire grid */
4990         cave_type *c_ptr = &cave[y][x];
4991
4992         object_type forge;
4993         object_type *q_ptr;
4994
4995
4996         /* Paranoia -- check bounds */
4997         if (!in_bounds(y, x)) return;
4998
4999         /* Require floor space */
5000         if (!cave_drop_bold(y, x)) return;
5001
5002         /* Avoid stacking on other objects */
5003         if (c_ptr->o_idx) return;
5004
5005         q_ptr = &forge;
5006         object_wipe(q_ptr);
5007
5008         /* Make some gold */
5009         if (!make_gold(q_ptr)) return;
5010
5011         /* Make an object */
5012         o_idx = o_pop();
5013
5014         /* Success */
5015         if (o_idx)
5016         {
5017                 object_type *o_ptr;
5018                 o_ptr = &o_list[o_idx];
5019
5020                 /* Copy the object */
5021                 object_copy(o_ptr, q_ptr);
5022
5023                 /* Save location */
5024                 o_ptr->iy = y;
5025                 o_ptr->ix = x;
5026
5027                 /* Build a stack */
5028                 o_ptr->next_o_idx = c_ptr->o_idx;
5029
5030                 /* Place the object */
5031                 c_ptr->o_idx = o_idx;
5032
5033                 note_spot(y, x);
5034
5035                 lite_spot(y, x);
5036         }
5037 }
5038
5039
5040 /*!
5041  * @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。
5042  * Let an object fall to the ground at or near a location.
5043  * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
5044  * @param chance ドロップの成功率(%)
5045  * @param y 配置したいフロアのY座標
5046  * @param x 配置したいフロアのX座標
5047  * @return 生成に成功したらオブジェクトのIDを返す。
5048  * @details
5049  * The initial location is assumed to be "in_bounds()".\n
5050  *\n
5051  * This function takes a parameter "chance".  This is the percentage\n
5052  * chance that the item will "disappear" instead of drop.  If the object\n
5053  * has been thrown, then this is the chance of disappearance on contact.\n
5054  *\n
5055  * Hack -- this function uses "chance" to determine if it should produce\n
5056  * some form of "description" of the drop event (under the player).\n
5057  *\n
5058  * We check several locations to see if we can find a location at which\n
5059  * the object can combine, stack, or be placed.  Artifacts will try very\n
5060  * hard to be placed, including "teleporting" to a useful grid if needed.\n
5061  */
5062 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
5063 {
5064         int i, k, d, s;
5065
5066         int bs, bn;
5067         POSITION by, bx;
5068         POSITION dy, dx;
5069         POSITION ty, tx = 0;
5070
5071         OBJECT_IDX o_idx = 0;
5072         OBJECT_IDX this_o_idx, next_o_idx = 0;
5073
5074         cave_type *c_ptr;
5075
5076         GAME_TEXT o_name[MAX_NLEN];
5077
5078         bool flag = FALSE;
5079         bool done = FALSE;
5080
5081 #ifndef JP
5082         /* Extract plural */
5083         bool plural = (j_ptr->number != 1);
5084 #endif
5085
5086         /* Describe object */
5087         object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5088
5089
5090         /* Handle normal "breakage" */
5091         if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5092         {
5093 #ifdef JP
5094                 msg_format("%sは消えた。", o_name);
5095 #else
5096                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5097 #endif
5098                 /* Debug */
5099                 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5100
5101                 /* Failure */
5102                 return (0);
5103         }
5104
5105
5106         /* Score */
5107         bs = -1;
5108
5109         /* Picker */
5110         bn = 0;
5111
5112         /* Default */
5113         by = y;
5114         bx = x;
5115
5116         /* Scan local grids */
5117         for (dy = -3; dy <= 3; dy++)
5118         {
5119                 /* Scan local grids */
5120                 for (dx = -3; dx <= 3; dx++)
5121                 {
5122                         bool comb = FALSE;
5123
5124                         /* Calculate actual distance */
5125                         d = (dy * dy) + (dx * dx);
5126
5127                         /* Ignore distant grids */
5128                         if (d > 10) continue;
5129
5130                         ty = y + dy;
5131                         tx = x + dx;
5132
5133                         /* Skip illegal grids */
5134                         if (!in_bounds(ty, tx)) continue;
5135
5136                         /* Require line of projection */
5137                         if (!projectable(y, x, ty, tx)) continue;
5138
5139                         /* Obtain grid */
5140                         c_ptr = &cave[ty][tx];
5141
5142                         /* Require floor space */
5143                         if (!cave_drop_bold(ty, tx)) continue;
5144
5145                         /* No objects */
5146                         k = 0;
5147
5148                         /* Scan objects in that grid */
5149                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5150                         {
5151                                 object_type *o_ptr;
5152                                 o_ptr = &o_list[this_o_idx];
5153
5154                                 /* Acquire next object */
5155                                 next_o_idx = o_ptr->next_o_idx;
5156
5157                                 /* Check for possible combination */
5158                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5159
5160                                 /* Count objects */
5161                                 k++;
5162                         }
5163
5164                         /* Add new object */
5165                         if (!comb) k++;
5166
5167                         /* Paranoia */
5168                         if (k > 99) continue;
5169
5170                         /* Calculate score */
5171                         s = 1000 - (d + k * 5);
5172
5173                         /* Skip bad values */
5174                         if (s < bs) continue;
5175
5176                         /* New best value */
5177                         if (s > bs) bn = 0;
5178
5179                         /* Apply the randomizer to equivalent values */
5180                         if ((++bn >= 2) && !one_in_(bn)) continue;
5181
5182                         /* Keep score */
5183                         bs = s;
5184
5185                         /* Track it */
5186                         by = ty;
5187                         bx = tx;
5188
5189                         flag = TRUE;
5190                 }
5191         }
5192
5193
5194         /* Handle lack of space */
5195         if (!flag && !object_is_artifact(j_ptr))
5196         {
5197 #ifdef JP
5198                 msg_format("%sは消えた。", o_name);
5199 #else
5200                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5201 #endif
5202
5203
5204                 /* Debug */
5205                 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5206
5207                 /* Failure */
5208                 return (0);
5209         }
5210
5211
5212         /* Find a grid */
5213         for (i = 0; !flag && (i < 1000); i++)
5214         {
5215                 /* Bounce around */
5216                 ty = rand_spread(by, 1);
5217                 tx = rand_spread(bx, 1);
5218
5219                 /* Verify location */
5220                 if (!in_bounds(ty, tx)) continue;
5221
5222                 /* Bounce to that location */
5223                 by = ty;
5224                 bx = tx;
5225
5226                 /* Require floor space */
5227                 if (!cave_drop_bold(by, bx)) continue;
5228
5229                 flag = TRUE;
5230         }
5231
5232
5233         if (!flag)
5234         {
5235                 int candidates = 0, pick;
5236
5237                 for (ty = 1; ty < cur_hgt - 1; ty++)
5238                 {
5239                         for (tx = 1; tx < cur_wid - 1; tx++)
5240                         {
5241                                 /* A valid space found */
5242                                 if (cave_drop_bold(ty, tx)) candidates++;
5243                         }
5244                 }
5245
5246                 /* No valid place! */
5247                 if (!candidates)
5248                 {
5249 #ifdef JP
5250                         msg_format("%sは消えた。", o_name);
5251 #else
5252                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5253 #endif
5254
5255                         /* Debug */
5256                         if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5257
5258                         /* Mega-Hack -- preserve artifacts */
5259                         if (preserve_mode)
5260                         {
5261                                 /* Hack -- Preserve unknown artifacts */
5262                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5263                                 {
5264                                         /* Mega-Hack -- Preserve the artifact */
5265                                         a_info[j_ptr->name1].cur_num = 0;
5266                                 }
5267                         }
5268
5269                         /* Failure */
5270                         return 0;
5271                 }
5272
5273                 /* Choose a random one */
5274                 pick = randint1(candidates);
5275
5276                 for (ty = 1; ty < cur_hgt - 1; ty++)
5277                 {
5278                         for (tx = 1; tx < cur_wid - 1; tx++)
5279                         {
5280                                 if (cave_drop_bold(ty, tx))
5281                                 {
5282                                         pick--;
5283
5284                                         /* Is this a picked one? */
5285                                         if (!pick) break;
5286                                 }
5287                         }
5288
5289                         if (!pick) break;
5290                 }
5291
5292                 by = ty;
5293                 bx = tx;
5294         }
5295
5296
5297         /* Grid */
5298         c_ptr = &cave[by][bx];
5299
5300         /* Scan objects in that grid for combination */
5301         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5302         {
5303                 object_type *o_ptr;
5304                 o_ptr = &o_list[this_o_idx];
5305
5306                 /* Acquire next object */
5307                 next_o_idx = o_ptr->next_o_idx;
5308
5309                 /* Check for combination */
5310                 if (object_similar(o_ptr, j_ptr))
5311                 {
5312                         /* Combine the items */
5313                         object_absorb(o_ptr, j_ptr);
5314
5315                         /* Success */
5316                         done = TRUE;
5317
5318                         break;
5319                 }
5320         }
5321
5322         /* Get new object */
5323         if (!done) o_idx = o_pop();
5324
5325         /* Failure */
5326         if (!done && !o_idx)
5327         {
5328 #ifdef JP
5329                 msg_format("%sは消えた。", o_name);
5330 #else
5331                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5332 #endif
5333
5334
5335                 /* Debug */
5336                 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5337
5338                 /* Hack -- Preserve artifacts */
5339                 if (object_is_fixed_artifact(j_ptr))
5340                 {
5341                         a_info[j_ptr->name1].cur_num = 0;
5342                 }
5343
5344                 /* Failure */
5345                 return (0);
5346         }
5347
5348         /* Stack */
5349         if (!done)
5350         {
5351                 /* Structure copy */
5352                 object_copy(&o_list[o_idx], j_ptr);
5353
5354                 /* Access new object */
5355                 j_ptr = &o_list[o_idx];
5356
5357                 /* Locate */
5358                 j_ptr->iy = by;
5359                 j_ptr->ix = bx;
5360
5361                 /* No monster */
5362                 j_ptr->held_m_idx = 0;
5363
5364                 /* Build a stack */
5365                 j_ptr->next_o_idx = c_ptr->o_idx;
5366
5367                 /* Place the object */
5368                 c_ptr->o_idx = o_idx;
5369
5370                 /* Success */
5371                 done = TRUE;
5372         }
5373
5374         /* Note the spot */
5375         note_spot(by, bx);
5376
5377         /* Draw the spot */
5378         lite_spot(by, bx);
5379
5380         sound(SOUND_DROP);
5381
5382         /* Mega-Hack -- no message if "dropped" by player */
5383         /* Message when an object falls under the player */
5384         if (chance && player_bold(by, bx))
5385         {
5386                 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5387         }
5388
5389         return (o_idx);
5390 }
5391
5392
5393 /*!
5394  * @brief 獲得ドロップを行う。
5395  * Scatter some "great" objects near the player
5396  * @param y1 配置したいフロアのY座標
5397  * @param x1 配置したいフロアのX座標
5398  * @param num 獲得の処理回数
5399  * @param great TRUEならば必ず高級品以上を落とす
5400  * @param special TRUEならば必ず特別品を落とす
5401  * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5402  * @return なし
5403  */
5404 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
5405 {
5406         object_type *i_ptr;
5407         object_type object_type_body;
5408         BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5409
5410         /* Acquirement */
5411         while (num--)
5412         {
5413                 i_ptr = &object_type_body;
5414                 object_wipe(i_ptr);
5415
5416                 /* Make a good (or great) object (if possible) */
5417                 if (!make_object(i_ptr, mode)) continue;
5418
5419                 if (known)
5420                 {
5421                         object_aware(i_ptr);
5422                         object_known(i_ptr);
5423                 }
5424
5425                 /* Drop the object */
5426                 (void)drop_near(i_ptr, -1, y1, x1);
5427         }
5428 }
5429
5430 /*
5431  * Scatter some "amusing" objects near the player
5432  */
5433
5434 #define AMS_NOTHING   0x00 /* No restriction */
5435 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5436 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5437 #define AMS_MULTIPLE  0x04 /* Drop 1-3 objects for one type */
5438 #define AMS_PILE      0x08 /* Drop 1-99 pile objects for one type */
5439
5440 typedef struct
5441 {
5442         OBJECT_TYPE_VALUE tval;
5443         OBJECT_SUBTYPE_VALUE sval;
5444         PERCENTAGE prob;
5445         byte flag;
5446 } amuse_type;
5447
5448 amuse_type amuse_info[] =
5449 {
5450         { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5451         { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5452         { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5453         { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5454         { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5455         { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5456         { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5457         { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5458         { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5459         { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5460         { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5461         { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5462         { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5463
5464         { 0, 0, 0 }
5465 };
5466
5467 /*!
