#include "object-ego.h"
#include "view-mainwindow.h"
+ /*
+ * todo この説明長すぎ。何とかしたい
+ * Determine if an item can "absorb" a second item
+ *
+ * See "object_absorb()" for the actual "absorption" code.
+ *
+ * If permitted, we allow staffs (if they are known to have equal charges
+ * and both are either known or confirmed empty) and wands (if both are
+ * either known or confirmed empty) and rods (in all cases) to combine.
+ * Staffs will unstack (if necessary) when they are used, but wands and
+ * rods will only unstack if one is dropped. -LM-
+ *
+ * If permitted, we allow weapons/armor to stack, if fully "known".
+ *
+ * Missiles will combine if both stacks have the same "known" status.
+ * This is done to make unidentified stacks of missiles useful.
+ *
+ * Food, potions, scrolls, and "easy know" items always stack.
+ *
+ * Chests, and activatable items, never stack (for various reasons).
+ */
+
+ /*
+ * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
+ */
+#define MAX_STACK_SIZE 99
+
+ /*!
+ * todo この関数ポインタは何とかならんのか?
+ * Hack -- function hook to restrict "get_obj_num_prep()" function
+ */
+bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
+
+/*!
+* todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
+*/
+OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
+
+void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item);
+
/*!
* @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
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param o_idx 削除対象のオブジェクト構造体ポインタ
* @return なし
*/
-void excise_object_idx(OBJECT_IDX o_idx)
+void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
{
- object_type *j_ptr;
-
OBJECT_IDX this_o_idx, next_o_idx = 0;
OBJECT_IDX prev_o_idx = 0;
/* Object */
- j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ object_type *j_ptr;
+ j_ptr = &floor_ptr->o_list[o_idx];
if (OBJECT_IS_HELD_MONSTER(j_ptr))
{
monster_type *m_ptr;
- m_ptr = &p_ptr->current_floor_ptr->m_list[j_ptr->held_m_idx];
+ m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
/* Scan all objects in the grid */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
- if (this_o_idx == o_idx)
+ if (this_o_idx != o_idx)
{
- /* No previous */
- if (prev_o_idx == 0)
- {
- /* Remove from list */
- m_ptr->hold_o_idx = next_o_idx;
- }
-
- /* Real previous */
- else
- {
- object_type *k_ptr;
-
- /* Previous object */
- k_ptr = &p_ptr->current_floor_ptr->o_list[prev_o_idx];
+ prev_o_idx = this_o_idx;
+ continue;
+ }
+
+ /* No previous */
+ if (prev_o_idx == 0)
+ {
+ /* Remove from list */
+ m_ptr->hold_o_idx = next_o_idx;
+ }
- /* Remove from list */
- k_ptr->next_o_idx = next_o_idx;
- }
+ /* Real previous */
+ else
+ {
+ object_type *k_ptr;
- /* Forget next pointer */
- o_ptr->next_o_idx = 0;
+ /* Previous object */
+ k_ptr = &floor_ptr->o_list[prev_o_idx];
- break;
+ /* Remove from list */
+ k_ptr->next_o_idx = next_o_idx;
}
- /* Save prev_o_idx */
- prev_o_idx = this_o_idx;
+ /* Forget next pointer */
+ o_ptr->next_o_idx = 0;
+
+ break;
}
+
+ return;
}
/* Dungeon */
- else
- {
- grid_type *g_ptr;
+ grid_type *g_ptr;
- POSITION y = j_ptr->iy;
- POSITION x = j_ptr->ix;
+ POSITION y = j_ptr->iy;
+ POSITION x = j_ptr->ix;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
+ /* Scan all objects in the grid */
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ object_type *o_ptr;
+ o_ptr = &floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
- if (this_o_idx == o_idx)
- {
- /* No previous */
- if (prev_o_idx == 0)
- {
- /* Remove from list */
- g_ptr->o_idx = next_o_idx;
- }
+ if (this_o_idx != o_idx)
+ {
+ prev_o_idx = this_o_idx;
+ continue;
+ }
- /* Real previous */
- else
- {
- object_type *k_ptr;
+ /* No previous */
+ if (prev_o_idx == 0)
+ {
+ /* Remove from list */
+ g_ptr->o_idx = next_o_idx;
+ }
- /* Previous object */
- k_ptr = &p_ptr->current_floor_ptr->o_list[prev_o_idx];
+ /* Real previous */
+ else
+ {
+ object_type *k_ptr;
- /* Remove from list */
- k_ptr->next_o_idx = next_o_idx;
- }
+ /* Previous object */
+ k_ptr = &floor_ptr->o_list[prev_o_idx];
- /* Forget next pointer */
- o_ptr->next_o_idx = 0;
+ /* Remove from list */
+ k_ptr->next_o_idx = next_o_idx;
+ }
- break;
- }
+ /* Forget next pointer */
+ o_ptr->next_o_idx = 0;
- /* Save prev_o_idx */
- prev_o_idx = this_o_idx;
- }
+ break;
}
}
+
/*!
* @brief オブジェクトを削除する /
* Delete a dungeon object
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param o_idx 削除対象のオブジェクト構造体ポインタ
* @return なし
* @details
* Handle "stacks" of objects correctly.
*/
-void delete_object_idx(OBJECT_IDX o_idx)
+void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
{
object_type *j_ptr;
/* Excise */
- excise_object_idx(o_idx);
+ excise_object_idx(floor_ptr, o_idx);
/* Object */
- j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ j_ptr = &floor_ptr->o_list[o_idx];
/* Dungeon floor */
if (!OBJECT_IS_HELD_MONSTER(j_ptr))
x = j_ptr->ix;
lite_spot(y, x);
}
- object_wipe(j_ptr);
- /* Count objects */
- p_ptr->current_floor_ptr->o_cnt--;
+ object_wipe(j_ptr);
+ floor_ptr->o_cnt--;
}
/*!
* @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
* Delete a dungeon object
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param y 削除したフロアマスのY座標
* @param x 削除したフロアマスのX座標
* @return なし
*/
-void delete_object(POSITION y, POSITION x)
+void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
{
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Refuse "illegal" locations */
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
+ if (!in_bounds(floor_ptr, y, x)) return;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Scan all objects in the grid */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
object_wipe(o_ptr);
-
- /* Count objects */
- p_ptr->current_floor_ptr->o_cnt--;
+ floor_ptr->o_cnt--;
}
- /* Objects are gone */
g_ptr->o_idx = 0;
-
lite_spot(y, x);
}
/*!
- * @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 /
- * Move an object from index i1 to index i2 in the object list
- * @param i1 整理したい配列の始点
- * @param i2 整理したい配列の終点
- * @return なし
- */
-static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
-{
- OBJECT_IDX i;
- grid_type *g_ptr;
- object_type *o_ptr;
-
- /* Do nothing */
- if (i1 == i2) return;
-
- /* Repair objects */
- for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
- {
- o_ptr = &p_ptr->current_floor_ptr->o_list[i];
-
- /* Skip "dead" objects */
- if (!o_ptr->k_idx) continue;
-
- /* Repair "next" pointers */
- if (o_ptr->next_o_idx == i1)
- {
- /* Repair */
- o_ptr->next_o_idx = i2;
- }
- }
- o_ptr = &p_ptr->current_floor_ptr->o_list[i1];
-
- if (OBJECT_IS_HELD_MONSTER(o_ptr))
- {
- monster_type *m_ptr;
- m_ptr = &p_ptr->current_floor_ptr->m_list[o_ptr->held_m_idx];
-
- /* Repair monster */
- if (m_ptr->hold_o_idx == i1)
- {
- /* Repair */
- m_ptr->hold_o_idx = i2;
- }
- }
-
- /* Dungeon */
- else
- {
- POSITION y, x;
-
- /* Acquire location */
- y = o_ptr->iy;
- x = o_ptr->ix;
-
- /* Acquire grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
- /* Repair grid */
- if (g_ptr->o_idx == i1)
- {
- /* Repair */
- g_ptr->o_idx = i2;
- }
- }
-
- /* Structure copy */
- p_ptr->current_floor_ptr->o_list[i2] = p_ptr->current_floor_ptr->o_list[i1];
-
- /* Wipe the hole */
- object_wipe(o_ptr);
-}
-
-
-/*!
- * @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。 /
- * Compact and Reorder the object list.
- * @param size 最低でも減らしたいオブジェクト数の水準
- * @return なし
- * @details
- * (危険なので使用には注意すること)
- * This function can be very dangerous, use with caution!\n
- *\n
- * When actually "compacting" objects, we base the saving throw on a\n
- * combination of object level, distance from player, and current\n
- * "desperation".\n
- *\n
- * After "compacting" (if needed), we "reorder" the objects into a more\n
- * compact order, and we reset the allocation info, and the "live" array.\n
- */
-void compact_objects(int size)
-{
- OBJECT_IDX i;
- POSITION y, x;
- int num, cnt;
- int cur_lev, cur_dis, chance;
- object_type *o_ptr;
-
- /* Compact */
- if (size)
- {
- msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
-
-
- /* Compact at least 'size' objects */
- for (num = 0, cnt = 1; num < size; cnt++)
- {
- /* Get more vicious each iteration */
- cur_lev = 5 * cnt;
-
- /* Get closer each iteration */
- cur_dis = 5 * (20 - cnt);
-
- /* Examine the objects */
- for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
- {
- o_ptr = &p_ptr->current_floor_ptr->o_list[i];
-
- if (!OBJECT_IS_VALID(o_ptr)) continue;
-
- /* Hack -- High level objects start out "immune" */
- if (k_info[o_ptr->k_idx].level > cur_lev) continue;
-
- if (OBJECT_IS_HELD_MONSTER(o_ptr))
- {
- monster_type *m_ptr;
- m_ptr = &p_ptr->current_floor_ptr->m_list[o_ptr->held_m_idx];
-
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Monsters protect their objects */
- if (randint0(100) < 90) continue;
- }
-
- /* Dungeon */
- else
- {
- y = o_ptr->iy;
- x = o_ptr->ix;
- }
-
- /* Nearby objects start out "immune" */
- if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
-
- /* Saving throw */
- chance = 90;
-
- /* Hack -- only compact artifacts in emergencies */
- if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
- (cnt < 1000)) chance = 100;
-
- /* Apply the saving throw */
- if (randint0(100) < chance) continue;
-
- delete_object_idx(i);
-
- /* Count it */
- num++;
- }
- }
-
-
- /* Excise dead objects (backwards!) */
- for (i = p_ptr->current_floor_ptr->o_max - 1; i >= 1; i--)
- {
- o_ptr = &p_ptr->current_floor_ptr->o_list[i];
-
- /* Skip real objects */
- if (o_ptr->k_idx) continue;
-
- /* Move last object into open hole */
- compact_objects_aux(p_ptr->current_floor_ptr->o_max - 1, i);
-
- /* Compress "p_ptr->current_floor_ptr->o_max" */
- p_ptr->current_floor_ptr->o_max--;
- }
-}
-
-/*!
* @brief グローバルオブジェクト配列から空きを取得する /
* Acquires and returns the index of a "free" object.
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @return 開いているオブジェクト要素のID
* @details
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
-OBJECT_IDX o_pop(void)
+OBJECT_IDX o_pop(floor_type *floor_ptr)
{
OBJECT_IDX i;
/* Initial allocation */
- if (p_ptr->current_floor_ptr->o_max < current_world_ptr->max_o_idx)
+ if (floor_ptr->o_max < current_world_ptr->max_o_idx)
{
/* Get next space */
- i = p_ptr->current_floor_ptr->o_max;
+ i = floor_ptr->o_max;
/* Expand object array */
- p_ptr->current_floor_ptr->o_max++;
-
- /* Count objects */
- p_ptr->current_floor_ptr->o_cnt++;
+ floor_ptr->o_max++;
+ floor_ptr->o_cnt++;
/* Use this object */
- return (i);
+ return i;
}
/* Recycle dead objects */
- for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
+ for (i = 1; i < floor_ptr->o_max; i++)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[i];
+ o_ptr = &floor_ptr->o_list[i];
/* Skip live objects */
if (o_ptr->k_idx) continue;
-
- /* Count objects */
- p_ptr->current_floor_ptr->o_cnt++;
+ floor_ptr->o_cnt++;
/* Use this object */
- return (i);
+ return i;
}
-
/* Warn the player (except during dungeon creation) */
if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
- return (0);
+ return 0;
}
-/*
- * Hack -- function hook to restrict "get_obj_num_prep()" function
- */
-bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
/*!
* @brief オブジェクト生成テーブルに生成制約を加える /
}
}
- /* Success */
- return (0);
+ return 0;
}
/*!
* @brief オブジェクト生成テーブルからアイテムを取得する /
* Choose an object kind that seems "appropriate" to the given level
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param level 生成階
* @return 選ばれたオブジェクトベースID
* @details
* Note that if no objects are "appropriate", then this function will\n
* fail, and return zero, but this should *almost* never happen.\n
*/
-OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode)
+OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
{
int i, j, p;
KIND_OBJECT_IDX k_idx;
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
/* Boost level */
- if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
+ if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
{
/* Occasional "boost" */
if (one_in_(GREAT_OBJ))
value = value - table[i].prob3;
}
-
/* Power boost */
p = randint0(100);
}
/* Try for a "better" object twice (10%) */
- if (p < 10)
- {
- /* Save old */
- j = i;
-
- /* Pick a object */
- value = randint0(total);
+ if (p >= 10) return (table[i].index);
+
+ /* Save old */
+ j = i;
- /* Find the object */
- for (i = 0; i < alloc_kind_size; i++)
- {
- /* Found the entry */
- if (value < table[i].prob3) break;
+ /* Pick a object */
+ value = randint0(total);
- /* Decrement */
- value = value - table[i].prob3;
- }
+ /* Find the object */
+ for (i = 0; i < alloc_kind_size; i++)
+ {
+ /* Found the entry */
+ if (value < table[i].prob3) break;
- /* Keep the "best" one */
- if (table[i].level < table[j].level) i = j;
+ /* Decrement */
+ value = value - table[i].prob3;
}
+ /* Keep the "best" one */
+ if (table[i].level < table[j].level) i = j;
return (table[i].index);
}
+
/*!
* @brief オブジェクトを鑑定済にする /
* Known is true when the "attributes" of an object are "known".
o_ptr->ident |= (IDENT_KNOWN);
}
+
/*!
* @brief オブジェクトを*鑑定*済にする /
* The player is now aware of the effects of the given object.
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-void object_aware(object_type *o_ptr)
+void object_aware(player_type *owner_ptr, object_type *o_ptr)
{
- bool mihanmei = !object_is_aware(o_ptr);
-
/* Fully aware of the effects */
k_info[o_ptr->k_idx].aware = TRUE;
- if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
- !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
- {
- object_type forge;
- object_type *q_ptr;
- GAME_TEXT o_name[MAX_NLEN];
+ bool mihanmei = !object_is_aware(o_ptr);
+ bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
+ !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
+ if (!is_undefined) return;
- q_ptr = &forge;
- object_copy(q_ptr, o_ptr);
+ object_type forge;
+ object_type *q_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
- q_ptr->number = 1;
- object_desc(o_name, q_ptr, OD_NAME_ONLY);
-
- exe_write_diary(p_ptr, NIKKI_HANMEI, 0, o_name);
- }
+ q_ptr = &forge;
+ object_copy(q_ptr, o_ptr);
+
+ q_ptr->number = 1;
+ object_desc(o_name, q_ptr, OD_NAME_ONLY);
+
+ exe_write_diary(owner_ptr, NIKKI_HANMEI, 0, o_name);
}
+
/*!
* @brief オブジェクトを試行済にする /
* Something has been "sampled"
k_info[o_ptr->k_idx].tried = TRUE;
}
+
/*!
* @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
* @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
return FEEL_AVERAGE;
}
+
/*!
* @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
* @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
return FEEL_NONE;
}
+
/*!
