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[Refactor] #39076 コメント整理。
[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 "floor.h"
16 #include "grid.h"
17 #include "object-boost.h"
18 #include "object-hook.h"
19 #include "object-curse.h"
20 #include "objectkind-hook.h"
21 #include "artifact.h"
22 #include "player-status.h"
23 #include "feature.h"
24 #include "player-move.h"
25 #include "monster.h"
26 #include "monsterrace-hook.h"
27
28 /*!
29  * @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
30  * @param o_idx 削除対象のオブジェクト構造体ポインタ
31  * @return なし
32  */
33 void excise_object_idx(OBJECT_IDX o_idx)
34 {
35         object_type *j_ptr;
36
37         OBJECT_IDX this_o_idx, next_o_idx = 0;
38         OBJECT_IDX prev_o_idx = 0;
39
40         /* Object */
41         j_ptr = &current_floor_ptr->o_list[o_idx];
42
43         if (j_ptr->held_m_idx)
44         {
45                 monster_type *m_ptr;
46                 m_ptr = &current_floor_ptr->m_list[j_ptr->held_m_idx];
47
48                 /* Scan all objects in the grid */
49                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
50                 {
51                         object_type *o_ptr;
52                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
53                         next_o_idx = o_ptr->next_o_idx;
54
55                         if (this_o_idx == o_idx)
56                         {
57                                 /* No previous */
58                                 if (prev_o_idx == 0)
59                                 {
60                                         /* Remove from list */
61                                         m_ptr->hold_o_idx = next_o_idx;
62                                 }
63
64                                 /* Real previous */
65                                 else
66                                 {
67                                         object_type *k_ptr;
68
69                                         /* Previous object */
70                                         k_ptr = &current_floor_ptr->o_list[prev_o_idx];
71
72                                         /* Remove from list */
73                                         k_ptr->next_o_idx = next_o_idx;
74                                 }
75
76                                 /* Forget next pointer */
77                                 o_ptr->next_o_idx = 0;
78
79                                 break;
80                         }
81
82                         /* Save prev_o_idx */
83                         prev_o_idx = this_o_idx;
84                 }
85         }
86
87         /* Dungeon */
88         else
89         {
90                 grid_type *g_ptr;
91
92                 POSITION y = j_ptr->iy;
93                 POSITION x = j_ptr->ix;
94
95                 g_ptr = &current_floor_ptr->grid_array[y][x];
96
97                 /* Scan all objects in the grid */
98                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
99                 {
100                         object_type *o_ptr;
101                         o_ptr = &current_floor_ptr->o_list[this_o_idx];
102                         next_o_idx = o_ptr->next_o_idx;
103
104                         if (this_o_idx == o_idx)
105                         {
106                                 /* No previous */
107                                 if (prev_o_idx == 0)
108                                 {
109                                         /* Remove from list */
110                                         g_ptr->o_idx = next_o_idx;
111                                 }
112
113                                 /* Real previous */
114                                 else
115                                 {
116                                         object_type *k_ptr;
117
118                                         /* Previous object */
119                                         k_ptr = &current_floor_ptr->o_list[prev_o_idx];
120
121                                         /* Remove from list */
122                                         k_ptr->next_o_idx = next_o_idx;
123                                 }
124
125                                 /* Forget next pointer */
126                                 o_ptr->next_o_idx = 0;
127
128                                 break;
129                         }
130
131                         /* Save prev_o_idx */
132                         prev_o_idx = this_o_idx;
133                 }
134         }
135 }
136
137 /*!
138  * @brief オブジェクトを削除する /
139  * Delete a dungeon object
140  * @param o_idx 削除対象のオブジェクト構造体ポインタ
141  * @return なし
142  * @details
143  * Handle "stacks" of objects correctly.
144  */
145 void delete_object_idx(OBJECT_IDX o_idx)
146 {
147         object_type *j_ptr;
148
149         /* Excise */
150         excise_object_idx(o_idx);
151
152         /* Object */
153         j_ptr = &current_floor_ptr->o_list[o_idx];
154
155         /* Dungeon floor */
156         if (!(j_ptr->held_m_idx))
157         {
158                 POSITION y, x;
159                 y = j_ptr->iy;
160                 x = j_ptr->ix;
161                 lite_spot(y, x);
162         }
163         object_wipe(j_ptr);
164
165         /* Count objects */
166         o_cnt--;
167 }
168
169
170 /*!
171  * @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
172  * Delete a dungeon object
173  * @param y 削除したフロアマスのY座標
174  * @param x 削除したフロアマスのX座標
175  * @return なし
176  */
177 void delete_object(POSITION y, POSITION x)
178 {
179         grid_type *g_ptr;
180         OBJECT_IDX this_o_idx, next_o_idx = 0;
181
182         /* Refuse "illegal" locations */
183         if (!in_bounds(y, x)) return;
184
185         g_ptr = &current_floor_ptr->grid_array[y][x];
186
187         /* Scan all objects in the grid */
188         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
189         {
190                 object_type *o_ptr;
191                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
192                 next_o_idx = o_ptr->next_o_idx;
193                 object_wipe(o_ptr);
194
195                 /* Count objects */
196                 o_cnt--;
197         }
198
199         /* Objects are gone */
200         g_ptr->o_idx = 0;
201
202         lite_spot(y, x);
203 }
204
205
206 /*!
207  * @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 /
208  * Move an object from index i1 to index i2 in the object list
209  * @param i1 整理したい配列の始点
210  * @param i2 整理したい配列の終点
211  * @return なし
212  */
213 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
214 {
215         OBJECT_IDX i;
216         grid_type *g_ptr;
217         object_type *o_ptr;
218
219         /* Do nothing */
220         if (i1 == i2) return;
221
222         /* Repair objects */
223         for (i = 1; i < o_max; i++)
224         {
225                 o_ptr = &current_floor_ptr->o_list[i];
226
227                 /* Skip "dead" objects */
228                 if (!o_ptr->k_idx) continue;
229
230                 /* Repair "next" pointers */
231                 if (o_ptr->next_o_idx == i1)
232                 {
233                         /* Repair */
234                         o_ptr->next_o_idx = i2;
235                 }
236         }
237         o_ptr = &current_floor_ptr->o_list[i1];
238
239         if (o_ptr->held_m_idx)
240         {
241                 monster_type *m_ptr;
242
243                 /* Acquire monster */
244                 m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
245
246                 /* Repair monster */
247                 if (m_ptr->hold_o_idx == i1)
248                 {
249                         /* Repair */
250                         m_ptr->hold_o_idx = i2;
251                 }
252         }
253
254         /* Dungeon */
255         else
256         {
257                 POSITION y, x;
258
259                 /* Acquire location */
260                 y = o_ptr->iy;
261                 x = o_ptr->ix;
262
263                 /* Acquire grid */
264                 g_ptr = &current_floor_ptr->grid_array[y][x];
265
266                 /* Repair grid */
267                 if (g_ptr->o_idx == i1)
268                 {
269                         /* Repair */
270                         g_ptr->o_idx = i2;
271                 }
272         }
273
274         /* Structure copy */
275         current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
276
277         /* Wipe the hole */
278         object_wipe(o_ptr);
279 }
280
281
282 /*!
283  * @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。 /
284  * Compact and Reorder the object list.
285  * @param size 最低でも減らしたいオブジェクト数の水準
286  * @return なし
287  * @details
288  * (危険なので使用には注意すること)
289  * This function can be very dangerous, use with caution!\n
290  *\n
291  * When actually "compacting" objects, we base the saving throw on a\n
292  * combination of object level, distance from player, and current\n
293  * "desperation".\n
294  *\n
295  * After "compacting" (if needed), we "reorder" the objects into a more\n
296  * compact order, and we reset the allocation info, and the "live" array.\n
297  */
298 void compact_objects(int size)
299 {
300         OBJECT_IDX i;
301         POSITION y, x;
302         int num, cnt;
303         int cur_lev, cur_dis, chance;
304         object_type *o_ptr;
305
306         /* Compact */
307         if (size)
308         {
309                 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
310                 p_ptr->redraw |= (PR_MAP);
311                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
312         }
313
314
315         /* Compact at least 'size' objects */
316         for (num = 0, cnt = 1; num < size; cnt++)
317         {
318                 /* Get more vicious each iteration */
319                 cur_lev = 5 * cnt;
320
321                 /* Get closer each iteration */
322                 cur_dis = 5 * (20 - cnt);
323
324                 /* Examine the objects */
325                 for (i = 1; i < o_max; i++)
326                 {
327                         o_ptr = &current_floor_ptr->o_list[i];
328
329                         /* Skip dead objects */
330                         if (!o_ptr->k_idx) continue;
331
332                         /* Hack -- High level objects start out "immune" */
333                         if (k_info[o_ptr->k_idx].level > cur_lev) continue;
334
335                         if (o_ptr->held_m_idx)
336                         {
337                                 monster_type *m_ptr;
338
339                                 /* Acquire monster */
340                                 m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
341
342                                 y = m_ptr->fy;
343                                 x = m_ptr->fx;
344
345                                 /* Monsters protect their objects */
346                                 if (randint0(100) < 90) continue;
347                         }
348
349                         /* Dungeon */
350                         else
351                         {
352                                 y = o_ptr->iy;
353                                 x = o_ptr->ix;
354                         }
355
356                         /* Nearby objects start out "immune" */
357                         if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
358
359                         /* Saving throw */
360                         chance = 90;
361
362                         /* Hack -- only compact artifacts in emergencies */
363                         if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
364                             (cnt < 1000)) chance = 100;
365
366                         /* Apply the saving throw */
367                         if (randint0(100) < chance) continue;
368
369                         delete_object_idx(i);
370
371                         /* Count it */
372                         num++;
373                 }
374         }
375
376
377         /* Excise dead objects (backwards!) */
378         for (i = o_max - 1; i >= 1; i--)
379         {
380                 o_ptr = &current_floor_ptr->o_list[i];
381
382                 /* Skip real objects */
383                 if (o_ptr->k_idx) continue;
384
385                 /* Move last object into open hole */
386                 compact_objects_aux(o_max - 1, i);
387
388                 /* Compress "o_max" */
389                 o_max--;
390         }
391 }
392
393
394 /*!
395  * @brief グローバルオブジェクト配列を初期化する /
396  * Delete all the items when player leaves the level
397  * @note we do NOT visually reflect these (irrelevant) changes
398  * @details
399  * Hack -- we clear the "g_ptr->o_idx" field for every grid,
400  * and the "m_ptr->next_o_idx" field for every monster, since
401  * we know we are clearing every object.  Technically, we only
402  * clear those fields for grids/monsters containing objects,
403  * and we clear it once for every such object.
404  * @return なし
405  */
406 void wipe_o_list(void)
407 {
408         int i;
409
410         /* Delete the existing objects */
411         for (i = 1; i < o_max; i++)
412         {
413                 object_type *o_ptr = &current_floor_ptr->o_list[i];
414
415                 /* Skip dead objects */
416                 if (!o_ptr->k_idx) continue;
417
418                 /* Mega-Hack -- preserve artifacts */
419                 if (!character_dungeon || preserve_mode)
420                 {
421                         /* Hack -- Preserve unknown artifacts */
422                         if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
423                         {
424                                 /* Mega-Hack -- Preserve the artifact */
425                                 a_info[o_ptr->name1].cur_num = 0;
426                         }
427                 }
428
429                 if (o_ptr->held_m_idx)
430                 {
431                         monster_type *m_ptr;
432                         m_ptr = &current_floor_ptr->m_list[o_ptr->held_m_idx];
433
434                         /* Hack -- see above */
435                         m_ptr->hold_o_idx = 0;
436                 }
437
438                 /* Dungeon */
439                 else
440                 {
441                         grid_type *g_ptr;
442
443                         /* Access location */
444                         POSITION y = o_ptr->iy;
445                         POSITION x = o_ptr->ix;
446
447                         /* Access grid */
448                         g_ptr = &current_floor_ptr->grid_array[y][x];
449
450                         /* Hack -- see above */
451                         g_ptr->o_idx = 0;
452                 }
453                 object_wipe(o_ptr);
454         }
455
456         /* Reset "o_max" */
457         o_max = 1;
458
459         /* Reset "o_cnt" */
460         o_cnt = 0;
461 }
462
463
464 /*!
465  * @brief グローバルオブジェクト配列から空きを取得する /
466  * Acquires and returns the index of a "free" object.
467  * @return 開いているオブジェクト要素のID
468  * @details
469  * This routine should almost never fail, but in case it does,
470  * we must be sure to handle "failure" of this routine.
471  */
472 OBJECT_IDX o_pop(void)
473 {
474         OBJECT_IDX i;
475
476         /* Initial allocation */
477         if (o_max < current_floor_ptr->max_o_idx)
478         {
479                 /* Get next space */
480                 i = o_max;
481
482                 /* Expand object array */
483                 o_max++;
484
485                 /* Count objects */
486                 o_cnt++;
487
488                 /* Use this object */
489                 return (i);
490         }
491
492
493         /* Recycle dead objects */
494         for (i = 1; i < o_max; i++)
495         {
496                 object_type *o_ptr;
497                 o_ptr = &current_floor_ptr->o_list[i];
498
499                 /* Skip live objects */
500                 if (o_ptr->k_idx) continue;
501
502                 /* Count objects */
503                 o_cnt++;
504
505                 /* Use this object */
506                 return (i);
507         }
508
509
510         /* Warn the player (except during dungeon creation) */
511         if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
512
513         return (0);
514 }
515
516
517 /*!
518  * @brief オブジェクト生成テーブルに生成制約を加える /
519  * Apply a "object restriction function" to the "object allocation table"
520  * @return 常に0を返す。
521  * @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
522  */
523 static errr get_obj_num_prep(void)
524 {
525         int i;
526
527         /* Get the entry */
528         alloc_entry *table = alloc_kind_table;
529
530         /* Scan the allocation table */
531         for (i = 0; i < alloc_kind_size; i++)
532         {
533                 /* Accept objects which pass the restriction, if any */
534                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
535                 {
536                         /* Accept this object */
537                         table[i].prob2 = table[i].prob1;
538                 }
539
540                 /* Do not use this object */
541                 else
542                 {
543                         /* Decline this object */
544                         table[i].prob2 = 0;
545                 }
546         }
547
548         /* Success */
549         return (0);
550 }
551
552
553 /*!
554  * @brief オブジェクト生成テーブルからアイテムを取得する /
555  * Choose an object kind that seems "appropriate" to the given level
556  * @param level 生成階
557  * @return 選ばれたオブジェクトベースID
558  * @details
559  * This function uses the "prob2" field of the "object allocation table",\n
560  * and various local information, to calculate the "prob3" field of the\n
561  * same table, which is then used to choose an "appropriate" object, in\n
562  * a relatively efficient manner.\n
563  *\n
564  * It is (slightly) more likely to acquire an object of the given level\n
565  * than one of a lower level.  This is done by choosing several objects\n
566  * appropriate to the given level and keeping the "hardest" one.\n
567  *\n
568  * Note that if no objects are "appropriate", then this function will\n
569  * fail, and return zero, but this should *almost* never happen.\n
570  */
571 OBJECT_IDX get_obj_num(DEPTH level)
572 {
573         int i, j, p;
574         KIND_OBJECT_IDX k_idx;
575         long value, total;
576         object_kind     *k_ptr;
577         alloc_entry     *table = alloc_kind_table;
578
579         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
580
581         /* Boost level */
582         if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
583         {
584                 /* Occasional "boost" */
585                 if (one_in_(GREAT_OBJ))
586                 {
587                         /* What a bizarre calculation */
588                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
589                 }
590         }
591
592         /* Reset total */
593         total = 0L;
594
595         /* Process probabilities */
596         for (i = 0; i < alloc_kind_size; i++)
597         {
598                 /* Objects are sorted by depth */
599                 if (table[i].level > level) break;
600
601                 /* Default */
602                 table[i].prob3 = 0;
603
604                 k_idx = table[i].index;
605
606                 /* Access the actual kind */
607                 k_ptr = &k_info[k_idx];
608
609                 /* Hack -- prevent embedded chests */
610                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
611
612                 /* Accept */
613                 table[i].prob3 = table[i].prob2;
614
615                 /* Total */
616                 total += table[i].prob3;
617         }
618
619         /* No legal objects */
620         if (total <= 0) return (0);
621
622
623         /* Pick an object */
624         value = randint0(total);
625
626         /* Find the object */
627         for (i = 0; i < alloc_kind_size; i++)
628         {
629                 /* Found the entry */
630                 if (value < table[i].prob3) break;
631
632                 /* Decrement */
633                 value = value - table[i].prob3;
634         }
635
636
637         /* Power boost */
638         p = randint0(100);
639
640         /* Try for a "better" object once (50%) or twice (10%) */
641         if (p < 60)
642         {
643                 /* Save old */
644                 j = i;
645
646                 /* Pick a object */
647                 value = randint0(total);
648
649                 /* Find the object */
650                 for (i = 0; i < alloc_kind_size; i++)
651                 {
652                         /* Found the entry */
653                         if (value < table[i].prob3) break;
654
655                         /* Decrement */
656                         value = value - table[i].prob3;
657                 }
658
659                 /* Keep the "best" one */
660                 if (table[i].level < table[j].level) i = j;
661         }
662
663         /* Try for a "better" object twice (10%) */
664         if (p < 10)
665         {
666                 /* Save old */
667                 j = i;
668
669                 /* Pick a object */
670                 value = randint0(total);
671
672                 /* Find the object */
673                 for (i = 0; i < alloc_kind_size; i++)
674                 {
675                         /* Found the entry */
676                         if (value < table[i].prob3) break;
677
678                         /* Decrement */
679                         value = value - table[i].prob3;
680                 }
681
682                 /* Keep the "best" one */
683                 if (table[i].level < table[j].level) i = j;
684         }
685
686         return (table[i].index);
687 }
688
689
690 /*!
691  * @brief オブジェクトを鑑定済にする /
692  * Known is true when the "attributes" of an object are "known".
693  * @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
694  * @return なし
695  * These include tohit, todam, toac, cost, and pval (charges).\n
696  *\n
697  * Note that "knowing" an object gives you everything that an "awareness"\n
698  * gives you, and much more.  In fact, the player is always "aware" of any\n
699  * item of which he has full "knowledge".\n
700  *\n
701  * But having full knowledge of, say, one "wand of wonder", does not, by\n
702  * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
703  * It happens that most "identify" routines (including "buying from a shop")\n
704  * will make the player "aware" of the object as well as fully "know" it.\n
705  *\n
706  * This routine also removes any inscriptions generated by "feelings".\n
707  */
708 void object_known(object_type *o_ptr)
709 {
710         /* Remove "default inscriptions" */
711         o_ptr->feeling = FEEL_NONE;
712
713         /* Clear the "Felt" info */
714         o_ptr->ident &= ~(IDENT_SENSE);
715
716         /* Clear the "Empty" info */
717         o_ptr->ident &= ~(IDENT_EMPTY);
718
719         /* Now we know about the item */
720         o_ptr->ident |= (IDENT_KNOWN);
721 }
722
723 /*!
724  * @brief オブジェクトを*鑑定*済にする /
725  * The player is now aware of the effects of the given object.
726  * @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
727  * @return なし
728  */
729 void object_aware(object_type *o_ptr)
730 {
731         bool mihanmei = !object_is_aware(o_ptr);
732
733         /* Fully aware of the effects */
734         k_info[o_ptr->k_idx].aware = TRUE;
735
736         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
737            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
738         {
739                 object_type forge;
740                 object_type *q_ptr;
741                 GAME_TEXT o_name[MAX_NLEN];
742
743                 q_ptr = &forge;
744                 object_copy(q_ptr, o_ptr);
745
746                 q_ptr->number = 1;
747                 object_desc(o_name, q_ptr, OD_NAME_ONLY);
748                 
749                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
750         }
751 }
752
753 /*!
