3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 #include "object-boost.h"
16 #include "object-hook.h"
17 #include "object-curse.h"
19 #include "player-status.h"
21 #include "player-move.h"
24 * @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
25 * @param o_idx 削除対象のオブジェクト構造体ポインタ
28 void excise_object_idx(OBJECT_IDX o_idx)
32 OBJECT_IDX this_o_idx, next_o_idx = 0;
33 OBJECT_IDX prev_o_idx = 0;
36 j_ptr = ¤t_floor_ptr->o_list[o_idx];
38 if (j_ptr->held_m_idx)
41 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
43 /* Scan all objects in the grid */
44 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
47 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
48 next_o_idx = o_ptr->next_o_idx;
50 if (this_o_idx == o_idx)
55 /* Remove from list */
56 m_ptr->hold_o_idx = next_o_idx;
65 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
67 /* Remove from list */
68 k_ptr->next_o_idx = next_o_idx;
71 /* Forget next pointer */
72 o_ptr->next_o_idx = 0;
78 prev_o_idx = this_o_idx;
87 POSITION y = j_ptr->iy;
88 POSITION x = j_ptr->ix;
90 g_ptr = ¤t_floor_ptr->grid_array[y][x];
92 /* Scan all objects in the grid */
93 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
96 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
97 next_o_idx = o_ptr->next_o_idx;
99 if (this_o_idx == o_idx)
104 /* Remove from list */
105 g_ptr->o_idx = next_o_idx;
113 /* Previous object */
114 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
116 /* Remove from list */
117 k_ptr->next_o_idx = next_o_idx;
120 /* Forget next pointer */
121 o_ptr->next_o_idx = 0;
126 /* Save prev_o_idx */
127 prev_o_idx = this_o_idx;
133 * @brief オブジェクトを削除する /
134 * Delete a dungeon object
135 * @param o_idx 削除対象のオブジェクト構造体ポインタ
138 * Handle "stacks" of objects correctly.
140 void delete_object_idx(OBJECT_IDX o_idx)
145 excise_object_idx(o_idx);
148 j_ptr = ¤t_floor_ptr->o_list[o_idx];
151 if (!(j_ptr->held_m_idx))
169 * @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
170 * Delete a dungeon object
171 * @param y 削除したフロアマスのY座標
172 * @param x 削除したフロアマスのX座標
175 void delete_object(POSITION y, POSITION x)
178 OBJECT_IDX this_o_idx, next_o_idx = 0;
180 /* Refuse "illegal" locations */
181 if (!in_bounds(y, x)) return;
183 g_ptr = ¤t_floor_ptr->grid_array[y][x];
185 /* Scan all objects in the grid */
186 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
189 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
190 next_o_idx = o_ptr->next_o_idx;
197 /* Objects are gone */
206 * @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 /
207 * Move an object from index i1 to index i2 in the object list
208 * @param i1 整理したい配列の始点
209 * @param i2 整理したい配列の終点
212 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
219 if (i1 == i2) return;
222 for (i = 1; i < o_max; i++)
224 o_ptr = ¤t_floor_ptr->o_list[i];
226 /* Skip "dead" objects */
227 if (!o_ptr->k_idx) continue;
229 /* Repair "next" pointers */
230 if (o_ptr->next_o_idx == i1)
233 o_ptr->next_o_idx = i2;
236 o_ptr = ¤t_floor_ptr->o_list[i1];
238 if (o_ptr->held_m_idx)
242 /* Acquire monster */
243 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
246 if (m_ptr->hold_o_idx == i1)
249 m_ptr->hold_o_idx = i2;
258 /* Acquire location */
263 g_ptr = ¤t_floor_ptr->grid_array[y][x];
266 if (g_ptr->o_idx == i1)
274 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
282 * @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。 /
283 * Compact and Reorder the object list.
284 * @param size 最低でも減らしたいオブジェクト数の水準
288 * This function can be very dangerous, use with caution!\n
290 * When actually "compacting" objects, we base the saving throw on a\n
291 * combination of object level, distance from player, and current\n
294 * After "compacting" (if needed), we "reorder" the objects into a more\n
295 * compact order, and we reset the allocation info, and the "live" array.\n
297 void compact_objects(int size)
302 int cur_lev, cur_dis, chance;
308 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
309 p_ptr->redraw |= (PR_MAP);
310 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
314 /* Compact at least 'size' objects */
315 for (num = 0, cnt = 1; num < size; cnt++)
317 /* Get more vicious each iteration */
320 /* Get closer each iteration */
321 cur_dis = 5 * (20 - cnt);
323 /* Examine the objects */
324 for (i = 1; i < o_max; i++)
326 o_ptr = ¤t_floor_ptr->o_list[i];
328 /* Skip dead objects */
329 if (!o_ptr->k_idx) continue;
331 /* Hack -- High level objects start out "immune" */
332 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
334 if (o_ptr->held_m_idx)
338 /* Acquire monster */
339 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
344 /* Monsters protect their objects */
345 if (randint0(100) < 90) continue;
355 /* Nearby objects start out "immune" */
356 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
361 /* Hack -- only compact artifacts in emergencies */
362 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
363 (cnt < 1000)) chance = 100;
365 /* Apply the saving throw */
366 if (randint0(100) < chance) continue;
368 delete_object_idx(i);
376 /* Excise dead objects (backwards!) */
377 for (i = o_max - 1; i >= 1; i--)
379 o_ptr = ¤t_floor_ptr->o_list[i];
381 /* Skip real objects */
382 if (o_ptr->k_idx) continue;
384 /* Move last object into open hole */
385 compact_objects_aux(o_max - 1, i);
387 /* Compress "o_max" */
394 * @brief グローバルオブジェクト配列を初期化する /
395 * Delete all the items when player leaves the level
396 * @note we do NOT visually reflect these (irrelevant) changes
398 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
399 * and the "m_ptr->next_o_idx" field for every monster, since
400 * we know we are clearing every object. Technically, we only
401 * clear those fields for grids/monsters containing objects,
402 * and we clear it once for every such object.
405 void wipe_o_list(void)
409 /* Delete the existing objects */
410 for (i = 1; i < o_max; i++)
412 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
414 /* Skip dead objects */
415 if (!o_ptr->k_idx) continue;
417 /* Mega-Hack -- preserve artifacts */
418 if (!character_dungeon || preserve_mode)
420 /* Hack -- Preserve unknown artifacts */
421 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
423 /* Mega-Hack -- Preserve the artifact */
424 a_info[o_ptr->name1].cur_num = 0;
428 if (o_ptr->held_m_idx)
431 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
433 /* Hack -- see above */
434 m_ptr->hold_o_idx = 0;
442 /* Access location */
443 POSITION y = o_ptr->iy;
444 POSITION x = o_ptr->ix;
447 g_ptr = ¤t_floor_ptr->grid_array[y][x];
449 /* Hack -- see above */
464 * @brief グローバルオブジェクト配列から空きを取得する /
465 * Acquires and returns the index of a "free" object.
466 * @return 開いているオブジェクト要素のID
468 * This routine should almost never fail, but in case it does,
469 * we must be sure to handle "failure" of this routine.
471 OBJECT_IDX o_pop(void)
475 /* Initial allocation */
476 if (o_max < current_floor_ptr->max_o_idx)
481 /* Expand object array */
487 /* Use this object */
492 /* Recycle dead objects */
493 for (i = 1; i < o_max; i++)
496 o_ptr = ¤t_floor_ptr->o_list[i];
498 /* Skip live objects */
499 if (o_ptr->k_idx) continue;
504 /* Use this object */
509 /* Warn the player (except during dungeon creation) */
510 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
517 * @brief オブジェクト生成テーブルに生成制約を加える /
518 * Apply a "object restriction function" to the "object allocation table"
520 * @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 static errr get_obj_num_prep(void)
527 alloc_entry *table = alloc_kind_table;
529 /* Scan the allocation table */
530 for (i = 0; i < alloc_kind_size; i++)
532 /* Accept objects which pass the restriction, if any */
533 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
535 /* Accept this object */
536 table[i].prob2 = table[i].prob1;
539 /* Do not use this object */
542 /* Decline this object */
553 * @brief オブジェクト生成テーブルからアイテムを取得する /
554 * Choose an object kind that seems "appropriate" to the given level
556 * @return 選ばれたオブジェクトベースID
558 * This function uses the "prob2" field of the "object allocation table",\n
559 * and various local information, to calculate the "prob3" field of the\n
560 * same table, which is then used to choose an "appropriate" object, in\n
561 * a relatively efficient manner.\n
563 * It is (slightly) more likely to acquire an object of the given level\n
564 * than one of a lower level. This is done by choosing several objects\n
565 * appropriate to the given level and keeping the "hardest" one.\n
567 * Note that if no objects are "appropriate", then this function will\n
568 * fail, and return zero, but this should *almost* never happen.\n
570 OBJECT_IDX get_obj_num(DEPTH level)
573 KIND_OBJECT_IDX k_idx;
576 alloc_entry *table = alloc_kind_table;
578 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
581 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
583 /* Occasional "boost" */
584 if (one_in_(GREAT_OBJ))
586 /* What a bizarre calculation */
587 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
594 /* Process probabilities */
595 for (i = 0; i < alloc_kind_size; i++)
597 /* Objects are sorted by depth */
598 if (table[i].level > level) break;
603 /* Access the index */
604 k_idx = table[i].index;
606 /* Access the actual kind */
607 k_ptr = &k_info[k_idx];
609 /* Hack -- prevent embedded chests */
610 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
613 table[i].prob3 = table[i].prob2;
616 total += table[i].prob3;
619 /* No legal objects */
620 if (total <= 0) return (0);
624 value = randint0(total);
626 /* Find the object */
627 for (i = 0; i < alloc_kind_size; i++)
629 /* Found the entry */
630 if (value < table[i].prob3) break;
633 value = value - table[i].prob3;
640 /* Try for a "better" object once (50%) or twice (10%) */
647 value = randint0(total);
649 /* Find the object */
650 for (i = 0; i < alloc_kind_size; i++)
652 /* Found the entry */
653 if (value < table[i].prob3) break;
656 value = value - table[i].prob3;
659 /* Keep the "best" one */
660 if (table[i].level < table[j].level) i = j;
663 /* Try for a "better" object twice (10%) */
670 value = randint0(total);
672 /* Find the object */
673 for (i = 0; i < alloc_kind_size; i++)
675 /* Found the entry */
676 if (value < table[i].prob3) break;
679 value = value - table[i].prob3;
682 /* Keep the "best" one */
683 if (table[i].level < table[j].level) i = j;
686 return (table[i].index);
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
695 * These include tohit, todam, toac, cost, and pval (charges).\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
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
706 * This routine also removes any inscriptions generated by "feelings".\n
708 void object_known(object_type *o_ptr)
710 /* Remove "default inscriptions" */
711 o_ptr->feeling = FEEL_NONE;
713 /* Clear the "Felt" info */
714 o_ptr->ident &= ~(IDENT_SENSE);
716 /* Clear the "Empty" info */
717 o_ptr->ident &= ~(IDENT_EMPTY);
719 /* Now we know about the item */
720 o_ptr->ident |= (IDENT_KNOWN);
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
729 void object_aware(object_type *o_ptr)
731 bool mihanmei = !object_is_aware(o_ptr);
733 /* Fully aware of the effects */
734 k_info[o_ptr->k_idx].aware = TRUE;
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)))
741 GAME_TEXT o_name[MAX_NLEN];
744 object_copy(q_ptr, o_ptr);
747 object_desc(o_name, q_ptr, OD_NAME_ONLY);
749 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
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
759 void object_tried(object_type *o_ptr)
761 /* Mark it as tried (even if "aware") */
762 k_info[o_ptr->k_idx].tried = TRUE;
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。
770 byte value_check_aux1(object_type *o_ptr)
773 if (object_is_artifact(o_ptr))
776 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
783 if (object_is_ego(o_ptr))
786 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
789 return FEEL_EXCELLENT;
793 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
796 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
798 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
800 /* Good "armor" bonus */
801 if (o_ptr->to_a > 0) return FEEL_GOOD;
803 /* Good "weapon" bonus */
804 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
806 /* Default to "average" */
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。
815 byte value_check_aux2(object_type *o_ptr)
817 /* Cursed items (all of them) */
818 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
820 /* Broken items (all of them) */
821 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
823 /* Artifacts -- except cursed/broken ones */
824 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
826 /* Ego-Items -- except cursed/broken ones */
827 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
829 /* Good armor bonus */
830 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
832 /* Good weapon bonuses */
833 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
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
845 static PRICE object_value_base(object_type *o_ptr)
847 /* Aware item -- use template cost */
848 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
850 /* Analyze the type */
855 case TV_FOOD: return (5L);
857 /* Un-aware Potions */
858 case TV_POTION: return (20L);
860 /* Un-aware Scrolls */
861 case TV_SCROLL: return (20L);
863 /* Un-aware Staffs */
864 case TV_STAFF: return (70L);
867 case TV_WAND: return (50L);
870 case TV_ROD: return (90L);
873 case TV_RING: return (45L);
875 /* Un-aware Amulets */
876 case TV_AMULET: return (45L);
878 /* Figurines, relative to monster level */
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;
890 if (!o_ptr->pval) return 1000L;
891 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
894 /* Paranoia -- Oops */
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
906 PRICE flag_cost(object_type *o_ptr, int plusses)
909 BIT_FLAGS flgs[TR_FLAG_SIZE];
913 object_kind *k_ptr = &k_info[o_ptr->k_idx];
915 object_flags(o_ptr, flgs);
918 * Exclude fixed flags of the base item.