* @brief 未鑑定なベースアイテムの基本価格を返す /
* Return the "value" of an "unknown" item Make a guess at the value of non-aware items
{
/* Un-aware Food */
- case TV_FOOD: return (5L);
+ case TV_FOOD: return (5L);
/* Un-aware Potions */
- case TV_POTION: return (20L);
+ case TV_POTION: return (20L);
/* Un-aware Scrolls */
- case TV_SCROLL: return (20L);
+ case TV_SCROLL: return (20L);
/* Un-aware Staffs */
- case TV_STAFF: return (70L);
+ case TV_STAFF: return (70L);
/* Un-aware Wands */
- case TV_WAND: return (50L);
+ case TV_WAND: return (50L);
/* Un-aware Rods */
- case TV_ROD: return (90L);
+ case TV_ROD: return (90L);
/* Un-aware Rings */
- case TV_RING: return (45L);
+ case TV_RING: return (45L);
/* Un-aware Amulets */
- case TV_AMULET: return (45L);
+ case TV_AMULET: return (45L);
/* Figurines, relative to monster level */
- case TV_FIGURINE:
- {
- DEPTH level = r_info[o_ptr->pval].level;
- if (level < 20) return level*50L;
- else if (level < 30) return 1000+(level-20)*150L;
- else if (level < 40) return 2500+(level-30)*350L;
- else if (level < 50) return 6000+(level-40)*800L;
- else return 14000+(level-50)*2000L;
- }
+ case TV_FIGURINE:
+ {
+ DEPTH level = r_info[o_ptr->pval].level;
+ if (level < 20) return level * 50L;
+ else if (level < 30) return 1000 + (level - 20) * 150L;
+ else if (level < 40) return 2500 + (level - 30) * 350L;
+ else if (level < 50) return 6000 + (level - 40) * 800L;
+ else return 14000 + (level - 50) * 2000L;
+ }
- case TV_CAPTURE:
- if (!o_ptr->pval) return 1000L;
- else return ((r_info[o_ptr->pval].level) * 50L + 1000);
+ case TV_CAPTURE:
+ if (!o_ptr->pval) return 1000L;
+ else return ((r_info[o_ptr->pval].level) * 50L + 1000);
}
/* Paranoia -- Oops */
tmp_cost = 0;
count = 0;
- if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
- if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
- if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
- if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
- else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
- if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
- else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
- if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
- if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
- else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
-
- if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
- if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
- if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
- if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
- if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
- if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
- if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
+ if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
+ if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
+ if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
+ if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
+ else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
+ if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
+ else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
+ if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
+ if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
+ else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
+
+ if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
+ if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
+ if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
+ if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
+ if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
+ if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
+ if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
total += (tmp_cost * count);
if (have_flag(flgs, TR_SUST_STR)) total += 850;
tmp_cost = 0;
count = 0;
- if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
- if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
- if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
- if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
- if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
- if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
- if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
- if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
- if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
- if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
- if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
- if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
- if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
- if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
- if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
- if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
+ if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
+ if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
+ if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
+ if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
+ if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
+ if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
+ if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
+ if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
+ if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
+ if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
+ if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
+ if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
+ if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
+ if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
+ if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
+ if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
total += (tmp_cost * count);
if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
int i;
bool flag = FALSE;
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (i = 0; i < TR_FLAG_SIZE; i++)
if (o_ptr->art_flags[i]) flag = TRUE;
if (flag) value += flag_cost(o_ptr, o_ptr->pval);
switch (o_ptr->tval)
{
/* Wands/Staffs */
- case TV_WAND:
- {
- /* Pay extra for charges, depending on standard number of
- * charges. Handle new-style wands correctly. -LM-
- */
- value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
-
- break;
- }
- case TV_STAFF:
- {
- /* Pay extra for charges, depending on standard number of
- * charges. -LM-
- */
- value += (value * o_ptr->pval / (k_ptr->pval * 2));
-
- break;
- }
+ case TV_WAND:
+ {
+ /* Pay extra for charges, depending on standard number of
+ * charges. Handle new-style wands correctly. -LM-
+ */
+ value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
- /* Rings/Amulets */
- case TV_RING:
- case TV_AMULET:
- {
- /* Hack -- negative bonuses are bad */
- if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
+ break;
+ }
+ case TV_STAFF:
+ {
+ /* Pay extra for charges, depending on standard number of
+ * charges. -LM-
+ */
+ value += (value * o_ptr->pval / (k_ptr->pval * 2));
- /* Give credit for bonuses */
- value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
+ break;
+ }
- break;
- }
+ /* Rings/Amulets */
+ case TV_RING:
+ case TV_AMULET:
+ {
+ /* Hack -- negative bonuses are bad */
+ if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
- /* Armor */
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_SHIELD:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- {
- /* Hack -- negative armor bonus */
- if (o_ptr->to_a < 0) return (0L);
+ /* Give credit for bonuses */
+ value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
- /* Give credit for bonuses */
- value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
+ break;
+ }
- break;
- }
+ /* Armor */
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_CLOAK:
+ case TV_CROWN:
+ case TV_HELM:
+ case TV_SHIELD:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ {
+ /* Hack -- negative armor bonus */
+ if (o_ptr->to_a < 0) return (0L);
- /* Bows/Weapons */
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_SWORD:
- case TV_POLEARM:
- {
- /* Hack -- negative hit/damage bonuses */
- if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
+ /* Give credit for bonuses */
+ value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
- /* Factor in the bonuses */
- value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
+ break;
+ }
- /* Hack -- Factor in extra damage dice and sides */
- value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
- value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
+ /* Bows/Weapons */
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_SWORD:
+ case TV_POLEARM:
+ {
+ /* Hack -- negative hit/damage bonuses */
+ if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
- break;
- }
+ /* Factor in the bonuses */
+ value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
- /* Ammo */
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- /* Hack -- negative hit/damage bonuses */
- if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
+ /* Hack -- Factor in extra damage dice and sides */
+ value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
+ value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
- /* Factor in the bonuses */
- value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
+ break;
+ }
- /* Hack -- Factor in extra damage dice and sides */
- value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
- value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
+ /* Ammo */
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ {
+ /* Hack -- negative hit/damage bonuses */
+ if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
- break;
- }
+ /* Factor in the bonuses */
+ value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
- /* Figurines, relative to monster level */
- case TV_FIGURINE:
- {
- DEPTH level = r_info[o_ptr->pval].level;
- if (level < 20) value = level*50L;
- else if (level < 30) value = 1000+(level-20)*150L;
- else if (level < 40) value = 2500+(level-30)*350L;
- else if (level < 50) value = 6000+(level-40)*800L;
- else value = 14000+(level-50)*2000L;
- break;
- }
+ /* Hack -- Factor in extra damage dice and sides */
+ value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
+ value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
- case TV_CAPTURE:
- {
- if (!o_ptr->pval) value = 1000L;
- else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
- break;
- }
+ break;
+ }
- case TV_CHEST:
- {
- if (!o_ptr->pval) value = 0L;
- break;
- }
+ /* Figurines, relative to monster level */
+ case TV_FIGURINE:
+ {
+ DEPTH level = r_info[o_ptr->pval].level;
+ if (level < 20) value = level * 50L;
+ else if (level < 30) value = 1000 + (level - 20) * 150L;
+ else if (level < 40) value = 2500 + (level - 30) * 350L;
+ else if (level < 50) value = 6000 + (level - 40) * 800L;
+ else value = 14000 + (level - 50) * 2000L;
+ break;
+ }
+
+ case TV_CAPTURE:
+ {
+ if (!o_ptr->pval) value = 1000L;
+ else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
+ break;
+ }
+
+ case TV_CHEST:
+ {
+ if (!o_ptr->pval) value = 0L;
+ break;
+ }
}
/* Worthless object */
}
-
-
/*!
* @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 /
* Distribute charges of rods or wands.
*/
void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
{
- if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
- {
- q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
- if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
+ if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
- /* Hack -- Rods also need to have their timeouts distributed. The
- * dropped stack will accept all time remaining to charge up to its
- * maximum.
- */
- if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
- {
- if (q_ptr->pval > o_ptr->timeout)
- q_ptr->timeout = o_ptr->timeout;
- else
- q_ptr->timeout = q_ptr->pval;
+ q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
+ if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
- if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
- }
- }
+ /* Hack -- Rods also need to have their timeouts distributed. The
+ * dropped stack will accept all time remaining to charge up to its
+ * maximum.
+ */
+ if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
+
+ if (q_ptr->pval > o_ptr->timeout)
+ q_ptr->timeout = o_ptr->timeout;
+ else
+ q_ptr->timeout = q_ptr->pval;
+
+ if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
}
+
/*!
* @brief 魔法棒やロッドの使用回数を減らす /
* @param o_ptr オブジェクトの構造体参照ポインタ source item
}
}
-/*
- * Determine if an item can "absorb" a second item
- *
- * See "object_absorb()" for the actual "absorption" code.
- *
- * If permitted, we allow staffs (if they are known to have equal charges
- * and both are either known or confirmed empty) and wands (if both are
- * either known or confirmed empty) and rods (in all cases) to combine.
- * Staffs will unstack (if necessary) when they are used, but wands and
- * rods will only unstack if one is dropped. -LM-
- *
- * If permitted, we allow weapons/armor to stack, if fully "known".
- *
- * Missiles will combine if both stacks have the same "known" status.
- * This is done to make unidentified stacks of missiles useful.
- *
- * Food, potions, scrolls, and "easy know" items always stack.
- *
- * Chests, and activatable items, never stack (for various reasons).
- */
-
-/*
- * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
- */
-#define MAX_STACK_SIZE 99
-
/*!
* @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。
switch (o_ptr->tval)
{
/* Chests and Statues*/
- case TV_CHEST:
- case TV_CARD:
- case TV_CAPTURE:
- {
- /* Never okay */
- return 0;
- }
+ case TV_CHEST:
+ case TV_CARD:
+ case TV_CAPTURE:
+ {
+ /* Never okay */
+ return 0;
+ }
- case TV_STATUE:
- {
- if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
- if (o_ptr->pval != j_ptr->pval) return 0;
- break;
- }
+ case TV_STATUE:
+ {
+ if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
+ if (o_ptr->pval != j_ptr->pval) return 0;
+ break;
+ }
- /* Figurines and Corpses*/
- case TV_FIGURINE:
- case TV_CORPSE:
- {
- /* Same monster */
- if (o_ptr->pval != j_ptr->pval) return 0;
+ /* Figurines and Corpses*/
+ case TV_FIGURINE:
+ case TV_CORPSE:
+ {
+ /* Same monster */
+ if (o_ptr->pval != j_ptr->pval) return 0;
- /* Assume okay */
- break;
- }
+ /* Assume okay */
+ break;
+ }
- /* Food and Potions and Scrolls */
- case TV_FOOD:
- case TV_POTION:
- case TV_SCROLL:
- {
- /* Assume okay */
- break;
- }
+ /* Food and Potions and Scrolls */
+ case TV_FOOD:
+ case TV_POTION:
+ case TV_SCROLL:
+ {
+ /* Assume okay */
+ break;
+ }
- /* Staffs */
- case TV_STAFF:
- {
- /* Require either knowledge or known empty for both staffs. */
- if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
- !object_is_known(o_ptr)) ||
- (!(j_ptr->ident & (IDENT_EMPTY)) &&
+ /* Staffs */
+ case TV_STAFF:
+ {
+ /* Require either knowledge or known empty for both staffs. */
+ if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
+ !object_is_known(o_ptr)) ||
+ (!(j_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(j_ptr))) return 0;
- /* Require identical charges, since staffs are bulky. */
- if (o_ptr->pval != j_ptr->pval) return 0;
+ /* Require identical charges, since staffs are bulky. */
+ if (o_ptr->pval != j_ptr->pval) return 0;
- /* Assume okay */
- break;
- }
+ /* Assume okay */
+ break;
+ }
- /* Wands */
- case TV_WAND:
- {
- /* Require either knowledge or known empty for both wands. */
- if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
- !object_is_known(o_ptr)) ||
- (!(j_ptr->ident & (IDENT_EMPTY)) &&
+ /* Wands */
+ case TV_WAND:
+ {
+ /* Require either knowledge or known empty for both wands. */
+ if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
+ !object_is_known(o_ptr)) ||
+ (!(j_ptr->ident & (IDENT_EMPTY)) &&
!object_is_known(j_ptr))) return 0;
- /* Wand charges combine in O&ZAngband. */
+ /* Wand charges combine in O&ZAngband. */
- /* Assume okay */
- break;
- }
+ /* Assume okay */
+ break;
+ }
- /* Staffs and Wands and Rods */
- case TV_ROD:
- {
- /* Prevent overflaw of timeout */
- max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
+ /* Staffs and Wands and Rods */
+ case TV_ROD:
+ {
+ /* Prevent overflaw of timeout */
+ max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
- /* Assume okay */
- break;
- }
+ /* Assume okay */
+ break;
+ }
- /* Weapons and Armor */
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
+ /* Weapons and Armor */
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
/* Rings, Amulets, Lites */
- case TV_RING:
- case TV_AMULET:
- case TV_LITE:
- case TV_WHISTLE:
- {
- /* Require full knowledge of both items */
- if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
+ case TV_RING:
+ case TV_AMULET:
+ case TV_LITE:
+ case TV_WHISTLE:
+ {
+ /* Require full knowledge of both items */
+ if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
- /* Fall through */
- }
+ /* Fall through */
+ }
- /* Missiles */
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- {
- /* Require identical knowledge of both items */
- if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
- if (o_ptr->feeling != j_ptr->feeling) return 0;
+ /* Missiles */
+ case TV_BOLT:
+ case TV_ARROW:
+ case TV_SHOT:
+ {
+ /* Require identical knowledge of both items */
+ if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
+ if (o_ptr->feeling != j_ptr->feeling) return 0;
- /* Require identical "bonuses" */
- if (o_ptr->to_h != j_ptr->to_h) return 0;
- if (o_ptr->to_d != j_ptr->to_d) return 0;
- if (o_ptr->to_a != j_ptr->to_a) return 0;
+ /* Require identical "bonuses" */
+ if (o_ptr->to_h != j_ptr->to_h) return 0;
+ if (o_ptr->to_d != j_ptr->to_d) return 0;
+ if (o_ptr->to_a != j_ptr->to_a) return 0;
- /* Require identical "pval" code */
- if (o_ptr->pval != j_ptr->pval) return 0;
+ /* Require identical "pval" code */
+ if (o_ptr->pval != j_ptr->pval) return 0;
- /* Artifacts never stack */
- if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
+ /* Artifacts never stack */
+ if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
- /* Require identical "ego-item" names */
- if (o_ptr->name2 != j_ptr->name2) return 0;
+ /* Require identical "ego-item" names */
+ if (o_ptr->name2 != j_ptr->name2) return 0;
- /* Require identical added essence */
- if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
- if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
+ /* Require identical added essence */
+ if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
+ if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
- /* Hack -- Never stack "powerful" items */
- if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
+ /* Hack -- Never stack "powerful" items */
+ if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
- /* Hack -- Never stack recharging items */
- if (o_ptr->timeout || j_ptr->timeout) return 0;
+ /* Hack -- Never stack recharging items */
+ if (o_ptr->timeout || j_ptr->timeout) return 0;
- /* Require identical "values" */
- if (o_ptr->ac != j_ptr->ac) return 0;
- if (o_ptr->dd != j_ptr->dd) return 0;
- if (o_ptr->ds != j_ptr->ds) return 0;
+ /* Require identical "values" */
+ if (o_ptr->ac != j_ptr->ac) return 0;
+ if (o_ptr->dd != j_ptr->dd) return 0;
+ if (o_ptr->ds != j_ptr->ds) return 0;
- /* Probably okay */
- break;
- }
+ /* Probably okay */
+ break;
+ }
- /* Various */
- default:
- {
- /* Require knowledge */
- if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
+ /* Various */
+ default:
+ {
+ /* Require knowledge */
+ if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
- /* Probably okay */
- break;
- }
+ /* Probably okay */
+ break;
+ }
}
/* Hack -- require semi-matching "inscriptions" */
if (o_ptr->inscription && j_ptr->inscription &&
- (o_ptr->inscription != j_ptr->inscription))
+ (o_ptr->inscription != j_ptr->inscription))
return 0;
/* Hack -- normally require matching "inscriptions" */
return max_num;
}
+
/*!
* @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。
* Determine if an item can absorb a second item.
/* They match, so they must be similar */
- return (TRUE);
+ return TRUE;
}
/* Hack -- clear "storebought" if only one has it */
if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
- (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
+ (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
{
if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
/*!
* @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
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-static void object_mention(object_type *o_ptr)
+static void object_mention(player_type *owner_ptr, object_type *o_ptr)
{
GAME_TEXT o_name[MAX_NLEN];
- object_aware(o_ptr);
+ object_aware(owner_ptr, o_ptr);
object_known(o_ptr);
/* Mark the item as fully known */
*/
static byte get_random_ego(byte slot, bool good)
{
- int i, value;
ego_item_type *e_ptr;
long total = 0L;
-
- for (i = 1; i < max_e_idx; i++)
+
+ for (int i = 1; i < max_e_idx; i++)
{
e_ptr = &e_info[i];
-
+
if (e_ptr->slot == slot
- && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
+ && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
{
if (e_ptr->rarity)
total += (255 / e_ptr->rarity);
}
}
- value = randint1(total);
+ int value = randint1(total);
- for (i = 1; i < max_e_idx; i++)
+ int j;
+ for (j = 1; j < max_e_idx; j++)
{
- e_ptr = &e_info[i];
-
+ e_ptr = &e_info[j];
+
if (e_ptr->slot == slot
- && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
+ && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
{
if (e_ptr->rarity)
value -= (255 / e_ptr->rarity);
if (value <= 0L) break;
}
}
- return (byte)i;
+
+ return (byte)j;
}
/*!
