3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 #include "object-hook.h"
16 #include "object-curse.h"
18 #include "player-status.h"
20 static void one_sustain(object_type *o_ptr);
23 static concptr const kaji_tips[5] =
26 "現在持っているエッセンスの一覧を表示する。",
27 "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
28 "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
29 "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
30 "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
32 "Display essences you have.",
33 "Extract essences from an item. The item become non magical.",
34 "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
35 "Add essences to an item. The improved items or artifacts cannot be reimprove.",
36 "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
41 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
43 * @param o_ptr 対象のオブジェクト構造体ポインタ
46 static void one_sustain(object_type *o_ptr)
50 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
51 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
52 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
53 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
54 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
55 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
60 * @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
61 * @param o_idx 削除対象のオブジェクト構造体ポインタ
64 void excise_object_idx(OBJECT_IDX o_idx)
68 OBJECT_IDX this_o_idx, next_o_idx = 0;
69 OBJECT_IDX prev_o_idx = 0;
72 j_ptr = &o_list[o_idx];
75 if (j_ptr->held_m_idx)
80 m_ptr = &m_list[j_ptr->held_m_idx];
82 /* Scan all objects in the grid */
83 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
86 o_ptr = &o_list[this_o_idx];
88 /* Acquire next object */
89 next_o_idx = o_ptr->next_o_idx;
91 if (this_o_idx == o_idx)
96 /* Remove from list */
97 m_ptr->hold_o_idx = next_o_idx;
105 /* Previous object */
106 k_ptr = &o_list[prev_o_idx];
108 /* Remove from list */
109 k_ptr->next_o_idx = next_o_idx;
112 /* Forget next pointer */
113 o_ptr->next_o_idx = 0;
118 /* Save prev_o_idx */
119 prev_o_idx = this_o_idx;
128 POSITION y = j_ptr->iy;
129 POSITION x = j_ptr->ix;
133 /* Scan all objects in the grid */
134 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
137 o_ptr = &o_list[this_o_idx];
139 /* Acquire next object */
140 next_o_idx = o_ptr->next_o_idx;
142 if (this_o_idx == o_idx)
147 /* Remove from list */
148 c_ptr->o_idx = next_o_idx;
156 /* Previous object */
157 k_ptr = &o_list[prev_o_idx];
159 /* Remove from list */
160 k_ptr->next_o_idx = next_o_idx;
163 /* Forget next pointer */
164 o_ptr->next_o_idx = 0;
169 /* Save prev_o_idx */
170 prev_o_idx = this_o_idx;
176 * @brief オブジェクトを削除する /
177 * Delete a dungeon object
178 * @param o_idx 削除対象のオブジェクト構造体ポインタ
181 * Handle "stacks" of objects correctly.
183 void delete_object_idx(OBJECT_IDX o_idx)
188 excise_object_idx(o_idx);
191 j_ptr = &o_list[o_idx];
194 if (!(j_ptr->held_m_idx))
212 * @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
213 * Delete a dungeon object
214 * @param y 削除したフロアマスのY座標
215 * @param x 削除したフロアマスのX座標
218 void delete_object(POSITION y, POSITION x)
221 OBJECT_IDX this_o_idx, next_o_idx = 0;
223 /* Refuse "illegal" locations */
224 if (!in_bounds(y, x)) return;
228 /* Scan all objects in the grid */
229 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
232 o_ptr = &o_list[this_o_idx];
234 /* Acquire next object */
235 next_o_idx = o_ptr->next_o_idx;
242 /* Objects are gone */
251 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
252 * Move an object from index i1 to index i2 in the object list
253 * @param i1 整理したい配列の始点
254 * @param i2 整理したい配列の終点
257 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
264 if (i1 == i2) return;
267 for (i = 1; i < o_max; i++)
271 /* Skip "dead" objects */
272 if (!o_ptr->k_idx) continue;
274 /* Repair "next" pointers */
275 if (o_ptr->next_o_idx == i1)
278 o_ptr->next_o_idx = i2;
284 if (o_ptr->held_m_idx)
288 /* Acquire monster */
289 m_ptr = &m_list[o_ptr->held_m_idx];
292 if (m_ptr->hold_o_idx == i1)
295 m_ptr->hold_o_idx = i2;
304 /* Acquire location */
312 if (c_ptr->o_idx == i1)
320 o_list[i2] = o_list[i1];
328 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
329 * Compact and Reorder the object list.