754  * @brief オブジェクトを試行済にする /
755  * Something has been "sampled"
756  * @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
757  * @return なし
758  */
759 void object_tried(object_type *o_ptr)
760 {
761         /* Mark it as tried (even if "aware") */
762         k_info[o_ptr->k_idx].tried = TRUE;
763 }
764
765 /*!
766 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
767 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
768 * @return 擬似鑑定結果のIDを返す。
769 */
770 byte value_check_aux1(object_type *o_ptr)
771 {
772         /* Artifacts */
773         if (object_is_artifact(o_ptr))
774         {
775                 /* Cursed/Broken */
776                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
777
778                 /* Normal */
779                 return FEEL_SPECIAL;
780         }
781
782         /* Ego-Items */
783         if (object_is_ego(o_ptr))
784         {
785                 /* Cursed/Broken */
786                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
787
788                 /* Normal */
789                 return FEEL_EXCELLENT;
790         }
791
792         /* Cursed items */
793         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
794
795         /* Broken items */
796         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
797
798         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
799
800         /* Good "armor" bonus */
801         if (o_ptr->to_a > 0) return FEEL_GOOD;
802
803         /* Good "weapon" bonus */
804         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
805
806         /* Default to "average" */
807         return FEEL_AVERAGE;
808 }
809
810 /*!
811 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 2 (Light).
812 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
813 * @return 擬似鑑定結果のIDを返す。
814 */
815 byte value_check_aux2(object_type *o_ptr)
816 {
817         /* Cursed items (all of them) */
818         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
819
820         /* Broken items (all of them) */
821         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
822
823         /* Artifacts -- except cursed/broken ones */
824         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
825
826         /* Ego-Items -- except cursed/broken ones */
827         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
828
829         /* Good armor bonus */
830         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
831
832         /* Good weapon bonuses */
833         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
834
835         /* No feeling */
836         return FEEL_NONE;
837 }
838
839 /*!
840  * @brief 未鑑定なベースアイテムの基本価格を返す /
841  * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
842  * @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
843  * @return オブジェクトの未鑑定価格
844  */
845 static PRICE object_value_base(object_type *o_ptr)
846 {
847         /* Aware item -- use template cost */
848         if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
849
850         /* Analyze the type */
851         switch (o_ptr->tval)
852         {
853
854                 /* Un-aware Food */
855                 case TV_FOOD: return (5L);
856
857                 /* Un-aware Potions */
858                 case TV_POTION: return (20L);
859
860                 /* Un-aware Scrolls */
861                 case TV_SCROLL: return (20L);
862
863                 /* Un-aware Staffs */
864                 case TV_STAFF: return (70L);
865
866                 /* Un-aware Wands */
867                 case TV_WAND: return (50L);
868
869                 /* Un-aware Rods */
870                 case TV_ROD: return (90L);
871
872                 /* Un-aware Rings */
873                 case TV_RING: return (45L);
874
875                 /* Un-aware Amulets */
876                 case TV_AMULET: return (45L);
877
878                 /* Figurines, relative to monster level */
879                 case TV_FIGURINE:
880                 {
881                         DEPTH level = r_info[o_ptr->pval].level;
882                         if (level < 20) return level*50L;
883                         else if (level < 30) return 1000+(level-20)*150L;
884                         else if (level < 40) return 2500+(level-30)*350L;
885                         else if (level < 50) return 6000+(level-40)*800L;
886                         else return 14000+(level-50)*2000L;
887                 }
888
889                 case TV_CAPTURE:
890                         if (!o_ptr->pval) return 1000L;
891                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
892         }
893
894         /* Paranoia -- Oops */
895         return (0L);
896 }
897
898
899 /*!
900  * @brief オブジェクトのフラグ類から価格を算出する /
901  * Return the value of the flags the object has...
902  * @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
903  * @param plusses フラグに与える価格の基本重み
904  * @return オブジェクトのフラグ価格
905  */
906 PRICE flag_cost(object_type *o_ptr, int plusses)
907 {
908         PRICE total = 0;
909         BIT_FLAGS flgs[TR_FLAG_SIZE];
910         PRICE tmp_cost;
911         int count;
912         int i;
913         object_kind *k_ptr = &k_info[o_ptr->k_idx];
914
915         object_flags(o_ptr, flgs);
916
917         /*
918          * Exclude fixed flags of the base item.
919          * pval bonuses of base item will be treated later.
920          */
921         for (i = 0; i < TR_FLAG_SIZE; i++)
922                 flgs[i] &= ~(k_ptr->flags[i]);
923
924         /* Exclude fixed flags of the fixed artifact. */
925         if (object_is_fixed_artifact(o_ptr))
926         {
927                 artifact_type *a_ptr = &a_info[o_ptr->name1];
928
929                 for (i = 0; i < TR_FLAG_SIZE; i++)
930                         flgs[i] &= ~(a_ptr->flags[i]);
931         }
932
933         /* Exclude fixed flags of the ego-item. */
934         else if (object_is_ego(o_ptr))
935         {
936                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
937
938                 for (i = 0; i < TR_FLAG_SIZE; i++)
939                         flgs[i] &= ~(e_ptr->flags[i]);
940         }
941
942
943         /*
944          * Calucurate values of remaining flags
945          */
946         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
947         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
948         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
949         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
950         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
951         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
952         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
953         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
954         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
955         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
956         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
957         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
958                 total += (10000 + (2500 * plusses));
959         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
960                 total += (10000 + (2500 * plusses));
961
962         tmp_cost = 0;
963         count = 0;
964         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
965         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
966         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
967         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
968         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
969         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
970         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
971         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
972         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
973         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
974         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
975         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
976         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
977         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
978         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
979         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
980         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
981         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
982         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
983         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
984         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
985
986         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
987         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
988         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
989         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
990         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
991         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
992         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
993         total += (tmp_cost * count);
994
995         if (have_flag(flgs, TR_SUST_STR)) total += 850;
996         if (have_flag(flgs, TR_SUST_INT)) total += 850;
997         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
998         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
999         if (have_flag(flgs, TR_SUST_CON)) total += 850;
1000         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1001         if (have_flag(flgs, TR_RIDING)) total += 0;
1002         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1003         if (have_flag(flgs, TR_THROW)) total += 5000;
1004         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1005         if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1006
1007         tmp_cost = 0;
1008         count = 0;
1009         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1010         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1011         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1012         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1013         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1014         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1015         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1016         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1017         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1018         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1019         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1020         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1021         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1022         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1023         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1024         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1025         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1026         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1027         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1028         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1029         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1030         total += (tmp_cost * count);
1031
1032         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1033         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1034         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1035         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1036         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1037         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1038         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1039         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1040         if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1041         if (have_flag(flgs, TR_LITE_1)) total += 1500;
1042         if (have_flag(flgs, TR_LITE_2)) total += 2500;
1043         if (have_flag(flgs, TR_LITE_3)) total += 4000;
1044         if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1045         if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1046         if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1047         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1048         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1049         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1050         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1051         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1052         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1053         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1054         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1055         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1056         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1057         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1058         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1059         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1060         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1061         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1062         if (have_flag(flgs, TR_REGEN)) total += 2500;
1063         if (have_flag(flgs, TR_WARNING)) total += 2000;
1064         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1065         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1066         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1067         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1068         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1069         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1070         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1071         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1072         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1073         if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1074         if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1075         if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1076         if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1077         if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1078         if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1079         if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1080         if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1081         if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1082         if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1083         if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1084         if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1085         if (have_flag(flgs, TR_TELEPORT))
1086         {
1087                 if (object_is_cursed(o_ptr))
1088                         total -= 7500;
1089                 else
1090                         total += 250;
1091         }
1092         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1093         if (have_flag(flgs, TR_BLESSED)) total += 750;
1094         if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1095         if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1096         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1097         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1098         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1099
1100         /* Also, give some extra for activatable powers... */
1101         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1102         {
1103                 const activation_type* const act_ptr = find_activation_info(o_ptr);
1104                 if (act_ptr) {
1105                         total += act_ptr->value;
1106                 }
1107         }
1108
1109         return total;
1110 }
1111
1112
1113 /*!
1114  * @brief オブジェクトの真の価格を算出する /
1115  * Return the value of the flags the object has...
1116  * @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
1117  * @return オブジェクトの本価格
1118  * @details
1119  * Return the "real" price of a "known" item, not including discounts\n
1120  *\n
1121  * Wand and staffs get cost for each charge\n
1122  *\n
1123  * Armor is worth an extra 100 gold per bonus point to armor class.\n
1124  *\n
1125  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1126  *\n
1127  * Missiles are only worth 5 gold per bonus point, since they\n
1128  * usually appear in groups of 20, and we want the player to get\n
1129  * the same amount of cash for any "equivalent" item.  Note that\n
1130  * missiles never have any of the "pval" flags, and in fact, they\n
1131  * only have a few of the available flags, primarily of the "slay"\n
1132  * and "brand" and "ignore" variety.\n
1133  *\n
1134  * Armor with a negative armor bonus is worthless.\n
1135  * Weapons with negative hit+damage bonuses are worthless.\n
1136  *\n
1137  * Every wearable item with a "pval" bonus is worth extra (see below).\n
1138  */
1139 PRICE object_value_real(object_type *o_ptr)
1140 {
1141         PRICE value;
1142         BIT_FLAGS flgs[TR_FLAG_SIZE];
1143         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1144
1145
1146         /* Hack -- "worthless" items */
1147         if (!k_info[o_ptr->k_idx].cost) return (0L);
1148
1149         /* Base cost */
1150         value = k_info[o_ptr->k_idx].cost;
1151
1152         /* Extract some flags */
1153         object_flags(o_ptr, flgs);
1154
1155         /* Artifact */
1156         if (object_is_fixed_artifact(o_ptr))
1157         {
1158                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1159
1160                 /* Hack -- "worthless" artifacts */
1161                 if (!a_ptr->cost) return (0L);
1162
1163                 /* Hack -- Use the artifact cost instead */
1164                 value = a_ptr->cost;
1165                 value += flag_cost(o_ptr, o_ptr->pval);
1166
1167                 /* Don't add pval bonuses etc. */
1168                 return (value);
1169         }
1170
1171         /* Ego-Item */
1172         else if (object_is_ego(o_ptr))
1173         {
1174                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1175
1176                 /* Hack -- "worthless" ego-items */
1177                 if (!e_ptr->cost) return (0L);
1178
1179                 /* Hack -- Reward the ego-item with a bonus */
1180                 value += e_ptr->cost;
1181                 value += flag_cost(o_ptr, o_ptr->pval);
1182         }
1183
1184         else
1185         {
1186                 int i;
1187                 bool flag = FALSE;
1188
1189                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1190                         if (o_ptr->art_flags[i]) flag = TRUE;
1191
1192                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1193         }
1194
1195         /* Analyze pval bonus for normal object */
1196         switch (o_ptr->tval)
1197         {
1198         case TV_SHOT:
1199         case TV_ARROW:
1200         case TV_BOLT:
1201         case TV_BOW:
1202         case TV_DIGGING:
1203         case TV_HAFTED:
1204         case TV_POLEARM:
1205         case TV_SWORD:
1206         case TV_BOOTS:
1207         case TV_GLOVES:
1208         case TV_HELM:
1209         case TV_CROWN:
1210         case TV_SHIELD:
1211         case TV_CLOAK:
1212         case TV_SOFT_ARMOR:
1213         case TV_HARD_ARMOR:
1214         case TV_DRAG_ARMOR:
1215         case TV_LITE:
1216         case TV_AMULET:
1217         case TV_RING:
1218                 /* No pval */
1219                 if (!o_ptr->pval) break;
1220
1221                 /* Hack -- Negative "pval" is always bad */
1222                 if (o_ptr->pval < 0) return (0L);
1223
1224                 /* Give credit for stat bonuses */
1225                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1226                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1227                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1228                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1229                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1230                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1231
1232                 /* Give credit for stealth and searching */
1233                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1234                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1235                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1236
1237                 /* Give credit for infra-vision and tunneling */
1238                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1239                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1240
1241                 /* Give credit for extra attacks */
1242                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1243
1244                 /* Give credit for speed bonus */
1245                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1246
1247                 break;
1248         }
1249
1250
1251         /* Analyze the item */
1252         switch (o_ptr->tval)
1253         {
1254                 /* Wands/Staffs */
1255                 case TV_WAND:
1256                 {
1257                         /* Pay extra for charges, depending on standard number of
1258                          * charges.  Handle new-style wands correctly. -LM-
1259                          */
1260                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1261
1262                         break;
1263                 }
1264                 case TV_STAFF:
1265                 {
1266                         /* Pay extra for charges, depending on standard number of
1267                          * charges.  -LM-
1268                          */
1269                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1270
1271                         break;
1272                 }
1273
1274                 /* Rings/Amulets */
1275                 case TV_RING:
1276                 case TV_AMULET:
1277                 {
1278                         /* Hack -- negative bonuses are bad */
1279                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1280
1281                         /* Give credit for bonuses */
1282                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1283
1284                         break;
1285                 }
1286
1287                 /* Armor */
1288                 case TV_BOOTS:
1289                 case TV_GLOVES:
1290                 case TV_CLOAK:
1291                 case TV_CROWN:
1292                 case TV_HELM:
1293                 case TV_SHIELD:
1294                 case TV_SOFT_ARMOR:
1295                 case TV_HARD_ARMOR:
1296                 case TV_DRAG_ARMOR:
1297                 {
1298                         /* Hack -- negative armor bonus */
1299                         if (o_ptr->to_a < 0) return (0L);
1300
1301                         /* Give credit for bonuses */
1302                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1303
1304                         break;
1305                 }
1306
1307                 /* Bows/Weapons */
1308                 case TV_BOW:
1309                 case TV_DIGGING:
1310                 case TV_HAFTED:
1311                 case TV_SWORD:
1312                 case TV_POLEARM:
1313                 {
1314                         /* Hack -- negative hit/damage bonuses */
1315                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1316
1317                         /* Factor in the bonuses */
1318                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1319
1320                         /* Hack -- Factor in extra damage dice and sides */
1321                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1322                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1323
1324                         break;
1325                 }
1326
1327                 /* Ammo */
1328                 case TV_SHOT:
1329                 case TV_ARROW:
1330                 case TV_BOLT:
1331                 {
1332                         /* Hack -- negative hit/damage bonuses */
1333                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1334
1335                         /* Factor in the bonuses */
1336                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1337
1338                         /* Hack -- Factor in extra damage dice and sides */
1339                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1340                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1341
1342                         break;
1343                 }
1344
1345                 /* Figurines, relative to monster level */
1346                 case TV_FIGURINE:
1347                 {
1348                         DEPTH level = r_info[o_ptr->pval].level;
1349                         if (level < 20) value = level*50L;
1350                         else if (level < 30) value = 1000+(level-20)*150L;
1351                         else if (level < 40) value = 2500+(level-30)*350L;
1352                         else if (level < 50) value = 6000+(level-40)*800L;
1353                         else value = 14000+(level-50)*2000L;
1354                         break;
1355                 }
1356
1357                 case TV_CAPTURE:
1358                 {
1359                         if (!o_ptr->pval) value = 1000L;
1360                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1361                         break;
1362                 }
1363
1364                 case TV_CHEST:
1365                 {
1366                         if (!o_ptr->pval) value = 0L;
1367                         break;
1368                 }
1369         }
1370
1371         /* Worthless object */
1372         if (value < 0) return 0L;
1373
1374         /* Return the value */
1375         return (value);
1376 }
1377
1378
1379 /*!
1380  * @brief オブジェクト価格算出のメインルーチン /
1381  * Return the price of an item including plusses (and charges)
1382  * @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
1383  * @return オブジェクトの判明している現価格
1384  * @details
1385  * This function returns the "value" of the given item (qty one)\n
1386  *\n
1387  * Never notice "unknown" bonuses or properties, including "curses",\n
1388  * since that would give the player information he did not have.\n
1389  *\n
1390  * Note that discounted items stay discounted forever, even if\n
1391  * the discount is "forgotten" by the player via memory loss.\n
1392  */
1393 PRICE object_value(object_type *o_ptr)
1394 {
1395         PRICE value;
1396
1397         /* Unknown items -- acquire a base value */
1398         if (object_is_known(o_ptr))
1399         {
1400                 /* Broken items -- worthless */
1401                 if (object_is_broken(o_ptr)) return (0L);
1402
1403                 /* Cursed items -- worthless */
1404                 if (object_is_cursed(o_ptr)) return (0L);
1405
1406                 /* Real value (see above) */
1407                 value = object_value_real(o_ptr);
1408         }
1409
1410         /* Known items -- acquire the actual value */
1411         else
1412         {
1413                 /* Hack -- Felt broken items */
1414                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1415
1416                 /* Hack -- Felt cursed items */
1417                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1418
1419                 /* Base value (see above) */
1420                 value = object_value_base(o_ptr);
1421         }
1422
1423         /* Apply discount (if any) */
1424         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1425
1426         /* Return the final value */
1427         return (value);
1428 }
1429
1430
1431
1432
1433 /*!
1434  * @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 /
1435  * Distribute charges of rods or wands.
1436  * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1437  * @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
1438  * @param amt 分割したい回数量 number of items that are transfered
1439  * @return なし
1440  * @details
1441  * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1442  * charges need to be allocated between the two stacks.  If all the items\n
1443  * are being dropped, it makes for a neater message to leave the original\n
1444  * stack's pval alone. -LM-\n
1445  */
1446 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1447 {
1448         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1449         {
1450                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1451                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1452
1453                 /* Hack -- Rods also need to have their timeouts distributed.  The
1454                  * dropped stack will accept all time remaining to charge up to its
1455                  * maximum.
1456                  */
1457                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1458                 {
1459                         if (q_ptr->pval > o_ptr->timeout)
1460                                 q_ptr->timeout = o_ptr->timeout;
1461                         else
1462                                 q_ptr->timeout = q_ptr->pval;
1463
1464                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1465                 }
1466         }
1467 }
1468
1469 /*!
1470  * @brief 魔法棒やロッドの使用回数を減らす /
1471  * @param o_ptr オブジェクトの構造体参照ポインタ source item
1472  * @param amt 減らしたい回数量 number of items that are transfered
1473  * @return なし
1474  * @details
1475  * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1476  * charges of the stack needs to be reduced, unless all the items are\n
1477  * being destroyed. -LM-\n
1478  */
1479 void reduce_charges(object_type *o_ptr, int amt)
1480 {
1481         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1482                 (amt < o_ptr->number))
1483         {
1484                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1485         }
1486 }
1487
1488 /*
1489  * Determine if an item can "absorb" a second item
1490  *
1491  * See "object_absorb()" for the actual "absorption" code.
1492  *
1493  * If permitted, we allow staffs (if they are known to have equal charges
1494  * and both are either known or confirmed empty) and wands (if both are
1495  * either known or confirmed empty) and rods (in all cases) to combine.
1496  * Staffs will unstack (if necessary) when they are used, but wands and
1497  * rods will only unstack if one is dropped. -LM-
1498  *
1499  * If permitted, we allow weapons/armor to stack, if fully "known".
1500  *
1501  * Missiles will combine if both stacks have the same "known" status.
1502  * This is done to make unidentified stacks of missiles useful.
1503  *
1504  * Food, potions, scrolls, and "easy know" items always stack.
1505  *
1506  * Chests, and activatable items, never stack (for various reasons).
1507  */
1508
1509 /*
1510  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1511  */
1512 #define MAX_STACK_SIZE 99
1513
1514
1515 /*!
1516  * @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。
1517  * Determine if an item can partly absorb a second item. Return maximum number of stack.