* @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
* Apply magic to an item known to be a "weapon"
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param level 生成基準階
* @param power 生成ランク
* Hack -- note special base damage dice boosting\n
* Hack -- note special processing for weapon/digger\n
*/
-void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
+void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
{
HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
switch (o_ptr->tval)
{
- case TV_DIGGING:
+ case TV_DIGGING:
+ {
+ /* Very good */
+ if (power > 1)
+ {
+ if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ else
+ /* Special Ego-item */
+ o_ptr->name2 = EGO_DIGGING;
+ }
+
+ /* Very bad */
+ else if (power < -1)
+ {
+ /* Hack -- Horrible digging bonus */
+ o_ptr->pval = 0 - (5 + randint1(5));
+ }
+
+ /* Bad */
+ else if (power < 0)
+ {
+ /* Hack -- Reverse digging bonus */
+ o_ptr->pval = 0 - (o_ptr->pval);
+ }
+
+ break;
+ }
+
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ {
+ /* Very Good */
+ if (power > 1)
{
- /* Very good */
- if (power > 1)
+ if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
{
- if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
- become_random_artifact(o_ptr, FALSE);
- else
- /* Special Ego-item */
- o_ptr->name2 = EGO_DIGGING;
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
-
- /* Very bad */
- else if (power < -1)
+ while (1)
{
- /* Hack -- Horrible digging bonus */
- o_ptr->pval = 0 - (5 + randint1(5));
+ /* Roll for an ego-item */
+ o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
+ if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
+ continue;
+ if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
+ continue;
+ if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
+ continue;
+ break;
}
- /* Bad */
- else if (power < 0)
+ switch (o_ptr->name2)
{
- /* Hack -- Reverse digging bonus */
- o_ptr->pval = 0 - (o_ptr->pval);
+ case EGO_HA:
+ if (one_in_(4) && (level > 40))
+ add_flag(o_ptr->art_flags, TR_BLOWS);
+ break;
+ case EGO_DF:
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_WARNING);
+ break;
+ case EGO_KILL_DRAGON:
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ break;
+ case EGO_WEST:
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ break;
+ case EGO_SLAYING_WEAPON:
+ if (one_in_(3)) /* double damage */
+ o_ptr->dd *= 2;
+ else
+ {
+ do
+ {
+ o_ptr->dd++;
+ } while (one_in_(o_ptr->dd));
+
+ do
+ {
+ o_ptr->ds++;
+ } while (one_in_(o_ptr->ds));
+ }
+
+ if (one_in_(5))
+ {
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ }
+ if (o_ptr->tval == TV_SWORD && one_in_(3))
+ {
+ add_flag(o_ptr->art_flags, TR_VORPAL);
+ }
+ break;
+ case EGO_TRUMP:
+ if (one_in_(5))
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ if (one_in_(7))
+ one_ability(o_ptr);
+ break;
+ case EGO_PATTERN:
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_DEX);
+ if (one_in_(5))
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ break;
+ case EGO_SHARPNESS:
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
+ break;
+ case EGO_EARTHQUAKES:
+ if (one_in_(3) && (level > 60))
+ add_flag(o_ptr->art_flags, TR_BLOWS);
+ else
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
+ break;
+ case EGO_VAMPIRIC:
+ if (one_in_(5))
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ break;
+ case EGO_DEMON:
+
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ break;
}
- break;
+ if (!o_ptr->art_name)
+ {
+ /* Hack -- Super-charge the damage dice */
+ while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+
+ /* Hack -- Lower the damage dice */
+ if (o_ptr->dd > 9) o_ptr->dd = 9;
+ }
}
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
+ /* Very cursed */
+ else if (power < -1)
{
- /* Very Good */
- if (power > 1)
+ /* Roll for ego-item */
+ if (randint0(MAX_DEPTH) < level)
{
- if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
while (1)
{
- /* Roll for an ego-item */
- o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
- if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
- continue;
- if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
- continue;
+ o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
+ {
continue;
+ }
break;
}
-
switch (o_ptr->name2)
{
- case EGO_HA:
- if (one_in_(4) && (level > 40))
- add_flag(o_ptr->art_flags, TR_BLOWS);
- break;
- case EGO_DF:
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
- case EGO_KILL_DRAGON:
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_RES_POIS);
+ case EGO_MORGUL:
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
break;
- case EGO_WEST:
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ case EGO_WEIRD:
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
break;
- case EGO_SLAYING_WEAPON:
- if (one_in_(3)) /* double damage */
- o_ptr->dd *= 2;
- else
- {
- do
- {
- o_ptr->dd++;
- } while (one_in_(o_ptr->dd));
+ }
+ }
+ }
- do
- {
- o_ptr->ds++;
- } while (one_in_(o_ptr->ds));
- }
+ break;
+ }
- if (one_in_(5))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- }
- if (o_ptr->tval == TV_SWORD && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- }
- break;
- case EGO_TRUMP:
- if (one_in_(5))
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (one_in_(7))
- one_ability(o_ptr);
- break;
- case EGO_PATTERN:
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_HOLD_EXP);
- if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(5))
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- break;
- case EGO_SHARPNESS:
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
- break;
- case EGO_EARTHQUAKES:
- if (one_in_(3) && (level > 60))
- add_flag(o_ptr->art_flags, TR_BLOWS);
- else
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
- break;
- case EGO_VAMPIRIC:
- if (one_in_(5))
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- break;
- case EGO_DEMON:
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- one_in_(3) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
- one_in_(2) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
- add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-
-
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
- break;
- }
-
- if (!o_ptr->art_name)
- {
- /* Hack -- Super-charge the damage dice */
- while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
-
- /* Hack -- Lower the damage dice */
- if (o_ptr->dd > 9) o_ptr->dd = 9;
- }
- }
-
- /* Very cursed */
- else if (power < -1)
+ case TV_BOW:
+ {
+ /* Very good */
+ if (power > 1)
+ {
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
- /* Roll for ego-item */
- if (randint0(MAX_DEPTH) < level)
- {
- while (1)
- {
- o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
- if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
- {
- continue;
- }
- break;
- }
- switch (o_ptr->name2)
- {
- case EGO_MORGUL:
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- break;
- case EGO_WEIRD:
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- break;
- }
- }
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
-
- break;
+ o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
}
+ break;
+ }
+
- case TV_BOW:
+ case TV_BOLT:
+ case TV_ARROW:
+ case TV_SHOT:
+ {
+ /* Very good */
+ if (power > 1)
{
- /* Very good */
- if (power > 1)
+ if (power > 2) /* power > 2 is debug only */
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
- o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
- break;
- }
-
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- {
- /* Very good */
- if (power > 1)
+ switch (o_ptr->name2)
{
- if (power > 2) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
-
- o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
-
- switch (o_ptr->name2)
- {
- case EGO_SLAYING_BOLT:
- o_ptr->dd++;
- break;
- }
+ case EGO_SLAYING_BOLT:
+ o_ptr->dd++;
+ break;
+ }
- /* Hack -- super-charge the damage dice */
- while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
+ /* Hack -- super-charge the damage dice */
+ while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
- /* Hack -- restrict the damage dice */
- if (o_ptr->dd > 9) o_ptr->dd = 9;
- }
+ /* Hack -- restrict the damage dice */
+ if (o_ptr->dd > 9) o_ptr->dd = 9;
+ }
- /* Very cursed */
- else if (power < -1)
+ /* Very cursed */
+ else if (power < -1)
+ {
+ /* Roll for ego-item */
+ if (randint0(MAX_DEPTH) < level)
{
- /* Roll for ego-item */
- if (randint0(MAX_DEPTH) < level)
- {
- o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
- }
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
}
-
- break;
}
+
+ break;
+ }
}
}
+
/*!
* @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
* Apply magic to an item known to be "armor"
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param level 生成基準階
* @param power 生成ランク
* Hack -- note special processing for crown/helm\n
* Hack -- note special processing for robe of permanence\n
*/
-static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
+static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
{
ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
switch (o_ptr->tval)
{
- case TV_DRAG_ARMOR:
- {
- if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
- become_random_artifact(o_ptr, FALSE);
- break;
- }
+ case TV_DRAG_ARMOR:
+ {
+ if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
+ }
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_SOFT_ARMOR:
+ {
+ /* Very good */
+ if (power > 1)
{
- /* Very good */
- if (power > 1)
+ /* Hack -- Try for "Robes of the Magi" */
+ if ((o_ptr->tval == TV_SOFT_ARMOR) &&
+ (o_ptr->sval == SV_ROBE) &&
+ (randint0(100) < 15))
{
- /* Hack -- Try for "Robes of the Magi" */
- if ((o_ptr->tval == TV_SOFT_ARMOR) &&
- (o_ptr->sval == SV_ROBE) &&
- (randint0(100) < 15))
+ if (one_in_(5))
{
- if (one_in_(5))
- {
- o_ptr->name2 = EGO_YOIYAMI;
- o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
- o_ptr->sval = SV_YOIYAMI_ROBE;
- o_ptr->ac = 0;
- o_ptr->to_a = 0;
- }
- else
- {
- o_ptr->name2 = EGO_PERMANENCE;
- }
- break;
+ o_ptr->name2 = EGO_YOIYAMI;
+ o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
+ o_ptr->sval = SV_YOIYAMI_ROBE;
+ o_ptr->ac = 0;
+ o_ptr->to_a = 0;
}
-
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ else
{
- become_random_artifact(o_ptr, FALSE);
- break;
+ o_ptr->name2 = EGO_PERMANENCE;
}
+ break;
+ }
- while (1)
- {
- bool okay_flag = TRUE;
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ {
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
+ }
- o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
+ while (1)
+ {
+ bool okay_flag = TRUE;
- switch (o_ptr->name2)
- {
- case EGO_DWARVEN:
- if (o_ptr->tval != TV_HARD_ARMOR)
- {
- okay_flag = FALSE;
- }
- break;
- case EGO_DRUID:
- if (o_ptr->tval != TV_SOFT_ARMOR)
- {
- okay_flag = FALSE;
- }
- break;
- default:
- break;
- }
+ o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
- if (okay_flag) break;
- }
switch (o_ptr->name2)
{
- case EGO_RESISTANCE:
- if (one_in_(4))
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- break;
- case EGO_DWARVEN:
- o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
- o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
- break;
-
- case EGO_A_DEMON:
- if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- one_in_(3) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
- one_in_(2) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
- add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ case EGO_DWARVEN:
+ if (o_ptr->tval != TV_HARD_ARMOR)
+ {
+ okay_flag = FALSE;
+ }
break;
- case EGO_A_MORGUL:
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ case EGO_DRUID:
+ if (o_ptr->tval != TV_SOFT_ARMOR)
+ {
+ okay_flag = FALSE;
+ }
break;
- default:
+ default:
break;
}
+
+ if (okay_flag) break;
}
+ switch (o_ptr->name2)
+ {
+ case EGO_RESISTANCE:
+ if (one_in_(4))
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ break;
+ case EGO_DWARVEN:
+ o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
+ o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
+ break;
- break;
+ case EGO_A_DEMON:
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ break;
+ case EGO_A_MORGUL:
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ break;
+ default:
+ break;
+ }
}
- case TV_SHIELD:
+ break;
+ }
+
+ case TV_SHIELD:
+ {
+
+ if (o_ptr->sval == SV_DRAGON_SHIELD)
{
+ dragon_resist(o_ptr);
+ if (!one_in_(3)) break;
+ }
- if (o_ptr->sval == SV_DRAGON_SHIELD)
+ /* Very good */
+ if (power > 1)
+ {
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
- dragon_resist(o_ptr);
- if (!one_in_(3)) break;
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
- /* Very good */
- if (power > 1)
+ while (1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
-
- while(1)
- {
- o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
- if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
- && o_ptr->name2 == EGO_S_DWARVEN)
- {
- continue;
- }
- break;
- }
-
- switch (o_ptr->name2)
+ o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
+ if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
+ && o_ptr->name2 == EGO_S_DWARVEN)
{
- case EGO_ENDURANCE:
- if (!one_in_(3)) one_high_resistance(o_ptr);
- if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
- break;
- case EGO_REFLECTION:
- if (o_ptr->sval == SV_MIRROR_SHIELD)
- o_ptr->name2 = 0;
- break;
-
- case EGO_S_DWARVEN:
- o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
- o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
- break;
+ continue;
}
+ break;
}
- break;
+
+ switch (o_ptr->name2)
+ {
+ case EGO_ENDURANCE:
+ if (!one_in_(3)) one_high_resistance(o_ptr);
+ if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
+ break;
+ case EGO_REFLECTION:
+ if (o_ptr->sval == SV_MIRROR_SHIELD)
+ o_ptr->name2 = 0;
+ break;
+
+ case EGO_S_DWARVEN:
+ o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
+ o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
+ break;
+ }
+ }
+ break;
+ }
+
+ case TV_GLOVES:
+ {
+ if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
+ {
+ dragon_resist(o_ptr);
+ if (!one_in_(3)) break;
+ }
+ if (power > 1)
+ {
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ {
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
+ }
+ o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
+ }
+
+ /* Very cursed */
+ else if (power < -1)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
}
- case TV_GLOVES:
+ break;
+ }
+
+ case TV_BOOTS:
+ {
+ if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
+ {
+ dragon_resist(o_ptr);
+ if (!one_in_(3)) break;
+ }
+ /* Very good */
+ if (power > 1)
{
- if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
- dragon_resist(o_ptr);
- if (!one_in_(3)) break;
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
- if (power > 1)
+ o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
+
+ switch (o_ptr->name2)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ case EGO_SLOW_DESCENT:
+ if (one_in_(2))
{
- become_random_artifact(o_ptr, FALSE);
- break;
+ one_high_resistance(o_ptr);
}
- o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
- }
-
- /* Very cursed */
- else if (power < -1)
- {
- o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
+ break;
}
-
- break;
}
+ /* Very cursed */
+ else if (power < -1)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
+ }
+
+ break;
+ }
- case TV_BOOTS:
+ case TV_CROWN:
+ {
+ /* Very good */
+ if (power > 1)
{
- if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
- dragon_resist(o_ptr);
- if (!one_in_(3)) break;
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
- /* Very good */
- if (power > 1)
+ while (1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
- o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
switch (o_ptr->name2)
{
- case EGO_SLOW_DESCENT:
- if (one_in_(2))
+ case EGO_TELEPATHY:
+ if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
+ else add_esp_weak(o_ptr, FALSE);
+ break;
+ case EGO_MAGI:
+ case EGO_MIGHT:
+ case EGO_REGENERATION:
+ case EGO_LORDLINESS:
+ case EGO_BASILISK:
+ break;
+ case EGO_SEEING:
+ if (one_in_(3))
{
- one_high_resistance(o_ptr);
+ if (one_in_(2)) add_esp_strong(o_ptr);
+ else add_esp_weak(o_ptr, FALSE);
}
break;
+ default:/* not existing crown (wisdom,lite, etc...) */
+ ok_flag = FALSE;
}
+ if (ok_flag)
+ break; /* while (1) */
}
- /* Very cursed */
- else if (power < -1)
- {
- o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
- }
-
break;
}
- case TV_CROWN:
+ /* Very cursed */
+ else if (power < -1)
{
- /* Very good */
- if (power > 1)
+ while (1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+
+ switch (o_ptr->name2)
{
- become_random_artifact(o_ptr, FALSE);
+ case EGO_ANCIENT_CURSE:
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
break;
}
- while (1)
- {
- bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
-
- switch (o_ptr->name2)
- {
- case EGO_TELEPATHY:
- if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
- else add_esp_weak(o_ptr, FALSE);
- break;
- case EGO_MAGI:
- case EGO_MIGHT:
- case EGO_REGENERATION:
- case EGO_LORDLINESS:
- case EGO_BASILISK:
- break;
- case EGO_SEEING:
- if (one_in_(3))
- {
- if (one_in_(2)) add_esp_strong(o_ptr);
- else add_esp_weak(o_ptr, FALSE);
- }
- break;
- default:/* not existing crown (wisdom,lite, etc...) */
- ok_flag = FALSE;
- }
- if (ok_flag)
- break; /* while (1) */
- }
- break;
+ if (ok_flag)
+ break; /* while (1) */
}
+ }
- /* Very cursed */
- else if (power < -1)
- {
- while (1)
- {
- bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
-
- switch (o_ptr->name2)
- {
- case EGO_ANCIENT_CURSE:
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- break;
- }
- if (ok_flag)
- break; /* while (1) */
- }
- }
+ break;
+ }
- break;
+ case TV_HELM:
+ {
+ if (o_ptr->sval == SV_DRAGON_HELM)
+ {
+ dragon_resist(o_ptr);
+ if (!one_in_(3)) break;
}
- case TV_HELM:
+ /* Very good */
+ if (power > 1)
{
- if (o_ptr->sval == SV_DRAGON_HELM)
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
{
- dragon_resist(o_ptr);
- if (!one_in_(3)) break;
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
-
- /* Very good */
- if (power > 1)
+ while (1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
+
+ switch (o_ptr->name2)
{
- become_random_artifact(o_ptr, FALSE);
+ case EGO_BRILLIANCE:
+ case EGO_DARK:
+ case EGO_INFRAVISION:
+ case EGO_H_PROTECTION:
break;
- }
- while (1)
- {
- bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
-
- switch (o_ptr->name2)
+ case EGO_SEEING:
+ if (one_in_(7))
{
- case EGO_BRILLIANCE:
- case EGO_DARK:
- case EGO_INFRAVISION:
- case EGO_H_PROTECTION:
- break;
- case EGO_SEEING:
- if (one_in_(7))
- {
- if (one_in_(2)) add_esp_strong(o_ptr);
- else add_esp_weak(o_ptr, FALSE);
- }
- break;
- case EGO_LITE:
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
- break;
- case EGO_H_DEMON:
- if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- one_in_(3) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
- one_in_(2) ?