330 * @param size 最低でも減らしたいオブジェクト数の水準
334 * This function can be very dangerous, use with caution!\n
336 * When actually "compacting" objects, we base the saving throw on a\n
337 * combination of object level, distance from player, and current\n
340 * After "compacting" (if needed), we "reorder" the objects into a more\n
341 * compact order, and we reset the allocation info, and the "live" array.\n
343 void compact_objects(int size)
348 int cur_lev, cur_dis, chance;
354 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
355 p_ptr->redraw |= (PR_MAP);
356 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
360 /* Compact at least 'size' objects */
361 for (num = 0, cnt = 1; num < size; cnt++)
363 /* Get more vicious each iteration */
366 /* Get closer each iteration */
367 cur_dis = 5 * (20 - cnt);
369 /* Examine the objects */
370 for (i = 1; i < o_max; i++)
374 /* Skip dead objects */
375 if (!o_ptr->k_idx) continue;
377 /* Hack -- High level objects start out "immune" */
378 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
381 if (o_ptr->held_m_idx)
385 /* Acquire monster */
386 m_ptr = &m_list[o_ptr->held_m_idx];
391 /* Monsters protect their objects */
392 if (randint0(100) < 90) continue;
402 /* Nearby objects start out "immune" */
403 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
408 /* Hack -- only compact artifacts in emergencies */
409 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
410 (cnt < 1000)) chance = 100;
412 /* Apply the saving throw */
413 if (randint0(100) < chance) continue;
415 delete_object_idx(i);
423 /* Excise dead objects (backwards!) */
424 for (i = o_max - 1; i >= 1; i--)
428 /* Skip real objects */
429 if (o_ptr->k_idx) continue;
431 /* Move last object into open hole */
432 compact_objects_aux(o_max - 1, i);
434 /* Compress "o_max" */
441 * @brief グローバルオブジェクト配列を初期化する /
442 * Delete all the items when player leaves the level
443 * @note we do NOT visually reflect these (irrelevant) changes
445 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
446 * and the "m_ptr->next_o_idx" field for every monster, since
447 * we know we are clearing every object. Technically, we only
448 * clear those fields for grids/monsters containing objects,
449 * and we clear it once for every such object.
452 void wipe_o_list(void)
456 /* Delete the existing objects */
457 for (i = 1; i < o_max; i++)
459 object_type *o_ptr = &o_list[i];
461 /* Skip dead objects */
462 if (!o_ptr->k_idx) continue;
464 /* Mega-Hack -- preserve artifacts */
465 if (!character_dungeon || preserve_mode)
467 /* Hack -- Preserve unknown artifacts */
468 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
470 /* Mega-Hack -- Preserve the artifact */
471 a_info[o_ptr->name1].cur_num = 0;
476 if (o_ptr->held_m_idx)
481 m_ptr = &m_list[o_ptr->held_m_idx];
483 /* Hack -- see above */
484 m_ptr->hold_o_idx = 0;
492 /* Access location */
493 POSITION y = o_ptr->iy;
494 POSITION x = o_ptr->ix;
499 /* Hack -- see above */
514 * @brief グローバルオブジェクト配列から空きを取得する /
515 * Acquires and returns the index of a "free" object.
516 * @return 開いているオブジェクト要素のID
518 * This routine should almost never fail, but in case it does,
519 * we must be sure to handle "failure" of this routine.