1518  * @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
1519  * @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
1520  * @return 重ね合わせ可能なアイテム数
1521  */
1522 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1523 {
1524         int i;
1525
1526         /* Default maximum number of stack */
1527         int max_num = MAX_STACK_SIZE;
1528
1529         /* Require identical object types */
1530         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1531
1532
1533         /* Analyze the items */
1534         switch (o_ptr->tval)
1535         {
1536                 /* Chests and Statues*/
1537                 case TV_CHEST:
1538                 case TV_CARD:
1539                 case TV_CAPTURE:
1540                 {
1541                         /* Never okay */
1542                         return 0;
1543                 }
1544
1545                 case TV_STATUE:
1546                 {
1547                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1548                         if (o_ptr->pval != j_ptr->pval) return 0;
1549                         break;
1550                 }
1551
1552                 /* Figurines and Corpses*/
1553                 case TV_FIGURINE:
1554                 case TV_CORPSE:
1555                 {
1556                         /* Same monster */
1557                         if (o_ptr->pval != j_ptr->pval) return 0;
1558
1559                         /* Assume okay */
1560                         break;
1561                 }
1562
1563                 /* Food and Potions and Scrolls */
1564                 case TV_FOOD:
1565                 case TV_POTION:
1566                 case TV_SCROLL:
1567                 {
1568                         /* Assume okay */
1569                         break;
1570                 }
1571
1572                 /* Staffs */
1573                 case TV_STAFF:
1574                 {
1575                         /* Require either knowledge or known empty for both staffs. */
1576                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1577                                 !object_is_known(o_ptr)) ||
1578                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1579                                 !object_is_known(j_ptr))) return 0;
1580
1581                         /* Require identical charges, since staffs are bulky. */
1582                         if (o_ptr->pval != j_ptr->pval) return 0;
1583
1584                         /* Assume okay */
1585                         break;
1586                 }
1587
1588                 /* Wands */
1589                 case TV_WAND:
1590                 {
1591                         /* Require either knowledge or known empty for both wands. */
1592                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1593                                 !object_is_known(o_ptr)) ||
1594                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1595                                 !object_is_known(j_ptr))) return 0;
1596
1597                         /* Wand charges combine in O&ZAngband.  */
1598
1599                         /* Assume okay */
1600                         break;
1601                 }
1602
1603                 /* Staffs and Wands and Rods */
1604                 case TV_ROD:
1605                 {
1606                         /* Prevent overflaw of timeout */
1607                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1608
1609                         /* Assume okay */
1610                         break;
1611                 }
1612
1613                 /* Weapons and Armor */
1614                 case TV_BOW:
1615                 case TV_DIGGING:
1616                 case TV_HAFTED:
1617                 case TV_POLEARM:
1618                 case TV_SWORD:
1619                 case TV_BOOTS:
1620                 case TV_GLOVES:
1621                 case TV_HELM:
1622                 case TV_CROWN:
1623                 case TV_SHIELD:
1624                 case TV_CLOAK:
1625                 case TV_SOFT_ARMOR:
1626                 case TV_HARD_ARMOR:
1627                 case TV_DRAG_ARMOR:
1628
1629                 /* Rings, Amulets, Lites */
1630                 case TV_RING:
1631                 case TV_AMULET:
1632                 case TV_LITE:
1633                 case TV_WHISTLE:
1634                 {
1635                         /* Require full knowledge of both items */
1636                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1637
1638                         /* Fall through */
1639                 }
1640
1641                 /* Missiles */
1642                 case TV_BOLT:
1643                 case TV_ARROW:
1644                 case TV_SHOT:
1645                 {
1646                         /* Require identical knowledge of both items */
1647                         if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1648                         if (o_ptr->feeling != j_ptr->feeling) return 0;
1649
1650                         /* Require identical "bonuses" */
1651                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1652                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1653                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1654
1655                         /* Require identical "pval" code */
1656                         if (o_ptr->pval != j_ptr->pval) return 0;
1657
1658                         /* Artifacts never stack */
1659                         if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1660
1661                         /* Require identical "ego-item" names */
1662                         if (o_ptr->name2 != j_ptr->name2) return 0;
1663
1664                         /* Require identical added essence  */
1665                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1666                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1667
1668                         /* Hack -- Never stack "powerful" items */
1669                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1670
1671                         /* Hack -- Never stack recharging items */
1672                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1673
1674                         /* Require identical "values" */
1675                         if (o_ptr->ac != j_ptr->ac) return 0;
1676                         if (o_ptr->dd != j_ptr->dd) return 0;
1677                         if (o_ptr->ds != j_ptr->ds) return 0;
1678
1679                         /* Probably okay */
1680                         break;
1681                 }
1682
1683                 /* Various */
1684                 default:
1685                 {
1686                         /* Require knowledge */
1687                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1688
1689                         /* Probably okay */
1690                         break;
1691                 }
1692         }
1693
1694
1695         /* Hack -- Identical art_flags! */
1696         for (i = 0; i < TR_FLAG_SIZE; i++)
1697                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1698
1699         /* Hack -- Require identical "cursed" status */
1700         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1701
1702         /* Hack -- Require identical "broken" status */
1703         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1704
1705
1706         /* Hack -- require semi-matching "inscriptions" */
1707         if (o_ptr->inscription && j_ptr->inscription &&
1708             (o_ptr->inscription != j_ptr->inscription))
1709                 return 0;
1710
1711         /* Hack -- normally require matching "inscriptions" */
1712         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1713
1714         /* Hack -- normally require matching "discounts" */
1715         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1716
1717
1718         /* They match, so they must be similar */
1719         return max_num;
1720 }
1721
1722 /*!
1723  * @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。
1724  * Determine if an item can absorb a second item.
1725  * @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
1726  * @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
1727  * @return 重ね合わせ可能ならばTRUEを返す。
1728  */
1729 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1730 {
1731         int total = o_ptr->number + j_ptr->number;
1732         int max_num;
1733
1734         /* Are these objects similar? */
1735         max_num = object_similar_part(o_ptr, j_ptr);
1736
1737         /* Return if not similar */
1738         if (!max_num) return FALSE;
1739
1740         /* Maximal "stacking" limit */
1741         if (total > max_num) return (0);
1742
1743
1744         /* They match, so they must be similar */
1745         return (TRUE);
1746 }
1747
1748
1749 /*!
1750  * @brief 両オブジェクトをスロットに重ね合わせる。
1751  * Allow one item to "absorb" another, assuming they are similar
1752  * @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
1753  * @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
1754  * @return なし
1755  */
1756 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1757 {
1758         int max_num = object_similar_part(o_ptr, j_ptr);
1759         int total = o_ptr->number + j_ptr->number;
1760         int diff = (total > max_num) ? total - max_num : 0;
1761
1762         /* Combine quantity, lose excess items */
1763         o_ptr->number = (total > max_num) ? max_num : total;
1764
1765         /* Hack -- blend "known" status */
1766         if (object_is_known(j_ptr)) object_known(o_ptr);
1767
1768         /* Hack -- clear "storebought" if only one has it */
1769         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1770             (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1771         {
1772                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1773                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1774         }
1775
1776         /* Hack -- blend "mental" status */
1777         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1778
1779         /* Hack -- blend "inscriptions" */
1780         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1781
1782         /* Hack -- blend "feelings" */
1783         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1784
1785         /* Hack -- could average discounts */
1786         /* Hack -- save largest discount */
1787         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1788
1789         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1790         if (o_ptr->tval == TV_ROD)
1791         {
1792                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1793                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1794         }
1795
1796         /* Hack -- if wands are stacking, combine the charges. -LM- */
1797         if (o_ptr->tval == TV_WAND)
1798         {
1799                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1800         }
1801 }
1802
1803
1804 /*!
1805  * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1806  * Find the index of the object_kind with the given tval and sval
1807  * @param tval 検索したいベースアイテムのtval
1808  * @param sval 検索したいベースアイテムのsval
1809  * @return なし
1810  */
1811 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1812 {
1813         KIND_OBJECT_IDX k;
1814         int num = 0;
1815         KIND_OBJECT_IDX bk = 0;
1816
1817         /* Look for it */
1818         for (k = 1; k < max_k_idx; k++)
1819         {
1820                 object_kind *k_ptr = &k_info[k];
1821
1822                 /* Require correct tval */
1823                 if (k_ptr->tval != tval) continue;
1824
1825                 /* Found a match */
1826                 if (k_ptr->sval == sval) return (k);
1827
1828                 /* Ignore illegal items */
1829                 if (sval != SV_ANY) continue;
1830
1831                 /* Apply the randomizer */
1832                 if (!one_in_(++num)) continue;
1833
1834                 /* Use this value */
1835                 bk = k;
1836         }
1837
1838         /* Return this choice */
1839         if (sval == SV_ANY)
1840         {
1841                 return bk;
1842         }
1843
1844 #if 0
1845         msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1846 #endif
1847
1848
1849         return (0);
1850 }
1851
1852
1853 /*!
1854  * @brief オブジェクトを初期化する
1855  * Wipe an object clean.
1856  * @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
1857  * @return なし
1858  */
1859 void object_wipe(object_type *o_ptr)
1860 {
1861         /* Wipe the structure */
1862         (void)WIPE(o_ptr, object_type);
1863 }
1864
1865
1866 /*!
1867  * @brief オブジェクトを複製する
1868  * Wipe an object clean.
1869  * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1870  * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1871  * @return なし
1872  */
1873 void object_copy(object_type *o_ptr, object_type *j_ptr)
1874 {
1875         /* Copy the structure */
1876         (void)COPY(o_ptr, j_ptr, object_type);
1877 }
1878
1879
1880 /*!
1881  * @brief オブジェクト構造体にベースアイテムを作成する
1882  * Prepare an object based on an object kind.
1883  * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1884  * @param k_idx 新たに作成したいベースアイテム情報のID
1885  * @return なし
1886  */
1887 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1888 {
1889         object_kind *k_ptr = &k_info[k_idx];
1890
1891         /* Clear the record */
1892         object_wipe(o_ptr);
1893
1894         /* Save the kind index */
1895         o_ptr->k_idx = k_idx;
1896
1897         /* Efficiency -- tval/sval */
1898         o_ptr->tval = k_ptr->tval;
1899         o_ptr->sval = k_ptr->sval;
1900
1901         /* Default "pval" */
1902         o_ptr->pval = k_ptr->pval;
1903
1904         /* Default number */
1905         o_ptr->number = 1;
1906
1907         /* Default weight */
1908         o_ptr->weight = k_ptr->weight;
1909
1910         /* Default magic */
1911         o_ptr->to_h = k_ptr->to_h;
1912         o_ptr->to_d = k_ptr->to_d;
1913         o_ptr->to_a = k_ptr->to_a;
1914
1915         /* Default power */
1916         o_ptr->ac = k_ptr->ac;
1917         o_ptr->dd = k_ptr->dd;
1918         o_ptr->ds = k_ptr->ds;
1919
1920         /* Default activation */
1921         if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1922
1923         /* Hack -- worthless items are always "broken" */
1924         if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1925
1926         /* Hack -- cursed items are always "cursed" */
1927         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1928         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1929         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1930         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1931         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1932         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1933 }
1934
1935
1936 /*!
1937  * @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
1938  * @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
1939  * @return なし
1940  */
1941 static void object_mention(object_type *o_ptr)
1942 {
1943         GAME_TEXT o_name[MAX_NLEN];
1944
1945         object_aware(o_ptr);
1946         object_known(o_ptr);
1947
1948         /* Mark the item as fully known */
1949         o_ptr->ident |= (IDENT_MENTAL);
1950         object_desc(o_name, o_ptr, 0);
1951         msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1952 }
1953
1954
1955 /*!
1956  * @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
1957  * Choose random ego type
1958  * @param slot 取得したいエゴの装備部位
1959  * @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。
1960  * @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。
1961  */
1962 static byte get_random_ego(byte slot, bool good)
1963 {
1964         int i, value;
1965         ego_item_type *e_ptr;
1966
1967         long total = 0L;
1968         
1969         for (i = 1; i < max_e_idx; i++)
1970         {
1971                 e_ptr = &e_info[i];
1972                 
1973                 if (e_ptr->slot == slot
1974                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1975                 {
1976                         if (e_ptr->rarity)
1977                                 total += (255 / e_ptr->rarity);
1978                 }
1979         }
1980
1981         value = randint1(total);
1982
1983         for (i = 1; i < max_e_idx; i++)
1984         {
1985                 e_ptr = &e_info[i];
1986                 
1987                 if (e_ptr->slot == slot
1988                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1989                 {
1990                         if (e_ptr->rarity)
1991                                 value -= (255 / e_ptr->rarity);
1992                         if (value <= 0L) break;
1993                 }
1994         }
1995         return (byte)i;
1996 }
1997
1998
1999 /*!
2000  * @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
2001  * Apply magic to an item known to be a "weapon"
2002  * @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
2003  * @param level 生成基準階
2004  * @param power 生成ランク
2005  * @return なし
2006  * @details
2007  * Hack -- note special base damage dice boosting\n
2008  * Hack -- note special processing for weapon/digger\n
2009  */
2010 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2011 {
2012         HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2013         HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2014
2015         HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2016         HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2017
2018         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2019         {
2020                 tohit2 = (tohit2 + 1) / 2;
2021                 todam2 = (todam2 + 1) / 2;
2022         }
2023
2024         /* Good */
2025         if (power > 0)
2026         {
2027                 /* Enchant */
2028                 o_ptr->to_h += tohit1;
2029                 o_ptr->to_d += todam1;
2030
2031                 /* Very good */
2032                 if (power > 1)
2033                 {
2034                         /* Enchant again */
2035                         o_ptr->to_h += tohit2;
2036                         o_ptr->to_d += todam2;
2037                 }
2038         }
2039
2040         /* Cursed */
2041         else if (power < 0)
2042         {
2043                 /* Penalize */
2044                 o_ptr->to_h -= tohit1;
2045                 o_ptr->to_d -= todam1;
2046
2047                 /* Very cursed */
2048                 if (power < -1)
2049                 {
2050                         /* Penalize again */
2051                         o_ptr->to_h -= tohit2;
2052                         o_ptr->to_d -= todam2;
2053                 }
2054
2055                 /* Cursed (if "bad") */
2056                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2057         }
2058
2059         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2060
2061         switch (o_ptr->tval)
2062         {
2063                 case TV_DIGGING:
2064                 {
2065                         /* Very good */
2066                         if (power > 1)
2067                         {
2068                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2069                                         create_artifact(o_ptr, FALSE);
2070                                 else
2071                                         /* Special Ego-item */
2072                                         o_ptr->name2 = EGO_DIGGING;
2073                         }
2074
2075                         /* Very bad */
2076                         else if (power < -1)
2077                         {
2078                                 /* Hack -- Horrible digging bonus */
2079                                 o_ptr->pval = 0 - (5 + randint1(5));
2080                         }
2081
2082                         /* Bad */
2083                         else if (power < 0)
2084                         {
2085                                 /* Hack -- Reverse digging bonus */
2086                                 o_ptr->pval = 0 - (o_ptr->pval);
2087                         }
2088
2089                         break;
2090                 }
2091
2092                 case TV_HAFTED:
2093                 case TV_POLEARM:
2094                 case TV_SWORD:
2095                 {
2096                         /* Very Good */
2097                         if (power > 1)
2098                         {
2099                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2100                                 {
2101                                         create_artifact(o_ptr, FALSE);
2102                                         break;
2103                                 }
2104                                 while (1)
2105                                 {
2106                                         /* Roll for an ego-item */
2107                                         o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2108                                         if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2109                                                 continue;
2110                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2111                                                 continue;
2112                                         if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2113                                                 continue;
2114                                         break;
2115                                 }
2116
2117                                 switch (o_ptr->name2)
2118                                 {
2119                                 case EGO_HA:
2120                                         if (one_in_(4) && (level > 40))
2121                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2122                                         break;
2123                                 case EGO_DF:
2124                                         if (one_in_(3))
2125                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2126                                         if (one_in_(3))
2127                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2128                                         break;
2129                                 case EGO_KILL_DRAGON:
2130                                         if (one_in_(3))
2131                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2132                                         break;
2133                                 case EGO_WEST:
2134                                         if (one_in_(3))
2135                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2136                                         break;
2137                                 case EGO_SLAYING_WEAPON:
2138                                         if (one_in_(3)) /* double damage */
2139                                                 o_ptr->dd *= 2;
2140                                         else
2141                                         {
2142                                                 do
2143                                                 {
2144                                                         o_ptr->dd++;
2145                                                 } while (one_in_(o_ptr->dd));
2146
2147                                                 do
2148                                                 {
2149                                                         o_ptr->ds++;
2150                                                 } while (one_in_(o_ptr->ds));
2151                                         }
2152
2153                                         if (one_in_(5))
2154                                         {
2155                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2156                                         }
2157                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2158                                         {
2159                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2160                                         }
2161                                         break;
2162                                 case EGO_TRUMP:
2163                                         if (one_in_(5))
2164                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2165                                         if (one_in_(7))
2166                                                 one_ability(o_ptr);
2167                                         break;
2168                                 case EGO_PATTERN:
2169                                         if (one_in_(3))
2170                                                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2171                                         if (one_in_(3))
2172                                                 add_flag(o_ptr->art_flags, TR_DEX);
2173                                         if (one_in_(5))
2174                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2175                                         break;
2176                                 case EGO_SHARPNESS:
2177                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2178                                         break;
2179                                 case EGO_EARTHQUAKES:
2180                                         if (one_in_(3) && (level > 60))
2181                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2182                                         else
2183                                                 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2184                                         break;
2185                                 case EGO_VAMPIRIC:
2186                                         if (one_in_(5))
2187                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2188                                         break;
2189                                 case EGO_DEMON:
2190
2191                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2192                                         one_in_(3) ?
2193                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2194                                                 one_in_(2) ?
2195                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2196                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2197
2198
2199                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2200                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2201                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2202                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2203                                         break;
2204                                 }
2205
2206                                 if (!o_ptr->art_name)
2207                                 {
2208                                         /* Hack -- Super-charge the damage dice */
2209                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2210
2211                                         /* Hack -- Lower the damage dice */
2212                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2213                                 }
2214                         }
2215
2216                         /* Very cursed */
2217                         else if (power < -1)
2218                         {
2219                                 /* Roll for ego-item */
2220                                 if (randint0(MAX_DEPTH) < level)
2221                                 {
2222                                         while (1)
2223                                         {
2224                                                 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2225                                                 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2226                                                 {
2227                                                         continue;
2228                                                 }
2229                                                 break;
2230                                         }
2231                                         switch (o_ptr->name2)
2232                                         {
2233                                                 case EGO_MORGUL:
2234                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2235                                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2236                                                         break;
2237                                                 case EGO_WEIRD:
2238                                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2239                                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2240                                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2241                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2242                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2243                                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2244                                                         break;
2245                                         }
2246                                 }
2247                         }
2248
2249                         break;
2250                 }
2251
2252
2253                 case TV_BOW:
2254                 {
2255                         /* Very good */
2256                         if (power > 1)
2257                         {
2258                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2259                                 {
2260                                         create_artifact(o_ptr, FALSE);
2261                                         break;
2262                                 }
2263                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2264                         }
2265
2266                         break;
2267                 }
2268
2269
2270                 case TV_BOLT:
2271                 case TV_ARROW:
2272                 case TV_SHOT:
2273                 {
2274                         /* Very good */
2275                         if (power > 1)
2276                         {
2277                                 if (power > 2) /* power > 2 is debug only */
2278                                 {
2279                                         create_artifact(o_ptr, FALSE);
2280                                         break;
2281                                 }
2282
2283                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2284
2285                                 switch (o_ptr->name2)
2286                                 {
2287                                 case EGO_SLAYING_BOLT:
2288                                         o_ptr->dd++;
2289                                         break;
2290                                 }
2291
2292                                 /* Hack -- super-charge the damage dice */
2293                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2294
2295                                 /* Hack -- restrict the damage dice */
2296                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2297                         }
2298
2299                         /* Very cursed */
2300                         else if (power < -1)
2301                         {
2302                                 /* Roll for ego-item */
2303                                 if (randint0(MAX_DEPTH) < level)
2304                                 {
2305                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2306                                 }
2307                         }
2308
2309                         break;
2310                 }
2311         }
2312 }
2313
2314 /*!