- add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
- add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
- break;
- default:/* not existing helm (Magi, Might, etc...)*/
- ok_flag = FALSE;
+ if (one_in_(2)) add_esp_strong(o_ptr);
+ else add_esp_weak(o_ptr, FALSE);
}
- if (ok_flag)
- break; /* while (1) */
- }
- break;
- }
- /* Very cursed */
- else if (power < -1)
- {
- while (1)
- {
- bool ok_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+ break;
+ case EGO_LITE:
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
+ break;
+ case EGO_H_DEMON:
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ one_in_(3) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
+ one_in_(2) ?
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- switch (o_ptr->name2)
- {
- case EGO_ANCIENT_CURSE:
- ok_flag = FALSE;
- }
- if (ok_flag)
- break; /* while (1) */
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
+ break;
+ default:/* not existing helm (Magi, Might, etc...)*/
+ ok_flag = FALSE;
}
+ if (ok_flag)
+ break; /* while (1) */
}
break;
}
-
- case TV_CLOAK:
+ /* Very cursed */
+ else if (power < -1)
{
- /* Very good */
- if (power > 1)
+ while (1)
{
- if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- break;
- }
- o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
+ bool ok_flag = TRUE;
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
switch (o_ptr->name2)
{
- case EGO_BAT:
- o_ptr->to_d -= 6;
- o_ptr->to_h -= 6;
- break;
- case EGO_NAZGUL:
- o_ptr->to_d -= 3;
- o_ptr->to_h -= 3;
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- break;
+ case EGO_ANCIENT_CURSE:
+ ok_flag = FALSE;
}
+ if (ok_flag)
+ break; /* while (1) */
+ }
+ }
+ break;
+ }
+ case TV_CLOAK:
+ {
+ /* Very good */
+ if (power > 1)
+ {
+ if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
+ {
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ break;
}
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
- /* Very cursed */
- else if (power < -1)
+ switch (o_ptr->name2)
{
- o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
+ case EGO_BAT:
+ o_ptr->to_d -= 6;
+ o_ptr->to_h -= 6;
+ break;
+ case EGO_NAZGUL:
+ o_ptr->to_d -= 3;
+ o_ptr->to_h -= 3;
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
+ if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ break;
}
- break;
}
- }
+ /* Very cursed */
+ else if (power < -1)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
+ }
+
+ break;
+ }
+ }
}
/*!
* @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
* Apply magic to an item known to be a "ring" or "amulet"
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param level 生成基準階
* @param power 生成ランク
* Hack -- note special "pval boost" code for ring of speed\n
* Hack -- note that some items must be cursed (or blessed)\n
*/
-static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
+static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
{
/* Apply magic (good or bad) according to type */
switch (o_ptr->tval)
{
- case TV_RING:
+ case TV_RING:
+ {
+ /* Analyze */
+ switch (o_ptr->sval)
{
- /* Analyze */
- switch (o_ptr->sval)
- {
- case SV_RING_ATTACKS:
- {
- /* Stat bonus */
- o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
- if (one_in_(15)) o_ptr->pval++;
- if (o_ptr->pval < 1) o_ptr->pval = 1;
+ case SV_RING_ATTACKS:
+ {
+ /* Stat bonus */
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
+ if (one_in_(15)) o_ptr->pval++;
+ if (o_ptr->pval < 1) o_ptr->pval = 1;
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse pval */
- o_ptr->pval = 0 - (o_ptr->pval);
- }
+ /* Reverse pval */
+ o_ptr->pval = 0 - (o_ptr->pval);
+ }
- break;
- }
+ break;
+ }
- case SV_RING_SHOTS:
- {
- break;
- }
+ case SV_RING_SHOTS:
+ {
+ break;
+ }
- /* Strength, Constitution, Dexterity, Intelligence */
- case SV_RING_STR:
- case SV_RING_CON:
- case SV_RING_DEX:
- {
- /* Stat bonus */
- o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
+ /* Strength, Constitution, Dexterity, Intelligence */
+ case SV_RING_STR:
+ case SV_RING_CON:
+ case SV_RING_DEX:
+ {
+ /* Stat bonus */
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse pval */
- o_ptr->pval = 0 - (o_ptr->pval);
- }
+ /* Reverse pval */
+ o_ptr->pval = 0 - (o_ptr->pval);
+ }
- break;
- }
+ break;
+ }
- /* Ring of Speed! */
- case SV_RING_SPEED:
- {
- /* Base speed (1 to 10) */
- o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
+ /* Ring of Speed! */
+ case SV_RING_SPEED:
+ {
+ /* Base speed (1 to 10) */
+ o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
- /* Super-charge the ring */
- while (randint0(100) < 50) o_ptr->pval++;
+ /* Super-charge the ring */
+ while (randint0(100) < 50) o_ptr->pval++;
- /* Cursed Ring */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed Ring */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse pval */
- o_ptr->pval = 0 - (o_ptr->pval);
+ /* Reverse pval */
+ o_ptr->pval = 0 - (o_ptr->pval);
- break;
- }
+ break;
+ }
- break;
- }
+ break;
+ }
- case SV_RING_LORDLY:
- {
- do
- {
- one_lordly_high_resistance(o_ptr);
- }
- while (one_in_(4));
+ case SV_RING_LORDLY:
+ {
+ do
+ {
+ one_lordly_high_resistance(o_ptr);
+ } while (one_in_(4));
- /* Bonus to armor class */
- o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
- }
- break;
+ /* Bonus to armor class */
+ o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
+ }
+ break;
- case SV_RING_WARNING:
- {
- if (one_in_(3)) one_low_esp(o_ptr);
- break;
- }
+ case SV_RING_WARNING:
+ {
+ if (one_in_(3)) one_low_esp(o_ptr);
+ break;
+ }
- /* Searching */
- case SV_RING_SEARCHING:
- {
- /* Bonus to searching */
- o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
+ /* Searching */
+ case SV_RING_SEARCHING:
+ {
+ /* Bonus to searching */
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse pval */
- o_ptr->pval = 0 - (o_ptr->pval);
- }
+ /* Reverse pval */
+ o_ptr->pval = 0 - (o_ptr->pval);
+ }
- break;
- }
+ break;
+ }
- /* Flames, Acid, Ice */
- case SV_RING_FLAMES:
- case SV_RING_ACID:
- case SV_RING_ICE:
- case SV_RING_ELEC:
- {
- /* Bonus to armor class */
- o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
- break;
- }
+ /* Flames, Acid, Ice */
+ case SV_RING_FLAMES:
+ case SV_RING_ACID:
+ case SV_RING_ICE:
+ case SV_RING_ELEC:
+ {
+ /* Bonus to armor class */
+ o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
+ break;
+ }
- /* Weakness, Stupidity */
- case SV_RING_WEAKNESS:
- case SV_RING_STUPIDITY:
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Weakness, Stupidity */
+ case SV_RING_WEAKNESS:
+ case SV_RING_STUPIDITY:
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Penalize */
- o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
- if (power > 0) power = 0 - power;
+ /* Penalize */
+ o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
+ if (power > 0) power = 0 - power;
- break;
- }
+ break;
+ }
- /* WOE, Stupidity */
- case SV_RING_WOE:
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* WOE, Stupidity */
+ case SV_RING_WOE:
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Penalize */
- o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
- o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
- if (power > 0) power = 0 - power;
+ /* Penalize */
+ o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
+ o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
+ if (power > 0) power = 0 - power;
- break;
- }
+ break;
+ }
- /* Ring of damage */
- case SV_RING_DAMAGE:
- {
- /* Bonus to damage */
- o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
+ /* Ring of damage */
+ case SV_RING_DAMAGE:
+ {
+ /* Bonus to damage */
+ o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse bonus */
- o_ptr->to_d = 0 - o_ptr->to_d;
- }
+ /* Reverse bonus */
+ o_ptr->to_d = 0 - o_ptr->to_d;
+ }
- break;
- }
+ break;
+ }
- /* Ring of Accuracy */
- case SV_RING_ACCURACY:
- {
- /* Bonus to hit */
- o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
+ /* Ring of Accuracy */
+ case SV_RING_ACCURACY:
+ {
+ /* Bonus to hit */
+ o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse tohit */
- o_ptr->to_h = 0 - o_ptr->to_h;
- }
+ /* Reverse tohit */
+ o_ptr->to_h = 0 - o_ptr->to_h;
+ }
- break;
- }
+ break;
+ }
- /* Ring of Protection */
- case SV_RING_PROTECTION:
- {
- /* Bonus to armor class */
- o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
+ /* Ring of Protection */
+ case SV_RING_PROTECTION:
+ {
+ /* Bonus to armor class */
+ o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse toac */
- o_ptr->to_a = 0 - o_ptr->to_a;
- }
+ /* Reverse toac */
+ o_ptr->to_a = 0 - o_ptr->to_a;
+ }
- break;
- }
+ break;
+ }
- /* Ring of Slaying */
- case SV_RING_SLAYING:
- {
- /* Bonus to damage and to hit */
- o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
- o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
+ /* Ring of Slaying */
+ case SV_RING_SLAYING:
+ {
+ /* Bonus to damage and to hit */
+ o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
+ o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse bonuses */
- o_ptr->to_h = 0 - o_ptr->to_h;
- o_ptr->to_d = 0 - o_ptr->to_d;
- }
+ /* Reverse bonuses */
+ o_ptr->to_h = 0 - o_ptr->to_h;
+ o_ptr->to_d = 0 - o_ptr->to_d;
+ }
- break;
- }
+ break;
+ }
- case SV_RING_MUSCLE:
- {
- o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
- if (one_in_(4)) o_ptr->pval++;
+ case SV_RING_MUSCLE:
+ {
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
+ if (one_in_(4)) o_ptr->pval++;
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- /* Reverse bonuses */
- o_ptr->pval = 0 - o_ptr->pval;
- }
+ /* Reverse bonuses */
+ o_ptr->pval = 0 - o_ptr->pval;
+ }
- break;
- }
- case SV_RING_AGGRAVATION:
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ break;
+ }
+ case SV_RING_AGGRAVATION:
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= TRC_CURSED;
+ /* Cursed */
+ o_ptr->curse_flags |= TRC_CURSED;
- if (power > 0) power = 0 - power;
- break;
- }
- }
- if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
- || (power > 2)) /* power > 2 is debug only */
- {
- o_ptr->pval = MIN(o_ptr->pval, 4);
- /* Randart amulet */
- become_random_artifact(o_ptr, FALSE);
- }
- else if ((power == 2) && one_in_(2))
+ if (power > 0) power = 0 - power;
+ break;
+ }
+ }
+ if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
+ || (power > 2)) /* power > 2 is debug only */
+ {
+ o_ptr->pval = MIN(o_ptr->pval, 4);
+ /* Randart amulet */
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ }
+ else if ((power == 2) && one_in_(2))
+ {
+ while (!o_ptr->name2)
{
- while(!o_ptr->name2)
+ int tmp = m_bonus(10, level);
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ switch (randint1(28))
{
- int tmp = m_bonus(10, level);
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- switch(randint1(28))
+ case 1: case 2:
+ o_ptr->name2 = EGO_RING_THROW;
+ break;
+ case 3: case 4:
+ if (have_flag(k_ptr->flags, TR_REGEN)) break;
+ o_ptr->name2 = EGO_RING_REGEN;
+ break;
+ case 5: case 6:
+ if (have_flag(k_ptr->flags, TR_LITE_1)) break;
+ o_ptr->name2 = EGO_RING_LITE;
+ break;
+ case 7: case 8:
+ if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
+ o_ptr->name2 = EGO_RING_TELEPORT;
+ break;
+ case 9: case 10:
+ if (o_ptr->to_h) break;
+ o_ptr->name2 = EGO_RING_TO_H;
+ break;
+ case 11: case 12:
+ if (o_ptr->to_d) break;
+ o_ptr->name2 = EGO_RING_TO_D;
+ break;
+ case 13:
+ if ((o_ptr->to_h) || (o_ptr->to_d)) break;
+ o_ptr->name2 = EGO_RING_SLAY;
+ break;
+ case 14:
+ if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
+ o_ptr->name2 = EGO_RING_WIZARD;
+ break;
+ case 15:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ o_ptr->name2 = EGO_RING_HERO;
+ break;
+ case 16:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
+ else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
+ else o_ptr->name2 = EGO_RING_MAGIC_MIS;
+ break;
+ case 17:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ 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;
+ if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
+ else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
+ else o_ptr->name2 = EGO_RING_FIRE_BOLT;
+ break;
+ case 18:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ 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;
+ if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
+ else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
+ else o_ptr->name2 = EGO_RING_COLD_BOLT;
+ break;
+ case 19:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ 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;
+ if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
+ else o_ptr->name2 = EGO_RING_ELEC_BOLT;
+ break;
+ case 20:
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ 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;
+ if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
+ else o_ptr->name2 = EGO_RING_ACID_BOLT;
+ break;
+ case 21: case 22: case 23: case 24: case 25: case 26:
+ switch (o_ptr->sval)
{
- case 1: case 2:
- o_ptr->name2 = EGO_RING_THROW;
- break;
- case 3: case 4:
- if (have_flag(k_ptr->flags, TR_REGEN)) break;
- o_ptr->name2 = EGO_RING_REGEN;
- break;
- case 5: case 6:
- if (have_flag(k_ptr->flags, TR_LITE_1)) break;
- o_ptr->name2 = EGO_RING_LITE;
+ case SV_RING_SPEED:
+ if (!one_in_(3)) break;
+ o_ptr->name2 = EGO_RING_D_SPEED;
break;
- case 7: case 8:
- if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
- o_ptr->name2 = EGO_RING_TELEPORT;
- break;
- case 9: case 10:
- if (o_ptr->to_h) break;
- o_ptr->name2 = EGO_RING_TO_H;
- break;
- case 11: case 12:
- if (o_ptr->to_d) break;
- o_ptr->name2 = EGO_RING_TO_D;
- break;
- case 13:
- if ((o_ptr->to_h) || (o_ptr->to_d)) break;
- o_ptr->name2 = EGO_RING_SLAY;
+ case SV_RING_DAMAGE:
+ case SV_RING_ACCURACY:
+ case SV_RING_SLAYING:
+ if (one_in_(2)) break;
+ if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
+ else
+ {
+ o_ptr->name2 = EGO_RING_BERSERKER;
+ o_ptr->to_h -= 2 + randint1(4);
+ o_ptr->to_d += 2 + randint1(4);
+ }
break;
- case 14:
- if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
- o_ptr->name2 = EGO_RING_WIZARD;
+ case SV_RING_PROTECTION:
+ o_ptr->name2 = EGO_RING_SUPER_AC;
+ o_ptr->to_a += 7 + m_bonus(5, level);
break;
- case 15:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
+ case SV_RING_RES_FEAR:
o_ptr->name2 = EGO_RING_HERO;
break;
- case 16:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
- if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
- else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
- else o_ptr->name2 = EGO_RING_MAGIC_MIS;
+ case SV_RING_SHOTS:
+ if (one_in_(2)) break;
+ o_ptr->name2 = EGO_RING_HUNTER;
break;
- case 17:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
- 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;
- if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
- else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
- else o_ptr->name2 = EGO_RING_FIRE_BOLT;
+ case SV_RING_SEARCHING:
+ o_ptr->name2 = EGO_RING_STEALTH;
break;
- case 18:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
- 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;
- if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
- else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
- else o_ptr->name2 = EGO_RING_COLD_BOLT;
+ case SV_RING_TELEPORTATION:
+ o_ptr->name2 = EGO_RING_TELE_AWAY;
break;
- case 19:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
- 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;
- if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
- else o_ptr->name2 = EGO_RING_ELEC_BOLT;
- break;
- case 20:
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
- 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;