521 OBJECT_IDX o_pop(void)
525 /* Initial allocation */
526 if (o_max < max_o_idx)
531 /* Expand object array */
537 /* Use this object */
542 /* Recycle dead objects */
543 for (i = 1; i < o_max; i++)
548 /* Skip live objects */
549 if (o_ptr->k_idx) continue;
554 /* Use this object */
559 /* Warn the player (except during dungeon creation) */
560 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
567 * @brief オブジェクト生成テーブルに生成制約を加える /
568 * Apply a "object restriction function" to the "object allocation table"
570 * @details 生成の制約はグローバルのget_obj_num_hook関数ポインタで加える
572 static errr get_obj_num_prep(void)
577 alloc_entry *table = alloc_kind_table;
579 /* Scan the allocation table */
580 for (i = 0; i < alloc_kind_size; i++)
582 /* Accept objects which pass the restriction, if any */
583 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
585 /* Accept this object */
586 table[i].prob2 = table[i].prob1;
589 /* Do not use this object */
592 /* Decline this object */
603 * @brief オブジェクト生成テーブルからアイテムを取得する /
604 * Choose an object kind that seems "appropriate" to the given level
606 * @return 選ばれたオブジェクトベースID
608 * This function uses the "prob2" field of the "object allocation table",\n
609 * and various local information, to calculate the "prob3" field of the\n
610 * same table, which is then used to choose an "appropriate" object, in\n
611 * a relatively efficient manner.\n
613 * It is (slightly) more likely to acquire an object of the given level\n
614 * than one of a lower level. This is done by choosing several objects\n
615 * appropriate to the given level and keeping the "hardest" one.\n
617 * Note that if no objects are "appropriate", then this function will\n
618 * fail, and return zero, but this should *almost* never happen.\n
620 OBJECT_IDX get_obj_num(DEPTH level)
623 KIND_OBJECT_IDX k_idx;
626 alloc_entry *table = alloc_kind_table;
628 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
631 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
633 /* Occasional "boost" */
634 if (one_in_(GREAT_OBJ))
636 /* What a bizarre calculation */
637 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
644 /* Process probabilities */
645 for (i = 0; i < alloc_kind_size; i++)
647 /* Objects are sorted by depth */
648 if (table[i].level > level) break;
653 /* Access the index */
654 k_idx = table[i].index;
656 /* Access the actual kind */
657 k_ptr = &k_info[k_idx];
659 /* Hack -- prevent embedded chests */
660 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
663 table[i].prob3 = table[i].prob2;
666 total += table[i].prob3;
669 /* No legal objects */
670 if (total <= 0) return (0);
674 value = randint0(total);
676 /* Find the object */
677 for (i = 0; i < alloc_kind_size; i++)
679 /* Found the entry */
680 if (value < table[i].prob3) break;
683 value = value - table[i].prob3;
690 /* Try for a "better" object once (50%) or twice (10%) */
697 value = randint0(total);
699 /* Find the object */
700 for (i = 0; i < alloc_kind_size; i++)
702 /* Found the entry */
703 if (value < table[i].prob3) break;
706 value = value - table[i].prob3;
709 /* Keep the "best" one */
710 if (table[i].level < table[j].level) i = j;
713 /* Try for a "better" object twice (10%) */
720 value = randint0(total);
722 /* Find the object */
723 for (i = 0; i < alloc_kind_size; i++)
725 /* Found the entry */
726 if (value < table[i].prob3) break;
729 value = value - table[i].prob3;
732 /* Keep the "best" one */
733 if (table[i].level < table[j].level) i = j;
736 return (table[i].index);
741 * @brief オブジェクトを鑑定済にする /
742 * Known is true when the "attributes" of an object are "known".
743 * @param o_ptr 鑑定済にするオブジェクトの構造体参照ポインタ
745 * These include tohit, todam, toac, cost, and pval (charges).\n
747 * Note that "knowing" an object gives you everything that an "awareness"\n
748 * gives you, and much more. In fact, the player is always "aware" of any\n
749 * item of which he has full "knowledge".\n
751 * But having full knowledge of, say, one "wand of wonder", does not, by\n
752 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
753 * It happens that most "identify" routines (including "buying from a shop")\n
754 * will make the player "aware" of the object as well as fully "know" it.\n
756 * This routine also removes any inscriptions generated by "feelings".\n
758 void object_known(object_type *o_ptr)
760 /* Remove "default inscriptions" */
761 o_ptr->feeling = FEEL_NONE;
763 /* Clear the "Felt" info */
764 o_ptr->ident &= ~(IDENT_SENSE);
766 /* Clear the "Empty" info */
767 o_ptr->ident &= ~(IDENT_EMPTY);
769 /* Now we know about the item */
770 o_ptr->ident |= (IDENT_KNOWN);
774 * @brief オブジェクトを*鑑定*済にする /
775 * The player is now aware of the effects of the given object.