5468  * @brief 誰得ドロップを行う。
5469  * @param y1 配置したいフロアのY座標
5470  * @param x1 配置したいフロアのX座標
5471  * @param num 誰得の処理回数
5472  * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5473  * @return なし
5474  */
5475 void amusement(POSITION y1, POSITION x1, int num, bool known)
5476 {
5477         object_type *i_ptr;
5478         object_type object_type_body;
5479         int n, t = 0;
5480
5481         for (n = 0; amuse_info[n].tval != 0; n++)
5482         {
5483                 t += amuse_info[n].prob;
5484         }
5485
5486         /* Acquirement */
5487         while (num)
5488         {
5489                 int i;
5490                 KIND_OBJECT_IDX k_idx;
5491                 ARTIFACT_IDX a_idx = 0;
5492                 int r = randint0(t);
5493                 bool insta_art, fixed_art;
5494
5495                 for (i = 0; ; i++)
5496                 {
5497                         r -= amuse_info[i].prob;
5498                         if (r <= 0) break;
5499                 }
5500                 i_ptr = &object_type_body;
5501                 object_wipe(i_ptr);
5502                 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5503
5504                 /* Paranoia - reroll if nothing */
5505                 if (!k_idx) continue;
5506
5507                 /* Search an artifact index if need */
5508                 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5509                 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5510
5511                 if (insta_art || fixed_art)
5512                 {
5513                         for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5514                         {
5515                                 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5516                                 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5517                                 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5518                                 if (a_info[a_idx].cur_num > 0) continue;
5519                                 break;
5520                         }
5521
5522                         if (a_idx >= max_a_idx) continue;
5523                 }
5524
5525                 /* Make an object (if possible) */
5526                 object_prep(i_ptr, k_idx);
5527                 if (a_idx) i_ptr->name1 = a_idx;
5528                 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5529
5530                 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5531                 {
5532                         if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5533                 }
5534
5535                 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5536                 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5537
5538                 if (known)
5539                 {
5540                         object_aware(i_ptr);
5541                         object_known(i_ptr);
5542                 }
5543
5544                 /* Paranoia - reroll if nothing */
5545                 if (!(i_ptr->k_idx)) continue;
5546
5547                 /* Drop the object */
5548                 (void)drop_near(i_ptr, -1, y1, x1);
5549
5550                 num--;
5551         }
5552 }
5553
5554
5555 /*!
5556  * @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 /
5557  * Describe the charges on an item in the inventory.
5558  * @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
5559  * @return なし
5560  */
5561 void inven_item_charges(INVENTORY_IDX item)
5562 {
5563         object_type *o_ptr = &inventory[item];
5564
5565         /* Require staff/wand */
5566         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5567
5568         /* Require known item */
5569         if (!object_is_known(o_ptr)) return;
5570
5571 #ifdef JP
5572         if (o_ptr->pval <= 0)
5573         {
5574                 msg_print("もう魔力が残っていない。");
5575         }
5576         else
5577         {
5578                 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5579         }
5580 #else
5581         /* Multiple charges */
5582         if (o_ptr->pval != 1)
5583         {
5584                 msg_format("You have %d charges remaining.", o_ptr->pval);
5585         }
5586
5587         /* Single charge */
5588         else
5589         {
5590                 msg_format("You have %d charge remaining.", o_ptr->pval);
5591         }
5592 #endif
5593
5594 }
5595
5596 /*!
5597  * @brief アイテムの残り所持数メッセージを表示する /
5598  * Describe an item in the inventory.
5599  * @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
5600  * @return なし
5601  */
5602 void inven_item_describe(INVENTORY_IDX item)
5603 {
5604         object_type *o_ptr = &inventory[item];
5605         GAME_TEXT o_name[MAX_NLEN];
5606
5607         object_desc(o_name, o_ptr, 0);
5608
5609 #ifdef JP
5610         /* "no more" の場合はこちらで表示する */
5611         if (o_ptr->number <= 0)
5612         {
5613                 /*FIRST*//*ここはもう通らないかも */
5614                 msg_format("もう%sを持っていない。", o_name);
5615         }
5616         else
5617         {
5618                 /* アイテム名を英日切り替え機能対応 */
5619                 msg_format("まだ %sを持っている。", o_name);
5620         }
5621 #else
5622         msg_format("You have %s.", o_name);
5623 #endif
5624
5625 }
5626
5627 /*!
5628  * @brief アイテムを増減させ残り所持数メッセージを表示する /
5629  * Increase the "number" of an item in the inventory
5630  * @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
5631  * @param num 増やしたい量
5632  * @return なし
5633  */
5634 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5635 {
5636         object_type *o_ptr = &inventory[item];
5637
5638         /* Apply */
5639         num += o_ptr->number;
5640
5641         /* Bounds check */
5642         if (num > 255) num = 255;
5643         else if (num < 0) num = 0;
5644
5645         /* Un-apply */
5646         num -= o_ptr->number;
5647
5648         /* Change the number and weight */
5649         if (num)
5650         {
5651                 /* Add the number */
5652                 o_ptr->number += num;
5653
5654                 /* Add the weight */
5655                 p_ptr->total_weight += (num * o_ptr->weight);
5656                 p_ptr->update |= (PU_BONUS);
5657
5658                 /* Recalculate mana XXX */
5659                 p_ptr->update |= (PU_MANA);
5660
5661                 /* Combine the pack */
5662                 p_ptr->update |= (PU_COMBINE);
5663
5664                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5665
5666                 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5667                 if (!o_ptr->number && p_ptr->ele_attack)
5668                 {
5669                         if ((item == INVEN_RARM) || (item == INVEN_LARM))
5670                         {
5671                                 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5672                                 {
5673                                         /* Clear all temporary elemental brands */
5674                                         set_ele_attack(0, 0);
5675                                 }
5676                         }
5677                 }
5678         }
5679 }
5680
5681 /*!
5682  * @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 /
5683  * Erase an inventory slot if it has no more items
5684  * @param item 消去したいプレイヤーのアイテム所持スロット
5685  * @return なし
5686  */
5687 void inven_item_optimize(INVENTORY_IDX item)
5688 {
5689         object_type *o_ptr = &inventory[item];
5690
5691         /* Only optimize real items */
5692         if (!o_ptr->k_idx) return;
5693
5694         /* Only optimize empty items */
5695         if (o_ptr->number) return;
5696
5697         /* The item is in the pack */
5698         if (item < INVEN_RARM)
5699         {
5700                 int i;
5701
5702                 /* One less item */
5703                 inven_cnt--;
5704
5705                 /* Slide everything down */
5706                 for (i = item; i < INVEN_PACK; i++)
5707                 {
5708                         /* Structure copy */
5709                         inventory[i] = inventory[i+1];
5710                 }
5711
5712                 /* Erase the "final" slot */
5713                 object_wipe(&inventory[i]);
5714
5715                 p_ptr->window |= (PW_INVEN);
5716         }
5717
5718         /* The item is being wielded */
5719         else
5720         {
5721                 /* One less item */
5722                 equip_cnt--;
5723
5724                 /* Erase the empty slot */
5725                 object_wipe(&inventory[item]);
5726                 p_ptr->update |= (PU_BONUS);
5727
5728                 /* Recalculate torch */
5729                 p_ptr->update |= (PU_TORCH);
5730
5731                 /* Recalculate mana XXX */
5732                 p_ptr->update |= (PU_MANA);
5733
5734                 p_ptr->window |= (PW_EQUIP);
5735         }
5736
5737         p_ptr->window |= (PW_SPELL);
5738 }
5739
5740 /*!
5741  * @brief 床上の魔道具の残り残量メッセージを表示する /
5742  * Describe the charges on an item on the floor.
5743  * @param item メッセージの対象にしたいアイテム所持スロット
5744  * @return なし
5745  */
5746 void floor_item_charges(INVENTORY_IDX item)
5747 {
5748         object_type *o_ptr = &o_list[item];
5749
5750         /* Require staff/wand */
5751         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5752
5753         /* Require known item */
5754         if (!object_is_known(o_ptr)) return;
5755
5756 #ifdef JP
5757         if (o_ptr->pval <= 0)
5758         {
5759                 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5760         }
5761         else
5762         {
5763                 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);
5764         }
5765 #else
5766         /* Multiple charges */
5767         if (o_ptr->pval != 1)
5768         {
5769                 msg_format("There are %d charges remaining.", o_ptr->pval);
5770         }
5771
5772         /* Single charge */
5773         else
5774         {
5775                 msg_format("There is %d charge remaining.", o_ptr->pval);
5776         }
5777 #endif
5778
5779 }
5780
5781 /*!
5782  * @brief 床上のアイテムの残り数メッセージを表示する /
5783  * Describe the charges on an item on the floor.
5784  * @param item メッセージの対象にしたいアイテム所持スロット
5785  * @return なし
5786  */
5787 void floor_item_describe(INVENTORY_IDX item)
5788 {
5789         object_type *o_ptr = &o_list[item];
5790         GAME_TEXT o_name[MAX_NLEN];
5791
5792         object_desc(o_name, o_ptr, 0);
5793
5794 #ifdef JP
5795         /* "no more" の場合はこちらで表示を分ける */
5796         if (o_ptr->number <= 0)
5797         {
5798                 msg_format("床上には、もう%sはない。", o_name);
5799         }
5800         else
5801         {
5802                 msg_format("床上には、まだ %sがある。", o_name);
5803         }
5804 #else
5805         msg_format("You see %s.", o_name);
5806 #endif
5807
5808 }
5809
5810
5811 /*!
5812  * @brief 床上のアイテムの数を増やす /
5813  * Increase the "number" of an item on the floor
5814  * @param item 増やしたいアイテムの所持スロット
5815  * @param num 増やしたいアイテムの数
5816  * @return なし
5817  */
5818 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5819 {
5820         object_type *o_ptr = &o_list[item];
5821
5822         /* Apply */
5823         num += o_ptr->number;
5824
5825         /* Bounds check */
5826         if (num > 255) num = 255;
5827         else if (num < 0) num = 0;
5828
5829         /* Un-apply */
5830         num -=  o_ptr->number;
5831
5832         /* Change the number */
5833         o_ptr->number += num;
5834 }
5835
5836
5837 /*!
5838  * @brief 床上の数の無くなったアイテムスロットを消去する /
5839  * Optimize an item on the floor (destroy "empty" items)
5840  * @param item 消去したいアイテムの所持スロット
5841  * @return なし
5842  */
5843 void floor_item_optimize(INVENTORY_IDX item)
5844 {
5845         object_type *o_ptr = &o_list[item];
5846
5847         /* Paranoia -- be sure it exists */
5848         if (!o_ptr->k_idx) return;
5849
5850         /* Only optimize empty items */
5851         if (o_ptr->number) return;
5852
5853         delete_object_idx(item);
5854 }
5855
5856
5857 /*!
5858  * @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 /
5859  * Check if we have space for an item in the pack without overflow
5860  * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5861  * @return 溢れずに済むならTRUEを返す
5862  */
5863 bool inven_carry_okay(object_type *o_ptr)
5864 {
5865         int j;
5866
5867         /* Empty slot? */
5868         if (inven_cnt < INVEN_PACK) return (TRUE);
5869
5870         /* Similar slot? */
5871         for (j = 0; j < INVEN_PACK; j++)
5872         {
5873                 object_type *j_ptr = &inventory[j];
5874
5875                 /* Skip non-objects */
5876                 if (!j_ptr->k_idx) continue;
5877
5878                 /* Check if the two items can be combined */
5879                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5880         }
5881
5882         return (FALSE);
5883 }
5884
5885 /*!
5886  * @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 /
5887  * Check if we have space for an item in the pack without overflow
5888  * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5889  * @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?)