919 * pval bonuses of base item will be treated later.
921 for (i = 0; i < TR_FLAG_SIZE; i++)
922 flgs[i] &= ~(k_ptr->flags[i]);
924 /* Exclude fixed flags of the fixed artifact. */
925 if (object_is_fixed_artifact(o_ptr))
927 artifact_type *a_ptr = &a_info[o_ptr->name1];
929 for (i = 0; i < TR_FLAG_SIZE; i++)
930 flgs[i] &= ~(a_ptr->flags[i]);
933 /* Exclude fixed flags of the ego-item. */
934 else if (object_is_ego(o_ptr))
936 ego_item_type *e_ptr = &e_info[o_ptr->name2];
938 for (i = 0; i < TR_FLAG_SIZE; i++)
939 flgs[i] &= ~(e_ptr->flags[i]);
944 * Calucurate values of remaining flags
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));
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++;}
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);
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;
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);
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))
1087 if (object_is_cursed(o_ptr))
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;
1100 /* Also, give some extra for activatable powers... */
1101 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1103 const activation_type* const act_ptr = find_activation_info(o_ptr);
1105 total += act_ptr->value;
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
1119 * Return the "real" price of a "known" item, not including discounts\n
1121 * Wand and staffs get cost for each charge\n
1123 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1125 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\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
1134 * Armor with a negative armor bonus is worthless.\n
1135 * Weapons with negative hit+damage bonuses are worthless.\n
1137 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1139 PRICE object_value_real(object_type *o_ptr)
1142 BIT_FLAGS flgs[TR_FLAG_SIZE];
1143 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1146 /* Hack -- "worthless" items */
1147 if (!k_info[o_ptr->k_idx].cost) return (0L);
1150 value = k_info[o_ptr->k_idx].cost;
1152 /* Extract some flags */
1153 object_flags(o_ptr, flgs);
1156 if (object_is_fixed_artifact(o_ptr))
1158 artifact_type *a_ptr = &a_info[o_ptr->name1];
1160 /* Hack -- "worthless" artifacts */
1161 if (!a_ptr->cost) return (0L);
1163 /* Hack -- Use the artifact cost instead */
1164 value = a_ptr->cost;
1165 value += flag_cost(o_ptr, o_ptr->pval);
1167 /* Don't add pval bonuses etc. */
1172 else if (object_is_ego(o_ptr))
1174 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1176 /* Hack -- "worthless" ego-items */
1177 if (!e_ptr->cost) return (0L);
1179 /* Hack -- Reward the ego-item with a bonus */
1180 value += e_ptr->cost;
1181 value += flag_cost(o_ptr, o_ptr->pval);
1189 for (i = 0; i < TR_FLAG_SIZE; i++)
1190 if (o_ptr->art_flags[i]) flag = TRUE;
1192 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1195 /* Analyze pval bonus for normal object */
1196 switch (o_ptr->tval)
1219 if (!o_ptr->pval) break;
1221 /* Hack -- Negative "pval" is always bad */
1222 if (o_ptr->pval < 0) return (0L);
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);
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);
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);
1241 /* Give credit for extra attacks */
1242 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1244 /* Give credit for speed bonus */
1245 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1251 /* Analyze the item */
1252 switch (o_ptr->tval)
1257 /* Pay extra for charges, depending on standard number of
1258 * charges. Handle new-style wands correctly. -LM-
1260 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1266 /* Pay extra for charges, depending on standard number of
1269 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1278 /* Hack -- negative bonuses are bad */
1279 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1281 /* Give credit for bonuses */
1282 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1298 /* Hack -- negative armor bonus */
1299 if (o_ptr->to_a < 0) return (0L);
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);
1314 /* Hack -- negative hit/damage bonuses */
1315 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1317 /* Factor in the bonuses */
1318 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
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;
1332 /* Hack -- negative hit/damage bonuses */
1333 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1335 /* Factor in the bonuses */
1336 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
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;
1345 /* Figurines, relative to monster level */
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;
1359 if (!o_ptr->pval) value = 1000L;
1360 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1366 if (!o_ptr->pval) value = 0L;
1371 /* Worthless object */
1372 if (value < 0) return 0L;
1374 /* Return the value */
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
1385 * This function returns the "value" of the given item (qty one)\n
1387 * Never notice "unknown" bonuses or properties, including "curses",\n
1388 * since that would give the player information he did not have.\n
1390 * Note that discounted items stay discounted forever, even if\n
1391 * the discount is "forgotten" by the player via memory loss.\n
1393 PRICE object_value(object_type *o_ptr)
1397 /* Unknown items -- acquire a base value */
1398 if (object_is_known(o_ptr))
1400 /* Broken items -- worthless */
1401 if (object_is_broken(o_ptr)) return (0L);
1403 /* Cursed items -- worthless */
1404 if (object_is_cursed(o_ptr)) return (0L);
1406 /* Real value (see above) */
1407 value = object_value_real(o_ptr);
1410 /* Known items -- acquire the actual value */
1413 /* Hack -- Felt broken items */
1414 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1416 /* Hack -- Felt cursed items */
1417 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1419 /* Base value (see above) */
1420 value = object_value_base(o_ptr);
1423 /* Apply discount (if any) */
1424 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1426 /* Return the final value */
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
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
1446 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1448 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1450 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1451 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1453 /* Hack -- Rods also need to have their timeouts distributed. The
1454 * dropped stack will accept all time remaining to charge up to its
1457 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1459 if (q_ptr->pval > o_ptr->timeout)
1460 q_ptr->timeout = o_ptr->timeout;
1462 q_ptr->timeout = q_ptr->pval;
1464 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
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
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
1479 void reduce_charges(object_type *o_ptr, int amt)
1481 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1482 (amt < o_ptr->number))
1484 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1489 * Determine if an item can "absorb" a second item
1491 * See "object_absorb()" for the actual "absorption" code.
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-
1499 * If permitted, we allow weapons/armor to stack, if fully "known".
1501 * Missiles will combine if both stacks have the same "known" status.
1502 * This is done to make unidentified stacks of missiles useful.
1504 * Food, potions, scrolls, and "easy know" items always stack.
1506 * Chests, and activatable items, never stack (for various reasons).