- if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
- else o_ptr->name2 = EGO_RING_ACID_BOLT;
+ case SV_RING_RES_BLINDNESS:
+ if (one_in_(2))
+ o_ptr->name2 = EGO_RING_RES_LITE;
+ else
+ o_ptr->name2 = EGO_RING_RES_DARK;
break;
- case 21: case 22: case 23: case 24: case 25: case 26:
- switch (o_ptr->sval)
- {
- case SV_RING_SPEED:
- if (!one_in_(3)) break;
- o_ptr->name2 = EGO_RING_D_SPEED;
- break;
- case SV_RING_DAMAGE:
- case SV_RING_ACCURACY:
- case SV_RING_SLAYING:
- if (one_in_(2)) break;
- if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
- else
- {
- o_ptr->name2 = EGO_RING_BERSERKER;
- o_ptr->to_h -= 2+randint1(4);
- o_ptr->to_d += 2+randint1(4);
- }
- break;
- case SV_RING_PROTECTION:
- o_ptr->name2 = EGO_RING_SUPER_AC;
- o_ptr->to_a += 7 + m_bonus(5, level);
- break;
- case SV_RING_RES_FEAR:
- o_ptr->name2 = EGO_RING_HERO;
- break;
- case SV_RING_SHOTS:
- if (one_in_(2)) break;
- o_ptr->name2 = EGO_RING_HUNTER;
- break;
- case SV_RING_SEARCHING:
- o_ptr->name2 = EGO_RING_STEALTH;
- break;
- case SV_RING_TELEPORTATION:
- o_ptr->name2 = EGO_RING_TELE_AWAY;
- break;
- case SV_RING_RES_BLINDNESS:
- if (one_in_(2))
- o_ptr->name2 = EGO_RING_RES_LITE;
- else
- o_ptr->name2 = EGO_RING_RES_DARK;
- break;
- case SV_RING_LORDLY:
- if (!one_in_(20)) break;
- one_lordly_high_resistance(o_ptr);
- one_lordly_high_resistance(o_ptr);
- o_ptr->name2 = EGO_RING_TRUE;
- break;
- case SV_RING_SUSTAIN:
- if (!one_in_(4)) break;
- o_ptr->name2 = EGO_RING_RES_TIME;
- break;
- case SV_RING_FLAMES:
- if (!one_in_(2)) break;
- o_ptr->name2 = EGO_RING_DRAGON_F;
- break;
- case SV_RING_ICE:
- if (!one_in_(2)) break;
- o_ptr->name2 = EGO_RING_DRAGON_C;
- break;
- case SV_RING_WARNING:
- if (!one_in_(2)) break;
- o_ptr->name2 = EGO_RING_M_DETECT;
- break;
- default:
- break;
- }
+ case SV_RING_LORDLY:
+ if (!one_in_(20)) break;
+ one_lordly_high_resistance(o_ptr);
+ one_lordly_high_resistance(o_ptr);
+ o_ptr->name2 = EGO_RING_TRUE;
break;
- }
- }
- o_ptr->curse_flags = 0L;
- }
- else if ((power == -2) && one_in_(2))
- {
- if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
- if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
- if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
- if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
- o_ptr->art_flags[0] = 0;
- o_ptr->art_flags[1] = 0;
- while(!o_ptr->name2)
- {
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- switch(randint1(5))
- {
- case 1:
- if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
- o_ptr->name2 = EGO_RING_DRAIN_EXP;
+ case SV_RING_SUSTAIN:
+ if (!one_in_(4)) break;
+ o_ptr->name2 = EGO_RING_RES_TIME;
break;
- case 2:
- o_ptr->name2 = EGO_RING_NO_MELEE;
+ case SV_RING_FLAMES:
+ if (!one_in_(2)) break;
+ o_ptr->name2 = EGO_RING_DRAGON_F;
break;
- case 3:
- if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
- o_ptr->name2 = EGO_RING_AGGRAVATE;
+ case SV_RING_ICE:
+ if (!one_in_(2)) break;
+ o_ptr->name2 = EGO_RING_DRAGON_C;
break;
- case 4:
- if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
- o_ptr->name2 = EGO_RING_TY_CURSE;
+ case SV_RING_WARNING:
+ if (!one_in_(2)) break;
+ o_ptr->name2 = EGO_RING_M_DETECT;
break;
- case 5:
- o_ptr->name2 = EGO_RING_ALBINO;
+ default:
break;
}
+ break;
}
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
}
- break;
+ o_ptr->curse_flags = 0L;
}
-
- case TV_AMULET:
+ else if ((power == -2) && one_in_(2))
{
- /* Analyze */
- switch (o_ptr->sval)
+ if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
+ if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
+ if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
+ if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
+ o_ptr->art_flags[0] = 0;
+ o_ptr->art_flags[1] = 0;
+ while (!o_ptr->name2)
{
- /* Amulet of wisdom/charisma */
- case SV_AMULET_INTELLIGENCE:
- case SV_AMULET_WISDOM:
- case SV_AMULET_CHARISMA:
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ switch (randint1(5))
{
- o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
-
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
-
- /* Reverse bonuses */
- o_ptr->pval = 0 - o_ptr->pval;
- }
-
+ case 1:
+ if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
+ o_ptr->name2 = EGO_RING_DRAIN_EXP;
+ break;
+ case 2:
+ o_ptr->name2 = EGO_RING_NO_MELEE;
+ break;
+ case 3:
+ if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
+ o_ptr->name2 = EGO_RING_AGGRAVATE;
+ break;
+ case 4:
+ if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
+ o_ptr->name2 = EGO_RING_TY_CURSE;
+ break;
+ case 5:
+ o_ptr->name2 = EGO_RING_ALBINO;
break;
}
+ }
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Amulet of brilliance */
- case SV_AMULET_BRILLIANCE:
- {
- o_ptr->pval = 1 + m_bonus(3, level);
- if (one_in_(4)) o_ptr->pval++;
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
+ }
+ break;
+ }
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ case TV_AMULET:
+ {
+ /* Analyze */
+ switch (o_ptr->sval)
+ {
+ /* Amulet of wisdom/charisma */
+ case SV_AMULET_INTELLIGENCE:
+ case SV_AMULET_WISDOM:
+ case SV_AMULET_CHARISMA:
+ {
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Reverse bonuses */
- o_ptr->pval = 0 - o_ptr->pval;
- }
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
- break;
- }
+ /* Reverse bonuses */
+ o_ptr->pval = 0 - o_ptr->pval;
+ }
- case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
- {
- if (power < 0)
- {
- o_ptr->curse_flags |= (TRC_CURSED);
- }
- break;
- }
+ break;
+ }
- case SV_AMULET_RESISTANCE:
- {
- if (one_in_(5)) one_high_resistance(o_ptr);
- if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
- }
- break;
+ /* Amulet of brilliance */
+ case SV_AMULET_BRILLIANCE:
+ {
+ o_ptr->pval = 1 + m_bonus(3, level);
+ if (one_in_(4)) o_ptr->pval++;
+
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
+
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
- /* Amulet of searching */
- case SV_AMULET_SEARCHING:
- {
- o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
+ /* Reverse bonuses */
+ o_ptr->pval = 0 - o_ptr->pval;
+ }
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ break;
+ }
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
+ case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
+ {
+ if (power < 0)
+ {
+ o_ptr->curse_flags |= (TRC_CURSED);
+ }
+ break;
+ }
- /* Reverse bonuses */
- o_ptr->pval = 0 - (o_ptr->pval);
- }
+ case SV_AMULET_RESISTANCE:
+ {
+ if (one_in_(5)) one_high_resistance(o_ptr);
+ if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
+ }
+ break;
- break;
- }
+ /* Amulet of searching */
+ case SV_AMULET_SEARCHING:
+ {
+ o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
- /* Amulet of the Magi -- never cursed */
- case SV_AMULET_THE_MAGI:
- {
- o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
- o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* gain one low ESP */
- add_esp_weak(o_ptr, FALSE);
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
- break;
- }
+ /* Reverse bonuses */
+ o_ptr->pval = 0 - (o_ptr->pval);
+ }
- /* Amulet of Doom -- always cursed */
- case SV_AMULET_DOOM:
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ break;
+ }
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
+ /* Amulet of the Magi -- never cursed */
+ case SV_AMULET_THE_MAGI:
+ {
+ o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
+ o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
- /* Penalize */
- o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
- o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
- if (power > 0) power = 0 - power;
+ /* gain one low ESP */
+ add_esp_weak(o_ptr, FALSE);
- break;
- }
+ break;
+ }
- case SV_AMULET_MAGIC_MASTERY:
- {
- o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
+ /* Amulet of Doom -- always cursed */
+ case SV_AMULET_DOOM:
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
+ /* Penalize */
+ o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
+ o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
+ if (power > 0) power = 0 - power;
- /* Reverse bonuses */
- o_ptr->pval = 0 - o_ptr->pval;
- }
+ break;
+ }
- break;
- }
- }
- if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
- || (power > 2)) /* power > 2 is debug only */
+ case SV_AMULET_MAGIC_MASTERY:
+ {
+ o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
+
+ /* Cursed */
+ if (power < 0)
{
- o_ptr->pval = MIN(o_ptr->pval, 4);
- /* Randart amulet */
- become_random_artifact(o_ptr, FALSE);
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
+
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
+
+ /* Reverse bonuses */
+ o_ptr->pval = 0 - o_ptr->pval;
}
- else if ((power == 2) && one_in_(2))
+
+ break;
+ }
+ }
+
+ if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
+ || (power > 2)) /* power > 2 is debug only */
+ {
+ o_ptr->pval = MIN(o_ptr->pval, 4);
+ /* Randart amulet */
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ }
+ else if ((power == 2) && one_in_(2))
+ {
+ while (!o_ptr->name2)
{
- while(!o_ptr->name2)
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ switch (randint1(21))
{
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- switch(randint1(21))
+ case 1: case 2:
+ if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
+ o_ptr->name2 = EGO_AMU_SLOW_D;
+ break;
+ case 3: case 4:
+ if (o_ptr->pval) break;
+ o_ptr->name2 = EGO_AMU_INFRA;
+ break;
+ case 5: case 6:
+ if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
+ o_ptr->name2 = EGO_AMU_SEE_INVIS;
+ break;
+ case 7: case 8:
+ if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
+ o_ptr->name2 = EGO_AMU_HOLD_EXP;
+ break;
+ case 9:
+ if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
+ o_ptr->name2 = EGO_AMU_LEVITATION;
+ break;
+ case 10: case 11: case 21:
+ o_ptr->name2 = EGO_AMU_AC;
+ break;
+ case 12:
+ if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
+ if (m_bonus(10, level) > 8)
+ o_ptr->name2 = EGO_AMU_RES_FIRE_;
+ else
+ o_ptr->name2 = EGO_AMU_RES_FIRE;
+ break;
+ case 13:
+ if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
+ if (m_bonus(10, level) > 8)
+ o_ptr->name2 = EGO_AMU_RES_COLD_;
+ else
+ o_ptr->name2 = EGO_AMU_RES_COLD;
+ break;
+ case 14:
+ if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
+ if (m_bonus(10, level) > 8)
+ o_ptr->name2 = EGO_AMU_RES_ELEC_;
+ else
+ o_ptr->name2 = EGO_AMU_RES_ELEC;
+ break;
+ case 15:
+ if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
+ if (m_bonus(10, level) > 8)
+ o_ptr->name2 = EGO_AMU_RES_ACID_;
+ else
+ o_ptr->name2 = EGO_AMU_RES_ACID;
+ break;
+ case 16: case 17: case 18: case 19: case 20:
+ switch (o_ptr->sval)
{
- case 1: case 2:
- if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
- o_ptr->name2 = EGO_AMU_SLOW_D;
- break;
- case 3: case 4:
- if (o_ptr->pval) break;
- o_ptr->name2 = EGO_AMU_INFRA;
+ case SV_AMULET_TELEPORT:
+ if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
+ else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
+ else o_ptr->name2 = EGO_AMU_TELEPORT;
break;
- case 5: case 6:
- if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
- o_ptr->name2 = EGO_AMU_SEE_INVIS;
+ case SV_AMULET_RESIST_ACID:
+ if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
break;
- case 7: case 8:
- if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
- o_ptr->name2 = EGO_AMU_HOLD_EXP;
+ case SV_AMULET_SEARCHING:
+ o_ptr->name2 = EGO_AMU_STEALTH;
break;
- case 9:
- if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
- o_ptr->name2 = EGO_AMU_LEVITATION;
+ case SV_AMULET_BRILLIANCE:
+ if (!one_in_(3)) break;
+ o_ptr->name2 = EGO_AMU_IDENT;
break;
- case 10: case 11: case 21:
- o_ptr->name2 = EGO_AMU_AC;
- break;
- case 12:
- if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
- if (m_bonus(10, level) > 8)
- o_ptr->name2 = EGO_AMU_RES_FIRE_;
- else
- o_ptr->name2 = EGO_AMU_RES_FIRE;
+ case SV_AMULET_CHARISMA:
+ if (!one_in_(3)) break;
+ o_ptr->name2 = EGO_AMU_CHARM;
break;
- case 13:
- if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
- if (m_bonus(10, level) > 8)
- o_ptr->name2 = EGO_AMU_RES_COLD_;
- else
- o_ptr->name2 = EGO_AMU_RES_COLD;
+ case SV_AMULET_THE_MAGI:
+ if (one_in_(2)) break;
+ o_ptr->name2 = EGO_AMU_GREAT;
break;
- case 14:
- if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
- if (m_bonus(10, level) > 8)
- o_ptr->name2 = EGO_AMU_RES_ELEC_;
- else
- o_ptr->name2 = EGO_AMU_RES_ELEC;
+ case SV_AMULET_RESISTANCE:
+ if (!one_in_(5)) break;
+ o_ptr->name2 = EGO_AMU_DEFENDER;
break;
- case 15:
- if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
- if (m_bonus(10, level) > 8)
- o_ptr->name2 = EGO_AMU_RES_ACID_;
- else
- o_ptr->name2 = EGO_AMU_RES_ACID;
+ case SV_AMULET_TELEPATHY:
+ if (!one_in_(3)) break;
+ o_ptr->name2 = EGO_AMU_DETECTION;
break;
- case 16: case 17: case 18: case 19: case 20:
- switch (o_ptr->sval)
- {
- case SV_AMULET_TELEPORT:
- if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
- else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
- else o_ptr->name2 = EGO_AMU_TELEPORT;
- break;
- case SV_AMULET_RESIST_ACID:
- if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
- break;
- case SV_AMULET_SEARCHING:
- o_ptr->name2 = EGO_AMU_STEALTH;
- break;
- case SV_AMULET_BRILLIANCE:
- if (!one_in_(3)) break;
- o_ptr->name2 = EGO_AMU_IDENT;
- break;
- case SV_AMULET_CHARISMA:
- if (!one_in_(3)) break;
- o_ptr->name2 = EGO_AMU_CHARM;
- break;
- case SV_AMULET_THE_MAGI:
- if (one_in_(2)) break;
- o_ptr->name2 = EGO_AMU_GREAT;
- break;
- case SV_AMULET_RESISTANCE:
- if (!one_in_(5)) break;
- o_ptr->name2 = EGO_AMU_DEFENDER;
- break;
- case SV_AMULET_TELEPATHY:
- if (!one_in_(3)) break;
- o_ptr->name2 = EGO_AMU_DETECTION;
- break;
- }
}
}
- o_ptr->curse_flags = 0L;
}
- else if ((power == -2) && one_in_(2))
+ o_ptr->curse_flags = 0L;
+ }
+ else if ((power == -2) && one_in_(2))
+ {
+ if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
+ if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
+ if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
+ if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
+ o_ptr->art_flags[0] = 0;
+ o_ptr->art_flags[1] = 0;
+ while (!o_ptr->name2)
{
- if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
- if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
- if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
- if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
- o_ptr->art_flags[0] = 0;
- o_ptr->art_flags[1] = 0;
- while(!o_ptr->name2)
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ switch (randint1(5))
{
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- switch(randint1(5))
- {
- case 1:
- if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
- o_ptr->name2 = EGO_AMU_DRAIN_EXP;
- break;
- case 2:
- o_ptr->name2 = EGO_AMU_FOOL;
- break;
- case 3:
- if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
- o_ptr->name2 = EGO_AMU_AGGRAVATE;
- break;
- case 4:
- if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
- o_ptr->name2 = EGO_AMU_TY_CURSE;
- break;
- case 5:
- o_ptr->name2 = EGO_AMU_NAIVETY;
- break;
- }
+ case 1:
+ if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
+ o_ptr->name2 = EGO_AMU_DRAIN_EXP;
+ break;
+ case 2:
+ o_ptr->name2 = EGO_AMU_FOOL;
+ break;
+ case 3:
+ if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
+ o_ptr->name2 = EGO_AMU_AGGRAVATE;
+ break;
+ case 4:
+ if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
+ o_ptr->name2 = EGO_AMU_TY_CURSE;
+ break;
+ case 5:
+ o_ptr->name2 = EGO_AMU_NAIVETY;
+ break;
}
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
-
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
}
- break;
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
+
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
}
+ break;
+ }
}
}
/*!