5890  * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5891  * @return o_ptrの方が上位ならばTRUEを返す。
5892  */
5893 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5894 {
5895         int o_type, j_type;
5896
5897         /* Use empty slots */
5898         if (!j_ptr->k_idx) return TRUE;
5899
5900         /* Hack -- readable books always come first */
5901         if ((o_ptr->tval == REALM1_BOOK) &&
5902             (j_ptr->tval != REALM1_BOOK)) return TRUE;
5903         if ((j_ptr->tval == REALM1_BOOK) &&
5904             (o_ptr->tval != REALM1_BOOK)) return FALSE;
5905
5906         if ((o_ptr->tval == REALM2_BOOK) &&
5907             (j_ptr->tval != REALM2_BOOK)) return TRUE;
5908         if ((j_ptr->tval == REALM2_BOOK) &&
5909             (o_ptr->tval != REALM2_BOOK)) return FALSE;
5910
5911         /* Objects sort by decreasing type */
5912         if (o_ptr->tval > j_ptr->tval) return TRUE;
5913         if (o_ptr->tval < j_ptr->tval) return FALSE;
5914
5915         /* Non-aware (flavored) items always come last */
5916         /* Can happen in the home */
5917         if (!object_is_aware(o_ptr)) return FALSE;
5918         if (!object_is_aware(j_ptr)) return TRUE;
5919
5920         /* Objects sort by increasing sval */
5921         if (o_ptr->sval < j_ptr->sval) return TRUE;
5922         if (o_ptr->sval > j_ptr->sval) return FALSE;
5923
5924         /* Unidentified objects always come last */
5925         /* Objects in the home can be unknown */
5926         if (!object_is_known(o_ptr)) return FALSE;
5927         if (!object_is_known(j_ptr)) return TRUE;
5928
5929         /* Fixed artifacts, random artifacts and ego items */
5930         if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5931         else if (o_ptr->art_name) o_type = 2;
5932         else if (object_is_ego(o_ptr)) o_type = 1;
5933         else o_type = 0;
5934
5935         if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5936         else if (j_ptr->art_name) j_type = 2;
5937         else if (object_is_ego(j_ptr)) j_type = 1;
5938         else j_type = 0;
5939
5940         if (o_type < j_type) return TRUE;
5941         if (o_type > j_type) return FALSE;
5942
5943         switch (o_ptr->tval)
5944         {
5945         case TV_FIGURINE:
5946         case TV_STATUE:
5947         case TV_CORPSE:
5948         case TV_CAPTURE:
5949                 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5950                 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5951                 return FALSE;
5952
5953         case TV_SHOT:
5954         case TV_ARROW:
5955         case TV_BOLT:
5956                 /* Objects sort by increasing hit/damage bonuses */
5957                 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5958                 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5959                 break;
5960
5961         /* Hack:  otherwise identical rods sort by
5962         increasing recharge time --dsb */
5963         case TV_ROD:
5964                 if (o_ptr->pval < j_ptr->pval) return TRUE;
5965                 if (o_ptr->pval > j_ptr->pval) return FALSE;
5966                 break;
5967         }
5968
5969         /* Objects sort by decreasing value */
5970         return o_value > object_value(j_ptr);
5971 }
5972
5973
5974 /*!
5975  * @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 /
5976  * Add an item to the players inventory, and return the slot used.
5977  * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5978  * @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。
5979  * @details
5980  * If the new item can combine with an existing item in the inventory,\n
5981  * it will do so, using "object_similar()" and "object_absorb()", else,\n
5982  * the item will be placed into the "proper" location in the inventory.\n
5983  *\n
5984  * This function can be used to "over-fill" the player's pack, but only\n
5985  * once, and such an action must trigger the "overflow" code immediately.\n
5986  * Note that when the pack is being "over-filled", the new item must be\n
5987  * placed into the "overflow" slot, and the "overflow" must take place\n
5988  * before the pack is reordered, but (optionally) after the pack is\n
5989  * combined.  This may be tricky.  See "dungeon.c" for info.\n
5990  *\n
5991  * Note that this code must remove any location/stack information\n
5992  * from the object once it is placed into the inventory.\n
5993  */
5994 s16b inven_carry(object_type *o_ptr)
5995 {
5996         INVENTORY_IDX i, j, k;
5997         INVENTORY_IDX n = -1;
5998
5999         object_type *j_ptr;
6000
6001
6002         /* Check for combining */
6003         for (j = 0; j < INVEN_PACK; j++)
6004         {
6005                 j_ptr = &inventory[j];
6006
6007                 /* Skip non-objects */
6008                 if (!j_ptr->k_idx) continue;
6009
6010                 /* Hack -- track last item */
6011                 n = j;
6012
6013                 /* Check if the two items can be combined */
6014                 if (object_similar(j_ptr, o_ptr))
6015                 {
6016                         /* Combine the items */
6017                         object_absorb(j_ptr, o_ptr);
6018
6019                         /* Increase the weight */
6020                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6021                         p_ptr->update |= (PU_BONUS);
6022
6023                         p_ptr->window |= (PW_INVEN);
6024
6025                         /* Success */
6026                         return (j);
6027                 }
6028         }
6029
6030
6031         /* Paranoia */
6032         if (inven_cnt > INVEN_PACK) return (-1);
6033
6034         /* Find an empty slot */
6035         for (j = 0; j <= INVEN_PACK; j++)
6036         {
6037                 j_ptr = &inventory[j];
6038
6039                 /* Use it if found */
6040                 if (!j_ptr->k_idx) break;
6041         }
6042
6043         /* Use that slot */
6044         i = j;
6045
6046
6047         /* Reorder the pack */
6048         if (i < INVEN_PACK)
6049         {
6050                 /* Get the "value" of the item */
6051                 s32b o_value = object_value(o_ptr);
6052
6053                 /* Scan every occupied slot */
6054                 for (j = 0; j < INVEN_PACK; j++)
6055                 {
6056                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6057                 }
6058
6059                 /* Use that slot */
6060                 i = j;
6061
6062                 /* Slide objects */
6063                 for (k = n; k >= i; k--)
6064                 {
6065                         /* Hack -- Slide the item */
6066                         object_copy(&inventory[k+1], &inventory[k]);
6067                 }
6068
6069                 /* Wipe the empty slot */
6070                 object_wipe(&inventory[i]);
6071         }
6072
6073
6074         /* Copy the item */
6075         object_copy(&inventory[i], o_ptr);
6076
6077         /* Access new object */
6078         j_ptr = &inventory[i];
6079
6080         /* Forget stack */
6081         j_ptr->next_o_idx = 0;
6082
6083         /* Forget monster */
6084         j_ptr->held_m_idx = 0;
6085
6086         /* Forget location */
6087         j_ptr->iy = j_ptr->ix = 0;
6088
6089         /* Player touches it, and no longer marked */
6090         j_ptr->marked = OM_TOUCHED;
6091
6092         /* Increase the weight */
6093         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6094
6095         /* Count the items */
6096         inven_cnt++;
6097         p_ptr->update |= (PU_BONUS);
6098
6099         /* Combine and Reorder pack */
6100         p_ptr->update |= (PU_COMBINE | PU_REORDER);
6101
6102         p_ptr->window |= (PW_INVEN);
6103
6104         /* Return the slot */
6105         return (i);
6106 }
6107
6108
6109 /*!
6110  * @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 /
6111  * Take off (some of) a non-cursed equipment item
6112  * @param item オブジェクトを外したい所持テーブルのID
6113  * @param amt 外したい個数
6114  * @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。
6115  * @details
6116  * Note that only one item at a time can be wielded per slot.\n
6117  * Note that taking off an item when "full" may cause that item\n
6118  * to fall to the ground.\n
6119  * Return the inventory slot into which the item is placed.\n
6120  */
6121 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
6122 {
6123         INVENTORY_IDX slot;
6124
6125         object_type forge;
6126         object_type *q_ptr;
6127
6128         object_type *o_ptr;
6129
6130         cptr act;
6131
6132         GAME_TEXT o_name[MAX_NLEN];
6133
6134
6135         /* Get the item to take off */
6136         o_ptr = &inventory[item];
6137
6138         /* Paranoia */
6139         if (amt <= 0) return (-1);
6140
6141         /* Verify */
6142         if (amt > o_ptr->number) amt = o_ptr->number;
6143         q_ptr = &forge;
6144
6145         /* Obtain a local object */
6146         object_copy(q_ptr, o_ptr);
6147
6148         /* Modify quantity */
6149         q_ptr->number = amt;
6150
6151         object_desc(o_name, q_ptr, 0);
6152
6153         /* Took off weapon */
6154         if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6155             object_is_melee_weapon(o_ptr))
6156         {
6157                 act = _("を装備からはずした", "You were wielding");
6158         }
6159
6160         /* Took off bow */
6161         else if (item == INVEN_BOW)
6162         {
6163                 act = _("を装備からはずした", "You were holding");
6164         }
6165
6166         /* Took off light */
6167         else if (item == INVEN_LITE)
6168         {
6169                 act = _("を光源からはずした", "You were holding");
6170         }
6171
6172         /* Took off something */
6173         else
6174         {
6175                 act = _("を装備からはずした", "You were wearing");
6176         }
6177
6178         /* Modify, Optimize */
6179         inven_item_increase(item, -amt);
6180         inven_item_optimize(item);
6181
6182         /* Carry the object */
6183         slot = inven_carry(q_ptr);
6184
6185 #ifdef JP
6186         msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6187 #else
6188         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6189 #endif
6190
6191
6192         /* Return slot */
6193         return (slot);
6194 }
6195
6196
6197 /*!
6198  * @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 /
6199  * Drop (some of) a non-cursed inventory/equipment item
6200  * @param item 所持テーブルのID
6201  * @param amt 落としたい個数
6202  * @return なし
6203  * @details
6204  * The object will be dropped "near" the current location
6205  */
6206 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
6207 {
6208         object_type forge;
6209         object_type *q_ptr;
6210         object_type *o_ptr;
6211
6212         GAME_TEXT o_name[MAX_NLEN];
6213
6214         /* Access original object */
6215         o_ptr = &inventory[item];
6216
6217         /* Error check */
6218         if (amt <= 0) return;
6219
6220         /* Not too many */
6221         if (amt > o_ptr->number) amt = o_ptr->number;
6222
6223         /* Take off equipment */
6224         if (item >= INVEN_RARM)
6225         {
6226                 /* Take off first */
6227                 item = inven_takeoff(item, amt);
6228
6229                 /* Access original object */
6230                 o_ptr = &inventory[item];
6231         }
6232
6233         q_ptr = &forge;
6234
6235         /* Obtain local object */
6236         object_copy(q_ptr, o_ptr);
6237
6238         /* Distribute charges of wands or rods */
6239         distribute_charges(o_ptr, q_ptr, amt);
6240
6241         /* Modify quantity */
6242         q_ptr->number = amt;
6243
6244         /* Describe local object */
6245         object_desc(o_name, q_ptr, 0);
6246
6247         msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6248
6249         /* Drop it near the player */
6250         (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6251
6252         /* Modify, Describe, Optimize */
6253         inven_item_increase(item, -amt);
6254         inven_item_describe(item);
6255         inven_item_optimize(item);
6256 }
6257
6258
6259 /*!
6260  * @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 /
6261  * Combine items in the pack
6262  * @return なし
6263  * @details
6264  * Note special handling of the "overflow" slot
6265  */
6266 void combine_pack(void)
6267 {
6268         int             i, j, k;
6269         object_type     *o_ptr;
6270         object_type     *j_ptr;
6271         bool            flag = FALSE, combined;
6272
6273         do
6274         {
6275                 combined = FALSE;
6276
6277                 /* Combine the pack (backwards) */
6278                 for (i = INVEN_PACK; i > 0; i--)
6279                 {
6280                         o_ptr = &inventory[i];
6281
6282                         /* Skip empty items */
6283                         if (!o_ptr->k_idx) continue;
6284
6285                         /* Scan the items above that item */
6286                         for (j = 0; j < i; j++)
6287                         {
6288                                 int max_num;
6289
6290                                 j_ptr = &inventory[j];
6291
6292                                 /* Skip empty items */
6293                                 if (!j_ptr->k_idx) continue;
6294
6295                                 /*
6296                                  * Get maximum number of the stack if these
6297                                  * are similar, get zero otherwise.