2315  * @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
2316  * Apply magic to an item known to be "armor"
2317  * @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
2318  * @param level 生成基準階
2319  * @param power 生成ランク
2320  * @return なし
2321  * @details
2322  * Hack -- note special processing for crown/helm\n
2323  * Hack -- note special processing for robe of permanence\n
2324  */
2325 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2326 {
2327         ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2328         ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2329
2330         /* Good */
2331         if (power > 0)
2332         {
2333                 /* Enchant */
2334                 o_ptr->to_a += toac1;
2335
2336                 /* Very good */
2337                 if (power > 1)
2338                 {
2339                         /* Enchant again */
2340                         o_ptr->to_a += toac2;
2341                 }
2342         }
2343
2344         /* Cursed */
2345         else if (power < 0)
2346         {
2347                 /* Penalize */
2348                 o_ptr->to_a -= toac1;
2349
2350                 /* Very cursed */
2351                 if (power < -1)
2352                 {
2353                         /* Penalize again */
2354                         o_ptr->to_a -= toac2;
2355                 }
2356
2357                 /* Cursed (if "bad") */
2358                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2359         }
2360
2361         switch (o_ptr->tval)
2362         {
2363                 case TV_DRAG_ARMOR:
2364                 {
2365                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2366                                 create_artifact(o_ptr, FALSE);
2367                         break;
2368                 }
2369
2370                 case TV_HARD_ARMOR:
2371                 case TV_SOFT_ARMOR:
2372                 {
2373                         /* Very good */
2374                         if (power > 1)
2375                         {
2376                                 /* Hack -- Try for "Robes of the Magi" */
2377                                 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2378                                     (o_ptr->sval == SV_ROBE) &&
2379                                     (randint0(100) < 15))
2380                                 {
2381                                         if (one_in_(5))
2382                                         {
2383                                                 o_ptr->name2 = EGO_YOIYAMI;
2384                                                 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2385                                                 o_ptr->sval = SV_YOIYAMI_ROBE;
2386                                                 o_ptr->ac = 0;
2387                                                 o_ptr->to_a = 0;
2388                                         }
2389                                         else
2390                                         {
2391                                                 o_ptr->name2 = EGO_PERMANENCE;
2392                                         }
2393                                         break;
2394                                 }
2395
2396                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2397                                 {
2398                                         create_artifact(o_ptr, FALSE);
2399                                         break;
2400                                 }
2401
2402                                 while (1)
2403                                 {
2404                                         bool okay_flag = TRUE;
2405
2406                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2407
2408                                         switch (o_ptr->name2)
2409                                         {
2410                                                 case EGO_DWARVEN:
2411                                                         if (o_ptr->tval != TV_HARD_ARMOR)
2412                                                         {
2413                                                                 okay_flag = FALSE;
2414                                                         }
2415                                                 break;
2416                                                 case EGO_DRUID:
2417                                                         if (o_ptr->tval != TV_SOFT_ARMOR)
2418                                                         {
2419                                                                 okay_flag = FALSE;
2420                                                         }
2421                                                 break;
2422                                                 default:
2423                                                 break;
2424                                         }
2425
2426                                         if (okay_flag) break;
2427                                 }
2428                                 switch (o_ptr->name2)
2429                                 {
2430                                   case EGO_RESISTANCE:
2431                                         if (one_in_(4))
2432                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2433                                                 break;
2434                                   case EGO_DWARVEN:
2435                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2436                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2437                                         break;
2438                                         
2439                                   case EGO_A_DEMON:
2440                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2441                                         one_in_(3) ? 
2442                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2443                                                 one_in_(2) ?
2444                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2445                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2446                                                 
2447                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2448                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2449                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2450                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2451                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2452                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2453                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2454                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2455                                         break;
2456                                   case EGO_A_MORGUL:
2457                                         if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2458                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2459                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2460                                         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2461                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2462                                         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2463                                         break;
2464                                   default:
2465                                         break;
2466                                 }
2467                         }
2468
2469                         break;
2470                 }
2471
2472                 case TV_SHIELD:
2473                 {
2474
2475                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2476                         {
2477                                 dragon_resist(o_ptr);
2478                                 if (!one_in_(3)) break;
2479                         }
2480
2481                         /* Very good */
2482                         if (power > 1)
2483                         {
2484                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2485                                 {
2486                                         create_artifact(o_ptr, FALSE);
2487                                         break;
2488                                 }
2489                                 
2490                                 while(1)
2491                                 {
2492                                         o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2493                                         if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD 
2494                                                                 && o_ptr->name2 == EGO_S_DWARVEN)
2495                                         {
2496                                                 continue;
2497                                         }
2498                                         break;
2499                                 }
2500                                 
2501                                 switch (o_ptr->name2)
2502                                 {
2503                                 case EGO_ENDURANCE:
2504                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2505                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2506                                         break;
2507                                 case EGO_REFLECTION:
2508                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2509                                                 o_ptr->name2 = 0;
2510                                         break;
2511                                         
2512                                 case EGO_S_DWARVEN:
2513                                         o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2514                                         o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2515                                         break;
2516                                 }
2517                         }
2518                         break;
2519                 }
2520
2521                 case TV_GLOVES:
2522                 {
2523                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2524                         {
2525                                 dragon_resist(o_ptr);
2526                                 if (!one_in_(3)) break;
2527                         }
2528                         if (power > 1)
2529                         {
2530                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2531                                 {
2532                                         create_artifact(o_ptr, FALSE);
2533                                         break;
2534                                 }
2535                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2536                         }
2537                         
2538                         /* Very cursed */
2539                         else if (power < -1)
2540                         {
2541                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2542                         }
2543
2544                         break;
2545                 }
2546
2547                 case TV_BOOTS:
2548                 {
2549                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2550                         {
2551                                 dragon_resist(o_ptr);
2552                                 if (!one_in_(3)) break;
2553                         }
2554                         /* Very good */
2555                         if (power > 1)
2556                         {
2557                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2558                                 {
2559                                         create_artifact(o_ptr, FALSE);
2560                                         break;
2561                                 }
2562                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2563
2564                                 switch (o_ptr->name2)
2565                                 {
2566                                 case EGO_SLOW_DESCENT:
2567                                         if (one_in_(2))
2568                                         {
2569                                                 one_high_resistance(o_ptr);
2570                                         }
2571                                         break;
2572                                 }
2573                         }
2574                         /* Very cursed */
2575                         else if (power < -1)
2576                         {
2577                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2578                         }
2579
2580                         break;
2581                 }
2582
2583                 case TV_CROWN:
2584                 {
2585                         /* Very good */
2586                         if (power > 1)
2587                         {
2588                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2589                                 {
2590                                         create_artifact(o_ptr, FALSE);
2591                                         break;
2592                                 }
2593                                 while (1)
2594                                 {
2595                                         bool ok_flag = TRUE;
2596                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2597
2598                                         switch (o_ptr->name2)
2599                                         {
2600                                         case EGO_TELEPATHY:
2601                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2602                                                 else add_esp_weak(o_ptr, FALSE);
2603                                                 break;
2604                                         case EGO_MAGI:
2605                                         case EGO_MIGHT:
2606                                         case EGO_REGENERATION:
2607                                         case EGO_LORDLINESS:
2608                                         case EGO_BASILISK:
2609                                                 break;
2610                                         case EGO_SEEING:
2611                                                 if (one_in_(3))
2612                                                 {
2613                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2614                                                         else add_esp_weak(o_ptr, FALSE);
2615                                                 }
2616                                                 break;
2617                                         default:/* not existing crown (wisdom,lite, etc...) */
2618                                                 ok_flag = FALSE;
2619                                         }
2620                                         if (ok_flag)
2621                                                 break; /* while (1) */
2622                                 }
2623                                 break;
2624                         }
2625
2626                         /* Very cursed */
2627                         else if (power < -1)
2628                         {       
2629                                 while (1)
2630                                 {
2631                                         bool ok_flag = TRUE;
2632                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2633
2634                                         switch (o_ptr->name2)
2635                                         {
2636                                           case EGO_ANCIENT_CURSE:
2637                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2638                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2639                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2640                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2641                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2642                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2643                                                 break;
2644                                         }
2645                                         if (ok_flag)
2646                                                 break; /* while (1) */
2647                                 }
2648                         }
2649
2650                         break;
2651                 }
2652
2653                 case TV_HELM:
2654                 {
2655                         if (o_ptr->sval == SV_DRAGON_HELM)
2656                         {
2657                                 dragon_resist(o_ptr);
2658                                 if (!one_in_(3)) break;
2659                         }
2660
2661                         /* Very good */
2662                         if (power > 1)
2663                         {
2664                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2665                                 {
2666                                         create_artifact(o_ptr, FALSE);
2667                                         break;
2668                                 }
2669                                 while (1)
2670                                 {
2671                                         bool ok_flag = TRUE;
2672                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2673
2674                                         switch (o_ptr->name2)
2675                                         {
2676                                         case EGO_BRILLIANCE:
2677                                         case EGO_DARK:
2678                                         case EGO_INFRAVISION:
2679                                         case EGO_H_PROTECTION:
2680                                                 break;
2681                                         case EGO_SEEING:
2682                                                 if (one_in_(7))
2683                                                 {
2684                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2685                                                         else add_esp_weak(o_ptr, FALSE);
2686                                                 }
2687                                                 break;
2688                                         case EGO_LITE:
2689                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2690                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2691                                                 break;
2692                                         case EGO_H_DEMON:
2693                                                 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2694                                                 one_in_(3) ? 
2695                                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2696                                                         one_in_(2) ?
2697                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2698                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2699                                                 
2700                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2701                                                 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2702                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2703                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2704                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2705                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2706                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2707                                                 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2708                                                 break;
2709                                         default:/* not existing helm (Magi, Might, etc...)*/
2710                                                 ok_flag = FALSE;
2711                                         }
2712                                         if (ok_flag)
2713                                                 break; /* while (1) */
2714                                 }
2715                                 break;
2716                         }
2717                         /* Very cursed */
2718                         else if (power < -1)
2719                         {
2720                                 while (1)
2721                                 {
2722                                         bool ok_flag = TRUE;
2723                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2724
2725                                         switch (o_ptr->name2)
2726                                         {
2727                                           case EGO_ANCIENT_CURSE:
2728                                                 ok_flag = FALSE;
2729                                         }
2730                                         if (ok_flag)
2731                                                 break; /* while (1) */
2732                                 }
2733                         }
2734                         break;
2735                 }
2736
2737                 case TV_CLOAK:
2738                 {
2739                         /* Very good */
2740                         if (power > 1)
2741                         {
2742                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2743                                 {
2744                                         create_artifact(o_ptr, FALSE);
2745                                         break;
2746                                 }
2747                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2748
2749                                 switch (o_ptr->name2)
2750                                 {
2751                                 case EGO_BAT:
2752                                         o_ptr->to_d -= 6;
2753                                         o_ptr->to_h -= 6;
2754                                         break;
2755                                 case EGO_NAZGUL:
2756                                         o_ptr->to_d -= 3;
2757                                         o_ptr->to_h -= 3;
2758                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2759                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2760                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2761                                         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2762                                         break;
2763                                 }
2764
2765                         }
2766
2767                         /* Very cursed */
2768                         else if (power < -1)
2769                         {
2770                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2771                         }
2772
2773                         break;
2774                 }
2775         }
2776
2777 }
2778
2779
2780 /*!
2781  * @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
2782  * Apply magic to an item known to be a "ring" or "amulet"
2783  * @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
2784  * @param level 生成基準階
2785  * @param power 生成ランク
2786  * @return なし
2787  * @details
2788  * Hack -- note special "pval boost" code for ring of speed\n
2789  * Hack -- note that some items must be cursed (or blessed)\n
2790  */
2791 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2792 {
2793         /* Apply magic (good or bad) according to type */
2794         switch (o_ptr->tval)
2795         {
2796                 case TV_RING:
2797                 {
2798                         /* Analyze */
2799                         switch (o_ptr->sval)
2800                         {
2801                                 case SV_RING_ATTACKS:
2802                                 {
2803                                         /* Stat bonus */
2804                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2805                                         if (one_in_(15)) o_ptr->pval++;
2806                                         if (o_ptr->pval < 1) o_ptr->pval = 1;
2807
2808                                         /* Cursed */
2809                                         if (power < 0)
2810                                         {
2811                                                 /* Broken */
2812                                                 o_ptr->ident |= (IDENT_BROKEN);
2813
2814                                                 /* Cursed */
2815                                                 o_ptr->curse_flags |= TRC_CURSED;
2816
2817                                                 /* Reverse pval */
2818                                                 o_ptr->pval = 0 - (o_ptr->pval);
2819                                         }
2820
2821                                         break;
2822                                 }
2823
2824                                 case SV_RING_SHOTS:
2825                                 {
2826                                         break;
2827                                 }
2828
2829                                 /* Strength, Constitution, Dexterity, Intelligence */
2830                                 case SV_RING_STR:
2831                                 case SV_RING_CON:
2832                                 case SV_RING_DEX:
2833                                 {
2834                                         /* Stat bonus */
2835                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2836
2837                                         /* Cursed */
2838                                         if (power < 0)
2839                                         {
2840                                                 /* Broken */
2841                                                 o_ptr->ident |= (IDENT_BROKEN);
2842
2843                                                 /* Cursed */
2844                                                 o_ptr->curse_flags |= TRC_CURSED;
2845
2846                                                 /* Reverse pval */
2847                                                 o_ptr->pval = 0 - (o_ptr->pval);
2848                                         }
2849
2850                                         break;
2851                                 }
2852
2853                                 /* Ring of Speed! */
2854                                 case SV_RING_SPEED:
2855                                 {
2856                                         /* Base speed (1 to 10) */
2857                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2858
2859                                         /* Super-charge the ring */
2860                                         while (randint0(100) < 50) o_ptr->pval++;
2861
2862                                         /* Cursed Ring */
2863                                         if (power < 0)
2864                                         {
2865                                                 /* Broken */
2866                                                 o_ptr->ident |= (IDENT_BROKEN);
2867
2868                                                 /* Cursed */
2869                                                 o_ptr->curse_flags |= TRC_CURSED;
2870
2871                                                 /* Reverse pval */
2872                                                 o_ptr->pval = 0 - (o_ptr->pval);
2873
2874                                                 break;
2875                                         }
2876
2877                                         break;
2878                                 }
2879
2880                                 case SV_RING_LORDLY:
2881                                 {
2882                                         do
2883                                         {
2884                                                 one_lordly_high_resistance(o_ptr);
2885                                         }
2886                                         while (one_in_(4));
2887
2888                                         /* Bonus to armor class */
2889                                         o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2890                                 }
2891                                 break;
2892
2893                                 case SV_RING_WARNING:
2894                                 {
2895                                         if (one_in_(3)) one_low_esp(o_ptr);
2896                                         break;
2897                                 }
2898
2899                                 /* Searching */
2900                                 case SV_RING_SEARCHING:
2901                                 {
2902                                         /* Bonus to searching */
2903                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2904
2905                                         /* Cursed */
2906                                         if (power < 0)
2907                                         {
2908                                                 /* Broken */
2909                                                 o_ptr->ident |= (IDENT_BROKEN);
2910
2911                                                 /* Cursed */
2912                                                 o_ptr->curse_flags |= TRC_CURSED;
2913
2914                                                 /* Reverse pval */
2915                                                 o_ptr->pval = 0 - (o_ptr->pval);
2916                                         }
2917
2918                                         break;
2919                                 }
2920
2921                                 /* Flames, Acid, Ice */
2922                                 case SV_RING_FLAMES:
2923                                 case SV_RING_ACID:
2924                                 case SV_RING_ICE:
2925                                 case SV_RING_ELEC:
2926                                 {
2927                                         /* Bonus to armor class */
2928                                         o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2929                                         break;
2930                                 }
2931
2932                                 /* Weakness, Stupidity */
2933                                 case SV_RING_WEAKNESS:
2934                                 case SV_RING_STUPIDITY:
2935                                 {
2936                                         /* Broken */
2937                                         o_ptr->ident |= (IDENT_BROKEN);
2938
2939                                         /* Cursed */
2940                                         o_ptr->curse_flags |= TRC_CURSED;
2941
2942                                         /* Penalize */
2943                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2944                                         if (power > 0) power = 0 - power;
2945
2946                                         break;
2947                                 }
2948
2949                                 /* WOE, Stupidity */
2950                                 case SV_RING_WOE:
2951                                 {
2952                                         /* Broken */
2953                                         o_ptr->ident |= (IDENT_BROKEN);
2954
2955                                         /* Cursed */
2956                                         o_ptr->curse_flags |= TRC_CURSED;
2957
2958                                         /* Penalize */
2959                                         o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2960                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2961                                         if (power > 0) power = 0 - power;
2962
2963                                         break;
2964                                 }
2965
2966                                 /* Ring of damage */
2967                                 case SV_RING_DAMAGE:
2968                                 {
2969                                         /* Bonus to damage */
2970                                         o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2971
2972                                         /* Cursed */
2973                                         if (power < 0)
2974                                         {
2975                                                 /* Broken */
2976                                                 o_ptr->ident |= (IDENT_BROKEN);
2977
2978                                                 /* Cursed */
2979                                                 o_ptr->curse_flags |= TRC_CURSED;
2980
2981                                                 /* Reverse bonus */
2982                                                 o_ptr->to_d = 0 - o_ptr->to_d;
2983                                         }
2984
2985                                         break;
2986                                 }
2987
2988                                 /* Ring of Accuracy */
2989                                 case SV_RING_ACCURACY:
2990                                 {
2991                                         /* Bonus to hit */
2992                                         o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2993
2994                                         /* Cursed */
2995                                         if (power < 0)
2996                                         {
2997                                                 /* Broken */
2998                                                 o_ptr->ident |= (IDENT_BROKEN);
2999
3000                                                 /* Cursed */
3001                                                 o_ptr->curse_flags |= TRC_CURSED;
3002
3003                                                 /* Reverse tohit */
3004                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3005                                         }
3006
3007                                         break;
3008                                 }
3009
3010                                 /* Ring of Protection */
3011                                 case SV_RING_PROTECTION:
3012                                 {
3013                                         /* Bonus to armor class */
3014                                         o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3015
3016                                         /* Cursed */
3017                                         if (power < 0)
3018                                         {
3019                                                 /* Broken */
3020                                                 o_ptr->ident |= (IDENT_BROKEN);
3021
3022                                                 /* Cursed */
3023                                                 o_ptr->curse_flags |= TRC_CURSED;
3024
3025                                                 /* Reverse toac */
3026                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3027                                         }
3028
3029                                         break;
3030                                 }
3031
3032                                 /* Ring of Slaying */
3033                                 case SV_RING_SLAYING:
3034                                 {
3035                                         /* Bonus to damage and to hit */
3036                                         o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3037                                         o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3038
3039                                         /* Cursed */
3040                                         if (power < 0)
3041                                         {
3042                                                 /* Broken */
3043                                                 o_ptr->ident |= (IDENT_BROKEN);
3044
3045                                                 /* Cursed */
3046                                                 o_ptr->curse_flags |= TRC_CURSED;
3047
3048                                                 /* Reverse bonuses */
3049                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3050                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3051                                         }
3052
3053                                         break;
3054                                 }
3055
3056                                 case SV_RING_MUSCLE:
3057                                 {
3058                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3059                                         if (one_in_(4)) o_ptr->pval++;
3060
3061                                         /* Cursed */
3062                                         if (power < 0)
3063                                         {
3064                                                 /* Broken */
3065                                                 o_ptr->ident |= (IDENT_BROKEN);
3066
3067                                                 /* Cursed */
3068                                                 o_ptr->curse_flags |= TRC_CURSED;
3069
3070                                                 /* Reverse bonuses */
3071                                                 o_ptr->pval = 0 - o_ptr->pval;
3072                                         }
3073
3074                                         break;
3075                                 }
3076                                 case SV_RING_AGGRAVATION:
3077                                 {
3078                                         /* Broken */
3079                                         o_ptr->ident |= (IDENT_BROKEN);
3080
3081                                         /* Cursed */
3082                                         o_ptr->curse_flags |= TRC_CURSED;
3083
3084                                         if (power > 0) power = 0 - power;
3085                                         break;
3086                                 }
3087                         }
3088                         if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3089                             || (power > 2)) /* power > 2 is debug only */
3090                         {
3091                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3092                                 /* Randart amulet */
3093                                 create_artifact(o_ptr, FALSE);
3094                         }
3095                         else if ((power == 2) && one_in_(2))
3096                         {
3097                                 while(!o_ptr->name2)
3098                                 {
3099                                         int tmp = m_bonus(10, level);
3100                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3101                                         switch(randint1(28))
3102                                         {
3103                                         case 1: case 2:
3104                                                 o_ptr->name2 = EGO_RING_THROW;
3105                                                 break;
3106                                         case 3: case 4:
3107                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3108                                                 o_ptr->name2 = EGO_RING_REGEN;
3109                                                 break;
3110                                         case 5: case 6:
3111                                                 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3112                                                 o_ptr->name2 = EGO_RING_LITE;