* @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
* Apply magic to an item known to be "boring"
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param level 生成基準階
* @param power 生成ランク
* @details
* Hack -- note the special code for various items
*/
-static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
+static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
(void)level;
/* Apply magic (good or bad) according to type */
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
switch (o_ptr->tval)
{
- case TV_WHISTLE:
- {
+ case TV_WHISTLE:
+ {
#if 0
- /* Cursed */
- if (power < 0)
- {
- /* Broken */
- o_ptr->ident |= (IDENT_BROKEN);
+ /* Cursed */
+ if (power < 0)
+ {
+ /* Broken */
+ o_ptr->ident |= (IDENT_BROKEN);
- /* Cursed */
- o_ptr->curse_flags |= (TRC_CURSED);
- }
-#endif
- break;
+ /* Cursed */
+ o_ptr->curse_flags |= (TRC_CURSED);
}
- case TV_FLASK:
+#endif
+ break;
+ }
+ case TV_FLASK:
+ {
+ o_ptr->xtra4 = o_ptr->pval;
+ o_ptr->pval = 0;
+ break;
+ }
+ case TV_LITE:
+ {
+ /* Hack -- Torches -- random fuel */
+ if (o_ptr->sval == SV_LITE_TORCH)
{
- o_ptr->xtra4 = o_ptr->pval;
+ if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
o_ptr->pval = 0;
- break;
}
- case TV_LITE:
- {
- /* Hack -- Torches -- random fuel */
- if (o_ptr->sval == SV_LITE_TORCH)
- {
- if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
- o_ptr->pval = 0;
- }
- /* Hack -- Lanterns -- random fuel */
- if (o_ptr->sval == SV_LITE_LANTERN)
- {
- if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
- o_ptr->pval = 0;
- }
+ /* Hack -- Lanterns -- random fuel */
+ if (o_ptr->sval == SV_LITE_LANTERN)
+ {
+ if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
+ o_ptr->pval = 0;
+ }
- if (power > 2) /* power > 2 is debug only */
- {
- become_random_artifact(o_ptr, FALSE);
- }
- else if ((power == 2) || ((power == 1) && one_in_(3)))
+ if (power > 2) /* power > 2 is debug only */
+ {
+ become_random_artifact(owner_ptr, o_ptr, FALSE);
+ }
+ else if ((power == 2) || ((power == 1) && one_in_(3)))
+ {
+ while (!o_ptr->name2)
{
- while (!o_ptr->name2)
+ while (1)
{
- while (1)
- {
- bool okay_flag = TRUE;
+ bool okay_flag = TRUE;
- o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
- switch (o_ptr->name2)
- {
- case EGO_LITE_LONG:
- if (o_ptr->sval == SV_LITE_FEANOR)
- okay_flag = FALSE;
- }
- if (okay_flag)
- break;
+ switch (o_ptr->name2)
+ {
+ case EGO_LITE_LONG:
+ if (o_ptr->sval == SV_LITE_FEANOR)
+ okay_flag = FALSE;
}
+ if (okay_flag)
+ break;
}
}
- else if (power == -2)
+ }
+ else if (power == -2)
+ {
+ o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
+
+ switch (o_ptr->name2)
{
- o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
+ case EGO_LITE_DARKNESS:
+ o_ptr->xtra4 = 0;
- switch (o_ptr->name2)
+ if (o_ptr->sval == SV_LITE_TORCH)
{
- case EGO_LITE_DARKNESS:
- o_ptr->xtra4 = 0;
-
- if (o_ptr->sval == SV_LITE_TORCH)
- {
- add_flag(o_ptr->art_flags, TR_LITE_M1);
- }
- else if (o_ptr->sval == SV_LITE_LANTERN)
- {
- add_flag(o_ptr->art_flags, TR_LITE_M2);
- }
- else if (o_ptr->sval == SV_LITE_FEANOR)
- {
- add_flag(o_ptr->art_flags, TR_LITE_M3);
- }
- break;
+ add_flag(o_ptr->art_flags, TR_LITE_M1);
}
+ else if (o_ptr->sval == SV_LITE_LANTERN)
+ {
+ add_flag(o_ptr->art_flags, TR_LITE_M2);
+ }
+ else if (o_ptr->sval == SV_LITE_FEANOR)
+ {
+ add_flag(o_ptr->art_flags, TR_LITE_M3);
+ }
+ break;
}
-
- break;
- }
-
- case TV_WAND:
- case TV_STAFF:
- {
- /* The wand or staff gets a number of initial charges equal
- * to between 1/2 (+1) and the full object kind's pval. -LM-
- */
- o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
- break;
- }
-
- case TV_ROD:
- {
- /* Transfer the pval. -LM- */
- o_ptr->pval = k_ptr->pval;
- break;
}
- case TV_CAPTURE:
- {
- o_ptr->pval = 0;
- object_aware(o_ptr);
- object_known(o_ptr);
- break;
- }
+ break;
+ }
- case TV_FIGURINE:
- {
- PARAMETER_VALUE i = 1;
- int check;
+ case TV_WAND:
+ case TV_STAFF:
+ {
+ /* The wand or staff gets a number of initial charges equal
+ * to between 1/2 (+1) and the full object kind's pval. -LM-
+ */
+ o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
+ break;
+ }
- monster_race *r_ptr;
+ case TV_ROD:
+ {
+ /* Transfer the pval. -LM- */
+ o_ptr->pval = k_ptr->pval;
+ break;
+ }
- /* Pick a random non-unique monster race */
- while (1)
- {
- i = randint1(max_r_idx - 1);
+ case TV_CAPTURE:
+ {
+ o_ptr->pval = 0;
+ object_aware(owner_ptr, o_ptr);
+ object_known(o_ptr);
+ break;
+ }
- if (!item_monster_okay(i)) continue;
- if (i == MON_TSUCHINOKO) continue;
+ case TV_FIGURINE:
+ {
+ PARAMETER_VALUE i = 1;
+ int check;
- r_ptr = &r_info[i];
+ monster_race *r_ptr;
- check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
+ /* Pick a random non-unique monster race */
+ while (1)
+ {
+ i = randint1(max_r_idx - 1);
- /* Ignore dead monsters */
- if (!r_ptr->rarity) continue;
+ if (!item_monster_okay(i)) continue;
+ if (i == MON_TSUCHINOKO) continue;
- /* Ignore uncommon monsters */
- if (r_ptr->rarity > 100) continue;
+ r_ptr = &r_info[i];
- /* Prefer less out-of-depth monsters */
- if (randint0(check)) continue;
+ check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
- break;
- }
+ /* Ignore dead monsters */
+ if (!r_ptr->rarity) continue;
- o_ptr->pval = i;
+ /* Ignore uncommon monsters */
+ if (r_ptr->rarity > 100) continue;
- /* Some figurines are cursed */
- if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
+ /* Prefer less out-of-depth monsters */
+ if (randint0(check)) continue;
break;
}
- case TV_CORPSE:
- {
- PARAMETER_VALUE i = 1;
- int check;
+ o_ptr->pval = i;
- u32b match = 0;
+ /* Some figurines are cursed */
+ if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
- monster_race *r_ptr;
+ break;
+ }
- if (o_ptr->sval == SV_SKELETON)
- {
- match = RF9_DROP_SKELETON;
- }
- else if (o_ptr->sval == SV_CORPSE)
- {
- match = RF9_DROP_CORPSE;
- }
+ case TV_CORPSE:
+ {
+ PARAMETER_VALUE i = 1;
+ int check;
- /* Hack -- Remove the monster restriction */
- get_mon_num_prep(item_monster_okay, NULL);
+ u32b match = 0;
- /* Pick a random non-unique monster race */
- while (1)
- {
- i = get_mon_num(p_ptr->current_floor_ptr->dun_level);
+ monster_race *r_ptr;
- r_ptr = &r_info[i];
+ if (o_ptr->sval == SV_SKELETON)
+ {
+ match = RF9_DROP_SKELETON;
+ }
+ else if (o_ptr->sval == SV_CORPSE)
+ {
+ match = RF9_DROP_CORPSE;
+ }
- check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
+ /* Hack -- Remove the monster restriction */
+ get_mon_num_prep(item_monster_okay, NULL);
- /* Ignore dead monsters */
- if (!r_ptr->rarity) continue;
+ /* Pick a random non-unique monster race */
+ while (1)
+ {
+ i = get_mon_num(floor_ptr->dun_level);
- /* Ignore corpseless monsters */
- if (!(r_ptr->flags9 & match)) continue;
+ r_ptr = &r_info[i];
- /* Prefer less out-of-depth monsters */
- if (randint0(check)) continue;
+ check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
- break;
- }
+ /* Ignore dead monsters */
+ if (!r_ptr->rarity) continue;
- o_ptr->pval = i;
+ /* Ignore corpseless monsters */
+ if (!(r_ptr->flags9 & match)) continue;
+ /* Prefer less out-of-depth monsters */
+ if (randint0(check)) continue;
- object_aware(o_ptr);
- object_known(o_ptr);
break;
}
- case TV_STATUE:
- {
- PARAMETER_VALUE i = 1;
-
- monster_race *r_ptr;
+ o_ptr->pval = i;
- /* Pick a random monster race */
- while (1)
- {
- i = randint1(max_r_idx - 1);
+ object_aware(owner_ptr, o_ptr);
+ object_known(o_ptr);
+ break;
+ }
- r_ptr = &r_info[i];
+ case TV_STATUE:
+ {
+ PARAMETER_VALUE i = 1;
- /* Ignore dead monsters */
- if (!r_ptr->rarity) continue;
+ monster_race *r_ptr;
- break;
- }
+ /* Pick a random monster race */
+ while (1)
+ {
+ i = randint1(max_r_idx - 1);
- o_ptr->pval = i;
+ r_ptr = &r_info[i];
- if (cheat_peek)
- {
- msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
- }
- object_aware(o_ptr);
- object_known(o_ptr);
+ /* Ignore dead monsters */
+ if (!r_ptr->rarity) continue;
break;
}
- case TV_CHEST:
+ o_ptr->pval = i;
+
+ if (cheat_peek)
{
- DEPTH obj_level = k_info[o_ptr->k_idx].level;
+ msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
+ }
- /* Hack -- skip ruined chests */
- if (obj_level <= 0) break;
+ object_aware(owner_ptr, o_ptr);
+ object_known(o_ptr);
+
+ break;
+ }
- /* Hack -- pick a "difficulty" */
- o_ptr->pval = randint1(obj_level);
- if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
+ case TV_CHEST:
+ {
+ DEPTH obj_level = k_info[o_ptr->k_idx].level;
- o_ptr->xtra3 = p_ptr->current_floor_ptr->dun_level + 5;
+ /* Hack -- skip ruined chests */
+ if (obj_level <= 0) break;
- /* Never exceed "difficulty" of 55 to 59 */
- if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
+ /* Hack -- pick a "difficulty" */
+ o_ptr->pval = randint1(obj_level);
+ if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
- break;
- }
+ o_ptr->xtra3 = floor_ptr->dun_level + 5;
+
+ /* Never exceed "difficulty" of 55 to 59 */
+ if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
+
+ break;
+ }
}
}
+
/*!
* @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
* Complete the "creation" of an object by applying "magic" to the item
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param lev 生成基準階
* @param mode 生成オプション
* "good" and "great" arguments are false. As a total hack, if "great" is\n
* true, then the item gets 3 extra "attempts" to become an artifact.\n
*/
-void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
+void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
{
int i, rolls, f1, f2, power;
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
+ if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
/* Maximum "level" for various things */
if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
f1 = lev + 10;
/* Maximal chance of being "good" */
- if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
+ if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
/* Base chance of being "great" */
f2 = f1 * 2 / 3;
/* Maximal chance of being "great" */
- if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
- f2 = d_info[p_ptr->dungeon_idx].obj_great;
+ if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
+ f2 = d_info[owner_ptr->dungeon_idx].obj_great;
- if (p_ptr->muta3 & MUT3_GOOD_LUCK)
+ if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
{
f1 += 5;
f2 += 2;
}
- else if(p_ptr->muta3 & MUT3_BAD_LUCK)
+ else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
{
f1 -= 5;
f2 -= 2;
for (i = 0; i < rolls; i++)
{
/* Roll for an artifact */
- if (make_artifact(o_ptr)) break;
- if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
+ if (make_artifact(owner_ptr, o_ptr)) break;
+ if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
{
- if (make_artifact(o_ptr)) break;
+ if (make_artifact(owner_ptr, o_ptr)) break;
}
}
-
/* Hack -- analyze artifacts */
if (object_is_fixed_artifact(o_ptr))
{
/* Hack -- Memorize location of artifact in saved floors */
if (current_world_ptr->character_dungeon)
- a_ptr->floor_id = p_ptr->floor_id;
+ a_ptr->floor_id = owner_ptr->floor_id;
/* Extract the other fields */
o_ptr->pval = a_ptr->pval;
if (o_ptr->name1 == ART_MILIM)
{
- if(p_ptr->pseikaku == SEIKAKU_SEXY)
- {
- o_ptr->pval = 3;
- }
+ if (owner_ptr->pseikaku == SEIKAKU_SEXY)
+ {
+ o_ptr->pval = 3;
+ }
}
/* Hack -- extract the "broken" flag */
switch (o_ptr->tval)
{
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_BOW:
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- if (power) apply_magic_weapon(o_ptr, lev, power);
- break;
- }
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_BOW:
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ {
+ if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
+ break;
+ }
- case TV_POLEARM:
- {
- if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
- break;
- }
+ case TV_POLEARM:
+ {
+ if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
+ break;
+ }
- case TV_SWORD:
- {
- if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
- break;
- }
+ case TV_SWORD:
+ {
+ if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
+ break;
+ }
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_HELM:
- case TV_CROWN:
- case TV_CLOAK:
- case TV_GLOVES:
- case TV_BOOTS:
- {
- /* Elven Cloak and Black Clothes ... */
- if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
- ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
- o_ptr->pval = randint1(4);
+ case TV_DRAG_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_SOFT_ARMOR:
+ case TV_SHIELD:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_CLOAK:
+ case TV_GLOVES:
+ case TV_BOOTS:
+ {
+ /* Elven Cloak and Black Clothes ... */
+ if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
+ ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
+ o_ptr->pval = randint1(4);
#if 1
- if (power ||
- ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
- ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
- ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
- ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
- a_m_aux_2(o_ptr, lev, power);
+ if (power ||
+ ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
+ ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
+ ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
+ ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
+ a_m_aux_2(owner_ptr, o_ptr, lev, power);
#else
- if (power) a_m_aux_2(o_ptr, lev, power);
+ if (power) a_m_aux_2(o_ptr, lev, power);
#endif
- break;
- }
+ break;
+ }
- case TV_RING:
- case TV_AMULET:
- {
- if (!power && (randint0(100) < 50)) power = -1;
- a_m_aux_3(o_ptr, lev, power);
- break;
- }
+ case TV_RING:
+ case TV_AMULET:
+ {
+ if (!power && (randint0(100) < 50)) power = -1;
+ a_m_aux_3(owner_ptr, o_ptr, lev, power);
+ break;
+ }
- default:
- {
- a_m_aux_4(o_ptr, lev, power);
- break;
- }
+ default:
+ {
+ a_m_aux_4(owner_ptr, o_ptr, lev, power);
+ break;
+ }
}
if ((o_ptr->tval == TV_SOFT_ARMOR) &&
- (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
- (p_ptr->pseikaku == SEIKAKU_SEXY))
+ (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
+ (owner_ptr->pseikaku == SEIKAKU_SEXY))
{
o_ptr->pval = 3;
add_flag(o_ptr->art_flags, TR_STR);
do
{
o_ptr->dd++;
- }
- while (one_in_(o_ptr->dd));
+ } while (one_in_(o_ptr->dd));
if (o_ptr->dd > 9) o_ptr->dd = 9;
}
if (e_ptr->max_to_h)
{
if (e_ptr->max_to_h > 127)
- o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
+ o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
else o_ptr->to_h += randint1(e_ptr->max_to_h);
}
if (e_ptr->max_to_d)
{
if (e_ptr->max_to_d > 127)
- o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
+ o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
else o_ptr->to_d += randint1(e_ptr->max_to_d);
}
if (e_ptr->max_to_a)
{
if (e_ptr->max_to_a > 127)
- o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
+ o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
else o_ptr->to_a += randint1(e_ptr->max_to_a);
}
-
+
/* Accuracy ego must have high to_h */
- if(o_ptr->name2 == EGO_ACCURACY)
+ if (o_ptr->name2 == EGO_ACCURACY)
{
- while(o_ptr->to_h < o_ptr->to_d + 10)
+ while (o_ptr->to_h < o_ptr->to_d + 10)
{
o_ptr->to_h += 5;
o_ptr->to_d -= 5;
}
o_ptr->to_h = MAX(o_ptr->to_h, 15);
}
-
+
/* Accuracy ego must have high to_h */
- if(o_ptr->name2 == EGO_VELOCITY)
+ if (o_ptr->name2 == EGO_VELOCITY)
{
- while(o_ptr->to_d < o_ptr->to_h + 10)
+ while (o_ptr->to_d < o_ptr->to_h + 10)
{
o_ptr->to_d += 5;
o_ptr->to_h -= 5;
}
o_ptr->to_d = MAX(o_ptr->to_d, 15);
}
-
+
/* Protection ego must have high to_a */
- if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
+ if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
{
o_ptr->to_a = MAX(o_ptr->to_a, 15);
}
if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
{
o_ptr->pval++;
- if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
+ if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
}
else if (o_ptr->name2 == EGO_DEMON)
{
- if(have_flag(o_ptr->art_flags, TR_BLOWS))
+ if (have_flag(o_ptr->art_flags, TR_BLOWS))
{
o_ptr->pval += randint1(2);
}
}
else if (o_ptr->name2 == EGO_ATTACKS)
{
- o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
+ o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
if (o_ptr->pval > 3) o_ptr->pval = 3;
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
o_ptr->pval += randint1(2);
{
o_ptr->pval += randint1(e_ptr->max_pval);
}
-
-
+
+
}
if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
{
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
o_ptr->pval = 2;
}
-
+
return;
}
if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
}
-
-
}
/*!