6298                                  */
6299                                 max_num = object_similar_part(j_ptr, o_ptr);
6300
6301                                 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6302                                 if (max_num && j_ptr->number < max_num)
6303                                 {
6304                                         if (o_ptr->number + j_ptr->number <= max_num)
6305                                         {
6306                                                 /* Take note */
6307                                                 flag = TRUE;
6308
6309                                                 /* Add together the item counts */
6310                                                 object_absorb(j_ptr, o_ptr);
6311
6312                                                 /* One object is gone */
6313                                                 inven_cnt--;
6314
6315                                                 /* Slide everything down */
6316                                                 for (k = i; k < INVEN_PACK; k++)
6317                                                 {
6318                                                         /* Structure copy */
6319                                                         inventory[k] = inventory[k+1];
6320                                                 }
6321
6322                                                 /* Erase the "final" slot */
6323                                                 object_wipe(&inventory[k]);
6324                                         }
6325                                         else
6326                                         {
6327                                                 int old_num = o_ptr->number;
6328                                                 int remain = j_ptr->number + o_ptr->number - max_num;
6329 #if 0
6330                                                 o_ptr->number -= remain;
6331 #endif
6332                                                 /* Add together the item counts */
6333                                                 object_absorb(j_ptr, o_ptr);
6334
6335                                                 o_ptr->number = remain;
6336
6337                                                 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6338                                                 if (o_ptr->tval == TV_ROD)
6339                                                 {
6340                                                         o_ptr->pval =  o_ptr->pval * remain / old_num;
6341                                                         o_ptr->timeout = o_ptr->timeout * remain / old_num;
6342                                                 }
6343
6344                                                 /* Hack -- if wands are stacking, combine the charges. -LM- */
6345                                                 if (o_ptr->tval == TV_WAND)
6346                                                 {
6347                                                         o_ptr->pval = o_ptr->pval * remain / old_num;
6348                                                 }
6349                                         }
6350
6351                                         p_ptr->window |= (PW_INVEN);
6352
6353                                         /* Take note */
6354                                         combined = TRUE;
6355
6356                                         break;
6357                                 }
6358                         }
6359                 }
6360         }
6361         while (combined);
6362
6363         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."));
6364 }
6365
6366 /*!
6367  * @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 /
6368  * Reorder items in the pack
6369  * @return なし
6370  * @details
6371  * Note special handling of the "overflow" slot
6372  */
6373 void reorder_pack(void)
6374 {
6375         int             i, j, k;
6376         s32b            o_value;
6377         object_type     forge;
6378         object_type     *q_ptr;
6379         object_type     *o_ptr;
6380         bool            flag = FALSE;
6381
6382
6383         /* Re-order the pack (forwards) */
6384         for (i = 0; i < INVEN_PACK; i++)
6385         {
6386                 /* Mega-Hack -- allow "proper" over-flow */
6387                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6388
6389                 o_ptr = &inventory[i];
6390
6391                 /* Skip empty slots */
6392                 if (!o_ptr->k_idx) continue;
6393
6394                 /* Get the "value" of the item */
6395                 o_value = object_value(o_ptr);
6396
6397                 /* Scan every occupied slot */
6398                 for (j = 0; j < INVEN_PACK; j++)
6399                 {
6400                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6401                 }
6402
6403                 /* Never move down */
6404                 if (j >= i) continue;
6405
6406                 /* Take note */
6407                 flag = TRUE;
6408                 q_ptr = &forge;
6409
6410                 /* Save a copy of the moving item */
6411                 object_copy(q_ptr, &inventory[i]);
6412
6413                 /* Slide the objects */
6414                 for (k = i; k > j; k--)
6415                 {
6416                         /* Slide the item */
6417                         object_copy(&inventory[k], &inventory[k-1]);
6418                 }
6419
6420                 /* Insert the moving item */
6421                 object_copy(&inventory[j], q_ptr);
6422
6423                 p_ptr->window |= (PW_INVEN);
6424         }
6425
6426         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."));
6427 }
6428
6429 /*!
6430  * @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 /
6431  * Hack -- display an object kind in the current window
6432  * @param k_idx ベースアイテムの参照ID
6433  * @return なし
6434  * @details
6435  * Include list of usable spells for readible books
6436  */
6437 void display_koff(KIND_OBJECT_IDX k_idx)
6438 {
6439         int y;
6440
6441         object_type forge;
6442         object_type *q_ptr;
6443         int         sval;
6444         REALM_IDX   use_realm;
6445
6446         GAME_TEXT o_name[MAX_NLEN];
6447
6448
6449         /* Erase the window */
6450         for (y = 0; y < Term->hgt; y++)
6451         {
6452                 /* Erase the line */
6453                 Term_erase(0, y, 255);
6454         }
6455
6456         /* No info */
6457         if (!k_idx) return;
6458         q_ptr = &forge;
6459
6460         /* Prepare the object */
6461         object_prep(q_ptr, k_idx);
6462         object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6463
6464         /* Mention the object name */
6465         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6466
6467         /* Access the item's sval */
6468         sval = q_ptr->sval;
6469         use_realm = tval2realm(q_ptr->tval);
6470
6471         /* Warriors are illiterate */
6472         if (p_ptr->realm1 || p_ptr->realm2)
6473         {
6474                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6475         }
6476         else
6477         {
6478                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6479                 if (!is_magic(use_realm)) return;
6480                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6481         }
6482
6483         /* Display spells in readible books */
6484         {
6485                 int     spell = -1;
6486                 int     num = 0;
6487                 SPELL_IDX    spells[64];
6488
6489                 /* Extract spells */
6490                 for (spell = 0; spell < 32; spell++)
6491                 {
6492                         /* Check for this spell */
6493                         if (fake_spell_flags[sval] & (1L << spell))
6494                         {
6495                                 /* Collect this spell */
6496                                 spells[num++] = spell;
6497                         }
6498                 }
6499
6500                 /* Print spells */
6501                 print_spells(0, spells, num, 2, 0, use_realm);
6502         }
6503 }
6504
6505 /*!
6506  * @brief 警告を放つアイテムを選択する /
6507  * Choose one of items that have warning flag
6508  * Calculate spell damages
6509  * @return 警告を行う
6510  */
6511 object_type *choose_warning_item(void)
6512 {
6513         int i;
6514         int choices[INVEN_TOTAL - INVEN_RARM];
6515         int number = 0;
6516
6517         /* Paranoia -- Player has no warning ability */
6518         if (!p_ptr->warning) return NULL;
6519
6520         /* Search Inventory */
6521         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6522         {
6523                 BIT_FLAGS flgs[TR_FLAG_SIZE];
6524                 object_type *o_ptr = &inventory[i];
6525
6526                 object_flags(o_ptr, flgs);
6527                 if (have_flag(flgs, TR_WARNING))
6528                 {
6529                         choices[number] = i;
6530                         number++;
6531                 }
6532         }
6533
6534         /* Choice one of them */
6535         return number ? &inventory[choices[randint0(number)]] : NULL;
6536 }
6537
6538 /*!
6539  * @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 /
6540  * Calculate spell damages
6541  * @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
6542  * @param typ 効果属性のID
6543  * @param dam 基本ダメージ
6544  * @param max 算出した最大ダメージを返すポインタ
6545  * @return なし
6546  */
6547 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
6548 {
6549         monster_race *r_ptr = &r_info[m_ptr->r_idx];
6550         int          rlev = r_ptr->level;
6551         bool         ignore_wraith_form = FALSE;
6552
6553         /* Vulnerability, resistance and immunity */
6554         switch (typ)
6555         {
6556         case GF_ELEC:
6557                 if (p_ptr->immune_elec)
6558                 {
6559                         dam = 0;
6560                         ignore_wraith_form = TRUE;
6561                 }
6562                 else
6563                 {
6564                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6565                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6566                         if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6567                         if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6568                         if (IS_OPPOSE_ELEC())
6569                                 dam = (dam + 2) / 3;
6570                 }
6571                 break;
6572
6573         case GF_POIS:
6574                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6575                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6576                 break;
6577
6578         case GF_ACID:
6579                 if (p_ptr->immune_acid)
6580                 {
6581                         dam = 0;
6582                         ignore_wraith_form = TRUE;
6583                 }
6584                 else
6585                 {
6586                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6587                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6588                         if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6589                         if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6590                 }
6591                 break;
6592
6593         case GF_COLD:
6594         case GF_ICE:
6595                 if (p_ptr->immune_cold)
6596                 {
6597                         dam = 0;
6598                         ignore_wraith_form = TRUE;
6599                 }
6600                 else
6601                 {
6602                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6603                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6604                         if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6605                         if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6606                 }
6607                 break;
6608
6609         case GF_FIRE:
6610                 if (p_ptr->immune_fire)
6611                 {
6612                         dam = 0;
6613                         ignore_wraith_form = TRUE;
6614                 }
6615                 else
6616                 {
6617                         if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6618                         if (prace_is_(RACE_ENT)) dam += dam / 3;
6619                         if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6620                         if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6621                         if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6622                 }
6623                 break;
6624
6625         case GF_PSY_SPEAR:
6626                 ignore_wraith_form = TRUE;
6627                 break;
6628
6629         case GF_ARROW:
6630                 if (!p_ptr->blind &&
6631                     ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6632                      (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6633                 {
6634                         dam = 0;
6635                         ignore_wraith_form = TRUE;
6636                 }
6637                 break;
6638
6639         case GF_LITE:
6640                 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6641                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6642                 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6643
6644                 /*
6645                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6646                  * "dam *= 2;" for later "dam /= 2"
6647                  */
6648                 if (p_ptr->wraith_form) dam *= 2;
6649                 break;
6650
6651         case GF_DARK:
6652                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6653                 {
6654                         dam = 0;
6655                         ignore_wraith_form = TRUE;
6656                 }
6657                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6658                 break;
6659
6660         case GF_SHARDS:
6661                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6662                 break;
6663
6664         case GF_SOUND:
6665                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6666                 break;
6667
6668         case GF_CONFUSION:
6669                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6670                 break;
6671
6672         case GF_CHAOS:
6673                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6674                 break;
6675
6676         case GF_NETHER:
6677                 if (prace_is_(RACE_SPECTRE))
6678                 {
6679                         dam = 0;
6680                         ignore_wraith_form = TRUE;
6681                 }
6682                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6683                 break;
6684
6685         case GF_DISENCHANT:
6686                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6687                 break;
6688
6689         case GF_NEXUS:
6690                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6691                 break;
6692
6693         case GF_TIME:
6694                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6695                 break;
6696
6697         case GF_GRAVITY:
6698                 if (p_ptr->levitation) dam = (dam * 2) / 3;
6699                 break;
6700
6701         case GF_ROCKET:
6702                 if (p_ptr->resist_shard) dam /= 2;
6703                 break;
6704
6705         case GF_NUKE:
6706                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6707                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6708                 break;
6709
6710         case GF_DEATH_RAY:
6711                 if (p_ptr->mimic_form)
6712                 {
6713                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6714                         {
6715                                 dam = 0;
6716                                 ignore_wraith_form = TRUE;
6717                         }
6718                 }
6719                 else
6720                 {
6721                         switch (p_ptr->prace)
6722                         {
6723                         case RACE_GOLEM:
6724                         case RACE_SKELETON:
6725                         case RACE_ZOMBIE:
6726                         case RACE_VAMPIRE:
6727                         case RACE_DEMON:
6728                         case RACE_SPECTRE:
6729                                 dam = 0;
6730                                 ignore_wraith_form = TRUE;
6731                                 break;
6732                         }
6733                 }
6734                 break;
6735
6736         case GF_HOLY_FIRE:
6737                 if (p_ptr->align > 10) dam /= 2;
6738                 else if (p_ptr->align < -10) dam *= 2;
6739                 break;
6740
6741         case GF_HELL_FIRE:
6742                 if (p_ptr->align > 10) dam *= 2;
6743                 break;
6744
6745         case GF_MIND_BLAST:
6746         case GF_BRAIN_SMASH:
6747                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6748                 {
6749                         dam = 0;
6750                         ignore_wraith_form = TRUE;
6751                 }
6752                 break;
6753
6754         case GF_CAUSE_1:
6755         case GF_CAUSE_2:
6756         case GF_CAUSE_3:
6757         case GF_HAND_DOOM:
6758                 if (100 + rlev / 2 <= p_ptr->skill_sav)
6759                 {
6760                         dam = 0;
6761                         ignore_wraith_form = TRUE;
6762                 }
6763                 break;
6764
6765         case GF_CAUSE_4:
6766                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6767                 {
6768                         dam = 0;
6769                         ignore_wraith_form = TRUE;
6770                 }
6771                 break;
6772         }
6773
6774         if (p_ptr->wraith_form && !ignore_wraith_form)
6775         {
6776                 dam /= 2;
6777                 if (!dam) dam = 1;
6778         }
6779
6780         if (dam > *max) *max = dam;
6781 }
6782
6783 /*!