1510 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1512 #define MAX_STACK_SIZE 99
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
1522 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1526 /* Default maximum number of stack */
1527 int max_num = MAX_STACK_SIZE;
1529 /* Require identical object types */
1530 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1533 /* Analyze the items */
1534 switch (o_ptr->tval)
1536 /* Chests and Statues*/
1547 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1548 if (o_ptr->pval != j_ptr->pval) return 0;
1552 /* Figurines and Corpses*/
1557 if (o_ptr->pval != j_ptr->pval) return 0;
1563 /* Food and Potions and Scrolls */
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;
1581 /* Require identical charges, since staffs are bulky. */
1582 if (o_ptr->pval != j_ptr->pval) return 0;
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;
1597 /* Wand charges combine in O&ZAngband. */
1603 /* Staffs and Wands and Rods */
1606 /* Prevent overflaw of timeout */
1607 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1613 /* Weapons and Armor */
1629 /* Rings, Amulets, Lites */
1635 /* Require full knowledge of both items */
1636 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
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;
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;
1655 /* Require identical "pval" code */
1656 if (o_ptr->pval != j_ptr->pval) return 0;
1658 /* Artifacts never stack */
1659 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1661 /* Require identical "ego-item" names */
1662 if (o_ptr->name2 != j_ptr->name2) return 0;
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;
1668 /* Hack -- Never stack "powerful" items */
1669 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1671 /* Hack -- Never stack recharging items */
1672 if (o_ptr->timeout || j_ptr->timeout) return 0;
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;
1686 /* Require knowledge */
1687 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
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;
1699 /* Hack -- Require identical "cursed" status */
1700 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1702 /* Hack -- Require identical "broken" status */
1703 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1706 /* Hack -- require semi-matching "inscriptions" */
1707 if (o_ptr->inscription && j_ptr->inscription &&
1708 (o_ptr->inscription != j_ptr->inscription))
1711 /* Hack -- normally require matching "inscriptions" */
1712 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1714 /* Hack -- normally require matching "discounts" */
1715 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1718 /* They match, so they must be similar */
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。
1729 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1731 int total = o_ptr->number + j_ptr->number;
1734 /* Are these objects similar? */
1735 max_num = object_similar_part(o_ptr, j_ptr);
1737 /* Return if not similar */
1738 if (!max_num) return FALSE;
1740 /* Maximal "stacking" limit */
1741 if (total > max_num) return (0);
1744 /* They match, so they must be similar */
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
1756 void object_absorb(object_type *o_ptr, object_type *j_ptr)
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;
1762 /* Combine quantity, lose excess items */
1763 o_ptr->number = (total > max_num) ? max_num : total;
1765 /* Hack -- blend "known" status */
1766 if (object_is_known(j_ptr)) object_known(o_ptr);
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))))
1772 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1773 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1776 /* Hack -- blend "mental" status */
1777 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1779 /* Hack -- blend "inscriptions" */
1780 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1782 /* Hack -- blend "feelings" */
1783 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1785 /* Hack -- could average discounts */
1786 /* Hack -- save largest discount */
1787 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1789 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1790 if (o_ptr->tval == TV_ROD)
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;
1796 /* Hack -- if wands are stacking, combine the charges. -LM- */
1797 if (o_ptr->tval == TV_WAND)
1799 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
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
1811 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1815 KIND_OBJECT_IDX bk = 0;
1818 for (k = 1; k < max_k_idx; k++)
1820 object_kind *k_ptr = &k_info[k];
1822 /* Require correct tval */
1823 if (k_ptr->tval != tval) continue;
1826 if (k_ptr->sval == sval) return (k);
1828 /* Ignore illegal items */
1829 if (sval != SV_ANY) continue;
1831 /* Apply the randomizer */
1832 if (!one_in_(++num)) continue;
1834 /* Use this value */
1838 /* Return this choice */
1845 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
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
1859 void object_wipe(object_type *o_ptr)
1861 /* Wipe the structure */
1862 (void)WIPE(o_ptr, object_type);
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
1873 void object_copy(object_type *o_ptr, object_type *j_ptr)
1875 /* Copy the structure */
1876 (void)COPY(o_ptr, j_ptr, object_type);
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
1887 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1889 object_kind *k_ptr = &k_info[k_idx];
1891 /* Clear the record */
1894 /* Save the kind index */
1895 o_ptr->k_idx = k_idx;
1897 /* Efficiency -- tval/sval */
1898 o_ptr->tval = k_ptr->tval;
1899 o_ptr->sval = k_ptr->sval;
1901 /* Default "pval" */
1902 o_ptr->pval = k_ptr->pval;
1904 /* Default number */
1907 /* Default weight */
1908 o_ptr->weight = k_ptr->weight;
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;
1916 o_ptr->ac = k_ptr->ac;
1917 o_ptr->dd = k_ptr->dd;
1918 o_ptr->ds = k_ptr->ds;
1920 /* Default activation */
1921 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1923 /* Hack -- worthless items are always "broken" */
1924 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
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);
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
1941 static void object_mention(object_type *o_ptr)
1943 GAME_TEXT o_name[MAX_NLEN];
1945 object_aware(o_ptr);
1946 object_known(o_ptr);
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);
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。
1962 static byte get_random_ego(byte slot, bool good)
1965 ego_item_type *e_ptr;
1969 for (i = 1; i < max_e_idx; i++)
1973 if (e_ptr->slot == slot
1974 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1977 total += (255 / e_ptr->rarity);
1981 value = randint1(total);
1983 for (i = 1; i < max_e_idx; i++)
1987 if (e_ptr->slot == slot
1988 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1991 value -= (255 / e_ptr->rarity);
1992 if (value <= 0L) break;
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
2007 * Hack -- note special base damage dice boosting\n
2008 * Hack -- note special processing for weapon/digger\n
2010 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2012 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2013 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2015 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2016 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2018 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2020 tohit2 = (tohit2 + 1) / 2;
2021 todam2 = (todam2 + 1) / 2;
2028 o_ptr->to_h += tohit1;
2029 o_ptr->to_d += todam1;
2035 o_ptr->to_h += tohit2;
2036 o_ptr->to_d += todam2;
2044 o_ptr->to_h -= tohit1;
2045 o_ptr->to_d -= todam1;
2050 /* Penalize again */
2051 o_ptr->to_h -= tohit2;
2052 o_ptr->to_d -= todam2;
2055 /* Cursed (if "bad") */
2056 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2059 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2061 switch (o_ptr->tval)
2068 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2069 create_artifact(o_ptr, FALSE);
2071 /* Special Ego-item */
2072 o_ptr->name2 = EGO_DIGGING;
2076 else if (power < -1)
2078 /* Hack -- Horrible digging bonus */
2079 o_ptr->pval = 0 - (5 + randint1(5));
2085 /* Hack -- Reverse digging bonus */
2086 o_ptr->pval = 0 - (o_ptr->pval);
2099 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2101 create_artifact(o_ptr, FALSE);
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)
2110 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2112 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2117 switch (o_ptr->name2)
2120 if (one_in_(4) && (level > 40))
2121 add_flag(o_ptr->art_flags, TR_BLOWS);
2125 add_flag(o_ptr->art_flags, TR_RES_POIS);
2127 add_flag(o_ptr->art_flags, TR_WARNING);
2129 case EGO_KILL_DRAGON:
2131 add_flag(o_ptr->art_flags, TR_RES_POIS);
2135 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2137 case EGO_SLAYING_WEAPON:
2138 if (one_in_(3)) /* double damage */
2145 } while (one_in_(o_ptr->dd));
2150 } while (one_in_(o_ptr->ds));
2155 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2157 if (o_ptr->tval == TV_SWORD && one_in_(3))
2159 add_flag(o_ptr->art_flags, TR_VORPAL);
2164 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2170 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2172 add_flag(o_ptr->art_flags, TR_DEX);
2174 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2177 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2179 case EGO_EARTHQUAKES:
2180 if (one_in_(3) && (level > 60))
2181 add_flag(o_ptr->art_flags, TR_BLOWS);
2183 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2187 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2191 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2193 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2195 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2196 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
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);
2206 if (!o_ptr->art_name)
2208 /* Hack -- Super-charge the damage dice */
2209 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2211 /* Hack -- Lower the damage dice */
2212 if (o_ptr->dd > 9) o_ptr->dd = 9;
2217 else if (power < -1)
2219 /* Roll for ego-item */
2220 if (randint0(MAX_DEPTH) < level)
2224 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2225 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2231 switch (o_ptr->name2)
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);
2237 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2238 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2239 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2240 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2241 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2242 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2256 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2258 create_artifact(o_ptr, FALSE);
2261 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2275 if (power > 2) /* power > 2 is debug only */
2277 create_artifact(o_ptr, FALSE);
2281 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2283 switch (o_ptr->name2)
2285 case EGO_SLAYING_BOLT:
2290 /* Hack -- super-charge the damage dice */
2291 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2293 /* Hack -- restrict the damage dice */
2294 if (o_ptr->dd > 9) o_ptr->dd = 9;
2298 else if (power < -1)
2300 /* Roll for ego-item */
2301 if (randint0(MAX_DEPTH) < level)
2303 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2314 * @brief ドラゴン装備にランダムな耐性を与える
2315 * @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 static void dragon_resist(object_type * o_ptr)
2323 one_dragon_ele_resistance(o_ptr);
2325 one_high_resistance(o_ptr);
2332 * @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
2333 * Apply magic to an item known to be "armor"
2334 * @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
2335 * @param level 生成基準階
2336 * @param power 生成ランク
2339 * Hack -- note special processing for crown/helm\n
2340 * Hack -- note special processing for robe of permanence\n
2342 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2344 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2345 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2351 o_ptr->to_a += toac1;
2357 o_ptr->to_a += toac2;
2365 o_ptr->to_a -= toac1;
2370 /* Penalize again */
2371 o_ptr->to_a -= toac2;
2374 /* Cursed (if "bad") */
2375 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2378 switch (o_ptr->tval)
2382 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2383 create_artifact(o_ptr, FALSE);
2393 /* Hack -- Try for "Robes of the Magi" */
2394 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2395 (o_ptr->sval == SV_ROBE) &&
2396 (randint0(100) < 15))
2400 o_ptr->name2 = EGO_YOIYAMI;
2401 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2402 o_ptr->sval = SV_YOIYAMI_ROBE;
2408 o_ptr->name2 = EGO_PERMANENCE;
2413 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2415 create_artifact(o_ptr, FALSE);
2421 bool okay_flag = TRUE;
2423 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2425 switch (o_ptr->name2)
2428 if (o_ptr->tval != TV_HARD_ARMOR)
2434 if (o_ptr->tval != TV_SOFT_ARMOR)
2443 if (okay_flag) break;
2445 switch (o_ptr->name2)
2447 case EGO_RESISTANCE:
2449 add_flag(o_ptr->art_flags, TR_RES_POIS);