3113                                                 break;
3114                                         case 7: case 8:
3115                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3116                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3117                                                 break;
3118                                         case 9: case 10:
3119                                                 if (o_ptr->to_h) break;
3120                                                 o_ptr->name2 = EGO_RING_TO_H;
3121                                                 break;
3122                                         case 11: case 12:
3123                                                 if (o_ptr->to_d) break;
3124                                                 o_ptr->name2 = EGO_RING_TO_D;
3125                                                 break;
3126                                         case 13:
3127                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3128                                                 o_ptr->name2 = EGO_RING_SLAY;
3129                                                 break;
3130                                         case 14:
3131                                                 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3132                                                 o_ptr->name2 = EGO_RING_WIZARD;
3133                                                 break;
3134                                         case 15:
3135                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3136                                                 o_ptr->name2 = EGO_RING_HERO;
3137                                                 break;
3138                                         case 16:
3139                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3140                                                 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3141                                                 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3142                                                 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3143                                                 break;
3144                                         case 17:
3145                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3146                                                 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;
3147                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3148                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3149                                                 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3150                                                 break;
3151                                         case 18:
3152                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3153                                                 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;
3154                                                 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3155                                                 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3156                                                 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3157                                                 break;
3158                                         case 19:
3159                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3160                                                 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;
3161                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3162                                                 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3163                                                 break;
3164                                         case 20:
3165                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3166                                                 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;
3167                                                 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3168                                                 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3169                                                 break;
3170                                         case 21: case 22: case 23: case 24: case 25: case 26:
3171                                                 switch (o_ptr->sval)
3172                                                 {
3173                                                 case SV_RING_SPEED:
3174                                                         if (!one_in_(3)) break;
3175                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3176                                                         break;
3177                                                 case SV_RING_DAMAGE:
3178                                                 case SV_RING_ACCURACY:
3179                                                 case SV_RING_SLAYING:
3180                                                         if (one_in_(2)) break;
3181                                                         if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3182                                                         else
3183                                                         {
3184                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3185                                                                 o_ptr->to_h -= 2+randint1(4);
3186                                                                 o_ptr->to_d += 2+randint1(4);
3187                                                         }
3188                                                         break;
3189                                                 case SV_RING_PROTECTION:
3190                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3191                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3192                                                         break;
3193                                                 case SV_RING_RES_FEAR:
3194                                                         o_ptr->name2 = EGO_RING_HERO;
3195                                                         break;
3196                                                 case SV_RING_SHOTS:
3197                                                         if (one_in_(2)) break;
3198                                                         o_ptr->name2 = EGO_RING_HUNTER;
3199                                                         break;
3200                                                 case SV_RING_SEARCHING:
3201                                                         o_ptr->name2 = EGO_RING_STEALTH;
3202                                                         break;
3203                                                 case SV_RING_TELEPORTATION:
3204                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3205                                                         break;
3206                                                 case SV_RING_RES_BLINDNESS:
3207                                                         if (one_in_(2))
3208                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3209                                                         else
3210                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3211                                                         break;
3212                                                 case SV_RING_LORDLY:
3213                                                         if (!one_in_(20)) break;
3214                                                         one_lordly_high_resistance(o_ptr);
3215                                                         one_lordly_high_resistance(o_ptr);
3216                                                         o_ptr->name2 = EGO_RING_TRUE;
3217                                                         break;
3218                                                 case SV_RING_SUSTAIN:
3219                                                         if (!one_in_(4)) break;
3220                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3221                                                         break;
3222                                                 case SV_RING_FLAMES:
3223                                                         if (!one_in_(2)) break;
3224                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3225                                                         break;
3226                                                 case SV_RING_ICE:
3227                                                         if (!one_in_(2)) break;
3228                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3229                                                         break;
3230                                                 case SV_RING_WARNING:
3231                                                         if (!one_in_(2)) break;
3232                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3233                                                         break;
3234                                                 default:
3235                                                         break;
3236                                                 }
3237                                                 break;
3238                                         }
3239                                 }
3240                                 o_ptr->curse_flags = 0L;
3241                         }
3242                         else if ((power == -2) && one_in_(2))
3243                         {
3244                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3245                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3246                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3247                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3248                                 o_ptr->art_flags[0] = 0;
3249                                 o_ptr->art_flags[1] = 0;
3250                                 while(!o_ptr->name2)
3251                                 {
3252                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3253                                         switch(randint1(5))
3254                                         {
3255                                         case 1:
3256                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3257                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3258                                                 break;
3259                                         case 2:
3260                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3261                                                 break;
3262                                         case 3:
3263                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3264                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3265                                                 break;
3266                                         case 4:
3267                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3268                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3269                                                 break;
3270                                         case 5:
3271                                                 o_ptr->name2 = EGO_RING_ALBINO;
3272                                                 break;
3273                                         }
3274                                 }
3275                                 /* Broken */
3276                                 o_ptr->ident |= (IDENT_BROKEN);
3277
3278                                 /* Cursed */
3279                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3280                         }
3281                         break;
3282                 }
3283
3284                 case TV_AMULET:
3285                 {
3286                         /* Analyze */
3287                         switch (o_ptr->sval)
3288                         {
3289                                 /* Amulet of wisdom/charisma */
3290                                 case SV_AMULET_INTELLIGENCE:
3291                                 case SV_AMULET_WISDOM:
3292                                 case SV_AMULET_CHARISMA:
3293                                 {
3294                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3295
3296                                         /* Cursed */
3297                                         if (power < 0)
3298                                         {
3299                                                 /* Broken */
3300                                                 o_ptr->ident |= (IDENT_BROKEN);
3301
3302                                                 /* Cursed */
3303                                                 o_ptr->curse_flags |= (TRC_CURSED);
3304
3305                                                 /* Reverse bonuses */
3306                                                 o_ptr->pval = 0 - o_ptr->pval;
3307                                         }
3308
3309                                         break;
3310                                 }
3311
3312                                 /* Amulet of brilliance */
3313                                 case SV_AMULET_BRILLIANCE:
3314                                 {
3315                                         o_ptr->pval = 1 + m_bonus(3, level);
3316                                         if (one_in_(4)) o_ptr->pval++;
3317
3318                                         /* Cursed */
3319                                         if (power < 0)
3320                                         {
3321                                                 /* Broken */
3322                                                 o_ptr->ident |= (IDENT_BROKEN);
3323
3324                                                 /* Cursed */
3325                                                 o_ptr->curse_flags |= (TRC_CURSED);
3326
3327                                                 /* Reverse bonuses */
3328                                                 o_ptr->pval = 0 - o_ptr->pval;
3329                                         }
3330
3331                                         break;
3332                                 }
3333
3334                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3335                                 {
3336                                         if (power < 0)
3337                                         {
3338                                                 o_ptr->curse_flags |= (TRC_CURSED);
3339                                         }
3340                                         break;
3341                                 }
3342
3343                                 case SV_AMULET_RESISTANCE:
3344                                 {
3345                                         if (one_in_(5)) one_high_resistance(o_ptr);
3346                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3347                                 }
3348                                 break;
3349
3350                                 /* Amulet of searching */
3351                                 case SV_AMULET_SEARCHING:
3352                                 {
3353                                         o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3354
3355                                         /* Cursed */
3356                                         if (power < 0)
3357                                         {
3358                                                 /* Broken */
3359                                                 o_ptr->ident |= (IDENT_BROKEN);
3360
3361                                                 /* Cursed */
3362                                                 o_ptr->curse_flags |= (TRC_CURSED);
3363
3364                                                 /* Reverse bonuses */
3365                                                 o_ptr->pval = 0 - (o_ptr->pval);
3366                                         }
3367
3368                                         break;
3369                                 }
3370
3371                                 /* Amulet of the Magi -- never cursed */
3372                                 case SV_AMULET_THE_MAGI:
3373                                 {
3374                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3375                                         o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3376
3377                                         /* gain one low ESP */
3378                                         add_esp_weak(o_ptr, FALSE);
3379
3380                                         break;
3381                                 }
3382
3383                                 /* Amulet of Doom -- always cursed */
3384                                 case SV_AMULET_DOOM:
3385                                 {
3386                                         /* Broken */
3387                                         o_ptr->ident |= (IDENT_BROKEN);
3388
3389                                         /* Cursed */
3390                                         o_ptr->curse_flags |= (TRC_CURSED);
3391
3392                                         /* Penalize */
3393                                         o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3394                                         o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3395                                         if (power > 0) power = 0 - power;
3396
3397                                         break;
3398                                 }
3399
3400                                 case SV_AMULET_MAGIC_MASTERY:
3401                                 {
3402                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3403
3404                                         /* Cursed */
3405                                         if (power < 0)
3406                                         {
3407                                                 /* Broken */
3408                                                 o_ptr->ident |= (IDENT_BROKEN);
3409
3410                                                 /* Cursed */
3411                                                 o_ptr->curse_flags |= (TRC_CURSED);
3412
3413                                                 /* Reverse bonuses */
3414                                                 o_ptr->pval = 0 - o_ptr->pval;
3415                                         }
3416
3417                                         break;
3418                                 }
3419                         }
3420                         if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3421                             || (power > 2)) /* power > 2 is debug only */
3422                         {
3423                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3424                                 /* Randart amulet */
3425                                 create_artifact(o_ptr, FALSE);
3426                         }
3427                         else if ((power == 2) && one_in_(2))
3428                         {
3429                                 while(!o_ptr->name2)
3430                                 {
3431                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3432                                         switch(randint1(21))
3433                                         {
3434                                         case 1: case 2:
3435                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3436                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3437                                                 break;
3438                                         case 3: case 4:
3439                                                 if (o_ptr->pval) break;
3440                                                 o_ptr->name2 = EGO_AMU_INFRA;
3441                                                 break;
3442                                         case 5: case 6:
3443                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3444                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3445                                                 break;
3446                                         case 7: case 8:
3447                                                 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3448                                                 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3449                                                 break;
3450                                         case 9:
3451                                                 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3452                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3453                                                 break;
3454                                         case 10: case 11: case 21:
3455                                                 o_ptr->name2 = EGO_AMU_AC;
3456                                                 break;
3457                                         case 12:
3458                                                 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3459                                                 if (m_bonus(10, level) > 8)
3460                                                         o_ptr->name2 = EGO_AMU_RES_FIRE_;
3461                                                 else
3462                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3463                                                 break;
3464                                         case 13:
3465                                                 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3466                                                 if (m_bonus(10, level) > 8)
3467                                                         o_ptr->name2 = EGO_AMU_RES_COLD_;
3468                                                 else
3469                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3470                                                 break;
3471                                         case 14:
3472                                                 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3473                                                 if (m_bonus(10, level) > 8)
3474                                                         o_ptr->name2 = EGO_AMU_RES_ELEC_;
3475                                                 else
3476                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3477                                                 break;
3478                                         case 15:
3479                                                 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3480                                                 if (m_bonus(10, level) > 8)
3481                                                         o_ptr->name2 = EGO_AMU_RES_ACID_;
3482                                                 else
3483                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3484                                                 break;
3485                                         case 16: case 17: case 18: case 19: case 20:
3486                                                 switch (o_ptr->sval)
3487                                                 {
3488                                                 case SV_AMULET_TELEPORT:
3489                                                         if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3490                                                         else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3491                                                         else o_ptr->name2 = EGO_AMU_TELEPORT;
3492                                                         break;
3493                                                 case SV_AMULET_RESIST_ACID:
3494                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3495                                                         break;
3496                                                 case SV_AMULET_SEARCHING:
3497                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3498                                                         break;
3499                                                 case SV_AMULET_BRILLIANCE:
3500                                                         if (!one_in_(3)) break;
3501                                                         o_ptr->name2 = EGO_AMU_IDENT;
3502                                                         break;
3503                                                 case SV_AMULET_CHARISMA:
3504                                                         if (!one_in_(3)) break;
3505                                                         o_ptr->name2 = EGO_AMU_CHARM;
3506                                                         break;
3507                                                 case SV_AMULET_THE_MAGI:
3508                                                         if (one_in_(2)) break;
3509                                                         o_ptr->name2 = EGO_AMU_GREAT;
3510                                                         break;
3511                                                 case SV_AMULET_RESISTANCE:
3512                                                         if (!one_in_(5)) break;
3513                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3514                                                         break;
3515                                                 case SV_AMULET_TELEPATHY:
3516                                                         if (!one_in_(3)) break;
3517                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3518                                                         break;
3519                                                 }
3520                                         }
3521                                 }
3522                                 o_ptr->curse_flags = 0L;
3523                         }
3524                         else if ((power == -2) && one_in_(2))
3525                         {
3526                                 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3527                                 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3528                                 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3529                                 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3530                                 o_ptr->art_flags[0] = 0;
3531                                 o_ptr->art_flags[1] = 0;
3532                                 while(!o_ptr->name2)
3533                                 {
3534                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3535                                         switch(randint1(5))
3536                                         {
3537                                         case 1:
3538                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3539                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3540                                                 break;
3541                                         case 2:
3542                                                 o_ptr->name2 = EGO_AMU_FOOL;
3543                                                 break;
3544                                         case 3:
3545                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3546                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3547                                                 break;
3548                                         case 4:
3549                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3550                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3551                                                 break;
3552                                         case 5:
3553                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3554                                                 break;
3555                                         }
3556                                 }
3557                                 /* Broken */
3558                                 o_ptr->ident |= (IDENT_BROKEN);
3559
3560                                 /* Cursed */
3561                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3562                         }
3563                         break;
3564                 }
3565         }
3566 }
3567
3568
3569 /*!
3570  * @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
3571  * Apply magic to an item known to be "boring"
3572  * @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
3573  * @param level 生成基準階
3574  * @param power 生成ランク
3575  * @return なし
3576  * @details
3577  * Hack -- note the special code for various items
3578  */
3579 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3580 {
3581         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3582
3583         /* Unused */
3584         (void)level;
3585
3586         /* Apply magic (good or bad) according to type */
3587         switch (o_ptr->tval)
3588         {
3589                 case TV_WHISTLE:
3590                 {
3591 #if 0
3592                         /* Cursed */
3593                         if (power < 0)
3594                         {
3595                                 /* Broken */
3596                                 o_ptr->ident |= (IDENT_BROKEN);
3597
3598                                 /* Cursed */
3599                                 o_ptr->curse_flags |= (TRC_CURSED);
3600                         }
3601 #endif
3602                         break;
3603                 }
3604                 case TV_FLASK:
3605                 {
3606                         o_ptr->xtra4 = o_ptr->pval;
3607                         o_ptr->pval = 0;
3608                         break;
3609                 }
3610                 case TV_LITE:
3611                 {
3612                         /* Hack -- Torches -- random fuel */
3613                         if (o_ptr->sval == SV_LITE_TORCH)
3614                         {
3615                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3616                                 o_ptr->pval = 0;
3617                         }
3618
3619                         /* Hack -- Lanterns -- random fuel */
3620                         if (o_ptr->sval == SV_LITE_LANTERN)
3621                         {
3622                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3623                                 o_ptr->pval = 0;
3624                         }
3625
3626                         if (power > 2) /* power > 2 is debug only */
3627                         {
3628                                 create_artifact(o_ptr, FALSE);
3629                         }
3630                         else if ((power == 2) || ((power == 1) && one_in_(3)))
3631                         {
3632                                 while (!o_ptr->name2)
3633                                 {
3634                                         while (1)
3635                                         {
3636                                                 bool okay_flag = TRUE;
3637
3638                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3639
3640                                                 switch (o_ptr->name2)
3641                                                 {
3642                                                 case EGO_LITE_LONG:
3643                                                         if (o_ptr->sval == SV_LITE_FEANOR)
3644                                                                 okay_flag = FALSE;
3645                                                 }
3646                                                 if (okay_flag)
3647                                                         break;
3648                                         }
3649                                 }
3650                         }
3651                         else if (power == -2)
3652                         {
3653                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3654
3655                                 switch (o_ptr->name2)
3656                                 {
3657                                 case EGO_LITE_DARKNESS:
3658                                         o_ptr->xtra4 = 0;
3659                                         
3660                                         if (o_ptr->sval == SV_LITE_TORCH)
3661                                         {
3662                                                 add_flag(o_ptr->art_flags, TR_LITE_M1);
3663                                         }
3664                                         else if (o_ptr->sval == SV_LITE_LANTERN)
3665                                         {
3666                                                 add_flag(o_ptr->art_flags, TR_LITE_M2);
3667                                         }
3668                                         else if (o_ptr->sval == SV_LITE_FEANOR)
3669                                         {
3670                                                 add_flag(o_ptr->art_flags, TR_LITE_M3);
3671                                         }
3672                                         break;
3673                                 }
3674                         }
3675
3676                         break;
3677                 }
3678
3679                 case TV_WAND:
3680                 case TV_STAFF:
3681                 {
3682                         /* The wand or staff gets a number of initial charges equal
3683                          * to between 1/2 (+1) and the full object kind's pval. -LM-
3684                          */
3685                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3686                         break;
3687                 }
3688
3689                 case TV_ROD:
3690                 {
3691                         /* Transfer the pval. -LM- */
3692                         o_ptr->pval = k_ptr->pval;
3693                         break;
3694                 }
3695
3696                 case TV_CAPTURE:
3697                 {
3698                         o_ptr->pval = 0;
3699                         object_aware(o_ptr);
3700                         object_known(o_ptr);
3701                         break;
3702                 }
3703
3704                 case TV_FIGURINE:
3705                 {
3706                         PARAMETER_VALUE i = 1;
3707                         int check;
3708
3709                         monster_race *r_ptr;
3710
3711                         /* Pick a random non-unique monster race */
3712                         while (1)
3713                         {
3714                                 i = randint1(max_r_idx - 1);
3715
3716                                 if (!item_monster_okay(i)) continue;
3717                                 if (i == MON_TSUCHINOKO) continue;
3718
3719                                 r_ptr = &r_info[i];
3720
3721                                 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3722
3723                                 /* Ignore dead monsters */
3724                                 if (!r_ptr->rarity) continue;
3725
3726                                 /* Ignore uncommon monsters */
3727                                 if (r_ptr->rarity > 100) continue;
3728
3729                                 /* Prefer less out-of-depth monsters */
3730                                 if (randint0(check)) continue;
3731
3732                                 break;
3733                         }
3734
3735                         o_ptr->pval = i;
3736
3737                         /* Some figurines are cursed */
3738                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3739
3740                         break;
3741                 }
3742
3743                 case TV_CORPSE:
3744                 {
3745                         PARAMETER_VALUE i = 1;
3746                         int check;
3747
3748                         u32b match = 0;
3749
3750                         monster_race *r_ptr;
3751
3752                         if (o_ptr->sval == SV_SKELETON)
3753                         {
3754                                 match = RF9_DROP_SKELETON;
3755                         }
3756                         else if (o_ptr->sval == SV_CORPSE)
3757                         {
3758                                 match = RF9_DROP_CORPSE;
3759                         }
3760
3761                         /* Hack -- Remove the monster restriction */
3762                         get_mon_num_prep(item_monster_okay, NULL);
3763
3764                         /* Pick a random non-unique monster race */
3765                         while (1)
3766                         {
3767                                 i = get_mon_num(current_floor_ptr->dun_level);
3768
3769                                 r_ptr = &r_info[i];
3770
3771                                 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3772
3773                                 /* Ignore dead monsters */
3774                                 if (!r_ptr->rarity) continue;
3775
3776                                 /* Ignore corpseless monsters */
3777                                 if (!(r_ptr->flags9 & match)) continue;
3778
3779                                 /* Prefer less out-of-depth monsters */
3780                                 if (randint0(check)) continue;
3781
3782                                 break;
3783                         }
3784
3785                         o_ptr->pval = i;
3786
3787
3788                         object_aware(o_ptr);
3789                         object_known(o_ptr);
3790                         break;
3791                 }
3792
3793                 case TV_STATUE:
3794                 {
3795                         PARAMETER_VALUE i = 1;
3796
3797                         monster_race *r_ptr;
3798
3799                         /* Pick a random monster race */
3800                         while (1)
3801                         {
3802                                 i = randint1(max_r_idx - 1);
3803
3804                                 r_ptr = &r_info[i];
3805
3806                                 /* Ignore dead monsters */
3807                                 if (!r_ptr->rarity) continue;
3808
3809                                 break;
3810                         }
3811
3812                         o_ptr->pval = i;
3813
3814                         if (cheat_peek)
3815                         {
3816                                 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3817                         }
3818                         object_aware(o_ptr);
3819                         object_known(o_ptr);
3820
3821                         break;
3822                 }
3823
3824                 case TV_CHEST:
3825                 {
3826                         DEPTH obj_level = k_info[o_ptr->k_idx].level;
3827
3828                         /* Hack -- skip ruined chests */
3829                         if (obj_level <= 0) break;
3830
3831                         /* Hack -- pick a "difficulty" */
3832                         o_ptr->pval = randint1(obj_level);
3833                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3834
3835                         o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3836
3837                         /* Never exceed "difficulty" of 55 to 59 */
3838                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3839
3840                         break;
3841                 }
3842         }
3843 }
3844
3845 /*!