* @brief 生成階に応じたベースアイテムの生成を行う。
* Attempt to make an object (normal or good/great)
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param mode オプションフラグ
* @return 生成に成功したらTRUEを返す。
* @details
* This routine plays nasty games to generate the "special artifacts".\n
- * This routine uses "p_ptr->current_floor_ptr->object_level" for the "generation level".\n
+ * This routine uses "floor_ptr->object_level" for the "generation level".\n
* We assume that the given object has been "wiped".\n
*/
-bool make_object(object_type *j_ptr, BIT_FLAGS mode)
+bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
{
- PERCENTAGE prob;
- DEPTH base;
-
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
/* Chance of "special object" */
- prob = ((mode & AM_GOOD) ? 10 : 1000);
+ PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
/* Base level for the object */
- base = ((mode & AM_GOOD) ? (p_ptr->current_floor_ptr->object_level + 10) : p_ptr->current_floor_ptr->object_level);
+ DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
/* Generate a special object, or a normal object */
- if (!one_in_(prob) || !make_artifact_special(j_ptr))
+ if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
{
KIND_OBJECT_IDX k_idx;
if (get_obj_num_hook) get_obj_num_prep();
/* Pick a random object */
- k_idx = get_obj_num(base, mode);
+ k_idx = get_obj_num(owner_ptr, base, mode);
/* Restricted objects */
if (get_obj_num_hook)
}
/* Handle failure */
- if (!k_idx) return (FALSE);
+ if (!k_idx) return FALSE;
/* Prepare the object */
object_prep(j_ptr, k_idx);
}
/* Apply magic (allow artifacts) */
- apply_magic(j_ptr, p_ptr->current_floor_ptr->object_level, mode);
+ apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
/* Hack -- generate multiple spikes/missiles */
switch (j_ptr->tval)
{
- case TV_SPIKE:
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- if (!j_ptr->name1)
- j_ptr->number = (byte)damroll(6, 7);
- }
- }
-
- if (cheat_peek) object_mention(j_ptr);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*!
- * @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。
- * Attempt to place an object (normal or good/great) at the given location.
- * @param y 配置したいフロアのY座標
- * @param x 配置したいフロアのX座標
- * @param mode オプションフラグ
- * @return 生成に成功したらTRUEを返す。
- * @details
- * This routine plays nasty games to generate the "special artifacts".\n
- * This routine uses "p_ptr->current_floor_ptr->object_level" for the "generation level".\n
- * This routine requires a clean floor grid destination.\n
- */
-void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
-{
- OBJECT_IDX o_idx;
-
- /* Acquire grid */
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
- object_type forge;
- object_type *q_ptr;
-
-
- /* Paranoia -- check bounds */
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
-
- /* Require floor space */
- if (!cave_drop_bold(p_ptr->current_floor_ptr, y, x)) return;
-
- /* Avoid stacking on other objects */
- if (g_ptr->o_idx) return;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Make an object (if possible) */
- if (!make_object(q_ptr, mode)) return;
-
- o_idx = o_pop();
-
- /* Success */
- if (o_idx)
+ case TV_SPIKE:
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
{
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
-
- /* Structure Copy */
- object_copy(o_ptr, q_ptr);
-
- o_ptr->iy = y;
- o_ptr->ix = x;
-
- /* Build a stack */
- o_ptr->next_o_idx = g_ptr->o_idx;
-
- g_ptr->o_idx = o_idx;
- note_spot(y, x);
- lite_spot(y, x);
+ if (!j_ptr->name1)
+ j_ptr->number = (byte)damroll(6, 7);
}
- else
- {
- /* Hack -- Preserve artifacts */
- if (object_is_fixed_artifact(q_ptr))
- {
- a_info[q_ptr->name1].cur_num = 0;
- }
}
-}
+ if (cheat_peek) object_mention(owner_ptr, j_ptr);
+
+ return TRUE;
+}
-OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
/*!
* @brief 生成階に応じた財宝オブジェクトの生成を行う。
* Make a treasure object
+ * @param floor_ptr 現在フロアへの参照ポインタ
* @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
* @return 生成に成功したらTRUEを返す。
* @details
* The location must be a legal, clean, floor grid.
*/
-bool make_gold(object_type *j_ptr)
+bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
{
int i;
s32b base;
/* Hack -- Pick a Treasure variety */
- i = ((randint1(p_ptr->current_floor_ptr->object_level + 2) + 2) / 2) - 1;
+ i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
/* Apply "extra" magic */
if (one_in_(GREAT_OBJ))
{
- i += randint1(p_ptr->current_floor_ptr->object_level + 1);
+ i += randint1(floor_ptr->object_level + 1);
}
/* Hack -- Creeping Coins only generate "themselves" */
j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
/* Success */
- return (TRUE);
-}
-
-
-/*!
- * @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。
- * Places a treasure (Gold or Gems) at given location
- * @param y 配置したいフロアのY座標
- * @param x 配置したいフロアのX座標
- * @return 生成に成功したらTRUEを返す。
- * @details
- * The location must be a legal, clean, floor grid.
- */
-void place_gold(POSITION y, POSITION x)
-{
- OBJECT_IDX o_idx;
-
- /* Acquire grid */
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
- object_type forge;
- object_type *q_ptr;
-
-
- /* Paranoia -- check bounds */
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
-
- /* Require floor space */
- if (!cave_drop_bold(p_ptr->current_floor_ptr, y, x)) return;
-
- /* Avoid stacking on other objects */
- if (g_ptr->o_idx) return;
-
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Make some gold */
- if (!make_gold(q_ptr)) return;
-
- o_idx = o_pop();
-
- /* Success */
- if (o_idx)
- {
- object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
- object_copy(o_ptr, q_ptr);
-
- /* Save location */
- o_ptr->iy = y;
- o_ptr->ix = x;
-
- /* Build a stack */
- o_ptr->next_o_idx = g_ptr->o_idx;
-
- g_ptr->o_idx = o_idx;
- note_spot(y, x);
- lite_spot(y, x);
- }
+ return TRUE;
}
/*!
* @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。
* Let an object fall to the ground at or near a location.
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
* @param chance ドロップの消滅率(%)
* @param y 配置したいフロアのY座標
* @param x 配置したいフロアのX座標
* @return 生成に成功したらオブジェクトのIDを返す。
* @details
- * The initial location is assumed to be "in_bounds(p_ptr->current_floor_ptr, )".\n
+ * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
*\n
* This function takes a parameter "chance". This is the percentage\n
* chance that the item will "disappear" instead of drop. If the object\n
* the object can combine, stack, or be placed. Artifacts will try very\n
* hard to be placed, including "teleporting" to a useful grid if needed.\n
*/
-OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
+OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
{
int i, k, d, s;
/* Default */
by = y;
bx = x;
-
+ floor_type *floor_ptr = owner_type->current_floor_ptr;
/* Scan local grids */
for (dy = -3; dy <= 3; dy++)
{
ty = y + dy;
tx = x + dx;
- if (!in_bounds(p_ptr->current_floor_ptr, ty, tx)) continue;
+ if (!in_bounds(floor_ptr, ty, tx)) continue;
/* Require line of projection */
- if (!projectable(p_ptr->current_floor_ptr, y, x, ty, tx)) continue;
+ if (!projectable(floor_ptr, y, x, ty, tx)) continue;
/* Obtain grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[ty][tx];
+ g_ptr = &floor_ptr->grid_array[ty][tx];
/* Require floor space */
- if (!cave_drop_bold(p_ptr->current_floor_ptr, ty, tx)) continue;
+ if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
/* No objects */
k = 0;
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Check for possible combination */
}
}
-
/* Handle lack of space */
if (!flag && !object_is_artifact(j_ptr))
{
ty = rand_spread(by, 1);
tx = rand_spread(bx, 1);
- if (!in_bounds(p_ptr->current_floor_ptr, ty, tx)) continue;
+ if (!in_bounds(floor_ptr, ty, tx)) continue;
/* Bounce to that location */
by = ty;
bx = tx;
/* Require floor space */
- if (!cave_drop_bold(p_ptr->current_floor_ptr, by, bx)) continue;
+ if (!cave_drop_bold(floor_ptr, by, bx)) continue;
flag = TRUE;
}
{
int candidates = 0, pick;
- for (ty = 1; ty < p_ptr->current_floor_ptr->height - 1; ty++)
+ for (ty = 1; ty < floor_ptr->height - 1; ty++)
{
- for (tx = 1; tx < p_ptr->current_floor_ptr->width - 1; tx++)
+ for (tx = 1; tx < floor_ptr->width - 1; tx++)
{
/* A valid space found */
- if (cave_drop_bold(p_ptr->current_floor_ptr, ty, tx)) candidates++;
+ if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
}
}
/* Choose a random one */
pick = randint1(candidates);
- for (ty = 1; ty < p_ptr->current_floor_ptr->height - 1; ty++)
+ for (ty = 1; ty < floor_ptr->height - 1; ty++)
{
- for (tx = 1; tx < p_ptr->current_floor_ptr->width - 1; tx++)
+ for (tx = 1; tx < floor_ptr->width - 1; tx++)
{
- if (cave_drop_bold(p_ptr->current_floor_ptr, ty, tx))
+ if (cave_drop_bold(floor_ptr, ty, tx))
{
pick--;
}
- g_ptr = &p_ptr->current_floor_ptr->grid_array[by][bx];
+ g_ptr = &floor_ptr->grid_array[by][bx];
/* Scan objects in that grid for combination */
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Check for combination */
}
}
- if (!done) o_idx = o_pop();
+ if (!done) o_idx = o_pop(floor_ptr);
- /* Failure */
if (!done && !o_idx)
{
#ifdef JP
a_info[j_ptr->name1].cur_num = 0;
}
- /* Failure */
- return (0);
+ return 0;
}
/* Stack */
if (!done)
{
/* Structure copy */
- object_copy(&p_ptr->current_floor_ptr->o_list[o_idx], j_ptr);
+ object_copy(&floor_ptr->o_list[o_idx], j_ptr);
/* Access new object */
- j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ j_ptr = &floor_ptr->o_list[o_idx];
/* Locate */
j_ptr->iy = by;
/* Mega-Hack -- no message if "dropped" by player */
/* Message when an object falls under the player */
- if (chance && player_bold(p_ptr, by, bx))
+ if (chance && player_bold(owner_type, by, bx))
{
msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
}
- return (o_idx);
+ return o_idx;
}
+
/*!
* @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 /
* Describe the charges on an item in the inventory.
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-void inven_item_charges(INVENTORY_IDX item)
+void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->inventory_list[item];
+ object_type *o_ptr = &owner_ptr->inventory_list[item];
/* Require staff/wand */
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
/*!
* @brief アイテムの残り所持数メッセージを表示する /
* Describe an item in the inventory.
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @return なし
*/
-void inven_item_describe(INVENTORY_IDX item)
+void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->inventory_list[item];
+ object_type *o_ptr = &owner_ptr->inventory_list[item];
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
}
-void vary_item(INVENTORY_IDX item, ITEM_NUMBER num)
+
+void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
if (item >= 0)
{
- inven_item_increase(item, num);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
- else
- {
- floor_item_increase(0 - item, num);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
+ inven_item_increase(owner_ptr, item, num);
+ inven_item_describe(owner_ptr, item);
+ inven_item_optimize(owner_ptr, item);
+ return;
}
+
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ floor_item_increase(floor_ptr, 0 - item, num);
+ floor_item_describe(floor_ptr, 0 - item);
+ floor_item_optimize(floor_ptr, 0 - item);
}
+
/*!
* @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 /
* Increase the "number" of an item in the inventory
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @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
* @param num 増やしたい量
* @return なし
*/
-void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
+void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
- object_type *o_ptr = &p_ptr->inventory_list[item];
+ object_type *o_ptr = &owner_ptr->inventory_list[item];
/* Apply */
num += o_ptr->number;
num -= o_ptr->number;
/* Change the number and weight */
- if (num)
- {
- /* Add the number */
- o_ptr->number += num;
+ if (num != 0) return;
- /* Add the weight */
- p_ptr->total_weight += (num * o_ptr->weight);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MANA);
- p_ptr->update |= (PU_COMBINE);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Add the number */
+ o_ptr->number += num;
- /* Hack -- Clear temporary elemental brands if player takes off weapons */
- if (!o_ptr->number && p_ptr->ele_attack)
- {
- if ((item == INVEN_RARM) || (item == INVEN_LARM))
- {
- if (!has_melee_weapon(p_ptr, INVEN_RARM + INVEN_LARM - item))
- {
- /* Clear all temporary elemental brands */
- set_ele_attack(p_ptr, 0, 0);
- }
- }
- }
- }
+ /* Add the weight */
+ owner_ptr->total_weight += (num * o_ptr->weight);
+ owner_ptr->update |= (PU_BONUS);
+ owner_ptr->update |= (PU_MANA);
+ owner_ptr->update |= (PU_COMBINE);
+ owner_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Hack -- Clear temporary elemental brands if player takes off weapons */
+ if (o_ptr->number || !owner_ptr->ele_attack) return;
+ if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
+ if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
+
+ /* Clear all temporary elemental brands */
+ set_ele_attack(owner_ptr, 0, 0);
}
+
/*!
* @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 /
* Erase an inventory slot if it has no more items
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param item 消去したいプレイヤーのアイテム所持スロット
* @return なし
*/
-void inven_item_optimize(INVENTORY_IDX item)
+void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->inventory_list[item];
+ object_type *o_ptr = &owner_ptr->inventory_list[item];
/* Only optimize real items */
if (!o_ptr->k_idx) return;
/* Only optimize empty items */
if (o_ptr->number) return;
- /* The item is in the pack */
- if (item < INVEN_RARM)
+ if (item >= INVEN_RARM)
{
- int i;
-
- /* One less item */
- p_ptr->inven_cnt--;
-
- /* Slide everything down */
- for (i = item; i < INVEN_PACK; i++)
- {
- /* Structure copy */
- p_ptr->inventory_list[i] = p_ptr->inventory_list[i+1];
- }
-
- /* Erase the "final" slot */
- object_wipe(&p_ptr->inventory_list[i]);
-
- p_ptr->window |= (PW_INVEN);
+ owner_ptr->equip_cnt--;
+ object_wipe(&owner_ptr->inventory_list[item]);
+ owner_ptr->update |= PU_BONUS;
+ owner_ptr->update |= PU_TORCH;
+ owner_ptr->update |= PU_MANA;
+
+ owner_ptr->window |= PW_EQUIP;
+ owner_ptr->window |= PW_SPELL;
+ return;
}
- /* The item is being wielded */
- else
- {
- /* One less item */
- p_ptr->equip_cnt--;
+ owner_ptr->inven_cnt--;
- /* Erase the empty slot */
- object_wipe(&p_ptr->inventory_list[item]);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_TORCH);
- p_ptr->update |= (PU_MANA);
-
- p_ptr->window |= (PW_EQUIP);
+ /* Slide everything down */
+ int i;
+ for (i = item; i < INVEN_PACK; i++)
+ {
+ owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
}
- p_ptr->window |= (PW_SPELL);
+ /* Erase the "final" slot */
+ object_wipe(&owner_ptr->inventory_list[i]);
+
+ owner_ptr->window |= PW_INVEN;
+ owner_ptr->window |= PW_SPELL;
}
+
/*!