6784 * @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。 /
6785 * Calculate spell damages
6786 * @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
6787 * @param typ 効果属性のID
6788 * @param m_idx 魔法を行使するモンスターのID
6789 * @param max 算出した最大ダメージを返すポインタ
6790 * @return なし
6791 */
6792 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
6793 {
6794     monster_type *m_ptr = &m_list[m_idx];
6795     HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
6796     spell_damcalc(m_ptr, typ, dam, max);
6797 }
6798
6799 /*!
6800  * @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 /
6801  * Calculate blow damages
6802  * @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
6803  * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
6804  * @return 算出された最大ダメージを返す。
6805  */
6806 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6807 {
6808         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
6809         int  dummy_max = 0;
6810         bool check_wraith_form = TRUE;
6811
6812         if (blow_ptr->method != RBM_EXPLODE)
6813         {
6814                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
6815
6816                 switch (blow_ptr->effect)
6817                 {
6818                 case RBE_SUPERHURT:
6819                 {
6820                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6821                         dam = MAX(dam, tmp_dam * 2);
6822                         break;
6823                 }
6824
6825                 case RBE_HURT:
6826                 case RBE_SHATTER:
6827                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6828                         break;
6829
6830                 case RBE_ACID:
6831                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
6832                         dam = dummy_max;
6833                         check_wraith_form = FALSE;
6834                         break;
6835
6836                 case RBE_ELEC:
6837                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
6838                         dam = dummy_max;
6839                         check_wraith_form = FALSE;
6840                         break;
6841
6842                 case RBE_FIRE:
6843                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
6844                         dam = dummy_max;
6845                         check_wraith_form = FALSE;
6846                         break;
6847
6848                 case RBE_COLD:
6849                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
6850                         dam = dummy_max;
6851                         check_wraith_form = FALSE;
6852                         break;
6853
6854                 case RBE_DR_MANA:
6855                         dam = 0;
6856                         check_wraith_form = FALSE;
6857                         break;
6858                 }
6859
6860                 if (check_wraith_form && p_ptr->wraith_form)
6861                 {
6862                         dam /= 2;
6863                         if (!dam) dam = 1;
6864                 }
6865         }
6866         else
6867         {
6868                 dam = (dam + 1) / 2;
6869                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
6870                 dam = dummy_max;
6871         }
6872
6873         return dam;
6874 }
6875
6876 /*!
6877  * @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 /
6878  * Examine the grid (xx,yy) and warn the player if there are any danger
6879  * @param xx 危険性を調査するマスのX座標
6880  * @param yy 危険性を調査するマスのY座標
6881  * @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。
6882  */
6883 bool process_warning(POSITION xx, POSITION yy)
6884 {
6885         POSITION mx, my;
6886         cave_type *c_ptr;
6887         GAME_TEXT o_name[MAX_NLEN];
6888
6889 #define WARNING_AWARE_RANGE 12
6890         int dam_max = 0;
6891         static int old_damage = 0;
6892
6893         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6894         {
6895                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6896                 {
6897                         int dam_max0 = 0;
6898                         monster_type *m_ptr;
6899                         monster_race *r_ptr;
6900
6901                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6902
6903                         c_ptr = &cave[my][mx];
6904
6905                         if (!c_ptr->m_idx) continue;
6906
6907                         m_ptr = &m_list[c_ptr->m_idx];
6908
6909                         if (MON_CSLEEP(m_ptr)) continue;
6910                         if (!is_hostile(m_ptr)) continue;
6911
6912                         r_ptr = &r_info[m_ptr->r_idx];
6913
6914                         /* Monster spells (only powerful ones)*/
6915                         if (projectable(my, mx, yy, xx))
6916             {
6917                                 BIT_FLAGS f4 = r_ptr->flags4;
6918                                 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
6919                                 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
6920
6921                                 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6922                                 {
6923                                         if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6924                                         if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6925                                         if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6926                                         if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
6927                                         if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
6928                                         if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
6929                                 }
6930                                 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
6931                                 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
6932                                 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
6933                                 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
6934                                 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
6935                                 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
6936                                 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
6937                                 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
6938                                 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6939                                 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
6940                                 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
6941                                 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6942                                 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
6943                                 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
6944                                 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
6945                                 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
6946                                 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
6947                                 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
6948                                 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
6949                                 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
6950                                 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6951                                 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
6952                                 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
6953                         }
6954
6955                         /* Monster melee attacks */
6956                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6957                         {
6958                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6959                                 {
6960                                         int m;
6961                                         int dam_melee = 0;
6962                                         for (m = 0; m < 4; m++)
6963                                         {
6964                                                 /* Skip non-attacks */
6965                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6966
6967                                                 /* Extract the attack info */
6968                                                 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6969                                                 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6970                                         }
6971                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
6972                                 }
6973                         }
6974
6975                         /* Contribution from this monster */
6976                         dam_max += dam_max0;
6977                 }
6978         }
6979
6980         /* Prevent excessive warning */
6981         if (dam_max > old_damage)
6982         {
6983                 old_damage = dam_max * 3 / 2;
6984
6985                 if (dam_max > p_ptr->chp / 2)
6986                 {
6987                         object_type *o_ptr = choose_warning_item();
6988
6989                         if (o_ptr)
6990                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6991             else 
6992                 strcpy(o_name, _("体", "body")); /* Warning ability without item */
6993             msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
6994
6995                         disturb(FALSE, TRUE);
6996             return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
6997                 }
6998         }
6999         else old_damage = old_damage / 2;
7000
7001         c_ptr = &cave[yy][xx];
7002         if (((!easy_disarm && is_trap(c_ptr->feat))
7003             || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7004         {
7005                 object_type *o_ptr = choose_warning_item();
7006
7007                 if (o_ptr) 
7008             object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7009         else
7010             strcpy(o_name, _("体", "body")); /* Warning ability without item */
7011         msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7012                 disturb(FALSE, TRUE);
7013         return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7014         }
7015
7016         return TRUE;
7017 }
7018
7019 /*!
7020  * エッセンス情報の構造体 / A structure for smithing
7021  */
7022 typedef struct {
7023         int add;       /* TR flag number or special essence id */
7024         cptr add_name; /* Name of this ability */
7025         ESSENCE_IDX type;      /* Menu number */
7026         int essence;   /* Index for carrying essences */
7027         int value;     /* Needed value to add this ability */
7028 } essence_type;
7029
7030
7031 /*!
7032  * エッセンス情報テーブル Smithing type data for Weapon smith
7033  */
7034 #ifdef JP
7035 static essence_type essence_info[] = 
7036 {
7037         {TR_STR, "腕力", 4, TR_STR, 20},
7038         {TR_INT, "知能", 4, TR_INT, 20},
7039         {TR_WIS, "賢さ", 4, TR_WIS, 20},
7040         {TR_DEX, "器用さ", 4, TR_DEX, 20},
7041         {TR_CON, "耐久力", 4, TR_CON, 20},
7042         {TR_CHR, "魅力", 4, TR_CHR, 20},
7043         {TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20},
7044         {TR_STEALTH, "隠密", 4, TR_STEALTH, 40},
7045         {TR_SEARCH, "探索", 4, TR_SEARCH, 15},
7046         {TR_INFRA, "赤外線視力", 4, TR_INFRA, 15},
7047         {TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15},
7048         {TR_SPEED, "スピード", 4, TR_SPEED, 12},
7049         {TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20},
7050         {TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15},
7051         {TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60},
7052         {TR_IMPACT, "地震発動", 7, TR_IMPACT, 15},
7053         {TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20},
7054         {TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20},
7055         {TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20},
7056         {TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20},
7057         {TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20},
7058         {TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15},
7059         {TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15},
7060         {TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15},
7061         {TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15},
7062         {TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15},
7063         {TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15},
7064         {TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20},
7065         {TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20},
7066         {TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20},
7067         {TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20},
7068         {TR_REFLECT, "反射", 2, TR_REFLECT, 20},
7069         {TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20},
7070         {TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20},
7071         {TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15},
7072         {TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15},
7073         {TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15},
7074         {TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15},
7075         {TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25},
7076         {TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20},
7077         {TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20},
7078         {TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20},
7079         {TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20},
7080         {TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20},
7081         {TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20},
7082         {TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20},
7083         {TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20},
7084         {TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20},
7085         {TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20},
7086         {TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20},
7087         {TR_SH_FIRE, "", 0, -2, 0},
7088         {TR_SH_ELEC, "", 0, -2, 0},
7089         {TR_SH_COLD, "", 0, -2, 0},
7090         {TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15},
7091         {TR_WARNING, "警告", 3, TR_WARNING, 20},
7092         {TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20},
7093         {TR_LITE_1, "永久光源", 3, TR_LITE_1, 15},
7094         {TR_LITE_2, "", 0, -2, 0},
7095         {TR_LITE_3, "", 0, -2, 0},
7096         {TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20},
7097         {TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15},
7098         {TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15},
7099         {TR_REGEN, "急速回復", 3, TR_REGEN, 20},
7100         {TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25},
7101
7102         {TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100},
7103         {TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60},
7104         {TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20},
7105         {TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60},
7106         {TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20},
7107         {TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60},
7108         {TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20},
7109         {TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60},
7110         {TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15},
7111         {TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60},
7112         {TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15},
7113         {TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60},
7114         {TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20},
7115         {TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60},       
7116         {TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20},
7117         {TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60},
7118         {TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20},
7119         {TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60},
7120
7121         {TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40},
7122         {TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40}, 
7123         {TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40},       
7124         {TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40},     
7125         {TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40},   
7126         {TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40},       
7127         {TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40},
7128         {TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40},
7129
7130         {ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30},
7131         {ESSENCE_AC, "防御", 10, TR_ES_AC, 15},
7132         {ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50},
7133         {ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50},
7134         {ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50},
7135         {ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50},
7136         {ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50},
7137         {ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50},
7138         {ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50},
7139         {ESSENCE_RESISTANCE, "全耐性", 2, -1, 150},
7140         {ESSENCE_SUSTAIN, "装備保持", 10, -1, 10},
7141         {ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200},
7142
7143         {-1, NULL, 0, -1, 0}
7144 };
7145 #else
7146 static essence_type essence_info[] = 
7147 {
7148         {TR_STR, "strength", 4, TR_STR, 20},
7149         {TR_INT, "intelligence", 4, TR_INT, 20},
7150         {TR_WIS, "wisdom", 4, TR_WIS, 20},
7151         {TR_DEX, "dexterity", 4, TR_DEX, 20},
7152         {TR_CON, "constitution", 4, TR_CON, 20},
7153         {TR_CHR, "charisma", 4, TR_CHR, 20},
7154         {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7155         {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7156         {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7157         {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7158         {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7159         {TR_SPEED, "speed", 4, TR_SPEED, 12},
7160         {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7161         {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7162         {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7163         {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7164         {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7165         {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7166         {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7167         {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7168         {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7169         {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7170         {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7171         {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7172         {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7173         {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7174         {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7175         {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7176         {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7177         {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7178         {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7179         {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7180         {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7181         {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
7182         {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7183         {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7184         {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7185         {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7186         {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7187         {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7188         {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7189         {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7190         {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7191         {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7192         {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7193         {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7194         {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7195         {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7196         {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7197         {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7198         {TR_SH_FIRE, "", 0, -2, 0},
7199         {TR_SH_ELEC, "", 0, -2, 0},
7200         {TR_SH_COLD, "", 0, -2, 0},
7201         {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7202         {TR_WARNING, "warning", 3, TR_WARNING, 20},
7203         {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7204         {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7205         {TR_LITE_2, "", 0, -2, 0},
7206         {TR_LITE_3, "", 0, -2, 0},
7207         {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7208         {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7209         {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7210         {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7211         {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7212
7213         {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7214         {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7215         {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7216         {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7217         {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7218         {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7219         {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7220         {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7221         {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7222         {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7223         {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7224         {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7225         {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7226         {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},       
7227         {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7228         {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7229         {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7230         {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7231
7232         {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7233         {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40}, 
7234         {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},       
7235         {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},     
7236         {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},   
7237         {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},       
7238         {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7239         {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7240
7241         {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7242         {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7243         {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7244         {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7245         {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7246         {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7247         {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7248         {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7249         {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7250         {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7251         {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7252         {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7253
7254         {-1, NULL, 0, -1, 0}
7255 };
7256 #endif
7257
7258
7259 /*!