3846  * @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
3847  * Complete the "creation" of an object by applying "magic" to the item
3848  * @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
3849  * @param lev 生成基準階
3850  * @param mode 生成オプション
3851  * @return なし
3852  * @details
3853  * This includes not only rolling for random bonuses, but also putting the\n
3854  * finishing touches on ego-items and artifacts, giving charges to wands and\n
3855  * staffs, giving fuel to lites, and placing traps on chests.\n
3856  *\n
3857  * In particular, note that "Instant Artifacts", if "created" by an external\n
3858  * routine, must pass through this function to complete the actual creation.\n
3859  *\n
3860  * The base "chance" of the item being "good" increases with the "level"\n
3861  * parameter, which is usually derived from the dungeon level, being equal\n
3862  * to the level plus 10, up to a maximum of 75.  If "good" is true, then\n
3863  * the object is guaranteed to be "good".  If an object is "good", then\n
3864  * the chance that the object will be "great" (ego-item or artifact), also\n
3865  * increases with the "level", being equal to half the level, plus 5, up to\n
3866  * a maximum of 20.  If "great" is true, then the object is guaranteed to be\n
3867  * "great".  At dungeon level 65 and below, 15/100 objects are "great".\n
3868  *\n
3869  * If the object is not "good", there is a chance it will be "cursed", and\n
3870  * if it is "cursed", there is a chance it will be "broken".  These chances\n
3871  * are related to the "good" / "great" chances above.\n
3872  *\n
3873  * Otherwise "normal" rings and amulets will be "good" half the time and\n
3874  * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3875  *\n
3876  * If "okay" is true, and the object is going to be "great", then there is\n
3877  * a chance that an artifact will be created.  This is true even if both the\n
3878  * "good" and "great" arguments are false.  As a total hack, if "great" is\n
3879  * true, then the item gets 3 extra "attempts" to become an artifact.\n
3880  */
3881 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3882 {
3883         int i, rolls, f1, f2, power;
3884
3885         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3886
3887         /* Maximum "level" for various things */
3888         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3889
3890         /* Base chance of being "good" */
3891         f1 = lev + 10;
3892
3893         /* Maximal chance of being "good" */
3894         if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3895
3896         /* Base chance of being "great" */
3897         f2 = f1 * 2 / 3;
3898
3899         /* Maximal chance of being "great" */
3900         if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3901                 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3902
3903         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3904         {
3905                 f1 += 5;
3906                 f2 += 2;
3907         }
3908         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3909         {
3910                 f1 -= 5;
3911                 f2 -= 2;
3912         }
3913
3914         /* Assume normal */
3915         power = 0;
3916
3917         /* Roll for "good" */
3918         if ((mode & AM_GOOD) || magik(f1))
3919         {
3920                 /* Assume "good" */
3921                 power = 1;
3922
3923                 /* Roll for "great" */
3924                 if ((mode & AM_GREAT) || magik(f2))
3925                 {
3926                         power = 2;
3927
3928                         /* Roll for "special" */
3929                         if (mode & AM_SPECIAL) power = 3;
3930                 }
3931         }
3932
3933         /* Roll for "cursed" */
3934         else if (magik(f1))
3935         {
3936                 /* Assume "cursed" */
3937                 power = -1;
3938
3939                 /* Roll for "broken" */
3940                 if (magik(f2)) power = -2;
3941         }
3942
3943         /* Apply curse */
3944         if (mode & AM_CURSED)
3945         {
3946                 /* Assume 'cursed' */
3947                 if (power > 0)
3948                 {
3949                         power = 0 - power;
3950                 }
3951                 /* Everything else gets more badly cursed */
3952                 else
3953                 {
3954                         power--;
3955                 }
3956         }
3957
3958         /* Assume no rolls */
3959         rolls = 0;
3960
3961         /* Get one roll if excellent */
3962         if (power >= 2) rolls = 1;
3963
3964         /* Hack -- Get four rolls if forced great or special */
3965         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3966
3967         /* Hack -- Get no rolls if not allowed */
3968         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3969
3970         /* Roll for artifacts if allowed */
3971         for (i = 0; i < rolls; i++)
3972         {
3973                 /* Roll for an artifact */
3974                 if (make_artifact(o_ptr)) break;
3975                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3976                 {
3977                         if (make_artifact(o_ptr)) break;
3978                 }
3979         }
3980
3981
3982         /* Hack -- analyze artifacts */
3983         if (object_is_fixed_artifact(o_ptr))
3984         {
3985                 artifact_type *a_ptr = &a_info[o_ptr->name1];
3986
3987                 /* Hack -- Mark the artifact as "created" */
3988                 a_ptr->cur_num = 1;
3989
3990                 /* Hack -- Memorize location of artifact in saved floors */
3991                 if (character_dungeon)
3992                         a_ptr->floor_id = p_ptr->floor_id;
3993
3994                 /* Extract the other fields */
3995                 o_ptr->pval = a_ptr->pval;
3996                 o_ptr->ac = a_ptr->ac;
3997                 o_ptr->dd = a_ptr->dd;
3998                 o_ptr->ds = a_ptr->ds;
3999                 o_ptr->to_a = a_ptr->to_a;
4000                 o_ptr->to_h = a_ptr->to_h;
4001                 o_ptr->to_d = a_ptr->to_d;
4002                 o_ptr->weight = a_ptr->weight;
4003                 o_ptr->xtra2 = a_ptr->act_idx;
4004
4005                 if (o_ptr->name1 == ART_MILIM)
4006                 {
4007                     if(p_ptr->pseikaku == SEIKAKU_SEXY)
4008                     {
4009                         o_ptr->pval = 3;
4010                     }
4011                 }
4012
4013                 /* Hack -- extract the "broken" flag */
4014                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4015
4016                 /* Hack -- extract the "cursed" flag */
4017                 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4018                 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4019                 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4020                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4021                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4022                 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4023
4024                 return;
4025         }
4026
4027         switch (o_ptr->tval)
4028         {
4029                 case TV_DIGGING:
4030                 case TV_HAFTED:
4031                 case TV_BOW:
4032                 case TV_SHOT:
4033                 case TV_ARROW:
4034                 case TV_BOLT:
4035                 {
4036                         if (power) apply_magic_weapon(o_ptr, lev, power);
4037                         break;
4038                 }
4039
4040                 case TV_POLEARM:
4041                 {
4042                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4043                         break;
4044                 }
4045
4046                 case TV_SWORD:
4047                 {
4048                         if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4049                         break;
4050                 }
4051
4052                 case TV_DRAG_ARMOR:
4053                 case TV_HARD_ARMOR:
4054                 case TV_SOFT_ARMOR:
4055                 case TV_SHIELD:
4056                 case TV_HELM:
4057                 case TV_CROWN:
4058                 case TV_CLOAK:
4059                 case TV_GLOVES:
4060                 case TV_BOOTS:
4061                 {
4062                         /* Elven Cloak and Black Clothes ... */
4063                         if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4064                             ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4065                                 o_ptr->pval = randint1(4);
4066
4067 #if 1
4068                         if (power ||
4069                              ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4070                              ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4071                              ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4072                              ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4073                                 a_m_aux_2(o_ptr, lev, power);
4074 #else
4075                         if (power) a_m_aux_2(o_ptr, lev, power);
4076 #endif
4077                         break;
4078                 }
4079
4080                 case TV_RING:
4081                 case TV_AMULET:
4082                 {
4083                         if (!power && (randint0(100) < 50)) power = -1;
4084                         a_m_aux_3(o_ptr, lev, power);
4085                         break;
4086                 }
4087
4088                 default:
4089                 {
4090                         a_m_aux_4(o_ptr, lev, power);
4091                         break;
4092                 }
4093         }
4094
4095         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4096             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4097             (p_ptr->pseikaku == SEIKAKU_SEXY))
4098         {
4099                 o_ptr->pval = 3;
4100                 add_flag(o_ptr->art_flags, TR_STR);
4101                 add_flag(o_ptr->art_flags, TR_INT);
4102                 add_flag(o_ptr->art_flags, TR_WIS);
4103                 add_flag(o_ptr->art_flags, TR_DEX);
4104                 add_flag(o_ptr->art_flags, TR_CON);
4105                 add_flag(o_ptr->art_flags, TR_CHR);
4106         }
4107
4108         /* Hack -- analyze ego-items */
4109         if (object_is_ego(o_ptr))
4110         {
4111                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4112
4113                 /* Hack -- acquire "broken" flag */
4114                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4115
4116                 /* Hack -- acquire "cursed" flag */
4117                 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4118                 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4119                 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4120                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4121                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4122                 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4123
4124                 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4125                 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4126                 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4127                 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4128                 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4129                 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4130                 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4131                 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4132                 {
4133                         do
4134                         {
4135                                 o_ptr->dd++;
4136                         }
4137                         while (one_in_(o_ptr->dd));
4138
4139                         if (o_ptr->dd > 9) o_ptr->dd = 9;
4140                 }
4141
4142                 /* Hack -- apply activatin index if needed */
4143                 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4144
4145                 /* Hack -- apply extra penalties if needed */
4146                 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4147                 {
4148                         /* Hack -- obtain bonuses */
4149                         if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4150                         if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4151                         if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4152
4153                         /* Hack -- obtain pval */
4154                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4155                 }
4156
4157                 /* Hack -- apply extra bonuses if needed */
4158                 else
4159                 {
4160                         /* Hack -- obtain bonuses */
4161                         if (e_ptr->max_to_h)
4162                         {
4163                                 if (e_ptr->max_to_h > 127)
4164                                         o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4165                                 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4166                         }
4167                         if (e_ptr->max_to_d)
4168                         {
4169                                 if (e_ptr->max_to_d > 127)
4170                                         o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4171                                 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4172                         }
4173                         if (e_ptr->max_to_a)
4174                         {
4175                                 if (e_ptr->max_to_a > 127)
4176                                         o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4177                                 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4178                         }
4179                         
4180                         /* Accuracy ego must have high to_h */
4181                         if(o_ptr->name2 == EGO_ACCURACY)
4182                         {
4183                                 while(o_ptr->to_h < o_ptr->to_d + 10)
4184                                 {
4185                                         o_ptr->to_h += 5;
4186                                         o_ptr->to_d -= 5;
4187                                 }
4188                                 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4189                         }
4190                         
4191                         /* Accuracy ego must have high to_h */
4192                         if(o_ptr->name2 == EGO_VELOCITY)
4193                         {
4194                                 while(o_ptr->to_d < o_ptr->to_h + 10)
4195                                 {
4196                                         o_ptr->to_d += 5;
4197                                         o_ptr->to_h -= 5;
4198                                 }
4199                                 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4200                         }
4201                         
4202                         /* Protection ego must have high to_a */
4203                         if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4204                         {
4205                                 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4206                         }
4207
4208                         /* Hack -- obtain pval */
4209                         if (e_ptr->max_pval)
4210                         {
4211                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4212                                 {
4213                                         o_ptr->pval++;
4214                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4215                                 }
4216                                 else if (o_ptr->name2 == EGO_DEMON)
4217                                 {
4218                                         if(have_flag(o_ptr->art_flags, TR_BLOWS))
4219                                         {
4220                                                 o_ptr->pval += randint1(2);
4221                                         }
4222                                         else
4223                                         {
4224                                                 o_ptr->pval += randint1(e_ptr->max_pval);
4225                                         }
4226                                 }
4227                                 else if (o_ptr->name2 == EGO_ATTACKS)
4228                                 {
4229                                         o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4230                                         if (o_ptr->pval > 3) o_ptr->pval = 3;
4231                                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4232                                                 o_ptr->pval += randint1(2);
4233                                 }
4234                                 else if (o_ptr->name2 == EGO_BAT)
4235                                 {
4236                                         o_ptr->pval = randint1(e_ptr->max_pval);
4237                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4238                                 }
4239                                 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4240                                 {
4241                                         o_ptr->pval = randint1(e_ptr->max_pval);
4242                                 }
4243                                 else
4244                                 {
4245                                         o_ptr->pval += randint1(e_ptr->max_pval);
4246                                 }
4247                                 
4248                                 
4249                         }
4250                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4251                         {
4252                                 o_ptr->pval = randint1(o_ptr->pval);
4253                         }
4254                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4255                                 o_ptr->pval = 2;
4256                 }
4257                 
4258                 return;
4259         }
4260
4261         /* Examine real objects */
4262         if (o_ptr->k_idx)
4263         {
4264                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4265
4266                 /* Hack -- acquire "broken" flag */
4267                 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4268
4269                 /* Hack -- acquire "cursed" flag */
4270                 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4271                 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4272                 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4273                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4274                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4275                 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4276         }
4277
4278         
4279 }
4280
4281
4282 /*!
4283  * @brief 生成階に応じたベースアイテムの生成を行う。
4284  * Attempt to make an object (normal or good/great)
4285  * @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
4286  * @param mode オプションフラグ
4287  * @return 生成に成功したらTRUEを返す。
4288  * @details
4289  * This routine plays nasty games to generate the "special artifacts".\n
4290  * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4291  * We assume that the given object has been "wiped".\n
4292  */
4293 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4294 {
4295         PERCENTAGE prob;
4296         DEPTH base;
4297
4298
4299         /* Chance of "special object" */
4300         prob = ((mode & AM_GOOD) ? 10 : 1000);
4301
4302         /* Base level for the object */
4303         base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4304
4305
4306         /* Generate a special object, or a normal object */
4307         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4308         {
4309                 KIND_OBJECT_IDX k_idx;
4310
4311                 /* Good objects */
4312                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4313                 {
4314                         /* Activate restriction (if already specified, use that) */
4315                         get_obj_num_hook = kind_is_good;
4316                 }
4317
4318                 /* Restricted objects - prepare allocation table */
4319                 if (get_obj_num_hook) get_obj_num_prep();
4320
4321                 /* Pick a random object */
4322                 k_idx = get_obj_num(base);
4323
4324                 /* Restricted objects */
4325                 if (get_obj_num_hook)
4326                 {
4327                         /* Clear restriction */
4328                         get_obj_num_hook = NULL;
4329
4330                         /* Reset allocation table to default */
4331                         get_obj_num_prep();
4332                 }
4333
4334                 /* Handle failure */
4335                 if (!k_idx) return (FALSE);
4336
4337                 /* Prepare the object */
4338                 object_prep(j_ptr, k_idx);
4339         }
4340
4341         /* Apply magic (allow artifacts) */
4342         apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4343
4344         /* Hack -- generate multiple spikes/missiles */
4345         switch (j_ptr->tval)
4346         {
4347                 case TV_SPIKE:
4348                 case TV_SHOT:
4349                 case TV_ARROW:
4350                 case TV_BOLT:
4351                 {
4352                         if (!j_ptr->name1)
4353                                 j_ptr->number = (byte)damroll(6, 7);
4354                 }
4355         }
4356
4357         if (cheat_peek) object_mention(j_ptr);
4358
4359         /* Success */
4360         return (TRUE);
4361 }
4362
4363
4364 /*!
4365  * @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。
4366  * Attempt to place an object (normal or good/great) at the given location.
4367  * @param y 配置したいフロアのY座標
4368  * @param x 配置したいフロアのX座標
4369  * @param mode オプションフラグ
4370  * @return 生成に成功したらTRUEを返す。
4371  * @details
4372  * This routine plays nasty games to generate the "special artifacts".\n
4373  * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4374  * This routine requires a clean floor grid destination.\n
4375  */
4376 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4377 {
4378         OBJECT_IDX o_idx;
4379
4380         /* Acquire grid */
4381         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
4382
4383         object_type forge;
4384         object_type *q_ptr;
4385
4386
4387         /* Paranoia -- check bounds */
4388         if (!in_bounds(y, x)) return;
4389
4390         /* Require floor space */
4391         if (!cave_drop_bold(y, x)) return;
4392
4393         /* Avoid stacking on other objects */
4394         if (g_ptr->o_idx) return;
4395
4396         q_ptr = &forge;
4397         object_wipe(q_ptr);
4398
4399         /* Make an object (if possible) */
4400         if (!make_object(q_ptr, mode)) return;
4401
4402         o_idx = o_pop();
4403
4404         /* Success */
4405         if (o_idx)
4406         {
4407                 object_type *o_ptr;
4408                 o_ptr = &current_floor_ptr->o_list[o_idx];
4409
4410                 /* Structure Copy */
4411                 object_copy(o_ptr, q_ptr);
4412
4413                 o_ptr->iy = y;
4414                 o_ptr->ix = x;
4415
4416                 /* Build a stack */
4417                 o_ptr->next_o_idx = g_ptr->o_idx;
4418
4419                 g_ptr->o_idx = o_idx;
4420                 note_spot(y, x);
4421                 lite_spot(y, x);
4422         }
4423         else
4424         {
4425                 /* Hack -- Preserve artifacts */
4426                 if (object_is_fixed_artifact(q_ptr))
4427                 {
4428                         a_info[q_ptr->name1].cur_num = 0;
4429                 }
4430         }
4431 }
4432
4433
4434 /*!
4435  * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4436  * Make a treasure object
4437  * @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
4438  * @return 生成に成功したらTRUEを返す。
4439  * @details
4440  * The location must be a legal, clean, floor grid.