2452 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2453 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2457 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2459 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2461 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2462 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2464 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2465 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2466 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2467 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2468 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2469 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2470 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2471 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2474 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2475 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2476 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2477 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2478 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2479 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2492 if (o_ptr->sval == SV_DRAGON_SHIELD)
2494 dragon_resist(o_ptr);
2495 if (!one_in_(3)) break;
2501 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2503 create_artifact(o_ptr, FALSE);
2509 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2510 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2511 && o_ptr->name2 == EGO_S_DWARVEN)
2518 switch (o_ptr->name2)
2521 if (!one_in_(3)) one_high_resistance(o_ptr);
2522 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2524 case EGO_REFLECTION:
2525 if (o_ptr->sval == SV_MIRROR_SHIELD)
2530 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2531 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2540 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2542 dragon_resist(o_ptr);
2543 if (!one_in_(3)) break;
2547 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2549 create_artifact(o_ptr, FALSE);
2552 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2556 else if (power < -1)
2558 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2566 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2568 dragon_resist(o_ptr);
2569 if (!one_in_(3)) break;
2574 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2576 create_artifact(o_ptr, FALSE);
2579 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2581 switch (o_ptr->name2)
2583 case EGO_SLOW_DESCENT:
2586 one_high_resistance(o_ptr);
2592 else if (power < -1)
2594 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2605 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2607 create_artifact(o_ptr, FALSE);
2612 bool ok_flag = TRUE;
2613 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2615 switch (o_ptr->name2)
2618 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2619 else add_esp_weak(o_ptr, FALSE);
2623 case EGO_REGENERATION:
2624 case EGO_LORDLINESS:
2630 if (one_in_(2)) add_esp_strong(o_ptr);
2631 else add_esp_weak(o_ptr, FALSE);
2634 default:/* not existing crown (wisdom,lite, etc...) */
2638 break; /* while (1) */
2644 else if (power < -1)
2648 bool ok_flag = TRUE;
2649 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2651 switch (o_ptr->name2)
2653 case EGO_ANCIENT_CURSE:
2654 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2655 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2656 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2657 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2658 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2659 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2663 break; /* while (1) */
2672 if (o_ptr->sval == SV_DRAGON_HELM)
2674 dragon_resist(o_ptr);
2675 if (!one_in_(3)) break;
2681 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2683 create_artifact(o_ptr, FALSE);
2688 bool ok_flag = TRUE;
2689 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2691 switch (o_ptr->name2)
2693 case EGO_BRILLIANCE:
2695 case EGO_INFRAVISION:
2696 case EGO_H_PROTECTION:
2701 if (one_in_(2)) add_esp_strong(o_ptr);
2702 else add_esp_weak(o_ptr, FALSE);
2706 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2707 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2710 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2712 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2714 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2715 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2717 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2718 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2719 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2720 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2721 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2722 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2723 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2724 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2726 default:/* not existing helm (Magi, Might, etc...)*/
2730 break; /* while (1) */
2735 else if (power < -1)
2739 bool ok_flag = TRUE;
2740 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2742 switch (o_ptr->name2)
2744 case EGO_ANCIENT_CURSE:
2748 break; /* while (1) */
2759 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2761 create_artifact(o_ptr, FALSE);
2764 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2766 switch (o_ptr->name2)
2775 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2776 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2777 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2778 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2785 else if (power < -1)
2787 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2798 * @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
2799 * Apply magic to an item known to be a "ring" or "amulet"
2800 * @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
2801 * @param level 生成基準階
2802 * @param power 生成ランク
2805 * Hack -- note special "pval boost" code for ring of speed\n
2806 * Hack -- note that some items must be cursed (or blessed)\n
2808 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2810 /* Apply magic (good or bad) according to type */
2811 switch (o_ptr->tval)
2816 switch (o_ptr->sval)
2818 case SV_RING_ATTACKS:
2821 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2822 if (one_in_(15)) o_ptr->pval++;
2823 if (o_ptr->pval < 1) o_ptr->pval = 1;
2829 o_ptr->ident |= (IDENT_BROKEN);
2832 o_ptr->curse_flags |= TRC_CURSED;
2835 o_ptr->pval = 0 - (o_ptr->pval);
2846 /* Strength, Constitution, Dexterity, Intelligence */
2852 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2858 o_ptr->ident |= (IDENT_BROKEN);
2861 o_ptr->curse_flags |= TRC_CURSED;
2864 o_ptr->pval = 0 - (o_ptr->pval);
2870 /* Ring of Speed! */
2873 /* Base speed (1 to 10) */
2874 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2876 /* Super-charge the ring */
2877 while (randint0(100) < 50) o_ptr->pval++;
2883 o_ptr->ident |= (IDENT_BROKEN);
2886 o_ptr->curse_flags |= TRC_CURSED;
2889 o_ptr->pval = 0 - (o_ptr->pval);
2897 case SV_RING_LORDLY:
2901 one_lordly_high_resistance(o_ptr);
2905 /* Bonus to armor class */
2906 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2910 case SV_RING_WARNING:
2912 if (one_in_(3)) one_low_esp(o_ptr);
2917 case SV_RING_SEARCHING:
2919 /* Bonus to searching */
2920 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2926 o_ptr->ident |= (IDENT_BROKEN);
2929 o_ptr->curse_flags |= TRC_CURSED;
2932 o_ptr->pval = 0 - (o_ptr->pval);
2938 /* Flames, Acid, Ice */
2939 case SV_RING_FLAMES:
2944 /* Bonus to armor class */
2945 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2949 /* Weakness, Stupidity */
2950 case SV_RING_WEAKNESS:
2951 case SV_RING_STUPIDITY:
2954 o_ptr->ident |= (IDENT_BROKEN);
2957 o_ptr->curse_flags |= TRC_CURSED;
2960 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2961 if (power > 0) power = 0 - power;
2966 /* WOE, Stupidity */
2970 o_ptr->ident |= (IDENT_BROKEN);
2973 o_ptr->curse_flags |= TRC_CURSED;
2976 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2977 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2978 if (power > 0) power = 0 - power;
2983 /* Ring of damage */
2984 case SV_RING_DAMAGE:
2986 /* Bonus to damage */
2987 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2993 o_ptr->ident |= (IDENT_BROKEN);
2996 o_ptr->curse_flags |= TRC_CURSED;
2999 o_ptr->to_d = 0 - o_ptr->to_d;
3005 /* Ring of Accuracy */
3006 case SV_RING_ACCURACY:
3009 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3015 o_ptr->ident |= (IDENT_BROKEN);
3018 o_ptr->curse_flags |= TRC_CURSED;
3021 o_ptr->to_h = 0 - o_ptr->to_h;
3027 /* Ring of Protection */
3028 case SV_RING_PROTECTION:
3030 /* Bonus to armor class */
3031 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3037 o_ptr->ident |= (IDENT_BROKEN);
3040 o_ptr->curse_flags |= TRC_CURSED;
3043 o_ptr->to_a = 0 - o_ptr->to_a;
3049 /* Ring of Slaying */
3050 case SV_RING_SLAYING:
3052 /* Bonus to damage and to hit */
3053 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3054 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3060 o_ptr->ident |= (IDENT_BROKEN);
3063 o_ptr->curse_flags |= TRC_CURSED;
3065 /* Reverse bonuses */
3066 o_ptr->to_h = 0 - o_ptr->to_h;
3067 o_ptr->to_d = 0 - o_ptr->to_d;
3073 case SV_RING_MUSCLE:
3075 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3076 if (one_in_(4)) o_ptr->pval++;
3082 o_ptr->ident |= (IDENT_BROKEN);
3085 o_ptr->curse_flags |= TRC_CURSED;
3087 /* Reverse bonuses */
3088 o_ptr->pval = 0 - o_ptr->pval;
3093 case SV_RING_AGGRAVATION:
3096 o_ptr->ident |= (IDENT_BROKEN);
3099 o_ptr->curse_flags |= TRC_CURSED;
3101 if (power > 0) power = 0 - power;
3105 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3106 || (power > 2)) /* power > 2 is debug only */
3108 o_ptr->pval = MIN(o_ptr->pval, 4);
3109 /* Randart amulet */
3110 create_artifact(o_ptr, FALSE);
3112 else if ((power == 2) && one_in_(2))
3114 while(!o_ptr->name2)
3116 int tmp = m_bonus(10, level);
3117 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3118 switch(randint1(28))
3121 o_ptr->name2 = EGO_RING_THROW;
3124 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3125 o_ptr->name2 = EGO_RING_REGEN;
3128 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3129 o_ptr->name2 = EGO_RING_LITE;
3132 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3133 o_ptr->name2 = EGO_RING_TELEPORT;
3136 if (o_ptr->to_h) break;
3137 o_ptr->name2 = EGO_RING_TO_H;
3140 if (o_ptr->to_d) break;
3141 o_ptr->name2 = EGO_RING_TO_D;
3144 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3145 o_ptr->name2 = EGO_RING_SLAY;
3148 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3149 o_ptr->name2 = EGO_RING_WIZARD;
3152 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3153 o_ptr->name2 = EGO_RING_HERO;
3156 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3157 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3158 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3159 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3162 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3163 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;
3164 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3165 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3166 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3169 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3170 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;
3171 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3172 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3173 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3176 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3177 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;
3178 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3179 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3182 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3183 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;
3184 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3185 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3187 case 21: case 22: case 23: case 24: case 25: case 26:
3188 switch (o_ptr->sval)
3191 if (!one_in_(3)) break;
3192 o_ptr->name2 = EGO_RING_D_SPEED;
3194 case SV_RING_DAMAGE:
3195 case SV_RING_ACCURACY:
3196 case SV_RING_SLAYING:
3197 if (one_in_(2)) break;
3198 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3201 o_ptr->name2 = EGO_RING_BERSERKER;
3202 o_ptr->to_h -= 2+randint1(4);
3203 o_ptr->to_d += 2+randint1(4);
3206 case SV_RING_PROTECTION:
3207 o_ptr->name2 = EGO_RING_SUPER_AC;
3208 o_ptr->to_a += 7 + m_bonus(5, level);
3210 case SV_RING_RES_FEAR:
3211 o_ptr->name2 = EGO_RING_HERO;
3214 if (one_in_(2)) break;
3215 o_ptr->name2 = EGO_RING_HUNTER;
3217 case SV_RING_SEARCHING:
3218 o_ptr->name2 = EGO_RING_STEALTH;
3220 case SV_RING_TELEPORTATION:
3221 o_ptr->name2 = EGO_RING_TELE_AWAY;
3223 case SV_RING_RES_BLINDNESS:
3225 o_ptr->name2 = EGO_RING_RES_LITE;
3227 o_ptr->name2 = EGO_RING_RES_DARK;
3229 case SV_RING_LORDLY:
3230 if (!one_in_(20)) break;
3231 one_lordly_high_resistance(o_ptr);
3232 one_lordly_high_resistance(o_ptr);
3233 o_ptr->name2 = EGO_RING_TRUE;
3235 case SV_RING_SUSTAIN:
3236 if (!one_in_(4)) break;
3237 o_ptr->name2 = EGO_RING_RES_TIME;
3239 case SV_RING_FLAMES:
3240 if (!one_in_(2)) break;
3241 o_ptr->name2 = EGO_RING_DRAGON_F;
3244 if (!one_in_(2)) break;
3245 o_ptr->name2 = EGO_RING_DRAGON_C;
3247 case SV_RING_WARNING:
3248 if (!one_in_(2)) break;
3249 o_ptr->name2 = EGO_RING_M_DETECT;
3257 o_ptr->curse_flags = 0L;
3259 else if ((power == -2) && one_in_(2))