7260  * エッセンス名テーブル / Essense names for Weapon smith
7261  */
7262 #ifdef JP
7263 cptr essence_name[] = 
7264 {
7265         "腕力",
7266         "知能",
7267         "賢さ",
7268         "器用さ",
7269         "耐久力",
7270         "魅力",
7271         "魔力支配",
7272         "",
7273         "隠密",
7274         "探索",
7275         "赤外線視力",
7276         "採掘",
7277         "スピード",
7278         "追加攻撃",
7279         "カオス攻撃",
7280         "吸血攻撃",
7281         "動物倍打",
7282         "邪悪倍打",
7283         "不死倍打",
7284         "悪魔倍打",
7285         "オーク倍打",
7286         "トロル倍打",
7287         "巨人倍打",
7288         "竜倍打",
7289         "",
7290         "",
7291         "地震",
7292         "毒殺",
7293         "溶解",
7294         "電撃",
7295         "焼棄",
7296         "凍結",
7297         "能力維持",
7298         "",
7299         "",
7300         "",
7301         "",
7302         "",
7303         "",
7304         "",
7305         "免疫",
7306         "",
7307         "",
7308         "",
7309         "",
7310         "反射",
7311         "麻痺知らず",
7312         "経験値維持",
7313         "耐酸",
7314         "耐電撃",
7315         "耐火炎",
7316         "耐冷気",
7317         "耐毒",
7318         "耐恐怖",
7319         "耐閃光",
7320         "耐暗黒",
7321         "耐盲目",
7322         "耐混乱",
7323         "耐轟音",
7324         "耐破片",
7325         "耐地獄",
7326         "耐因果混乱",
7327         "耐カオス",
7328         "耐劣化",
7329         "",
7330         "",
7331         "人間倍打",
7332         "",
7333         "",
7334         "反魔法",
7335         "",
7336         "",
7337         "警告",
7338         "",
7339         "",
7340         "",
7341         "浮遊",
7342         "永久光源",
7343         "可視透明",
7344         "テレパシー",
7345         "遅消化",
7346         "急速回復",
7347         "",
7348         "",
7349         "",
7350         "",
7351         "",
7352         "",
7353         "",
7354         "",
7355         "テレポート",
7356         "",
7357         "",
7358         "攻撃",
7359         "防御",
7360
7361         NULL
7362 };
7363
7364 #else
7365
7366 cptr essence_name[] = 
7367 {
7368         "strength",
7369         "intelligen.",
7370         "wisdom",
7371         "dexterity",
7372         "constitut.",
7373         "charisma",
7374         "magic mast.",
7375         "",
7376         "stealth",
7377         "serching",
7378         "infravision",
7379         "digging",
7380         "speed",
7381         "extra atk",
7382         "chaos brand",
7383         "vampiric",
7384         "slay animal",
7385         "slay evil",
7386         "slay undead",
7387         "slay demon",
7388         "slay orc",
7389         "slay troll",
7390         "slay giant",
7391         "slay dragon",
7392         "",
7393         "",
7394         "quake",
7395         "pois. brand",
7396         "acid brand",
7397         "elec. brand",
7398         "fire brand",
7399         "cold brand",
7400         "sustain",
7401         "",
7402         "",
7403         "",
7404         "",
7405         "",
7406         "",
7407         "",
7408         "immunity",
7409         "",
7410         "",
7411         "",
7412         "",
7413         "reflection",
7414         "free action",
7415         "hold exp",
7416         "res. acid",
7417         "res. elec.",
7418         "res. fire",
7419         "res. cold",
7420         "res. poison",
7421         "res. fear",
7422         "res. light",
7423         "res. dark",
7424         "res. blind",
7425         "res.confuse",
7426         "res. sound",
7427         "res. shard",
7428         "res. nether",
7429         "res. nexus",
7430         "res. chaos",
7431         "res. disen.",
7432         "",
7433         "",
7434         "slay human",
7435         "",
7436         "",
7437         "anti magic",
7438         "",
7439         "",
7440         "warning",
7441         "",
7442         "",
7443         "",
7444         "levitation",
7445         "perm. light",
7446         "see invis.",
7447         "telepathy",
7448         "slow dige.",
7449         "regen.",
7450         "",
7451         "",
7452         "",
7453         "",
7454         "",
7455         "",
7456         "",
7457         "",
7458         "teleport",
7459         "",
7460         "",
7461         "weapon enc.",
7462         "armor enc.",
7463
7464         NULL
7465 };
7466 #endif
7467
7468 /*!
7469  * @brief 所持しているエッセンス一覧を表示する
7470  * @return なし
7471  */
7472 static void display_essence(void)
7473 {
7474         int i, num = 0;
7475
7476         screen_save();
7477         for (i = 1; i < 22; i++)
7478         {
7479                 prt("",i,0);
7480         }
7481         prt(_("エッセンス   個数     エッセンス   個数     エッセンス   個数", 
7482                   "Essence      Num      Essence      Num      Essence      Num "), 1, 8);
7483         for (i = 0; essence_name[i]; i++)
7484         {
7485                 if (!essence_name[i][0]) continue;
7486                 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7487                 num++;
7488         }
7489         prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7490         (void)inkey();
7491         screen_load();
7492         return;
7493 }
7494
7495 /*!
7496  * @brief エッセンスの抽出処理
7497  * @return なし
7498  */
7499 static void drain_essence(void)
7500 {
7501         int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7502         int i;
7503         OBJECT_IDX item;
7504         int dec = 4;
7505         bool observe = FALSE;
7506         int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7507         TIME_EFFECT old_timeout;
7508         BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7509         object_type *o_ptr;
7510         cptr q, s;
7511         POSITION iy, ix;
7512         byte_hack marked;
7513         ITEM_NUMBER number;
7514         OBJECT_IDX next_o_idx;
7515         WEIGHT weight;
7516
7517         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7518                 drain_value[i] = 0;
7519
7520         item_tester_hook = object_is_weapon_armour_ammo;
7521
7522         q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
7523         s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
7524
7525         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
7526
7527         /* Get the item (in the pack) */
7528         if (item >= 0)
7529         {
7530                 o_ptr = &inventory[item];
7531         }
7532
7533         /* Get the item (on the floor) */
7534         else
7535         {
7536                 o_ptr = &o_list[0 - item];
7537         }
7538
7539         if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7540         {
7541                 GAME_TEXT o_name[MAX_NLEN];
7542                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7543                 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;
7544         }
7545
7546         p_ptr->energy_use = 100;
7547
7548         object_flags(o_ptr, old_flgs);
7549         if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7550         if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7551         if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7552         if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7553         if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7554         if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7555         if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7556         if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7557         if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7558
7559         old_to_a = o_ptr->to_a;
7560         old_ac = o_ptr->ac;
7561         old_to_h = o_ptr->to_h;
7562         old_to_d = o_ptr->to_d;
7563         old_ds = o_ptr->ds;
7564         old_dd = o_ptr->dd;
7565         old_pval = o_ptr->pval;
7566         old_name2 = o_ptr->name2;
7567         old_timeout = o_ptr->timeout;
7568         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7569         if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7570         if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7571         if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7572         if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7573         if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7574         if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7575         if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7576         if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7577         if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7578         if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7579         if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7580         if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7581         if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7582         if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7583         if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7584         if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7585         if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7586         if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7587         
7588         iy = o_ptr->iy;
7589         ix = o_ptr->ix;
7590         next_o_idx = o_ptr->next_o_idx;
7591         marked = o_ptr->marked;
7592         weight = o_ptr->weight;
7593         number = o_ptr->number;
7594
7595         object_prep(o_ptr, o_ptr->k_idx);
7596
7597         o_ptr->iy=iy;
7598         o_ptr->ix=ix;
7599         o_ptr->next_o_idx=next_o_idx;
7600         o_ptr->marked=marked;
7601         o_ptr->number = number;
7602         if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7603         if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7604         o_ptr->ident |= (IDENT_MENTAL);
7605         object_aware(o_ptr);
7606         object_known(o_ptr);
7607
7608         object_flags(o_ptr, new_flgs);
7609
7610         for (i = 0; essence_info[i].add_name; i++)
7611         {
7612                 essence_type *es_ptr = &essence_info[i];
7613                 PARAMETER_VALUE pval = 0;
7614
7615                 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7616                         pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7617
7618                 if (es_ptr->add < TR_FLAG_MAX &&
7619                     (!have_flag(new_flgs, es_ptr->add) || pval) &&
7620                     have_flag(old_flgs, es_ptr->add))
7621                 {
7622                         if (pval)
7623                         {
7624                                 drain_value[es_ptr->essence] += 10 * pval;
7625                         }
7626                         else if (es_ptr->essence != -2)
7627                         {
7628                                 drain_value[es_ptr->essence] += 10;
7629                         }
7630                         else if (es_ptr->add == TR_SH_FIRE)
7631                         {
7632                                 drain_value[TR_BRAND_FIRE] += 10;
7633                                 drain_value[TR_RES_FIRE] += 10;
7634                         }
7635                         else if (es_ptr->add == TR_SH_ELEC)
7636                         {
7637                                 drain_value[TR_BRAND_ELEC] += 10;
7638                                 drain_value[TR_RES_ELEC] += 10;
7639                         }
7640                         else if (es_ptr->add == TR_SH_COLD)
7641                         {
7642                                 drain_value[TR_BRAND_COLD] += 10;
7643                                 drain_value[TR_RES_COLD] += 10;
7644                         }
7645                         else if (es_ptr->add == TR_LITE_2)
7646                         {
7647                                 drain_value[TR_LITE_1] += 20;
7648                         }
7649                         else if (es_ptr->add == TR_LITE_3)
7650                         {
7651                                 drain_value[TR_LITE_1] += 30;
7652                         }
7653                 }
7654         }
7655
7656         if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7657         {
7658                 drain_value[TR_INT] += 5;
7659                 drain_value[TR_WIS] += 5;
7660         }
7661         if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7662         {
7663                 drain_value[TR_BRAND_POIS] += 5;
7664                 drain_value[TR_BRAND_ACID] += 5;
7665                 drain_value[TR_BRAND_ELEC] += 5;
7666                 drain_value[TR_BRAND_FIRE] += 5;
7667                 drain_value[TR_BRAND_COLD] += 5;
7668         }
7669         if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7670         {
7671                 drain_value[TR_INT] += 10;
7672         }
7673         if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7674         {
7675                 drain_value[TR_STR] += 10;
7676         }
7677         if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7678         {
7679                 drain_value[TR_DEX] += 10;
7680         }
7681         if (old_name2 == EGO_2WEAPON)
7682         {
7683                 drain_value[TR_DEX] += 20;
7684         }
7685         if (object_is_weapon_ammo(o_ptr))
7686         {
7687                 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7688
7689                 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7690         }
7691         if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7692         if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7693         if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7694         if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7695
7696         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7697         {
7698                 drain_value[i] *= number;
7699                 drain_value[i] = drain_value[i] * dec / 4;
7700                 drain_value[i] = MAX(drain_value[i], 0);
7701                 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7702                 if (drain_value[i])
7703                 {
7704                         observe = TRUE;
7705                 }
7706         }
7707         if (!observe)
7708         {
7709                 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."));
7710         }
7711         else
7712         {
7713                 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7714
7715                 for (i = 0; essence_name[i]; i++)
7716                 {
7717                         if (!essence_name[i][0]) continue;
7718                         if (!drain_value[i]) continue;
7719
7720                         p_ptr->magic_num1[i] += drain_value[i];
7721                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7722                         msg_print(NULL);
7723                         msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7724                 }
7725         }
7726
7727         /* Apply autodestroy/inscription to the drained item */
7728         autopick_alter_item(item, TRUE);
7729
7730         /* Combine the pack */
7731         p_ptr->update |= (PU_COMBINE | PU_REORDER);
7732
7733         p_ptr->window |= (PW_INVEN);
7734 }
7735
7736 /*!