4441  */
4442 bool make_gold(object_type *j_ptr)
4443 {
4444         int i;
4445         s32b base;
4446
4447         /* Hack -- Pick a Treasure variety */
4448         i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4449
4450         /* Apply "extra" magic */
4451         if (one_in_(GREAT_OBJ))
4452         {
4453                 i += randint1(current_floor_ptr->object_level + 1);
4454         }
4455
4456         /* Hack -- Creeping Coins only generate "themselves" */
4457         if (coin_type) i = coin_type;
4458
4459         /* Do not create "illegal" Treasure Types */
4460         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4461
4462         /* Prepare a gold object */
4463         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4464
4465         /* Hack -- Base coin cost */
4466         base = k_info[OBJ_GOLD_LIST + i].cost;
4467
4468         /* Determine how much the treasure is "worth" */
4469         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4470
4471         /* Success */
4472         return (TRUE);
4473 }
4474
4475
4476 /*!
4477  * @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。
4478  * Places a treasure (Gold or Gems) at given location
4479  * @param y 配置したいフロアのY座標
4480  * @param x 配置したいフロアのX座標
4481  * @return 生成に成功したらTRUEを返す。
4482  * @details
4483  * The location must be a legal, clean, floor grid.
4484  */
4485 void place_gold(POSITION y, POSITION x)
4486 {
4487         OBJECT_IDX o_idx;
4488
4489         /* Acquire grid */
4490         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
4491
4492         object_type forge;
4493         object_type *q_ptr;
4494
4495
4496         /* Paranoia -- check bounds */
4497         if (!in_bounds(y, x)) return;
4498
4499         /* Require floor space */
4500         if (!cave_drop_bold(y, x)) return;
4501
4502         /* Avoid stacking on other objects */
4503         if (g_ptr->o_idx) return;
4504
4505         q_ptr = &forge;
4506         object_wipe(q_ptr);
4507
4508         /* Make some gold */
4509         if (!make_gold(q_ptr)) return;
4510
4511         o_idx = o_pop();
4512
4513         /* Success */
4514         if (o_idx)
4515         {
4516                 object_type *o_ptr;
4517                 o_ptr = &current_floor_ptr->o_list[o_idx];
4518                 object_copy(o_ptr, q_ptr);
4519
4520                 /* Save location */
4521                 o_ptr->iy = y;
4522                 o_ptr->ix = x;
4523
4524                 /* Build a stack */
4525                 o_ptr->next_o_idx = g_ptr->o_idx;
4526
4527                 g_ptr->o_idx = o_idx;
4528                 note_spot(y, x);
4529                 lite_spot(y, x);
4530         }
4531 }
4532
4533
4534 /*!
4535  * @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。
4536  * Let an object fall to the ground at or near a location.
4537  * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4538  * @param chance ドロップの成功率(%)
4539  * @param y 配置したいフロアのY座標
4540  * @param x 配置したいフロアのX座標
4541  * @return 生成に成功したらオブジェクトのIDを返す。
4542  * @details
4543  * The initial location is assumed to be "in_bounds()".\n
4544  *\n
4545  * This function takes a parameter "chance".  This is the percentage\n
4546  * chance that the item will "disappear" instead of drop.  If the object\n
4547  * has been thrown, then this is the chance of disappearance on contact.\n
4548  *\n
4549  * Hack -- this function uses "chance" to determine if it should produce\n
4550  * some form of "description" of the drop event (under the player).\n
4551  *\n
4552  * We check several locations to see if we can find a location at which\n
4553  * the object can combine, stack, or be placed.  Artifacts will try very\n
4554  * hard to be placed, including "teleporting" to a useful grid if needed.\n
4555  */
4556 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4557 {
4558         int i, k, d, s;
4559
4560         int bs, bn;
4561         POSITION by, bx;
4562         POSITION dy, dx;
4563         POSITION ty, tx = 0;
4564
4565         OBJECT_IDX o_idx = 0;
4566         OBJECT_IDX this_o_idx, next_o_idx = 0;
4567
4568         grid_type *g_ptr;
4569
4570         GAME_TEXT o_name[MAX_NLEN];
4571
4572         bool flag = FALSE;
4573         bool done = FALSE;
4574
4575 #ifndef JP
4576         /* Extract plural */
4577         bool plural = (j_ptr->number != 1);
4578 #endif
4579
4580         /* Describe object */
4581         object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4582
4583
4584         /* Handle normal "breakage" */
4585         if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4586         {
4587 #ifdef JP
4588                 msg_format("%sは消えた。", o_name);
4589 #else
4590                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4591 #endif
4592                 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4593
4594                 /* Failure */
4595                 return (0);
4596         }
4597
4598
4599         /* Score */
4600         bs = -1;
4601
4602         /* Picker */
4603         bn = 0;
4604
4605         /* Default */
4606         by = y;
4607         bx = x;
4608
4609         /* Scan local grids */
4610         for (dy = -3; dy <= 3; dy++)
4611         {
4612                 /* Scan local grids */
4613                 for (dx = -3; dx <= 3; dx++)
4614                 {
4615                         bool comb = FALSE;
4616
4617                         /* Calculate actual distance */
4618                         d = (dy * dy) + (dx * dx);
4619
4620                         /* Ignore distant grids */
4621                         if (d > 10) continue;
4622
4623                         ty = y + dy;
4624                         tx = x + dx;
4625
4626                         /* Skip illegal grids */
4627                         if (!in_bounds(ty, tx)) continue;
4628
4629                         /* Require line of projection */
4630                         if (!projectable(y, x, ty, tx)) continue;
4631
4632                         /* Obtain grid */
4633                         g_ptr = &current_floor_ptr->grid_array[ty][tx];
4634
4635                         /* Require floor space */
4636                         if (!cave_drop_bold(ty, tx)) continue;
4637
4638                         /* No objects */
4639                         k = 0;
4640
4641                         /* Scan objects in that grid */
4642                         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4643                         {
4644                                 object_type *o_ptr;
4645                                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
4646                                 next_o_idx = o_ptr->next_o_idx;
4647
4648                                 /* Check for possible combination */
4649                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4650
4651                                 /* Count objects */
4652                                 k++;
4653                         }
4654
4655                         /* Add new object */
4656                         if (!comb) k++;
4657                         if (k > 99) continue;
4658
4659                         /* Calculate score */
4660                         s = 1000 - (d + k * 5);
4661
4662                         /* Skip bad values */
4663                         if (s < bs) continue;
4664
4665                         /* New best value */
4666                         if (s > bs) bn = 0;
4667
4668                         /* Apply the randomizer to equivalent values */
4669                         if ((++bn >= 2) && !one_in_(bn)) continue;
4670
4671                         /* Keep score */
4672                         bs = s;
4673
4674                         /* Track it */
4675                         by = ty;
4676                         bx = tx;
4677
4678                         flag = TRUE;
4679                 }
4680         }
4681
4682
4683         /* Handle lack of space */
4684         if (!flag && !object_is_artifact(j_ptr))
4685         {
4686 #ifdef JP
4687                 msg_format("%sは消えた。", o_name);
4688 #else
4689                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4690 #endif
4691
4692                 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4693
4694                 /* Failure */
4695                 return (0);
4696         }
4697
4698
4699         /* Find a grid */
4700         for (i = 0; !flag && (i < 1000); i++)
4701         {
4702                 /* Bounce around */
4703                 ty = rand_spread(by, 1);
4704                 tx = rand_spread(bx, 1);
4705
4706                 if (!in_bounds(ty, tx)) continue;
4707
4708                 /* Bounce to that location */
4709                 by = ty;
4710                 bx = tx;
4711
4712                 /* Require floor space */
4713                 if (!cave_drop_bold(by, bx)) continue;
4714
4715                 flag = TRUE;
4716         }
4717
4718
4719         if (!flag)
4720         {
4721                 int candidates = 0, pick;
4722
4723                 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4724                 {
4725                         for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4726                         {
4727                                 /* A valid space found */
4728                                 if (cave_drop_bold(ty, tx)) candidates++;
4729                         }
4730                 }
4731
4732                 /* No valid place! */
4733                 if (!candidates)
4734                 {
4735 #ifdef JP
4736                         msg_format("%sは消えた。", o_name);
4737 #else
4738                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4739 #endif
4740
4741                         if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4742
4743                         /* Mega-Hack -- preserve artifacts */
4744                         if (preserve_mode)
4745                         {
4746                                 /* Hack -- Preserve unknown artifacts */
4747                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4748                                 {
4749                                         /* Mega-Hack -- Preserve the artifact */
4750                                         a_info[j_ptr->name1].cur_num = 0;
4751                                 }
4752                         }
4753
4754                         /* Failure */
4755                         return 0;
4756                 }
4757
4758                 /* Choose a random one */
4759                 pick = randint1(candidates);
4760
4761                 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4762                 {
4763                         for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4764                         {
4765                                 if (cave_drop_bold(ty, tx))
4766                                 {
4767                                         pick--;
4768
4769                                         /* Is this a picked one? */
4770                                         if (!pick) break;
4771                                 }
4772                         }
4773
4774                         if (!pick) break;
4775                 }
4776
4777                 by = ty;
4778                 bx = tx;
4779         }
4780
4781
4782         g_ptr = &current_floor_ptr->grid_array[by][bx];
4783
4784         /* Scan objects in that grid for combination */
4785         for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4786         {
4787                 object_type *o_ptr;
4788                 o_ptr = &current_floor_ptr->o_list[this_o_idx];
4789                 next_o_idx = o_ptr->next_o_idx;
4790
4791                 /* Check for combination */
4792                 if (object_similar(o_ptr, j_ptr))
4793                 {
4794                         object_absorb(o_ptr, j_ptr);
4795
4796                         /* Success */
4797                         done = TRUE;
4798
4799                         break;
4800                 }
4801         }
4802
4803         if (!done) o_idx = o_pop();
4804
4805         /* Failure */
4806         if (!done && !o_idx)
4807         {
4808 #ifdef JP
4809                 msg_format("%sは消えた。", o_name);
4810 #else
4811                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4812 #endif
4813
4814                 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4815
4816                 /* Hack -- Preserve artifacts */
4817                 if (object_is_fixed_artifact(j_ptr))
4818                 {
4819                         a_info[j_ptr->name1].cur_num = 0;
4820                 }
4821
4822                 /* Failure */
4823                 return (0);
4824         }
4825
4826         /* Stack */
4827         if (!done)
4828         {
4829                 /* Structure copy */
4830                 object_copy(&current_floor_ptr->o_list[o_idx], j_ptr);
4831
4832                 /* Access new object */
4833                 j_ptr = &current_floor_ptr->o_list[o_idx];
4834
4835                 /* Locate */
4836                 j_ptr->iy = by;
4837                 j_ptr->ix = bx;
4838
4839                 /* No monster */
4840                 j_ptr->held_m_idx = 0;
4841
4842                 /* Build a stack */
4843                 j_ptr->next_o_idx = g_ptr->o_idx;
4844
4845                 g_ptr->o_idx = o_idx;
4846
4847                 /* Success */
4848                 done = TRUE;
4849         }
4850
4851         note_spot(by, bx);
4852         lite_spot(by, bx);
4853         sound(SOUND_DROP);
4854
4855         /* Mega-Hack -- no message if "dropped" by player */
4856         /* Message when an object falls under the player */
4857         if (chance && player_bold(by, bx))
4858         {
4859                 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4860         }
4861
4862         return (o_idx);
4863 }
4864
4865 /*!
4866  * @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 /
4867  * Describe the charges on an item in the inventory.
4868  * @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
4869  * @return なし
4870  */
4871 void inven_item_charges(INVENTORY_IDX item)
4872 {
4873         object_type *o_ptr = &inventory[item];
4874
4875         /* Require staff/wand */
4876         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4877
4878         /* Require known item */
4879         if (!object_is_known(o_ptr)) return;
4880
4881 #ifdef JP
4882         if (o_ptr->pval <= 0)
4883         {
4884                 msg_print("もう魔力が残っていない。");
4885         }
4886         else
4887         {
4888                 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4889         }
4890 #else
4891         /* Multiple charges */
4892         if (o_ptr->pval != 1)
4893         {
4894                 msg_format("You have %d charges remaining.", o_ptr->pval);
4895         }
4896
4897         /* Single charge */
4898         else
4899         {
4900                 msg_format("You have %d charge remaining.", o_ptr->pval);
4901         }
4902 #endif
4903
4904 }
4905
4906 /*!
4907  * @brief アイテムの残り所持数メッセージを表示する /
4908  * Describe an item in the inventory.
4909  * @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
4910  * @return なし
4911  */
4912 void inven_item_describe(INVENTORY_IDX item)
4913 {
4914         object_type *o_ptr = &inventory[item];
4915         GAME_TEXT o_name[MAX_NLEN];
4916
4917         object_desc(o_name, o_ptr, 0);
4918
4919 #ifdef JP
4920         /* "no more" の場合はこちらで表示する */
4921         if (o_ptr->number <= 0)
4922         {
4923                 /*FIRST*//*ここはもう通らないかも */
4924                 msg_format("もう%sを持っていない。", o_name);
4925         }
4926         else
4927         {
4928                 /* アイテム名を英日切り替え機能対応 */
4929                 msg_format("まだ %sを持っている。", o_name);
4930         }
4931 #else
4932         msg_format("You have %s.", o_name);
4933 #endif
4934
4935 }
4936
4937 /*!
4938  * @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 /
4939  * Increase the "number" of an item in the inventory
4940  * @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
4941  * @param num 増やしたい量
4942  * @return なし
4943  */
4944 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4945 {
4946         object_type *o_ptr = &inventory[item];
4947
4948         /* Apply */
4949         num += o_ptr->number;
4950
4951         /* Bounds check */
4952         if (num > 255) num = 255;
4953         else if (num < 0) num = 0;
4954
4955         /* Un-apply */
4956         num -= o_ptr->number;
4957
4958         /* Change the number and weight */
4959         if (num)
4960         {
4961                 /* Add the number */
4962                 o_ptr->number += num;
4963
4964                 /* Add the weight */
4965                 p_ptr->total_weight += (num * o_ptr->weight);
4966                 p_ptr->update |= (PU_BONUS);
4967                 p_ptr->update |= (PU_MANA);
4968                 p_ptr->update |= (PU_COMBINE);
4969                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4970
4971                 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4972                 if (!o_ptr->number && p_ptr->ele_attack)
4973                 {
4974                         if ((item == INVEN_RARM) || (item == INVEN_LARM))
4975                         {
4976                                 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4977                                 {
4978                                         /* Clear all temporary elemental brands */
4979                                         set_ele_attack(0, 0);
4980                                 }
4981                         }
4982                 }
4983         }
4984 }
4985
4986 /*!
4987  * @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 /
4988  * Erase an inventory slot if it has no more items
4989  * @param item 消去したいプレイヤーのアイテム所持スロット
4990  * @return なし
4991  */
4992 void inven_item_optimize(INVENTORY_IDX item)
4993 {
4994         object_type *o_ptr = &inventory[item];
4995
4996         /* Only optimize real items */
4997         if (!o_ptr->k_idx) return;
4998
4999         /* Only optimize empty items */
5000         if (o_ptr->number) return;
5001
5002         /* The item is in the pack */
5003         if (item < INVEN_RARM)
5004         {
5005                 int i;
5006
5007                 /* One less item */
5008                 inven_cnt--;
5009
5010                 /* Slide everything down */
5011                 for (i = item; i < INVEN_PACK; i++)
5012                 {
5013                         /* Structure copy */
5014                         inventory[i] = inventory[i+1];
5015                 }
5016
5017                 /* Erase the "final" slot */
5018                 object_wipe(&inventory[i]);
5019
5020                 p_ptr->window |= (PW_INVEN);
5021         }
5022
5023         /* The item is being wielded */
5024         else
5025         {
5026                 /* One less item */
5027                 equip_cnt--;
5028
5029                 /* Erase the empty slot */
5030                 object_wipe(&inventory[item]);
5031                 p_ptr->update |= (PU_BONUS);
5032                 p_ptr->update |= (PU_TORCH);
5033                 p_ptr->update |= (PU_MANA);
5034
5035                 p_ptr->window |= (PW_EQUIP);
5036         }
5037
5038         p_ptr->window |= (PW_SPELL);
5039 }
5040
5041 /*!
5042  * @brief 床上の魔道具の残り残量メッセージを表示する /
5043  * Describe the charges on an item on the floor.
5044  * @param item メッセージの対象にしたいアイテム所持スロット
5045  * @return なし
5046  */
5047 void floor_item_charges(INVENTORY_IDX item)
5048 {
5049         object_type *o_ptr = &current_floor_ptr->o_list[item];
5050
5051         /* Require staff/wand */
5052         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5053
5054         /* Require known item */
5055         if (!object_is_known(o_ptr)) return;
5056
5057 #ifdef JP
5058         if (o_ptr->pval <= 0)
5059         {
5060                 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5061         }
5062         else
5063         {
5064                 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);
5065         }
5066 #else
5067         /* Multiple charges */
5068         if (o_ptr->pval != 1)
5069         {
5070                 msg_format("There are %d charges remaining.", o_ptr->pval);
5071         }
5072
5073         /* Single charge */
5074         else
5075         {
5076                 msg_format("There is %d charge remaining.", o_ptr->pval);
5077         }
5078 #endif
5079
5080 }
5081
5082 /*!
5083  * @brief 床上のアイテムの残り数メッセージを表示する /
5084  * Describe the charges on an item on the floor.
5085  * @param item メッセージの対象にしたいアイテム所持スロット
5086  * @return なし
5087  */
5088 void floor_item_describe(INVENTORY_IDX item)
5089 {
5090         object_type *o_ptr = &current_floor_ptr->o_list[item];
5091         GAME_TEXT o_name[MAX_NLEN];
5092
5093         object_desc(o_name, o_ptr, 0);
5094
5095 #ifdef JP
5096         /* "no more" の場合はこちらで表示を分ける */
5097         if (o_ptr->number <= 0)
5098         {
5099                 msg_format("床上には、もう%sはない。", o_name);
5100         }
5101         else
5102         {
5103                 msg_format("床上には、まだ %sがある。", o_name);
5104         }
5105 #else
5106         msg_format("You see %s.", o_name);
5107 #endif
5108
5109 }
5110
5111
5112 /*!
5113  * @brief 床上のアイテムの数を増やす /
5114  * Increase the "number" of an item on the floor
5115  * @param item 増やしたいアイテムの所持スロット
5116  * @param num 増やしたいアイテムの数
5117  * @return なし
5118  */
5119 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5120 {
5121         object_type *o_ptr = &current_floor_ptr->o_list[item];
5122
5123         /* Apply */
5124         num += o_ptr->number;
5125
5126         /* Bounds check */
5127         if (num > 255) num = 255;
5128         else if (num < 0) num = 0;
5129
5130         /* Un-apply */
5131         num -=  o_ptr->number;
5132
5133         /* Change the number */
5134         o_ptr->number += num;
5135 }
5136
5137
5138 /*!
5139  * @brief 床上の数の無くなったアイテムスロットを消去する /
5140  * Optimize an item on the floor (destroy "empty" items)
5141  * @param item 消去したいアイテムの所持スロット
5142  * @return なし
5143  */
5144 void floor_item_optimize(INVENTORY_IDX item)
5145 {
5146         object_type *o_ptr = &current_floor_ptr->o_list[item];
5147
5148         /* Paranoia -- be sure it exists */
5149         if (!o_ptr->k_idx) return;
5150
5151         /* Only optimize empty items */
5152         if (o_ptr->number) return;
5153
5154         delete_object_idx(item);
5155 }
5156
5157
5158 /*!