* @brief 床上の魔道具の残り残量メッセージを表示する /
* Describe the charges on an item on the floor.
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param item メッセージの対象にしたいアイテム所持スロット
* @return なし
*/
-void floor_item_charges(INVENTORY_IDX item)
+void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
+ object_type *o_ptr = &floor_ptr->o_list[item];
/* Require staff/wand */
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
}
+
/*!
* @brief 床上のアイテムの残り数メッセージを表示する /
* Describe the charges on an item on the floor.
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param item メッセージの対象にしたいアイテム所持スロット
* @return なし
*/
-void floor_item_describe(INVENTORY_IDX item)
+void floor_item_describe(floor_type *floor_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
+ object_type *o_ptr = &floor_ptr->o_list[item];
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
/*!
* @brief 床上のアイテムの数を増やす /
* Increase the "number" of an item on the floor
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param item 増やしたいアイテムの所持スロット
* @param num 増やしたいアイテムの数
* @return なし
*/
-void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
+void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
{
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
+ object_type *o_ptr = &floor_ptr->o_list[item];
/* Apply */
num += o_ptr->number;
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= o_ptr->number;
/* Change the number */
o_ptr->number += num;
/*!
* @brief 床上の数の無くなったアイテムスロットを消去する /
* Optimize an item on the floor (destroy "empty" items)
+ * @param floo_ptr 現在フロアへの参照ポインタ
* @param item 消去したいアイテムの所持スロット
* @return なし
*/
-void floor_item_optimize(INVENTORY_IDX item)
+void floor_item_optimize(floor_type *floor_ptr, INVENTORY_IDX item)
{
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
+ object_type *o_ptr = &floor_ptr->o_list[item];
/* Paranoia -- be sure it exists */
if (!o_ptr->k_idx) return;
/* Only optimize empty items */
if (o_ptr->number) return;
- delete_object_idx(item);
+ delete_object_idx(floor_ptr, item);
}
/*!
+ * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
* @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 /
* Check if we have space for an item in the pack without overflow
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
* @return 溢れずに済むならTRUEを返す
*/
bool inven_carry_okay(object_type *o_ptr)
{
- int j;
-
/* Empty slot? */
- if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
+ if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
/* Similar slot? */
- for (j = 0; j < INVEN_PACK; j++)
+ for (int j = 0; j < INVEN_PACK; j++)
{
object_type *j_ptr = &p_ptr->inventory_list[j];
if (!j_ptr->k_idx) continue;
/* Check if the two items can be combined */
- if (object_similar(j_ptr, o_ptr)) return (TRUE);
+ if (object_similar(j_ptr, o_ptr)) return TRUE;
}
- return (FALSE);
+ return FALSE;
}
+
/*!
* @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 /
* Check if we have space for an item in the pack without overflow
/* Hack -- readable books always come first */
if ((o_ptr->tval == REALM1_BOOK) &&
- (j_ptr->tval != REALM1_BOOK)) return TRUE;
+ (j_ptr->tval != REALM1_BOOK)) return TRUE;
if ((j_ptr->tval == REALM1_BOOK) &&
- (o_ptr->tval != REALM1_BOOK)) return FALSE;
+ (o_ptr->tval != REALM1_BOOK)) return FALSE;
if ((o_ptr->tval == REALM2_BOOK) &&
- (j_ptr->tval != REALM2_BOOK)) return TRUE;
+ (j_ptr->tval != REALM2_BOOK)) return TRUE;
if ((j_ptr->tval == REALM2_BOOK) &&
- (o_ptr->tval != REALM2_BOOK)) return FALSE;
+ (o_ptr->tval != REALM2_BOOK)) return FALSE;
/* Objects sort by decreasing type */
if (o_ptr->tval > j_ptr->tval) return TRUE;
if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
break;
- /* Hack: otherwise identical rods sort by
- increasing recharge time --dsb */
+ /* Hack: otherwise identical rods sort by
+ increasing recharge time --dsb */
case TV_ROD:
if (o_ptr->pval < j_ptr->pval) return TRUE;
if (o_ptr->pval > j_ptr->pval) return FALSE;
* Note that this code must remove any location/stack information\n
* from the object once it is placed into the inventory.\n
*/
-s16b inven_carry(object_type *o_ptr)
+s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
{
INVENTORY_IDX i, j, k;
INVENTORY_IDX n = -1;
/* Check for combining */
for (j = 0; j < INVEN_PACK; j++)
{
- j_ptr = &p_ptr->inventory_list[j];
+ j_ptr = &owner_ptr->inventory_list[j];
if (!j_ptr->k_idx) continue;
/* Hack -- track last item */
{
object_absorb(j_ptr, o_ptr);
- p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
- p_ptr->update |= (PU_BONUS);
- p_ptr->window |= (PW_INVEN);
+ owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
+ owner_ptr->update |= (PU_BONUS);
+ owner_ptr->window |= (PW_INVEN);
/* Success */
return (j);
}
}
- if (p_ptr->inven_cnt > INVEN_PACK) return (-1);
+ if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
/* Find an empty slot */
for (j = 0; j <= INVEN_PACK; j++)
{
- j_ptr = &p_ptr->inventory_list[j];
+ j_ptr = &owner_ptr->inventory_list[j];
/* Use it if found */
if (!j_ptr->k_idx) break;
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
+ if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
}
/* Use that slot */
for (k = n; k >= i; k--)
{
/* Hack -- Slide the item */
- object_copy(&p_ptr->inventory_list[k+1], &p_ptr->inventory_list[k]);
+ object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
}
/* Wipe the empty slot */
- object_wipe(&p_ptr->inventory_list[i]);
+ object_wipe(&owner_ptr->inventory_list[i]);
}
/* Copy the item */
- object_copy(&p_ptr->inventory_list[i], o_ptr);
+ object_copy(&owner_ptr->inventory_list[i], o_ptr);
/* Access new object */
- j_ptr = &p_ptr->inventory_list[i];
+ j_ptr = &owner_ptr->inventory_list[i];
/* Forget stack */
j_ptr->next_o_idx = 0;
/* Player touches it, and no longer marked */
j_ptr->marked = OM_TOUCHED;
- p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
+ owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
/* Count the items */
- p_ptr->inven_cnt++;
- p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
- p_ptr->window |= (PW_INVEN);
+ owner_ptr->inven_cnt++;
+ owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
+ owner_ptr->window |= (PW_INVEN);
/* Return the slot */
- return (i);
+ return i;
}
/*!
* @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 /
* Take off (some of) a non-cursed equipment item
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param item オブジェクトを外したい所持テーブルのID
* @param amt 外したい個数
* @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。
* to fall to the ground.\n
* Return the inventory slot into which the item is placed.\n
*/
-INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
+INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
{
INVENTORY_IDX slot;
/* Get the item to take off */
- o_ptr = &p_ptr->inventory_list[item];
+ o_ptr = &owner_ptr->inventory_list[item];
if (amt <= 0) return (-1);
/* Verify */
/* Took off weapon */
if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
- object_is_melee_weapon(o_ptr))
+ object_is_melee_weapon(o_ptr))
{
act = _("を装備からはずした", "You were wielding");
}
}
/* Modify, Optimize */
- inven_item_increase(item, -amt);
- inven_item_optimize(item);
+ inven_item_increase(owner_ptr, item, -amt);
+ inven_item_optimize(owner_ptr, item);
/* Carry the object */
- slot = inven_carry(q_ptr);
+ slot = inven_carry(owner_ptr, q_ptr);
#ifdef JP
msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
#endif
-
- /* Return slot */
- return (slot);
+ return slot;
}
/*!
* @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 /
* Drop (some of) a non-cursed inventory/equipment item
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param item 所持テーブルのID
* @param amt 落としたい個数
* @return なし
* @details
* The object will be dropped "near" the current location
*/
-void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
+void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
{
object_type forge;
object_type *q_ptr;
GAME_TEXT o_name[MAX_NLEN];
/* Access original object */
- o_ptr = &p_ptr->inventory_list[item];
+ o_ptr = &owner_ptr->inventory_list[item];
/* Error check */
if (amt <= 0) return;
if (item >= INVEN_RARM)
{
/* Take off first */
- item = inven_takeoff(item, amt);
+ item = inven_takeoff(owner_ptr, item, amt);
/* Access original object */
- o_ptr = &p_ptr->inventory_list[item];
+ o_ptr = &owner_ptr->inventory_list[item];
}
q_ptr = &forge;
msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
/* Drop it near the player */
- (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
+ (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
- vary_item(item, -amt);
+ vary_item(owner_ptr, item, -amt);
}
*/
void combine_pack(player_type *owner_ptr)
{
- int i, j, k;
- object_type *o_ptr;
- object_type *j_ptr;
- bool flag = FALSE, combined;
-
- do
+ bool flag = FALSE;
+ bool is_first_combination = TRUE;
+ bool combined = TRUE;
+ while (is_first_combination || combined)
{
+ is_first_combination = FALSE;
combined = FALSE;
/* Combine the pack (backwards) */
- for (i = INVEN_PACK; i > 0; i--)
+ for (int i = INVEN_PACK; i > 0; i--)
{
+ object_type *o_ptr;
o_ptr = &owner_ptr->inventory_list[i];
/* Skip empty items */
if (!o_ptr->k_idx) continue;
/* Scan the items above that item */
- for (j = 0; j < i; j++)
+ for (int j = 0; j < i; j++)
{
- int max_num;
-
+ object_type *j_ptr;
j_ptr = &owner_ptr->inventory_list[j];
/* Skip empty items */
* Get maximum number of the stack if these
* are similar, get zero otherwise.
*/
- max_num = object_similar_part(j_ptr, o_ptr);
+ int max_num = object_similar_part(j_ptr, o_ptr);
/* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
- if (max_num && j_ptr->number < max_num)
- {
- if (o_ptr->number + j_ptr->number <= max_num)
- {
- /* Take note */
- flag = TRUE;
+ bool is_max = (max_num != 0) && (j_ptr->number < max_num);
+ if (!is_max) continue;
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ if (o_ptr->number + j_ptr->number <= max_num)
+ {
+ /* Take note */
+ flag = TRUE;
- /* One object is gone */
- owner_ptr->inven_cnt--;
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- /* Slide everything down */
- for (k = i; k < INVEN_PACK; k++)
- {
- /* Structure copy */
- owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k+1];
- }
+ /* One object is gone */
+ owner_ptr->inven_cnt--;
- /* Erase the "final" slot */
- object_wipe(&owner_ptr->inventory_list[k]);
- }
- else
+ /* Slide everything down */
+ int k;
+ for (k = i; k < INVEN_PACK; k++)
{
- int old_num = o_ptr->number;
- int remain = j_ptr->number + o_ptr->number - max_num;
+ /* Structure copy */
+ owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
+ }
+
+ /* Erase the "final" slot */
+ object_wipe(&owner_ptr->inventory_list[k]);
+ }
+ else
+ {
+ int old_num = o_ptr->number;
+ int remain = j_ptr->number + o_ptr->number - max_num;
#if 0
- o_ptr->number -= remain;
+ o_ptr->number -= remain;
#endif
- /* Add together the item counts */
- object_absorb(j_ptr, o_ptr);
+ /* Add together the item counts */
+ object_absorb(j_ptr, o_ptr);
- o_ptr->number = remain;
+ o_ptr->number = remain;
- /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
- if (o_ptr->tval == TV_ROD)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- o_ptr->timeout = o_ptr->timeout * remain / old_num;
- }
+ /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
+ if (o_ptr->tval == TV_ROD)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
+ o_ptr->timeout = o_ptr->timeout * remain / old_num;
+ }
- /* Hack -- if wands are stacking, combine the charges. -LM- */
- if (o_ptr->tval == TV_WAND)
- {
- o_ptr->pval = o_ptr->pval * remain / old_num;
- }
+ /* Hack -- if wands are stacking, combine the charges. -LM- */
+ if (o_ptr->tval == TV_WAND)
+ {
+ o_ptr->pval = o_ptr->pval * remain / old_num;
}
+ }
- owner_ptr->window |= (PW_INVEN);
+ owner_ptr->window |= (PW_INVEN);
- /* Take note */
- combined = TRUE;
+ /* Take note */
+ combined = TRUE;
- break;
- }
+ break;
}
}
}
- while (combined);
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."));
}
+
/*!
* @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 /
* Reorder items in the pack
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @return なし
* @details
* Note special handling of the "overflow" slot
*/
-void reorder_pack(void)
+void reorder_pack(player_type *owner_ptr)
{
int i, j, k;
s32b o_value;
object_type *o_ptr;
bool flag = FALSE;
-
/* Re-order the pack (forwards) */
for (i = 0; i < INVEN_PACK; i++)
{
/* Mega-Hack -- allow "proper" over-flow */
- if ((i == INVEN_PACK) && (p_ptr->inven_cnt == INVEN_PACK)) break;
+ if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &owner_ptr->inventory_list[i];
/* Skip empty slots */
if (!o_ptr->k_idx) continue;
/* Scan every occupied slot */
for (j = 0; j < INVEN_PACK; j++)
{
- if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
+ if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
}
/* Never move down */
q_ptr = &forge;
/* Save a copy of the moving item */
- object_copy(q_ptr, &p_ptr->inventory_list[i]);
+ object_copy(q_ptr, &owner_ptr->inventory_list[i]);
/* Slide the objects */
for (k = i; k > j; k--)
{
/* Slide the item */
- object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k-1]);
+ object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
}
/* Insert the moving item */
- object_copy(&p_ptr->inventory_list[j], q_ptr);
+ object_copy(&owner_ptr->inventory_list[j], q_ptr);
- p_ptr->window |= (PW_INVEN);
+ owner_ptr->window |= (PW_INVEN);
}
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."));
}
+
/*!
* @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 /
* Hack -- display an object kind in the current window
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param k_idx ベースアイテムの参照ID
* @return なし
* @details
* Include list of usable spells for readible books
*/
-void display_koff(KIND_OBJECT_IDX k_idx)
+void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
{
int y;
GAME_TEXT o_name[MAX_NLEN];
-
/* Erase the window */
for (y = 0; y < Term->hgt; y++)
{
use_realm = tval2realm(q_ptr->tval);
/* Warriors are illiterate */
- if (p_ptr->realm1 || p_ptr->realm2)
+ if (owner_ptr->realm1 || owner_ptr->realm2)
{
- if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
+ if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
}
else
{
- if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
+ if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
if (!is_magic(use_realm)) return;
- if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
+ if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
}
/* Display spells in readible books */
- {
- int spell = -1;
- int num = 0;
- SPELL_IDX spells[64];
+ int spell = -1;
+ int num = 0;
+ SPELL_IDX spells[64];
- /* Extract spells */
- for (spell = 0; spell < 32; spell++)
+ /* Extract spells */
+ for (spell = 0; spell < 32; spell++)
+ {
+ /* Check for this spell */
+ if (fake_spell_flags[sval] & (1L << spell))
{
- /* Check for this spell */
- if (fake_spell_flags[sval] & (1L << spell))
- {
- /* Collect this spell */
- spells[num++] = spell;
- }
+ /* Collect this spell */
+ spells[num++] = spell;
}
-
- /* Print spells */
- print_spells(p_ptr, 0, spells, num, 2, 0, use_realm);
}
+
+ /* Print spells */
+ print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
}
*/
void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
{
- if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
- {
- if (o_ptr->xtra4 > 0)
- {
- add_flag(flgs, TR_BRAND_FIRE);
- add_flag(flgs, TR_KILL_UNDEAD);
- add_flag(flgs, TR_THROW);
- }
- }
+ if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+ if (o_ptr->xtra4 <= 0) return;
+ add_flag(flgs, TR_BRAND_FIRE);
+ add_flag(flgs, TR_KILL_UNDEAD);
+ add_flag(flgs, TR_THROW);
}
+
/*!
* @brief 投擲時たいまつにダイスを与える。
* Torches have special abilities when they are flaming.
*/
void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
{
- if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
- {
- if (o_ptr->xtra4 > 0)
- {
- (*dd) = 1;
- (*ds) = 6;
- }
- }
+ if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+ if (o_ptr->xtra4 <= 0) return;
+ (*dd) = 1;
+ (*ds) = 6;
}
+
/*!
* @brief 投擲時命中したたいまつの寿命を縮める。
* Torches have special abilities when they are flaming.
*/
void torch_lost_fuel(object_type *o_ptr)
{
- if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
- {
- o_ptr->xtra4 -= (FUEL_TORCH / 25);
- if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
- }
+ if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
+ o_ptr->xtra4 -= (FUEL_TORCH / 25);
+ if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
}
+
/*!
* @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
* @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