3261 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3262 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3263 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3264 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3265 o_ptr->art_flags[0] = 0;
3266 o_ptr->art_flags[1] = 0;
3267 while(!o_ptr->name2)
3269 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3273 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3274 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3277 o_ptr->name2 = EGO_RING_NO_MELEE;
3280 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3281 o_ptr->name2 = EGO_RING_AGGRAVATE;
3284 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3285 o_ptr->name2 = EGO_RING_TY_CURSE;
3288 o_ptr->name2 = EGO_RING_ALBINO;
3293 o_ptr->ident |= (IDENT_BROKEN);
3296 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3304 switch (o_ptr->sval)
3306 /* Amulet of wisdom/charisma */
3307 case SV_AMULET_INTELLIGENCE:
3308 case SV_AMULET_WISDOM:
3309 case SV_AMULET_CHARISMA:
3311 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3317 o_ptr->ident |= (IDENT_BROKEN);
3320 o_ptr->curse_flags |= (TRC_CURSED);
3322 /* Reverse bonuses */
3323 o_ptr->pval = 0 - o_ptr->pval;
3329 /* Amulet of brilliance */
3330 case SV_AMULET_BRILLIANCE:
3332 o_ptr->pval = 1 + m_bonus(3, level);
3333 if (one_in_(4)) o_ptr->pval++;
3339 o_ptr->ident |= (IDENT_BROKEN);
3342 o_ptr->curse_flags |= (TRC_CURSED);
3344 /* Reverse bonuses */
3345 o_ptr->pval = 0 - o_ptr->pval;
3351 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3355 o_ptr->curse_flags |= (TRC_CURSED);
3360 case SV_AMULET_RESISTANCE:
3362 if (one_in_(5)) one_high_resistance(o_ptr);
3363 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3367 /* Amulet of searching */
3368 case SV_AMULET_SEARCHING:
3370 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3376 o_ptr->ident |= (IDENT_BROKEN);
3379 o_ptr->curse_flags |= (TRC_CURSED);
3381 /* Reverse bonuses */
3382 o_ptr->pval = 0 - (o_ptr->pval);
3388 /* Amulet of the Magi -- never cursed */
3389 case SV_AMULET_THE_MAGI:
3391 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3392 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3394 /* gain one low ESP */
3395 add_esp_weak(o_ptr, FALSE);
3400 /* Amulet of Doom -- always cursed */
3401 case SV_AMULET_DOOM:
3404 o_ptr->ident |= (IDENT_BROKEN);
3407 o_ptr->curse_flags |= (TRC_CURSED);
3410 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3411 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3412 if (power > 0) power = 0 - power;
3417 case SV_AMULET_MAGIC_MASTERY:
3419 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3425 o_ptr->ident |= (IDENT_BROKEN);
3428 o_ptr->curse_flags |= (TRC_CURSED);
3430 /* Reverse bonuses */
3431 o_ptr->pval = 0 - o_ptr->pval;
3437 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3438 || (power > 2)) /* power > 2 is debug only */
3440 o_ptr->pval = MIN(o_ptr->pval, 4);
3441 /* Randart amulet */
3442 create_artifact(o_ptr, FALSE);
3444 else if ((power == 2) && one_in_(2))
3446 while(!o_ptr->name2)
3448 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3449 switch(randint1(21))
3452 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3453 o_ptr->name2 = EGO_AMU_SLOW_D;
3456 if (o_ptr->pval) break;
3457 o_ptr->name2 = EGO_AMU_INFRA;
3460 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3461 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3464 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3465 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3468 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3469 o_ptr->name2 = EGO_AMU_LEVITATION;
3471 case 10: case 11: case 21:
3472 o_ptr->name2 = EGO_AMU_AC;
3475 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3476 if (m_bonus(10, level) > 8)
3477 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3479 o_ptr->name2 = EGO_AMU_RES_FIRE;
3482 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3483 if (m_bonus(10, level) > 8)
3484 o_ptr->name2 = EGO_AMU_RES_COLD_;
3486 o_ptr->name2 = EGO_AMU_RES_COLD;
3489 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3490 if (m_bonus(10, level) > 8)
3491 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3493 o_ptr->name2 = EGO_AMU_RES_ELEC;
3496 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3497 if (m_bonus(10, level) > 8)
3498 o_ptr->name2 = EGO_AMU_RES_ACID_;
3500 o_ptr->name2 = EGO_AMU_RES_ACID;
3502 case 16: case 17: case 18: case 19: case 20:
3503 switch (o_ptr->sval)
3505 case SV_AMULET_TELEPORT:
3506 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3507 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3508 else o_ptr->name2 = EGO_AMU_TELEPORT;
3510 case SV_AMULET_RESIST_ACID:
3511 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3513 case SV_AMULET_SEARCHING:
3514 o_ptr->name2 = EGO_AMU_STEALTH;
3516 case SV_AMULET_BRILLIANCE:
3517 if (!one_in_(3)) break;
3518 o_ptr->name2 = EGO_AMU_IDENT;
3520 case SV_AMULET_CHARISMA:
3521 if (!one_in_(3)) break;
3522 o_ptr->name2 = EGO_AMU_CHARM;
3524 case SV_AMULET_THE_MAGI:
3525 if (one_in_(2)) break;
3526 o_ptr->name2 = EGO_AMU_GREAT;
3528 case SV_AMULET_RESISTANCE:
3529 if (!one_in_(5)) break;
3530 o_ptr->name2 = EGO_AMU_DEFENDER;
3532 case SV_AMULET_TELEPATHY:
3533 if (!one_in_(3)) break;
3534 o_ptr->name2 = EGO_AMU_DETECTION;
3539 o_ptr->curse_flags = 0L;
3541 else if ((power == -2) && one_in_(2))
3543 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3544 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3545 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3546 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3547 o_ptr->art_flags[0] = 0;
3548 o_ptr->art_flags[1] = 0;
3549 while(!o_ptr->name2)
3551 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3555 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3556 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3559 o_ptr->name2 = EGO_AMU_FOOL;
3562 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3563 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3566 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3567 o_ptr->name2 = EGO_AMU_TY_CURSE;
3570 o_ptr->name2 = EGO_AMU_NAIVETY;
3575 o_ptr->ident |= (IDENT_BROKEN);
3578 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3586 * @brief モンスターが人形のベースにできるかを返す
3587 * @param r_idx チェックしたいモンスター種族のID
3588 * @return 人形にできるならTRUEを返す
3590 static bool item_monster_okay(MONRACE_IDX r_idx)
3592 monster_race *r_ptr = &r_info[r_idx];
3595 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3596 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3597 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3598 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3599 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3600 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3607 * @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
3608 * Apply magic to an item known to be "boring"
3609 * @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
3610 * @param level 生成基準階
3611 * @param power 生成ランク
3614 * Hack -- note the special code for various items
3616 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3618 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3623 /* Apply magic (good or bad) according to type */
3624 switch (o_ptr->tval)
3633 o_ptr->ident |= (IDENT_BROKEN);
3636 o_ptr->curse_flags |= (TRC_CURSED);
3643 o_ptr->xtra4 = o_ptr->pval;
3649 /* Hack -- Torches -- random fuel */
3650 if (o_ptr->sval == SV_LITE_TORCH)
3652 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3656 /* Hack -- Lanterns -- random fuel */
3657 if (o_ptr->sval == SV_LITE_LANTERN)
3659 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3663 if (power > 2) /* power > 2 is debug only */
3665 create_artifact(o_ptr, FALSE);
3667 else if ((power == 2) || ((power == 1) && one_in_(3)))
3669 while (!o_ptr->name2)
3673 bool okay_flag = TRUE;
3675 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3677 switch (o_ptr->name2)
3680 if (o_ptr->sval == SV_LITE_FEANOR)
3688 else if (power == -2)
3690 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3692 switch (o_ptr->name2)
3694 case EGO_LITE_DARKNESS:
3697 if (o_ptr->sval == SV_LITE_TORCH)
3699 add_flag(o_ptr->art_flags, TR_LITE_M1);
3701 else if (o_ptr->sval == SV_LITE_LANTERN)
3703 add_flag(o_ptr->art_flags, TR_LITE_M2);
3705 else if (o_ptr->sval == SV_LITE_FEANOR)
3707 add_flag(o_ptr->art_flags, TR_LITE_M3);
3719 /* The wand or staff gets a number of initial charges equal
3720 * to between 1/2 (+1) and the full object kind's pval. -LM-
3722 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3728 /* Transfer the pval. -LM- */
3729 o_ptr->pval = k_ptr->pval;
3736 object_aware(o_ptr);
3737 object_known(o_ptr);
3743 PARAMETER_VALUE i = 1;
3746 monster_race *r_ptr;
3748 /* Pick a random non-unique monster race */
3751 i = randint1(max_r_idx - 1);
3753 if (!item_monster_okay(i)) continue;
3754 if (i == MON_TSUCHINOKO) continue;
3758 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3760 /* Ignore dead monsters */
3761 if (!r_ptr->rarity) continue;
3763 /* Ignore uncommon monsters */
3764 if (r_ptr->rarity > 100) continue;
3766 /* Prefer less out-of-depth monsters */
3767 if (randint0(check)) continue;
3774 /* Some figurines are cursed */
3775 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3782 PARAMETER_VALUE i = 1;
3787 monster_race *r_ptr;
3789 if (o_ptr->sval == SV_SKELETON)
3791 match = RF9_DROP_SKELETON;
3793 else if (o_ptr->sval == SV_CORPSE)
3795 match = RF9_DROP_CORPSE;
3798 /* Hack -- Remove the monster restriction */
3799 get_mon_num_prep(item_monster_okay, NULL);
3801 /* Pick a random non-unique monster race */
3804 i = get_mon_num(current_floor_ptr->dun_level);
3808 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3810 /* Ignore dead monsters */
3811 if (!r_ptr->rarity) continue;
3813 /* Ignore corpseless monsters */
3814 if (!(r_ptr->flags9 & match)) continue;
3816 /* Prefer less out-of-depth monsters */
3817 if (randint0(check)) continue;
3825 object_aware(o_ptr);
3826 object_known(o_ptr);
3832 PARAMETER_VALUE i = 1;
3834 monster_race *r_ptr;
3836 /* Pick a random monster race */
3839 i = randint1(max_r_idx - 1);
3843 /* Ignore dead monsters */
3844 if (!r_ptr->rarity) continue;
3853 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3855 object_aware(o_ptr);
3856 object_known(o_ptr);
3863 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3865 /* Hack -- skip ruined chests */
3866 if (obj_level <= 0) break;
3868 /* Hack -- pick a "difficulty" */
3869 o_ptr->pval = randint1(obj_level);
3870 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3872 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3874 /* Never exceed "difficulty" of 55 to 59 */
3875 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3883 * @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
3884 * Complete the "creation" of an object by applying "magic" to the item
3885 * @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
3887 * @param mode 生成オプション
3890 * This includes not only rolling for random bonuses, but also putting the\n
3891 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3892 * staffs, giving fuel to lites, and placing traps on chests.\n
3894 * In particular, note that "Instant Artifacts", if "created" by an external\n
3895 * routine, must pass through this function to complete the actual creation.\n
3897 * The base "chance" of the item being "good" increases with the "level"\n
3898 * parameter, which is usually derived from the dungeon level, being equal\n
3899 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3900 * the object is guaranteed to be "good". If an object is "good", then\n
3901 * the chance that the object will be "great" (ego-item or artifact), also\n
3902 * increases with the "level", being equal to half the level, plus 5, up to\n
3903 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3904 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3906 * If the object is not "good", there is a chance it will be "cursed", and\n
3907 * if it is "cursed", there is a chance it will be "broken". These chances\n
3908 * are related to the "good" / "great" chances above.\n
3910 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3911 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3913 * If "okay" is true, and the object is going to be "great", then there is\n
3914 * a chance that an artifact will be created. This is true even if both the\n
3915 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3916 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3918 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3920 int i, rolls, f1, f2, power;
3922 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3924 /* Maximum "level" for various things */
3925 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3927 /* Base chance of being "good" */
3930 /* Maximal chance of being "good" */
3931 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3933 /* Base chance of being "great" */
3936 /* Maximal chance of being "great" */
3937 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3938 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3940 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3945 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3954 /* Roll for "good" */
3955 if ((mode & AM_GOOD) || magik(f1))
3960 /* Roll for "great" */
3961 if ((mode & AM_GREAT) || magik(f2))
3965 /* Roll for "special" */
3966 if (mode & AM_SPECIAL) power = 3;
3970 /* Roll for "cursed" */
3973 /* Assume "cursed" */
3976 /* Roll for "broken" */
3977 if (magik(f2)) power = -2;
3981 if (mode & AM_CURSED)
3983 /* Assume 'cursed' */