5159  * @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 /
5160  * Check if we have space for an item in the pack without overflow
5161  * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5162  * @return 溢れずに済むならTRUEを返す
5163  */
5164 bool inven_carry_okay(object_type *o_ptr)
5165 {
5166         int j;
5167
5168         /* Empty slot? */
5169         if (inven_cnt < INVEN_PACK) return (TRUE);
5170
5171         /* Similar slot? */
5172         for (j = 0; j < INVEN_PACK; j++)
5173         {
5174                 object_type *j_ptr = &inventory[j];
5175
5176                 /* Skip non-objects */
5177                 if (!j_ptr->k_idx) continue;
5178
5179                 /* Check if the two items can be combined */
5180                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5181         }
5182
5183         return (FALSE);
5184 }
5185
5186 /*!
5187  * @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 /
5188  * Check if we have space for an item in the pack without overflow
5189  * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5190  * @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?)
5191  * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5192  * @return o_ptrの方が上位ならばTRUEを返す。
5193  */
5194 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5195 {
5196         int o_type, j_type;
5197
5198         /* Use empty slots */
5199         if (!j_ptr->k_idx) return TRUE;
5200
5201         /* Hack -- readable books always come first */
5202         if ((o_ptr->tval == REALM1_BOOK) &&
5203             (j_ptr->tval != REALM1_BOOK)) return TRUE;
5204         if ((j_ptr->tval == REALM1_BOOK) &&
5205             (o_ptr->tval != REALM1_BOOK)) return FALSE;
5206
5207         if ((o_ptr->tval == REALM2_BOOK) &&
5208             (j_ptr->tval != REALM2_BOOK)) return TRUE;
5209         if ((j_ptr->tval == REALM2_BOOK) &&
5210             (o_ptr->tval != REALM2_BOOK)) return FALSE;
5211
5212         /* Objects sort by decreasing type */
5213         if (o_ptr->tval > j_ptr->tval) return TRUE;
5214         if (o_ptr->tval < j_ptr->tval) return FALSE;
5215
5216         /* Non-aware (flavored) items always come last */
5217         /* Can happen in the home */
5218         if (!object_is_aware(o_ptr)) return FALSE;
5219         if (!object_is_aware(j_ptr)) return TRUE;
5220
5221         /* Objects sort by increasing sval */
5222         if (o_ptr->sval < j_ptr->sval) return TRUE;
5223         if (o_ptr->sval > j_ptr->sval) return FALSE;
5224
5225         /* Unidentified objects always come last */
5226         /* Objects in the home can be unknown */
5227         if (!object_is_known(o_ptr)) return FALSE;
5228         if (!object_is_known(j_ptr)) return TRUE;
5229
5230         /* Fixed artifacts, random artifacts and ego items */
5231         if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5232         else if (o_ptr->art_name) o_type = 2;
5233         else if (object_is_ego(o_ptr)) o_type = 1;
5234         else o_type = 0;
5235
5236         if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5237         else if (j_ptr->art_name) j_type = 2;
5238         else if (object_is_ego(j_ptr)) j_type = 1;
5239         else j_type = 0;
5240
5241         if (o_type < j_type) return TRUE;
5242         if (o_type > j_type) return FALSE;
5243
5244         switch (o_ptr->tval)
5245         {
5246         case TV_FIGURINE:
5247         case TV_STATUE:
5248         case TV_CORPSE:
5249         case TV_CAPTURE:
5250                 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5251                 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5252                 return FALSE;
5253
5254         case TV_SHOT:
5255         case TV_ARROW:
5256         case TV_BOLT:
5257                 /* Objects sort by increasing hit/damage bonuses */
5258                 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5259                 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5260                 break;
5261
5262         /* Hack:  otherwise identical rods sort by
5263         increasing recharge time --dsb */
5264         case TV_ROD:
5265                 if (o_ptr->pval < j_ptr->pval) return TRUE;
5266                 if (o_ptr->pval > j_ptr->pval) return FALSE;
5267                 break;
5268         }
5269
5270         /* Objects sort by decreasing value */
5271         return o_value > object_value(j_ptr);
5272 }
5273
5274
5275 /*!
5276  * @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 /
5277  * Add an item to the players inventory, and return the slot used.
5278  * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5279  * @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。
5280  * @details
5281  * If the new item can combine with an existing item in the inventory,\n
5282  * it will do so, using "object_similar()" and "object_absorb()", else,\n
5283  * the item will be placed into the "proper" location in the inventory.\n
5284  *\n
5285  * This function can be used to "over-fill" the player's pack, but only\n
5286  * once, and such an action must trigger the "overflow" code immediately.\n
5287  * Note that when the pack is being "over-filled", the new item must be\n
5288  * placed into the "overflow" slot, and the "overflow" must take place\n
5289  * before the pack is reordered, but (optionally) after the pack is\n
5290  * combined.  This may be tricky.  See "dungeon.c" for info.\n
5291  *\n
5292  * Note that this code must remove any location/stack information\n
5293  * from the object once it is placed into the inventory.\n
5294  */
5295 s16b inven_carry(object_type *o_ptr)
5296 {
5297         INVENTORY_IDX i, j, k;
5298         INVENTORY_IDX n = -1;
5299
5300         object_type *j_ptr;
5301
5302
5303         /* Check for combining */
5304         for (j = 0; j < INVEN_PACK; j++)
5305         {
5306                 j_ptr = &inventory[j];
5307
5308                 /* Skip non-objects */
5309                 if (!j_ptr->k_idx) continue;
5310
5311                 /* Hack -- track last item */
5312                 n = j;
5313
5314                 /* Check if the two items can be combined */
5315                 if (object_similar(j_ptr, o_ptr))
5316                 {
5317                         object_absorb(j_ptr, o_ptr);
5318
5319                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5320                         p_ptr->update |= (PU_BONUS);
5321                         p_ptr->window |= (PW_INVEN);
5322
5323                         /* Success */
5324                         return (j);
5325                 }
5326         }
5327
5328         if (inven_cnt > INVEN_PACK) return (-1);
5329
5330         /* Find an empty slot */
5331         for (j = 0; j <= INVEN_PACK; j++)
5332         {
5333                 j_ptr = &inventory[j];
5334
5335                 /* Use it if found */
5336                 if (!j_ptr->k_idx) break;
5337         }
5338
5339         /* Use that slot */
5340         i = j;
5341
5342
5343         /* Reorder the pack */
5344         if (i < INVEN_PACK)
5345         {
5346                 /* Get the "value" of the item */
5347                 s32b o_value = object_value(o_ptr);
5348
5349                 /* Scan every occupied slot */
5350                 for (j = 0; j < INVEN_PACK; j++)
5351                 {
5352                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5353                 }
5354
5355                 /* Use that slot */
5356                 i = j;
5357
5358                 /* Slide objects */
5359                 for (k = n; k >= i; k--)
5360                 {
5361                         /* Hack -- Slide the item */
5362                         object_copy(&inventory[k+1], &inventory[k]);
5363                 }
5364
5365                 /* Wipe the empty slot */
5366                 object_wipe(&inventory[i]);
5367         }
5368
5369
5370         /* Copy the item */
5371         object_copy(&inventory[i], o_ptr);
5372
5373         /* Access new object */
5374         j_ptr = &inventory[i];
5375
5376         /* Forget stack */
5377         j_ptr->next_o_idx = 0;
5378
5379         /* Forget monster */
5380         j_ptr->held_m_idx = 0;
5381
5382         /* Forget location */
5383         j_ptr->iy = j_ptr->ix = 0;
5384
5385         /* Player touches it, and no longer marked */
5386         j_ptr->marked = OM_TOUCHED;
5387
5388         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5389
5390         /* Count the items */
5391         inven_cnt++;
5392         p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5393         p_ptr->window |= (PW_INVEN);
5394
5395         /* Return the slot */
5396         return (i);
5397 }
5398
5399
5400 /*!
5401  * @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 /
5402  * Take off (some of) a non-cursed equipment item
5403  * @param item オブジェクトを外したい所持テーブルのID
5404  * @param amt 外したい個数
5405  * @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。
5406  * @details
5407  * Note that only one item at a time can be wielded per slot.\n
5408  * Note that taking off an item when "full" may cause that item\n
5409  * to fall to the ground.\n
5410  * Return the inventory slot into which the item is placed.\n
5411  */
5412 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5413 {
5414         INVENTORY_IDX slot;
5415
5416         object_type forge;
5417         object_type *q_ptr;
5418
5419         object_type *o_ptr;
5420
5421         concptr act;
5422
5423         GAME_TEXT o_name[MAX_NLEN];
5424
5425
5426         /* Get the item to take off */
5427         o_ptr = &inventory[item];
5428         if (amt <= 0) return (-1);
5429
5430         /* Verify */
5431         if (amt > o_ptr->number) amt = o_ptr->number;
5432         q_ptr = &forge;
5433
5434         /* Obtain a local object */
5435         object_copy(q_ptr, o_ptr);
5436
5437         /* Modify quantity */
5438         q_ptr->number = amt;
5439
5440         object_desc(o_name, q_ptr, 0);
5441
5442         /* Took off weapon */
5443         if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5444             object_is_melee_weapon(o_ptr))
5445         {
5446                 act = _("を装備からはずした", "You were wielding");
5447         }
5448
5449         /* Took off bow */
5450         else if (item == INVEN_BOW)
5451         {
5452                 act = _("を装備からはずした", "You were holding");
5453         }
5454
5455         /* Took off light */
5456         else if (item == INVEN_LITE)
5457         {
5458                 act = _("を光源からはずした", "You were holding");
5459         }
5460
5461         /* Took off something */
5462         else
5463         {
5464                 act = _("を装備からはずした", "You were wearing");
5465         }
5466
5467         /* Modify, Optimize */
5468         inven_item_increase(item, -amt);
5469         inven_item_optimize(item);
5470
5471         /* Carry the object */
5472         slot = inven_carry(q_ptr);
5473
5474 #ifdef JP
5475         msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5476 #else
5477         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5478 #endif
5479
5480
5481         /* Return slot */
5482         return (slot);
5483 }
5484
5485
5486 /*!
5487  * @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 /
5488  * Drop (some of) a non-cursed inventory/equipment item
5489  * @param item 所持テーブルのID
5490  * @param amt 落としたい個数
5491  * @return なし
5492  * @details
5493  * The object will be dropped "near" the current location
5494  */
5495 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5496 {
5497         object_type forge;
5498         object_type *q_ptr;
5499         object_type *o_ptr;
5500
5501         GAME_TEXT o_name[MAX_NLEN];
5502
5503         /* Access original object */
5504         o_ptr = &inventory[item];
5505
5506         /* Error check */
5507         if (amt <= 0) return;
5508
5509         /* Not too many */
5510         if (amt > o_ptr->number) amt = o_ptr->number;
5511
5512         /* Take off equipment */
5513         if (item >= INVEN_RARM)
5514         {
5515                 /* Take off first */
5516                 item = inven_takeoff(item, amt);
5517
5518                 /* Access original object */
5519                 o_ptr = &inventory[item];
5520         }
5521
5522         q_ptr = &forge;
5523
5524         /* Obtain local object */
5525         object_copy(q_ptr, o_ptr);
5526
5527         /* Distribute charges of wands or rods */
5528         distribute_charges(o_ptr, q_ptr, amt);
5529
5530         /* Modify quantity */
5531         q_ptr->number = amt;
5532
5533         /* Describe local object */
5534         object_desc(o_name, q_ptr, 0);
5535
5536         msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5537
5538         /* Drop it near the player */
5539         (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5540
5541         /* Modify, Describe, Optimize */
5542         inven_item_increase(item, -amt);
5543         inven_item_describe(item);
5544         inven_item_optimize(item);
5545 }
5546
5547
5548 /*!
5549  * @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 /
5550  * Combine items in the pack
5551  * @return なし
5552  * @details
5553  * Note special handling of the "overflow" slot
5554  */
5555 void combine_pack(void)
5556 {
5557         int             i, j, k;
5558         object_type *o_ptr;
5559         object_type     *j_ptr;
5560         bool            flag = FALSE, combined;
5561
5562         do
5563         {
5564                 combined = FALSE;
5565
5566                 /* Combine the pack (backwards) */
5567                 for (i = INVEN_PACK; i > 0; i--)
5568                 {
5569                         o_ptr = &inventory[i];
5570
5571                         /* Skip empty items */
5572                         if (!o_ptr->k_idx) continue;
5573
5574                         /* Scan the items above that item */
5575                         for (j = 0; j < i; j++)
5576                         {
5577                                 int max_num;
5578
5579                                 j_ptr = &inventory[j];
5580
5581                                 /* Skip empty items */
5582                                 if (!j_ptr->k_idx) continue;
5583
5584                                 /*
5585                                  * Get maximum number of the stack if these
5586                                  * are similar, get zero otherwise.
5587                                  */
5588                                 max_num = object_similar_part(j_ptr, o_ptr);
5589
5590                                 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5591                                 if (max_num && j_ptr->number < max_num)
5592                                 {
5593                                         if (o_ptr->number + j_ptr->number <= max_num)
5594                                         {
5595                                                 /* Take note */
5596                                                 flag = TRUE;
5597
5598                                                 /* Add together the item counts */
5599                                                 object_absorb(j_ptr, o_ptr);
5600
5601                                                 /* One object is gone */
5602                                                 inven_cnt--;
5603
5604                                                 /* Slide everything down */
5605                                                 for (k = i; k < INVEN_PACK; k++)
5606                                                 {
5607                                                         /* Structure copy */
5608                                                         inventory[k] = inventory[k+1];
5609                                                 }
5610
5611                                                 /* Erase the "final" slot */
5612                                                 object_wipe(&inventory[k]);
5613                                         }
5614                                         else
5615                                         {
5616                                                 int old_num = o_ptr->number;
5617                                                 int remain = j_ptr->number + o_ptr->number - max_num;
5618 #if 0
5619                                                 o_ptr->number -= remain;
5620 #endif
5621                                                 /* Add together the item counts */
5622                                                 object_absorb(j_ptr, o_ptr);
5623
5624                                                 o_ptr->number = remain;
5625
5626                                                 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5627                                                 if (o_ptr->tval == TV_ROD)
5628                                                 {
5629                                                         o_ptr->pval =  o_ptr->pval * remain / old_num;
5630                                                         o_ptr->timeout = o_ptr->timeout * remain / old_num;
5631                                                 }
5632
5633                                                 /* Hack -- if wands are stacking, combine the charges. -LM- */
5634                                                 if (o_ptr->tval == TV_WAND)
5635                                                 {
5636                                                         o_ptr->pval = o_ptr->pval * remain / old_num;
5637                                                 }
5638                                         }
5639
5640                                         p_ptr->window |= (PW_INVEN);
5641
5642                                         /* Take note */
5643                                         combined = TRUE;
5644
5645                                         break;
5646                                 }
5647                         }
5648                 }
5649         }
5650         while (combined);
5651
5652         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."));
5653 }
5654
5655 /*!
5656  * @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 /
5657  * Reorder items in the pack
5658  * @return なし
5659  * @details
5660  * Note special handling of the "overflow" slot
5661  */
5662 void reorder_pack(void)
5663 {
5664         int             i, j, k;
5665         s32b            o_value;
5666         object_type     forge;
5667         object_type     *q_ptr;
5668         object_type *o_ptr;
5669         bool            flag = FALSE;
5670
5671
5672         /* Re-order the pack (forwards) */
5673         for (i = 0; i < INVEN_PACK; i++)
5674         {
5675                 /* Mega-Hack -- allow "proper" over-flow */
5676                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5677
5678                 o_ptr = &inventory[i];
5679
5680                 /* Skip empty slots */
5681                 if (!o_ptr->k_idx) continue;
5682
5683                 /* Get the "value" of the item */
5684                 o_value = object_value(o_ptr);
5685
5686                 /* Scan every occupied slot */
5687                 for (j = 0; j < INVEN_PACK; j++)
5688                 {
5689                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5690                 }
5691
5692                 /* Never move down */
5693                 if (j >= i) continue;
5694
5695                 /* Take note */
5696                 flag = TRUE;
5697                 q_ptr = &forge;
5698
5699                 /* Save a copy of the moving item */
5700                 object_copy(q_ptr, &inventory[i]);
5701
5702                 /* Slide the objects */
5703                 for (k = i; k > j; k--)
5704                 {
5705                         /* Slide the item */
5706                         object_copy(&inventory[k], &inventory[k-1]);
5707                 }
5708
5709                 /* Insert the moving item */
5710                 object_copy(&inventory[j], q_ptr);
5711
5712                 p_ptr->window |= (PW_INVEN);
5713         }
5714
5715         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."));
5716 }
5717
5718 /*!
5719  * @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 /
5720  * Hack -- display an object kind in the current window
5721  * @param k_idx ベースアイテムの参照ID
5722  * @return なし
5723  * @details
5724  * Include list of usable spells for readible books
5725  */
5726 void display_koff(KIND_OBJECT_IDX k_idx)
5727 {
5728         int y;
5729
5730         object_type forge;
5731         object_type *q_ptr;
5732         int         sval;
5733         REALM_IDX   use_realm;
5734
5735         GAME_TEXT o_name[MAX_NLEN];
5736
5737
5738         /* Erase the window */
5739         for (y = 0; y < Term->hgt; y++)
5740         {
5741                 /* Erase the line */
5742                 Term_erase(0, y, 255);
5743         }
5744
5745         /* No info */
5746         if (!k_idx) return;
5747         q_ptr = &forge;
5748
5749         /* Prepare the object */
5750         object_prep(q_ptr, k_idx);
5751         object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5752
5753         /* Mention the object name */
5754         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5755
5756         /* Access the item's sval */
5757         sval = q_ptr->sval;
5758         use_realm = tval2realm(q_ptr->tval);
5759
5760         /* Warriors are illiterate */
5761         if (p_ptr->realm1 || p_ptr->realm2)
5762         {
5763                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5764         }
5765         else
5766         {
5767                 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5768                 if (!is_magic(use_realm)) return;
5769                 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5770         }
5771
5772         /* Display spells in readible books */
5773         {
5774                 int     spell = -1;
5775                 int     num = 0;
5776                 SPELL_IDX    spells[64];
5777
5778                 /* Extract spells */
5779                 for (spell = 0; spell < 32; spell++)
5780                 {
5781                         /* Check for this spell */
5782                         if (fake_spell_flags[sval] & (1L << spell))
5783                         {
5784                                 /* Collect this spell */
5785                                 spells[num++] = spell;
5786                         }
5787                 }
5788
5789                 /* Print spells */
5790                 print_spells(0, spells, num, 2, 0, use_realm);
5791         }
5792 }
5793
5794
5795 /*!
5796  * @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。
5797  * Torches have special abilities when they are flaming.
5798  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5799  * @param flgs 特別に追加するフラグを返す参照ポインタ
5800  * @return なし
5801  */
5802 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5803 {
5804         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5805         {
5806                 if (o_ptr->xtra4 > 0)
5807                 {
5808                         add_flag(flgs, TR_BRAND_FIRE);
5809                         add_flag(flgs, TR_KILL_UNDEAD);
5810                         add_flag(flgs, TR_THROW);
5811                 }
5812         }
5813 }
5814
5815 /*!
5816  * @brief 投擲時たいまつにダイスを与える。
5817  * Torches have special abilities when they are flaming.
5818  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5819  * @param dd 特別なダイス数を返す参照ポインタ
5820  * @param ds 特別なダイス面数を返す参照ポインタ
5821  * @return なし
5822  */
5823 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5824 {
5825         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5826         {
5827                 if (o_ptr->xtra4 > 0)
5828                 {
5829                         (*dd) = 1;
5830                         (*ds) = 6;
5831                 }
5832         }
5833 }
5834
5835 /*!
5836  * @brief 投擲時命中したたいまつの寿命を縮める。
5837  * Torches have special abilities when they are flaming.
5838  * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5839  * @return なし
5840  */
5841 void torch_lost_fuel(object_type *o_ptr)
5842 {
5843         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5844         {
5845                 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5846                 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5847         }
5848 }