7737  * @brief 付加するエッセンスの大別を選択する
7738  * @return 選んだエッセンスの大別ID
7739  */
7740 static COMMAND_CODE choose_essence(void)
7741 {
7742         COMMAND_CODE mode = 0;
7743         char choice;
7744         COMMAND_CODE menu_line = (use_menu ? 1 : 0);
7745
7746 #ifdef JP
7747         cptr menu_name[] = {
7748                 "武器属性", 
7749                 "耐性",
7750                 "能力",
7751                 "数値",
7752                 "スレイ",
7753                 "ESP",
7754                 "その他"
7755         };
7756 #else
7757         cptr menu_name[] = {
7758                 "Brand weapon",
7759                 "Resistance",
7760                 "Ability",
7761                 "Magic number", 
7762                 "Slay",
7763                 "ESP",
7764                 "Others"
7765         };
7766 #endif
7767         const COMMAND_CODE mode_max = 7;
7768
7769         if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7770                 return mode;
7771         mode = 0;
7772         if (use_menu)
7773         {
7774                 screen_save();
7775
7776                 while(!mode)
7777                 {
7778                         int i;
7779                         for (i = 0; i < mode_max; i++)
7780 #ifdef JP
7781                                 prt(format(" %s %s", (menu_line == 1+i) ? "》" : "  ", menu_name[i]), 2 + i, 14);
7782                         prt("どの種類のエッセンス付加を行いますか?", 0, 0);
7783 #else
7784                                 prt(format(" %s %s", (menu_line == 1+i) ? "> " : "  ", menu_name[i]), 2 + i, 14);
7785                         prt("Choose from menu.", 0, 0);
7786 #endif
7787
7788                         choice = inkey();
7789                         switch(choice)
7790                         {
7791                         case ESCAPE:
7792                         case 'z':
7793                         case 'Z':
7794                                 screen_load();
7795                                 return 0;
7796                         case '2':
7797                         case 'j':
7798                         case 'J':
7799                                 menu_line++;
7800                                 break;
7801                         case '8':
7802                         case 'k':
7803                         case 'K':
7804                                 menu_line += mode_max - 1;
7805                                 break;
7806                         case '\r':
7807                         case '\n':
7808                         case 'x':
7809                         case 'X':
7810                                 mode = menu_line;
7811                                 break;
7812                         }
7813                         if (menu_line > mode_max) menu_line -= mode_max;
7814                 }
7815                 screen_load();
7816         }
7817         else
7818         {
7819                 screen_save();
7820                 while (!mode)
7821                 {
7822                         int i;
7823
7824                         for (i = 0; i < mode_max; i++)
7825                                 prt(format("  %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7826
7827                         if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
7828                         {
7829                                 screen_load();
7830                                 return 0;
7831                         }
7832
7833                         if (isupper(choice)) choice = (char)tolower(choice);
7834
7835                         if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7836                                 mode = (int)choice - 'a' + 1;
7837                 }
7838                 screen_load();
7839         }
7840
7841         repeat_push(mode);
7842         return mode;
7843 }
7844
7845 /*!
7846  * @brief エッセンスを実際に付加する
7847  * @param mode エッセンスの大別ID
7848  * @return なし
7849  */
7850 static void add_essence(ESSENCE_IDX mode)
7851 {
7852         OBJECT_IDX item;
7853         int max_num = 0;
7854         COMMAND_CODE i;
7855         bool flag,redraw;
7856         char choice;
7857         cptr            q, s;
7858         object_type *o_ptr;
7859         int ask = TRUE;
7860         char out_val[160];
7861         int num[22];
7862         GAME_TEXT o_name[MAX_NLEN];
7863         int use_essence;
7864         essence_type *es_ptr;
7865         bool able[22] = { 0 };
7866
7867         int menu_line = (use_menu ? 1 : 0);
7868
7869         for (i = 0; essence_info[i].add_name; i++)
7870         {
7871                 es_ptr = &essence_info[i];
7872
7873                 if (es_ptr->type != mode) continue;
7874                 num[max_num++] = i;
7875         }
7876
7877         if (!repeat_pull(&i) || i<0 || i>=max_num)
7878         {
7879
7880         /* Nothing chosen yet */
7881         flag = FALSE;
7882
7883         /* No redraw yet */
7884         redraw = FALSE;
7885
7886         /* Build a prompt */
7887         (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? "));
7888         if (use_menu) screen_save();
7889
7890         /* Get a spell from the user */
7891
7892         choice = (always_show_list || use_menu) ? ESCAPE:1;
7893         while (!flag)
7894         {
7895                 if( choice==ESCAPE ) choice = ' '; 
7896                 else if( !get_com(out_val, &choice, FALSE) )break; 
7897
7898                 if (use_menu && choice != ' ')
7899                 {
7900                         switch(choice)
7901                         {
7902                                 case '0':
7903                                 {
7904                                         screen_load();
7905                                         return;
7906                                 }
7907
7908                                 case '8':
7909                                 case 'k':
7910                                 case 'K':
7911                                 {
7912                                         menu_line += (max_num-1);
7913                                         break;
7914                                 }
7915
7916                                 case '2':
7917                                 case 'j':
7918                                 case 'J':
7919                                 {
7920                                         menu_line++;
7921                                         break;
7922                                 }
7923
7924                                 case '4':
7925                                 case 'h':
7926                                 case 'H':
7927                                 {
7928                                         menu_line = 1;
7929                                         break;
7930                                 }
7931                                 case '6':
7932                                 case 'l':
7933                                 case 'L':
7934                                 {
7935                                         menu_line = max_num;
7936                                         break;
7937                                 }
7938
7939                                 case 'x':
7940                                 case 'X':
7941                                 case '\r':
7942                                 case '\n':
7943                                 {
7944                                         i = menu_line - 1;
7945                                         ask = FALSE;
7946                                         break;
7947                                 }
7948                         }
7949                         if (menu_line > max_num) menu_line -= max_num;
7950                 }
7951                 /* Request redraw */
7952                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7953                 {
7954                         /* Show the list */
7955                         if (!redraw || use_menu)
7956                         {
7957                                 byte y, x = 10;
7958                                 int ctr;
7959                                 char dummy[80], dummy2[80];
7960                                 byte col;
7961
7962                                 strcpy(dummy, "");
7963
7964                                 /* Show list */
7965                                 redraw = TRUE;
7966                                 if (!use_menu) screen_save();
7967
7968                                 for (y = 1; y < 24; y++)
7969                                         prt("", y, x);
7970
7971                                 /* Print header(s) */
7972 #ifdef JP
7973                                 prt(format("   %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
7974
7975 #else
7976                                 prt(format("   %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7977 #endif
7978                                 /* Print list */
7979                                 for (ctr = 0; ctr < max_num; ctr++)
7980                                 {
7981                                         es_ptr = &essence_info[num[ctr]];
7982
7983                                         if (use_menu)
7984                                         {
7985                                                 if (ctr == (menu_line-1))
7986                                                         strcpy(dummy, _("》 ", ">  "));
7987                                                 else strcpy(dummy, "   ");
7988                                                 
7989                                         }
7990                                         /* letter/number for power selection */
7991                                         else
7992                                         {
7993                                                 sprintf(dummy, "%c) ",I2A(ctr));
7994                                         }
7995
7996                                         strcat(dummy, es_ptr->add_name);
7997
7998                                         col = TERM_WHITE;
7999                                         able[ctr] = TRUE;
8000
8001                                         if (es_ptr->essence != -1)
8002                                         {
8003                                                 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8004                                                 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8005                                         }
8006                                         else
8007                                         {
8008                                                 switch(es_ptr->add)
8009                                                 {
8010                                                 case ESSENCE_SH_FIRE:
8011                                                         strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
8012                                                         if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8013                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8014                                                         break;
8015                                                 case ESSENCE_SH_ELEC:
8016                                                         strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
8017                                                         if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8018                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8019                                                         break;
8020                                                 case ESSENCE_SH_COLD:
8021                                                         strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
8022                                                         if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8023                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8024                                                         break;
8025                                                 case ESSENCE_RESISTANCE:
8026                                                         strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8027                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8028                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8029                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8030                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8031                                                         break;
8032                                                 case ESSENCE_SUSTAIN:
8033                                                         strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8034                                                         if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8035                                                         if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8036                                                         if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8037                                                         if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8038                                                         break;
8039                                                 }
8040                                         }
8041
8042                                         if (!able[ctr]) col = TERM_RED;
8043
8044                                         if (es_ptr->essence != -1)
8045                                         {
8046                                                 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8047                                         }
8048                                         else
8049                                         {
8050                                                 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8051                                         }
8052
8053                                         c_prt(col, dummy2, ctr+2, x);
8054                                 }
8055                         }
8056
8057                         /* Hide the list */
8058                         else
8059                         {
8060                                 /* Hide list */
8061                                 redraw = FALSE;
8062                                 screen_load();
8063                         }
8064
8065                         /* Redo asking */
8066                         continue;
8067                 }
8068
8069                 if (!use_menu)
8070                 {
8071                         /* Note verify */
8072                         ask = (isupper(choice));
8073
8074                         /* Lowercase */
8075                         if (ask) choice = (char)tolower(choice);
8076
8077                         /* Extract request */
8078                         i = (islower(choice) ? A2I(choice) : -1);
8079                 }
8080
8081                 /* Totally Illegal */
8082                 if ((i < 0) || (i >= max_num) || !able[i])
8083                 {
8084                         bell();
8085                         continue;
8086                 }
8087
8088                 /* Verify it */
8089                 if (ask)
8090                 {
8091                         char tmp_val[160];
8092
8093                         /* Prompt */
8094                         (void) strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
8095
8096                         /* Belay that order */
8097                         if (!get_check(tmp_val)) continue;
8098                 }
8099
8100                 /* Stop the loop */
8101                 flag = TRUE;
8102         }
8103         if (redraw) screen_load();
8104
8105         if (!flag) return;
8106
8107         repeat_push(i);
8108         }
8109         es_ptr = &essence_info[num[i]];
8110
8111         if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8112                 item_tester_tval = TV_GLOVES;
8113         else if (mode == 1 || mode == 5)
8114                 item_tester_hook = item_tester_hook_melee_ammo;
8115         else if (es_ptr->add == ESSENCE_ATTACK)
8116                 item_tester_hook = object_allow_enchant_weapon;
8117         else if (es_ptr->add == ESSENCE_AC)
8118                 item_tester_hook = object_is_armour;
8119         else
8120                 item_tester_hook = object_is_weapon_armour_ammo;
8121
8122         q = _("どのアイテムを改良しますか?", "Improve which item? ");
8123         s = _("改良できるアイテムがありません。", "You have nothing to improve.");
8124
8125         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
8126
8127         /* Get the item (in the pack) */
8128         if (item >= 0)
8129         {
8130                 o_ptr = &inventory[item];
8131         }
8132
8133         /* Get the item (on the floor) */
8134         else
8135         {
8136                 o_ptr = &o_list[0 - item];
8137         }
8138
8139         if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8140         {
8141                 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."));
8142                 return;
8143         }
8144
8145         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8146
8147         use_essence = es_ptr->value;
8148         if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8149         if (o_ptr->number > 1)
8150         {
8151                 use_essence *= o_ptr->number;
8152                 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);
8153         }
8154
8155         if (es_ptr->essence != -1)
8156         {
8157                 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8158                 {
8159                         msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8160                         return;
8161                 }
8162                 if (is_pval_flag(es_ptr->add))
8163                 {
8164                         if (o_ptr->pval < 0)
8165                         {
8166                                 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."));
8167                                 return;
8168                         }
8169                         else if (es_ptr->add == TR_BLOWS)
8170                         {
8171                                 if (o_ptr->pval > 1)
8172                                 {
8173                                         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;
8174                                 }
8175
8176                                 o_ptr->pval = 1;