3988 /* Everything else gets more badly cursed */
3995 /* Assume no rolls */
3998 /* Get one roll if excellent */
3999 if (power >= 2) rolls = 1;
4001 /* Hack -- Get four rolls if forced great or special */
4002 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4004 /* Hack -- Get no rolls if not allowed */
4005 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4007 /* Roll for artifacts if allowed */
4008 for (i = 0; i < rolls; i++)
4010 /* Roll for an artifact */
4011 if (make_artifact(o_ptr)) break;
4012 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4014 if (make_artifact(o_ptr)) break;
4019 /* Hack -- analyze artifacts */
4020 if (object_is_fixed_artifact(o_ptr))
4022 artifact_type *a_ptr = &a_info[o_ptr->name1];
4024 /* Hack -- Mark the artifact as "created" */
4027 /* Hack -- Memorize location of artifact in saved floors */
4028 if (character_dungeon)
4029 a_ptr->floor_id = p_ptr->floor_id;
4031 /* Extract the other fields */
4032 o_ptr->pval = a_ptr->pval;
4033 o_ptr->ac = a_ptr->ac;
4034 o_ptr->dd = a_ptr->dd;
4035 o_ptr->ds = a_ptr->ds;
4036 o_ptr->to_a = a_ptr->to_a;
4037 o_ptr->to_h = a_ptr->to_h;
4038 o_ptr->to_d = a_ptr->to_d;
4039 o_ptr->weight = a_ptr->weight;
4040 o_ptr->xtra2 = a_ptr->act_idx;
4042 if (o_ptr->name1 == ART_MILIM)
4044 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4050 /* Hack -- extract the "broken" flag */
4051 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4053 /* Hack -- extract the "cursed" flag */
4054 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4055 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4056 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4057 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4058 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4059 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4064 switch (o_ptr->tval)
4073 if (power) apply_magic_weapon(o_ptr, lev, power);
4079 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4085 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4099 /* Elven Cloak and Black Clothes ... */
4100 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4101 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4102 o_ptr->pval = randint1(4);
4106 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4107 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4108 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4109 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4110 a_m_aux_2(o_ptr, lev, power);
4112 if (power) a_m_aux_2(o_ptr, lev, power);
4120 if (!power && (randint0(100) < 50)) power = -1;
4121 a_m_aux_3(o_ptr, lev, power);
4127 a_m_aux_4(o_ptr, lev, power);
4132 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4133 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4134 (p_ptr->pseikaku == SEIKAKU_SEXY))
4137 add_flag(o_ptr->art_flags, TR_STR);
4138 add_flag(o_ptr->art_flags, TR_INT);
4139 add_flag(o_ptr->art_flags, TR_WIS);
4140 add_flag(o_ptr->art_flags, TR_DEX);
4141 add_flag(o_ptr->art_flags, TR_CON);
4142 add_flag(o_ptr->art_flags, TR_CHR);
4145 /* Hack -- analyze ego-items */
4146 if (object_is_ego(o_ptr))
4148 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4150 /* Hack -- acquire "broken" flag */
4151 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4153 /* Hack -- acquire "cursed" flag */
4154 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4155 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4156 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4157 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4158 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4159 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4161 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4162 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4163 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4164 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4165 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4166 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4167 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4168 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4174 while (one_in_(o_ptr->dd));
4176 if (o_ptr->dd > 9) o_ptr->dd = 9;
4179 /* Hack -- apply activatin index if needed */
4180 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4182 /* Hack -- apply extra penalties if needed */
4183 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4185 /* Hack -- obtain bonuses */
4186 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4187 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4188 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4190 /* Hack -- obtain pval */
4191 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4194 /* Hack -- apply extra bonuses if needed */
4197 /* Hack -- obtain bonuses */
4198 if (e_ptr->max_to_h)
4200 if (e_ptr->max_to_h > 127)
4201 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4202 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4204 if (e_ptr->max_to_d)
4206 if (e_ptr->max_to_d > 127)
4207 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4208 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4210 if (e_ptr->max_to_a)
4212 if (e_ptr->max_to_a > 127)
4213 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4214 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4217 /* Accuracy ego must have high to_h */
4218 if(o_ptr->name2 == EGO_ACCURACY)
4220 while(o_ptr->to_h < o_ptr->to_d + 10)
4225 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4228 /* Accuracy ego must have high to_h */
4229 if(o_ptr->name2 == EGO_VELOCITY)
4231 while(o_ptr->to_d < o_ptr->to_h + 10)
4236 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4239 /* Protection ego must have high to_a */
4240 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4242 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4245 /* Hack -- obtain pval */
4246 if (e_ptr->max_pval)
4248 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4251 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4253 else if (o_ptr->name2 == EGO_DEMON)
4255 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4257 o_ptr->pval += randint1(2);
4261 o_ptr->pval += randint1(e_ptr->max_pval);
4264 else if (o_ptr->name2 == EGO_ATTACKS)
4266 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4267 if (o_ptr->pval > 3) o_ptr->pval = 3;
4268 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4269 o_ptr->pval += randint1(2);
4271 else if (o_ptr->name2 == EGO_BAT)
4273 o_ptr->pval = randint1(e_ptr->max_pval);
4274 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4276 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4278 o_ptr->pval = randint1(e_ptr->max_pval);
4282 o_ptr->pval += randint1(e_ptr->max_pval);
4287 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4289 o_ptr->pval = randint1(o_ptr->pval);
4291 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4298 /* Examine real objects */
4301 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4303 /* Hack -- acquire "broken" flag */
4304 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4306 /* Hack -- acquire "cursed" flag */
4307 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4308 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4309 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4310 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4311 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4312 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4320 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4321 * Hack -- determine if a template is "good"
4322 * @param k_idx 判定したいベースアイテムのID
4323 * @return ベースアイテムが上質ならばTRUEを返す。
4325 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4327 object_kind *k_ptr = &k_info[k_idx];
4329 /* Analyze the item type */
4330 switch (k_ptr->tval)
4332 /* Armor -- Good unless damaged */
4343 if (k_ptr->to_a < 0) return (FALSE);
4347 /* Weapons -- Good unless damaged */
4354 if (k_ptr->to_h < 0) return (FALSE);
4355 if (k_ptr->to_d < 0) return (FALSE);
4359 /* Ammo -- Arrows/Bolts are good */
4366 /* Books -- High level books are good (except Arcane books) */
4368 case TV_SORCERY_BOOK:
4369 case TV_NATURE_BOOK:
4374 case TV_DAEMON_BOOK:
4375 case TV_CRUSADE_BOOK:
4377 case TV_HISSATSU_BOOK:
4380 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4384 /* Rings -- Rings of Speed are good */
4387 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4388 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4392 /* Amulets -- Amulets of the Magi and Resistance are good */
4395 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4396 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4401 /* Assume not good */
4406 * @brief 生成階に応じたベースアイテムの生成を行う。
4407 * Attempt to make an object (normal or good/great)
4408 * @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
4409 * @param mode オプションフラグ
4410 * @return 生成に成功したらTRUEを返す。
4412 * This routine plays nasty games to generate the "special artifacts".\n
4413 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4414 * We assume that the given object has been "wiped".\n
4416 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4422 /* Chance of "special object" */
4423 prob = ((mode & AM_GOOD) ? 10 : 1000);
4425 /* Base level for the object */
4426 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4429 /* Generate a special object, or a normal object */
4430 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4432 KIND_OBJECT_IDX k_idx;
4435 if ((mode & AM_GOOD) && !get_obj_num_hook)
4437 /* Activate restriction (if already specified, use that) */
4438 get_obj_num_hook = kind_is_good;
4441 /* Restricted objects - prepare allocation table */
4442 if (get_obj_num_hook) get_obj_num_prep();
4444 /* Pick a random object */
4445 k_idx = get_obj_num(base);
4447 /* Restricted objects */
4448 if (get_obj_num_hook)
4450 /* Clear restriction */
4451 get_obj_num_hook = NULL;
4453 /* Reset allocation table to default */
4457 /* Handle failure */
4458 if (!k_idx) return (FALSE);
4460 /* Prepare the object */
4461 object_prep(j_ptr, k_idx);
4464 /* Apply magic (allow artifacts) */
4465 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4467 /* Hack -- generate multiple spikes/missiles */
4468 switch (j_ptr->tval)
4476 j_ptr->number = (byte)damroll(6, 7);
4480 if (cheat_peek) object_mention(j_ptr);
4488 * @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。
4489 * Attempt to place an object (normal or good/great) at the given location.
4490 * @param y 配置したいフロアのY座標
4491 * @param x 配置したいフロアのX座標
4492 * @param mode オプションフラグ
4493 * @return 生成に成功したらTRUEを返す。
4495 * This routine plays nasty games to generate the "special artifacts".\n
4496 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4497 * This routine requires a clean floor grid destination.\n
4499 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4504 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4510 /* Paranoia -- check bounds */
4511 if (!in_bounds(y, x)) return;
4513 /* Require floor space */
4514 if (!cave_drop_bold(y, x)) return;
4516 /* Avoid stacking on other objects */
4517 if (g_ptr->o_idx) return;
4522 /* Make an object (if possible) */
4523 if (!make_object(q_ptr, mode)) return;
4526 /* Make an object */
4533 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4535 /* Structure Copy */
4536 object_copy(o_ptr, q_ptr);
4542 o_ptr->next_o_idx = g_ptr->o_idx;
4544 /* Place the object */
4545 g_ptr->o_idx = o_idx;
4553 /* Hack -- Preserve artifacts */
4554 if (object_is_fixed_artifact(q_ptr))
4556 a_info[q_ptr->name1].cur_num = 0;
4563 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4564 * Make a treasure object
4565 * @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
4566 * @return 生成に成功したらTRUEを返す。
4568 * The location must be a legal, clean, floor grid.
4570 bool make_gold(object_type *j_ptr)
4575 /* Hack -- Pick a Treasure variety */
4576 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4578 /* Apply "extra" magic */
4579 if (one_in_(GREAT_OBJ))
4581 i += randint1(current_floor_ptr->object_level + 1);
4584 /* Hack -- Creeping Coins only generate "themselves" */
4585 if (coin_type) i = coin_type;
4587 /* Do not create "illegal" Treasure Types */
4588 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4590 /* Prepare a gold object */
4591 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4593 /* Hack -- Base coin cost */
4594 base = k_info[OBJ_GOLD_LIST + i].cost;
4596 /* Determine how much the treasure is "worth" */
4597 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4605 * @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。
4606 * Places a treasure (Gold or Gems) at given location
4607 * @param y 配置したいフロアのY座標
4608 * @param x 配置したいフロアのX座標
4609 * @return 生成に成功したらTRUEを返す。
4611 * The location must be a legal, clean, floor grid.
4613 void place_gold(POSITION y, POSITION x)
4618 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4624 /* Paranoia -- check bounds */
4625 if (!in_bounds(y, x)) return;
4627 /* Require floor space */
4628 if (!cave_drop_bold(y, x)) return;
4630 /* Avoid stacking on other objects */
4631 if (g_ptr->o_idx) return;
4636 /* Make some gold */
4637 if (!make_gold(q_ptr)) return;
4639 /* Make an object */
4646 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4648 /* Copy the object */
4649 object_copy(o_ptr, q_ptr);
4656 o_ptr->next_o_idx = g_ptr->o_idx;
4658 /* Place the object */
4659 g_ptr->o_idx = o_idx;
4669 * @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。
4670 * Let an object fall to the ground at or near a location.
4671 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4672 * @param chance ドロップの成功率(%)
4673 * @param y 配置したいフロアのY座標
4674 * @param x 配置したいフロアのX座標
4675 * @return 生成に成功したらオブジェクトのIDを返す。
4677 * The initial location is assumed to be "in_bounds()".\n
4679 * This function takes a parameter "chance". This is the percentage\n
4680 * chance that the item will "disappear" instead of drop. If the object\n
4681 * has been thrown, then this is the chance of disappearance on contact.\n
4683 * Hack -- this function uses "chance" to determine if it should produce\n
4684 * some form of "description" of the drop event (under the player).\n
4686 * We check several locations to see if we can find a location at which\n
4687 * the object can combine, stack, or be placed. Artifacts will try very\n
4688 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4690 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4697 POSITION ty, tx = 0;
4699 OBJECT_IDX o_idx = 0;
4700 OBJECT_IDX this_o_idx, next_o_idx = 0;
4704 GAME_TEXT o_name[MAX_NLEN];
4710 /* Extract plural */
4711 bool plural = (j_ptr->number != 1);
4714 /* Describe object */
4715 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4718 /* Handle normal "breakage" */
4719 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4722 msg_format("%sは消えた。", o_name);
4724 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4726 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4743 /* Scan local grids */
4744 for (dy = -3; dy <= 3; dy++)
4746 /* Scan local grids */
4747 for (dx = -3; dx <= 3; dx++)
4751 /* Calculate actual distance */
4752 d = (dy * dy) + (dx * dx);
4754 /* Ignore distant grids */
4755 if (d > 10) continue;
4760 /* Skip illegal grids */
4761 if (!in_bounds(ty, tx)) continue;
4763 /* Require line of projection */
4764 if (!projectable(y, x, ty, tx)) continue;
4767 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4769 /* Require floor space */
4770 if (!cave_drop_bold(ty, tx)) continue;
4775 /* Scan objects in that grid */
4776 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4779 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4780 next_o_idx = o_ptr->next_o_idx;
4782 /* Check for possible combination */
4783 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4789 /* Add new object */
4793 if (k > 99) continue;
4795 /* Calculate score */
4796 s = 1000 - (d + k * 5);
4798 /* Skip bad values */
4799 if (s < bs) continue;
4801 /* New best value */
4804 /* Apply the randomizer to equivalent values */
4805 if ((++bn >= 2) && !one_in_(bn)) continue;
4819 /* Handle lack of space */
4820 if (!flag && !object_is_artifact(j_ptr))
4823 msg_format("%sは消えた。", o_name);
4825 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4828 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4836 for (i = 0; !flag && (i < 1000); i++)
4839 ty = rand_spread(by, 1);
4840 tx = rand_spread(bx, 1);
4842 /* Verify location */
4843 if (!in_bounds(ty, tx)) continue;
4845 /* Bounce to that location */
4849 /* Require floor space */
4850 if (!cave_drop_bold(by, bx)) continue;
4858 int candidates = 0, pick;
4860 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4862 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4864 /* A valid space found */
4865 if (cave_drop_bold(ty, tx)) candidates++;
4869 /* No valid place! */
4873 msg_format("%sは消えた。", o_name);
4875 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4878 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4880 /* Mega-Hack -- preserve artifacts */
4883 /* Hack -- Preserve unknown artifacts */
4884 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4886 /* Mega-Hack -- Preserve the artifact */
4887 a_info[j_ptr->name1].cur_num = 0;
4895 /* Choose a random one */
4896 pick = randint1(candidates);
4898 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4900 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4902 if (cave_drop_bold(ty, tx))
4906 /* Is this a picked one? */
4919 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
4921 /* Scan objects in that grid for combination */
4922 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4925 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4926 next_o_idx = o_ptr->next_o_idx;
4928 /* Check for combination */
4929 if (object_similar(o_ptr, j_ptr))
4931 object_absorb(o_ptr, j_ptr);
4940 if (!done) o_idx = o_pop();
4943 if (!done && !o_idx)
4946 msg_format("%sは消えた。", o_name);
4948 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4951 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4953 /* Hack -- Preserve artifacts */
4954 if (object_is_fixed_artifact(j_ptr))
4956 a_info[j_ptr->name1].cur_num = 0;
4966 /* Structure copy */
4967 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
4969 /* Access new object */
4970 j_ptr = ¤t_floor_ptr->o_list[o_idx];
4977 j_ptr->held_m_idx = 0;
4980 j_ptr->next_o_idx = g_ptr->o_idx;
4982 /* Place the object */
4983 g_ptr->o_idx = o_idx;
4993 /* Mega-Hack -- no message if "dropped" by player */
4994 /* Message when an object falls under the player */
4995 if (chance && player_bold(by, bx))
4997 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5004 * @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 /
5005 * Describe the charges on an item in the inventory.
5006 * @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
5009 void inven_item_charges(INVENTORY_IDX item)
5011 object_type *o_ptr = &inventory[item];
5013 /* Require staff/wand */
5014 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5016 /* Require known item */
5017 if (!object_is_known(o_ptr)) return;
5020 if (o_ptr->pval <= 0)
5022 msg_print("もう魔力が残っていない。");
5026 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5029 /* Multiple charges */
5030 if (o_ptr->pval != 1)
5032 msg_format("You have %d charges remaining.", o_ptr->pval);
5038 msg_format("You have %d charge remaining.", o_ptr->pval);
5045 * @brief アイテムの残り所持数メッセージを表示する /
5046 * Describe an item in the inventory.
5047 * @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
5050 void inven_item_describe(INVENTORY_IDX item)
5052 object_type *o_ptr = &inventory[item];
5053 GAME_TEXT o_name[MAX_NLEN];
5055 object_desc(o_name, o_ptr, 0);
5058 /* "no more" の場合はこちらで表示する */
5059 if (o_ptr->number <= 0)
5061 /*FIRST*//*ここはもう通らないかも */
5062 msg_format("もう%sを持っていない。", o_name);
5066 /* アイテム名を英日切り替え機能対応 */
5067 msg_format("まだ %sを持っている。", o_name);
5070 msg_format("You have %s.", o_name);
5076 * @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 /
5077 * Increase the "number" of an item in the inventory
5078 * @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
5082 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5084 object_type *o_ptr = &inventory[item];
5087 num += o_ptr->number;
5090 if (num > 255) num = 255;
5091 else if (num < 0) num = 0;
5094 num -= o_ptr->number;
5096 /* Change the number and weight */
5099 /* Add the number */
5100 o_ptr->number += num;
5102 /* Add the weight */
5103 p_ptr->total_weight += (num * o_ptr->weight);
5104 p_ptr->update |= (PU_BONUS);
5105 p_ptr->update |= (PU_MANA);
5106 p_ptr->update |= (PU_COMBINE);
5107 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5109 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5110 if (!o_ptr->number && p_ptr->ele_attack)
5112 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5114 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
5116 /* Clear all temporary elemental brands */
5117 set_ele_attack(0, 0);
5125 * @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 /
5126 * Erase an inventory slot if it has no more items
5127 * @param item 消去したいプレイヤーのアイテム所持スロット
5130 void inven_item_optimize(INVENTORY_IDX item)
5132 object_type *o_ptr = &inventory[item];
5134 /* Only optimize real items */
5135 if (!o_ptr->k_idx) return;
5137 /* Only optimize empty items */
5138 if (o_ptr->number) return;
5140 /* The item is in the pack */
5141 if (item < INVEN_RARM)
5148 /* Slide everything down */
5149 for (i = item; i < INVEN_PACK; i++)
5151 /* Structure copy */
5152 inventory[i] = inventory[i+1];
5155 /* Erase the "final" slot */
5156 object_wipe(&inventory[i]);
5158 p_ptr->window |= (PW_INVEN);
5161 /* The item is being wielded */
5167 /* Erase the empty slot */
5168 object_wipe(&inventory[item]);
5169 p_ptr->update |= (PU_BONUS);
5170 p_ptr->update |= (PU_TORCH);
5171 p_ptr->update |= (PU_MANA);
5173 p_ptr->window |= (PW_EQUIP);
5176 p_ptr->window |= (PW_SPELL);
5180 * @brief 床上の魔道具の残り残量メッセージを表示する /
5181 * Describe the charges on an item on the floor.
5182 * @param item メッセージの対象にしたいアイテム所持スロット
5185 void floor_item_charges(INVENTORY_IDX item)
5187 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5189 /* Require staff/wand */
5190 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5192 /* Require known item */
5193 if (!object_is_known(o_ptr)) return;
5196 if (o_ptr->pval <= 0)
5198 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5202 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);
5205 /* Multiple charges */
5206 if (o_ptr->pval != 1)
5208 msg_format("There are %d charges remaining.", o_ptr->pval);
5214 msg_format("There is %d charge remaining.", o_ptr->pval);
5221 * @brief 床上のアイテムの残り数メッセージを表示する /
5222 * Describe the charges on an item on the floor.
5223 * @param item メッセージの対象にしたいアイテム所持スロット
5226 void floor_item_describe(INVENTORY_IDX item)
5228 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5229 GAME_TEXT o_name[MAX_NLEN];
5231 object_desc(o_name, o_ptr, 0);
5234 /* "no more" の場合はこちらで表示を分ける */
5235 if (o_ptr->number <= 0)
5237 msg_format("床上には、もう%sはない。", o_name);
5241 msg_format("床上には、まだ %sがある。", o_name);
5244 msg_format("You see %s.", o_name);
5251 * @brief 床上のアイテムの数を増やす /
5252 * Increase the "number" of an item on the floor
5253 * @param item 増やしたいアイテムの所持スロット
5254 * @param num 増やしたいアイテムの数
5257 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5259 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5262 num += o_ptr->number;
5265 if (num > 255) num = 255;
5266 else if (num < 0) num = 0;
5269 num -= o_ptr->number;
5271 /* Change the number */
5272 o_ptr->number += num;
5277 * @brief 床上の数の無くなったアイテムスロットを消去する /
5278 * Optimize an item on the floor (destroy "empty" items)
5279 * @param item 消去したいアイテムの所持スロット
5282 void floor_item_optimize(INVENTORY_IDX item)
5284 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5286 /* Paranoia -- be sure it exists */
5287 if (!o_ptr->k_idx) return;
5289 /* Only optimize empty items */
5290 if (o_ptr->number) return;
5292 delete_object_idx(item);
5297 * @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 /
5298 * Check if we have space for an item in the pack without overflow
5299 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5300 * @return 溢れずに済むならTRUEを返す
5302 bool inven_carry_okay(object_type *o_ptr)
5307 if (inven_cnt < INVEN_PACK) return (TRUE);
5310 for (j = 0; j < INVEN_PACK; j++)
5312 object_type *j_ptr = &inventory[j];
5314 /* Skip non-objects */
5315 if (!j_ptr->k_idx) continue;
5317 /* Check if the two items can be combined */
5318 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5325 * @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 /
5326 * Check if we have space for an item in the pack without overflow
5327 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5328 * @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?)
5329 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5330 * @return o_ptrの方が上位ならばTRUEを返す。
5332 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5336 /* Use empty slots */
5337 if (!j_ptr->k_idx) return TRUE;
5339 /* Hack -- readable books always come first */
5340 if ((o_ptr->tval == REALM1_BOOK) &&
5341 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5342 if ((j_ptr->tval == REALM1_BOOK) &&
5343 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5345 if ((o_ptr->tval == REALM2_BOOK) &&
5346 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5347 if ((j_ptr->tval == REALM2_BOOK) &&
5348 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5350 /* Objects sort by decreasing type */
5351 if (o_ptr->tval > j_ptr->tval) return TRUE;
5352 if (o_ptr->tval < j_ptr->tval) return FALSE;
5354 /* Non-aware (flavored) items always come last */
5355 /* Can happen in the home */
5356 if (!object_is_aware(o_ptr)) return FALSE;
5357 if (!object_is_aware(j_ptr)) return TRUE;
5359 /* Objects sort by increasing sval */
5360 if (o_ptr->sval < j_ptr->sval) return TRUE;
5361 if (o_ptr->sval > j_ptr->sval) return FALSE;
5363 /* Unidentified objects always come last */
5364 /* Objects in the home can be unknown */
5365 if (!object_is_known(o_ptr)) return FALSE;
5366 if (!object_is_known(j_ptr)) return TRUE;
5368 /* Fixed artifacts, random artifacts and ego items */
5369 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5370 else if (o_ptr->art_name) o_type = 2;
5371 else if (object_is_ego(o_ptr)) o_type = 1;
5374 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5375 else if (j_ptr->art_name) j_type = 2;
5376 else if (object_is_ego(j_ptr)) j_type = 1;
5379 if (o_type < j_type) return TRUE;
5380 if (o_type > j_type) return FALSE;
5382 switch (o_ptr->tval)
5388 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5389 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5395 /* Objects sort by increasing hit/damage bonuses */
5396 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5397 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5400 /* Hack: otherwise identical rods sort by
5401 increasing recharge time --dsb */
5403 if (o_ptr->pval < j_ptr->pval) return TRUE;
5404 if (o_ptr->pval > j_ptr->pval) return FALSE;
5408 /* Objects sort by decreasing value */
5409 return o_value > object_value(j_ptr);
5414 * @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 /
5415 * Add an item to the players inventory, and return the slot used.