8177                                 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8178                         }
8179                         else if (o_ptr->pval > 0)
8180                         {
8181                                 use_essence *= o_ptr->pval;
8182                                 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8183                         }
8184                         else
8185                         {
8186                                 char tmp[80];
8187                                 char tmp_val[160];
8188                                 PARAMETER_VALUE pval;
8189                                 PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8190
8191                                 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
8192                                 strcpy(tmp_val, "1");
8193
8194                                 if (!get_string(tmp, tmp_val, 1)) return;
8195                                 pval = (PARAMETER_VALUE)atoi(tmp_val);
8196                                 if (pval > limit) pval = limit;
8197                                 else if (pval < 1) pval = 1;
8198                                 o_ptr->pval += pval;
8199                                 use_essence *= pval;
8200                                 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8201                         }
8202
8203                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8204                         {
8205                                 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8206                                 return;
8207                         }
8208                 }
8209                 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8210                 {
8211                         char tmp_val[160];
8212                         int val;
8213                         HIT_PROB get_to_h;
8214                         HIT_POINT get_to_d;
8215
8216                         strcpy(tmp_val, "1");
8217                         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;
8218                         val = atoi(tmp_val);
8219                         if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8220                         else if (val < 1) val = 1;
8221                         use_essence *= val;
8222                         msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8223                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8224                         {
8225                                 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8226                                 return;
8227                         }
8228                         get_to_h = ((val+1)/2+randint0(val/2+1));
8229                         get_to_d = ((val+1)/2+randint0(val/2+1));
8230                         o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8231                         o_ptr->to_h += get_to_h;
8232                         o_ptr->to_d += get_to_d;
8233                 }
8234                 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8235                 if (es_ptr->add == ESSENCE_ATTACK)
8236                 {
8237                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8238                         {
8239                                 msg_print(_("改良に失敗した。", "You failed to enchant."));
8240                                 p_ptr->energy_use = 100;
8241                                 return;
8242                         }
8243                         else
8244                         {
8245                                 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8246                                 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8247                         }
8248                 }
8249                 else if (es_ptr->add == ESSENCE_AC)
8250                 {
8251                         if (o_ptr->to_a >= p_ptr->lev/5+5)
8252                         {
8253                                 msg_print(_("改良に失敗した。", "You failed to enchant."));
8254                                 p_ptr->energy_use = 100;
8255                                 return;
8256                         }
8257                         else
8258                         {
8259                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8260                         }
8261                 }
8262                 else
8263                 {
8264                         o_ptr->xtra3 = es_ptr->add + 1;
8265                 }
8266         }
8267         else
8268         {
8269                 bool success = TRUE;
8270
8271                 switch(es_ptr->add)
8272                 {
8273                 case ESSENCE_SH_FIRE:
8274                         if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8275                         {
8276                                 success = FALSE;
8277                                 break;
8278                         }
8279                         p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8280                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8281                         break;
8282                 case ESSENCE_SH_ELEC:
8283                         if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8284                         {
8285                                 success = FALSE;
8286                                 break;
8287                         }
8288                         p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8289                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8290                         break;
8291                 case ESSENCE_SH_COLD:
8292                         if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8293                         {
8294                                 success = FALSE;
8295                                 break;
8296                         }
8297                         p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8298                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8299                         break;
8300                 case ESSENCE_RESISTANCE:
8301                 case ESSENCE_SUSTAIN:
8302                         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))
8303                         {
8304                                 success = FALSE;
8305                                 break;
8306                         }
8307                         p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8308                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8309                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8310                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8311                         break;
8312                 }
8313                 if (!success)
8314                 {
8315                         msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8316                         return;
8317                 }
8318                 if (es_ptr->add == ESSENCE_SUSTAIN)
8319                 {
8320                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8321                         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8322                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8323                         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8324                 }
8325                 else
8326                 {
8327                         o_ptr->xtra3 = es_ptr->add + 1;
8328                 }
8329         }
8330
8331         p_ptr->energy_use = 100;
8332
8333 #ifdef JP
8334         msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8335 #else
8336         msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8337 #endif
8338
8339         /* Combine the pack */
8340         p_ptr->update |= (PU_COMBINE | PU_REORDER);
8341
8342         p_ptr->window |= (PW_INVEN);
8343 }
8344
8345 /*!
8346  * @brief エッセンスを消去する
8347  * @return なし
8348  */
8349 static void erase_essence(void)
8350 {
8351         OBJECT_IDX item;
8352         cptr q, s;
8353         object_type *o_ptr;
8354         GAME_TEXT o_name[MAX_NLEN];
8355         BIT_FLAGS flgs[TR_FLAG_SIZE];
8356
8357         item_tester_hook = object_is_smith;
8358
8359         q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
8360         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.");
8361
8362         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8363
8364         /* Get the item (in the pack) */
8365         if (item >= 0)
8366         {
8367                 o_ptr = &inventory[item];
8368         }
8369
8370         /* Get the item (on the floor) */
8371         else
8372         {
8373                 o_ptr = &o_list[0 - item];
8374         }
8375
8376         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8377         if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
8378
8379         p_ptr->energy_use = 100;
8380
8381         if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8382         {
8383                 o_ptr->to_h -= (o_ptr->xtra4>>8);
8384                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8385                 o_ptr->xtra4 = 0;
8386                 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8387                 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8388         }
8389         o_ptr->xtra3 = 0;
8390         object_flags(o_ptr, flgs);
8391         if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8392         msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
8393
8394         /* Combine the pack */
8395         p_ptr->update |= (PU_COMBINE | PU_REORDER);
8396
8397         p_ptr->window |= (PW_INVEN);
8398 }
8399
8400 /*!
8401  * @brief 鍛冶コマンドのメインルーチン
8402  * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
8403  * @return なし
8404  */
8405 void do_cmd_kaji(bool only_browse)
8406 {
8407         COMMAND_CODE mode = 0;
8408         char choice;
8409
8410         COMMAND_CODE menu_line = (use_menu ? 1 : 0);
8411
8412         if (!only_browse)
8413         {
8414                 if (p_ptr->confused)
8415                 {
8416                         msg_print(_("混乱していて作業できない!", "You are too confused!"));
8417                         return;
8418                 }
8419                 if (p_ptr->blind)
8420                 {
8421                         msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8422                         return;
8423                 }
8424                 if (p_ptr->image)
8425                 {
8426                         msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8427                         return;
8428                 }
8429         }
8430
8431         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8432         {
8433         if (only_browse) screen_save();
8434         do {
8435         if (!only_browse) screen_save();
8436         if (use_menu)
8437         {
8438                 while(!mode)
8439                 {
8440 #ifdef JP
8441                         prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : "  "), 2, 14);
8442                         prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : "  "), 3, 14);
8443                         prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : "  "), 4, 14);
8444                         prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : "  "), 5, 14);
8445                         prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : "  "), 6, 14);
8446                         prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
8447 #else
8448                         prt(format(" %s List essences", (menu_line == 1) ? "> " : "  "), 2, 14);
8449                         prt(format(" %s Extract essence", (menu_line == 2) ? "> " : "  "), 3, 14);
8450                         prt(format(" %s Remove essence", (menu_line == 3) ? "> " : "  "), 4, 14);
8451                         prt(format(" %s Add essence", (menu_line == 4) ? "> " : "  "), 5, 14);
8452                         prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : "  "), 6, 14);
8453                         prt(format("Choose command from menu."), 0, 0);
8454 #endif
8455                         choice = inkey();
8456                         switch(choice)
8457                         {
8458                         case ESCAPE:
8459                         case 'z':
8460                         case 'Z':
8461                                 screen_load();
8462                                 return;
8463                         case '2':
8464                         case 'j':
8465                         case 'J':
8466                                 menu_line++;
8467                                 break;
8468                         case '8':
8469                         case 'k':
8470                         case 'K':
8471                                 menu_line+= 4;
8472                                 break;
8473                         case '\r':
8474                         case '\n':
8475                         case 'x':
8476                         case 'X':
8477                                 mode = menu_line;
8478                                 break;
8479                         }
8480                         if (menu_line > 5) menu_line -= 5;
8481                 }
8482         }
8483
8484         else
8485         {
8486                 while (!mode)
8487                 {
8488                         prt(_("  a) エッセンス一覧", "  a) List essences"), 2, 14);
8489                         prt(_("  b) エッセンス抽出", "  b) Extract essence"), 3, 14);
8490                         prt(_("  c) エッセンス消去", "  c) Remove essence"), 4, 14);
8491                         prt(_("  d) エッセンス付加", "  d) Add essence"), 5, 14);
8492                         prt(_("  e) 武器/防具強化", "  e) Enchant weapon/armor"), 6, 14);
8493 #ifdef JP
8494                         if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8495 #else
8496                         if (!get_com("Command :", &choice, TRUE))
8497 #endif
8498                         {
8499                                 screen_load();
8500                                 return;
8501                         }
8502                         switch (choice)
8503                         {
8504                         case 'A':
8505                         case 'a':
8506                                 mode = 1;
8507                                 break;
8508                         case 'B':
8509                         case 'b':
8510                                 mode = 2;
8511                                 break;
8512                         case 'C':
8513                         case 'c':
8514                                 mode = 3;
8515                                 break;
8516                         case 'D':
8517                         case 'd':
8518                                 mode = 4;
8519                                 break;
8520                         case 'E':
8521                         case 'e':
8522                                 mode = 5;
8523                                 break;
8524                         }
8525                 }
8526         }
8527
8528         if (only_browse)
8529         {
8530                 char temp[62*5];
8531                 int line, j;
8532
8533                 /* Clear lines, position cursor  (really should use strlen here) */
8534                 Term_erase(14, 21, 255);
8535                 Term_erase(14, 20, 255);
8536                 Term_erase(14, 19, 255);
8537                 Term_erase(14, 18, 255);
8538                 Term_erase(14, 17, 255);
8539                 Term_erase(14, 16, 255);
8540
8541                 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8542                 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8543                 {
8544                         prt(&temp[j], line, 15);
8545                         line++;
8546                 }
8547                 mode = 0;
8548         }
8549         if (!only_browse) screen_load();
8550         } while (only_browse);
8551         repeat_push(mode);
8552         }
8553         switch(mode)
8554         {
8555                 case 1: display_essence();break;
8556                 case 2: drain_essence();break;
8557                 case 3: erase_essence();break;
8558                 case 4:
8559                         mode = choose_essence();
8560                         if (mode == 0)
8561                                 break;
8562                         add_essence(mode);
8563                         break;
8564                 case 5: add_essence(10);break;
8565         }
8566 }
8567
8568
8569 /*!
8570  * @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。
8571  * Torches have special abilities when they are flaming.
8572  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8573  * @param flgs 特別に追加するフラグを返す参照ポインタ
8574  * @return なし
8575  */
8576 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
8577 {
8578         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8579         {
8580                 if (o_ptr->xtra4 > 0)
8581                 {
8582                         add_flag(flgs, TR_BRAND_FIRE);
8583                         add_flag(flgs, TR_KILL_UNDEAD);
8584                         add_flag(flgs, TR_THROW);
8585                 }
8586         }
8587 }
8588
8589 /*!
8590  * @brief 投擲時たいまつにダイスを与える。
8591  * Torches have special abilities when they are flaming.
8592  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8593  * @param dd 特別なダイス数を返す参照ポインタ
8594  * @param ds 特別なダイス面数を返す参照ポインタ
8595  * @return なし
8596  */
8597 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
8598 {
8599         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8600         {
8601                 if (o_ptr->xtra4 > 0)
8602                 {
8603                         (*dd) = 1;
8604                         (*ds) = 6;
8605                 }
8606         }
8607 }
8608
8609 /*!
8610  * @brief 投擲時命中したたいまつの寿命を縮める。
8611  * Torches have special abilities when they are flaming.
8612  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8613  * @return なし
8614  */
8615 void torch_lost_fuel(object_type *o_ptr)
8616 {
8617         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8618         {
8619                 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8620                 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
8621         }
8622 }