5416 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5417 * @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。
5419 * If the new item can combine with an existing item in the inventory,\n
5420 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5421 * the item will be placed into the "proper" location in the inventory.\n
5423 * This function can be used to "over-fill" the player's pack, but only\n
5424 * once, and such an action must trigger the "overflow" code immediately.\n
5425 * Note that when the pack is being "over-filled", the new item must be\n
5426 * placed into the "overflow" slot, and the "overflow" must take place\n
5427 * before the pack is reordered, but (optionally) after the pack is\n
5428 * combined. This may be tricky. See "dungeon.c" for info.\n
5430 * Note that this code must remove any location/stack information\n
5431 * from the object once it is placed into the inventory.\n
5433 s16b inven_carry(object_type *o_ptr)
5435 INVENTORY_IDX i, j, k;
5436 INVENTORY_IDX n = -1;
5441 /* Check for combining */
5442 for (j = 0; j < INVEN_PACK; j++)
5444 j_ptr = &inventory[j];
5446 /* Skip non-objects */
5447 if (!j_ptr->k_idx) continue;
5449 /* Hack -- track last item */
5452 /* Check if the two items can be combined */
5453 if (object_similar(j_ptr, o_ptr))
5455 object_absorb(j_ptr, o_ptr);
5457 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5458 p_ptr->update |= (PU_BONUS);
5459 p_ptr->window |= (PW_INVEN);
5468 if (inven_cnt > INVEN_PACK) return (-1);
5470 /* Find an empty slot */
5471 for (j = 0; j <= INVEN_PACK; j++)
5473 j_ptr = &inventory[j];
5475 /* Use it if found */
5476 if (!j_ptr->k_idx) break;
5483 /* Reorder the pack */
5486 /* Get the "value" of the item */
5487 s32b o_value = object_value(o_ptr);
5489 /* Scan every occupied slot */
5490 for (j = 0; j < INVEN_PACK; j++)
5492 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5499 for (k = n; k >= i; k--)
5501 /* Hack -- Slide the item */
5502 object_copy(&inventory[k+1], &inventory[k]);
5505 /* Wipe the empty slot */
5506 object_wipe(&inventory[i]);
5511 object_copy(&inventory[i], o_ptr);
5513 /* Access new object */
5514 j_ptr = &inventory[i];
5517 j_ptr->next_o_idx = 0;
5519 /* Forget monster */
5520 j_ptr->held_m_idx = 0;
5522 /* Forget location */
5523 j_ptr->iy = j_ptr->ix = 0;
5525 /* Player touches it, and no longer marked */
5526 j_ptr->marked = OM_TOUCHED;
5528 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5530 /* Count the items */
5532 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5533 p_ptr->window |= (PW_INVEN);
5535 /* Return the slot */
5541 * @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 /
5542 * Take off (some of) a non-cursed equipment item
5543 * @param item オブジェクトを外したい所持テーブルのID
5545 * @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。
5547 * Note that only one item at a time can be wielded per slot.\n
5548 * Note that taking off an item when "full" may cause that item\n
5549 * to fall to the ground.\n
5550 * Return the inventory slot into which the item is placed.\n
5552 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5563 GAME_TEXT o_name[MAX_NLEN];
5566 /* Get the item to take off */
5567 o_ptr = &inventory[item];
5570 if (amt <= 0) return (-1);
5573 if (amt > o_ptr->number) amt = o_ptr->number;
5576 /* Obtain a local object */
5577 object_copy(q_ptr, o_ptr);
5579 /* Modify quantity */
5580 q_ptr->number = amt;
5582 object_desc(o_name, q_ptr, 0);
5584 /* Took off weapon */
5585 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5586 object_is_melee_weapon(o_ptr))
5588 act = _("を装備からはずした", "You were wielding");
5592 else if (item == INVEN_BOW)
5594 act = _("を装備からはずした", "You were holding");
5597 /* Took off light */
5598 else if (item == INVEN_LITE)
5600 act = _("を光源からはずした", "You were holding");
5603 /* Took off something */
5606 act = _("を装備からはずした", "You were wearing");
5609 /* Modify, Optimize */
5610 inven_item_increase(item, -amt);
5611 inven_item_optimize(item);
5613 /* Carry the object */
5614 slot = inven_carry(q_ptr);
5617 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5619 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5629 * @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 /
5630 * Drop (some of) a non-cursed inventory/equipment item
5631 * @param item 所持テーブルのID
5632 * @param amt 落としたい個数
5635 * The object will be dropped "near" the current location
5637 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5643 GAME_TEXT o_name[MAX_NLEN];
5645 /* Access original object */
5646 o_ptr = &inventory[item];
5649 if (amt <= 0) return;
5652 if (amt > o_ptr->number) amt = o_ptr->number;
5654 /* Take off equipment */
5655 if (item >= INVEN_RARM)
5657 /* Take off first */
5658 item = inven_takeoff(item, amt);
5660 /* Access original object */
5661 o_ptr = &inventory[item];
5666 /* Obtain local object */
5667 object_copy(q_ptr, o_ptr);
5669 /* Distribute charges of wands or rods */
5670 distribute_charges(o_ptr, q_ptr, amt);
5672 /* Modify quantity */
5673 q_ptr->number = amt;
5675 /* Describe local object */
5676 object_desc(o_name, q_ptr, 0);
5678 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5680 /* Drop it near the player */
5681 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5683 /* Modify, Describe, Optimize */
5684 inven_item_increase(item, -amt);
5685 inven_item_describe(item);
5686 inven_item_optimize(item);
5691 * @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 /
5692 * Combine items in the pack
5695 * Note special handling of the "overflow" slot
5697 void combine_pack(void)
5702 bool flag = FALSE, combined;
5708 /* Combine the pack (backwards) */
5709 for (i = INVEN_PACK; i > 0; i--)
5711 o_ptr = &inventory[i];
5713 /* Skip empty items */
5714 if (!o_ptr->k_idx) continue;
5716 /* Scan the items above that item */
5717 for (j = 0; j < i; j++)
5721 j_ptr = &inventory[j];
5723 /* Skip empty items */
5724 if (!j_ptr->k_idx) continue;
5727 * Get maximum number of the stack if these
5728 * are similar, get zero otherwise.
5730 max_num = object_similar_part(j_ptr, o_ptr);
5732 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5733 if (max_num && j_ptr->number < max_num)
5735 if (o_ptr->number + j_ptr->number <= max_num)
5740 /* Add together the item counts */
5741 object_absorb(j_ptr, o_ptr);
5743 /* One object is gone */
5746 /* Slide everything down */
5747 for (k = i; k < INVEN_PACK; k++)
5749 /* Structure copy */
5750 inventory[k] = inventory[k+1];
5753 /* Erase the "final" slot */
5754 object_wipe(&inventory[k]);
5758 int old_num = o_ptr->number;
5759 int remain = j_ptr->number + o_ptr->number - max_num;
5761 o_ptr->number -= remain;
5763 /* Add together the item counts */
5764 object_absorb(j_ptr, o_ptr);
5766 o_ptr->number = remain;
5768 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5769 if (o_ptr->tval == TV_ROD)
5771 o_ptr->pval = o_ptr->pval * remain / old_num;
5772 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5775 /* Hack -- if wands are stacking, combine the charges. -LM- */
5776 if (o_ptr->tval == TV_WAND)
5778 o_ptr->pval = o_ptr->pval * remain / old_num;
5782 p_ptr->window |= (PW_INVEN);
5794 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."));
5798 * @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 /
5799 * Reorder items in the pack
5802 * Note special handling of the "overflow" slot
5804 void reorder_pack(void)
5814 /* Re-order the pack (forwards) */
5815 for (i = 0; i < INVEN_PACK; i++)
5817 /* Mega-Hack -- allow "proper" over-flow */
5818 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5820 o_ptr = &inventory[i];
5822 /* Skip empty slots */
5823 if (!o_ptr->k_idx) continue;
5825 /* Get the "value" of the item */
5826 o_value = object_value(o_ptr);
5828 /* Scan every occupied slot */
5829 for (j = 0; j < INVEN_PACK; j++)
5831 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5834 /* Never move down */
5835 if (j >= i) continue;
5841 /* Save a copy of the moving item */
5842 object_copy(q_ptr, &inventory[i]);
5844 /* Slide the objects */
5845 for (k = i; k > j; k--)
5847 /* Slide the item */
5848 object_copy(&inventory[k], &inventory[k-1]);
5851 /* Insert the moving item */
5852 object_copy(&inventory[j], q_ptr);
5854 p_ptr->window |= (PW_INVEN);
5857 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."));
5861 * @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 /
5862 * Hack -- display an object kind in the current window
5863 * @param k_idx ベースアイテムの参照ID
5866 * Include list of usable spells for readible books
5868 void display_koff(KIND_OBJECT_IDX k_idx)
5875 REALM_IDX use_realm;
5877 GAME_TEXT o_name[MAX_NLEN];
5880 /* Erase the window */
5881 for (y = 0; y < Term->hgt; y++)
5883 /* Erase the line */
5884 Term_erase(0, y, 255);
5891 /* Prepare the object */
5892 object_prep(q_ptr, k_idx);
5893 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5895 /* Mention the object name */
5896 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5898 /* Access the item's sval */
5900 use_realm = tval2realm(q_ptr->tval);
5902 /* Warriors are illiterate */
5903 if (p_ptr->realm1 || p_ptr->realm2)
5905 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5909 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5910 if (!is_magic(use_realm)) return;
5911 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5914 /* Display spells in readible books */
5918 SPELL_IDX spells[64];
5920 /* Extract spells */
5921 for (spell = 0; spell < 32; spell++)
5923 /* Check for this spell */
5924 if (fake_spell_flags[sval] & (1L << spell))
5926 /* Collect this spell */
5927 spells[num++] = spell;
5932 print_spells(0, spells, num, 2, 0, use_realm);
5938 * @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。
5939 * Torches have special abilities when they are flaming.
5940 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5941 * @param flgs 特別に追加するフラグを返す参照ポインタ
5944 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5946 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5948 if (o_ptr->xtra4 > 0)
5950 add_flag(flgs, TR_BRAND_FIRE);
5951 add_flag(flgs, TR_KILL_UNDEAD);
5952 add_flag(flgs, TR_THROW);
5958 * @brief 投擲時たいまつにダイスを与える。
5959 * Torches have special abilities when they are flaming.
5960 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5961 * @param dd 特別なダイス数を返す参照ポインタ
5962 * @param ds 特別なダイス面数を返す参照ポインタ
5965 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5967 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5969 if (o_ptr->xtra4 > 0)
5978 * @brief 投擲時命中したたいまつの寿命を縮める。
5979 * Torches have special abilities when they are flaming.
5980 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5983 void torch_lost_fuel(object_type *o_ptr)
5985 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5987 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5988 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;