776 * @param o_ptr *鑑定*済にするオブジェクトの構造体参照ポインタ
779 void object_aware(object_type *o_ptr)
781 bool mihanmei = !object_is_aware(o_ptr);
783 /* Fully aware of the effects */
784 k_info[o_ptr->k_idx].aware = TRUE;
786 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
787 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
791 GAME_TEXT o_name[MAX_NLEN];
794 object_copy(q_ptr, o_ptr);
797 object_desc(o_name, q_ptr, OD_NAME_ONLY);
799 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
804 * @brief オブジェクトを試行済にする /
805 * Something has been "sampled"
806 * @param o_ptr 試行済にするオブジェクトの構造体参照ポインタ
809 void object_tried(object_type *o_ptr)
811 /* Mark it as tried (even if "aware") */
812 k_info[o_ptr->k_idx].tried = TRUE;
816 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
817 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
818 * @return 擬似鑑定結果のIDを返す。
820 byte value_check_aux1(object_type *o_ptr)
823 if (object_is_artifact(o_ptr))
826 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
833 if (object_is_ego(o_ptr))
836 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
839 return FEEL_EXCELLENT;
843 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
846 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
848 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
850 /* Good "armor" bonus */
851 if (o_ptr->to_a > 0) return FEEL_GOOD;
853 /* Good "weapon" bonus */
854 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
856 /* Default to "average" */
861 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
862 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
863 * @return 擬似鑑定結果のIDを返す。
865 byte value_check_aux2(object_type *o_ptr)
867 /* Cursed items (all of them) */
868 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
870 /* Broken items (all of them) */
871 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
873 /* Artifacts -- except cursed/broken ones */
874 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
876 /* Ego-Items -- except cursed/broken ones */
877 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
879 /* Good armor bonus */
880 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
882 /* Good weapon bonuses */
883 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
890 * @brief 未鑑定なベースアイテムの基本価格を返す /
891 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
892 * @param o_ptr 未鑑定価格を確認したいオブジェクトの構造体参照ポインタ
893 * @return オブジェクトの未鑑定価格
895 static s32b object_value_base(object_type *o_ptr)
897 /* Aware item -- use template cost */
898 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
900 /* Analyze the type */
905 case TV_FOOD: return (5L);
907 /* Un-aware Potions */
908 case TV_POTION: return (20L);
910 /* Un-aware Scrolls */
911 case TV_SCROLL: return (20L);
913 /* Un-aware Staffs */
914 case TV_STAFF: return (70L);
917 case TV_WAND: return (50L);
920 case TV_ROD: return (90L);
923 case TV_RING: return (45L);
925 /* Un-aware Amulets */
926 case TV_AMULET: return (45L);
928 /* Figurines, relative to monster level */
931 DEPTH level = r_info[o_ptr->pval].level;
932 if (level < 20) return level*50L;
933 else if (level < 30) return 1000+(level-20)*150L;
934 else if (level < 40) return 2500+(level-30)*350L;
935 else if (level < 50) return 6000+(level-40)*800L;
936 else return 14000+(level-50)*2000L;
940 if (!o_ptr->pval) return 1000L;
941 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
944 /* Paranoia -- Oops */
950 * @brief オブジェクトのフラグ類から価格を算出する /
951 * Return the value of the flags the object has...
952 * @param o_ptr フラグ価格を確認したいオブジェクトの構造体参照ポインタ
953 * @param plusses フラグに与える価格の基本重み
954 * @return オブジェクトのフラグ価格
956 s32b flag_cost(object_type *o_ptr, int plusses)
959 BIT_FLAGS flgs[TR_FLAG_SIZE];
963 object_kind *k_ptr = &k_info[o_ptr->k_idx];
965 object_flags(o_ptr, flgs);
968 * Exclude fixed flags of the base item.
969 * pval bonuses of base item will be treated later.
971 for (i = 0; i < TR_FLAG_SIZE; i++)
972 flgs[i] &= ~(k_ptr->flags[i]);
974 /* Exclude fixed flags of the fixed artifact. */
975 if (object_is_fixed_artifact(o_ptr))
977 artifact_type *a_ptr = &a_info[o_ptr->name1];
979 for (i = 0; i < TR_FLAG_SIZE; i++)
980 flgs[i] &= ~(a_ptr->flags[i]);
983 /* Exclude fixed flags of the ego-item. */
984 else if (object_is_ego(o_ptr))
986 ego_item_type *e_ptr = &e_info[o_ptr->name2];
988 for (i = 0; i < TR_FLAG_SIZE; i++)
989 flgs[i] &= ~(e_ptr->flags[i]);
994 * Calucurate values of remaining flags
996 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
997 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
998 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
999 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
1000 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
1001 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
1002 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
1003 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
1004 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
1005 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
1006 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
1007 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
1008 total += (10000 + (2500 * plusses));
1009 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
1010 total += (10000 + (2500 * plusses));
1014 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
1015 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
1016 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
1017 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
1018 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
1019 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
1020 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
1021 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
1022 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
1023 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
1024 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
1025 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
1026 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
1027 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
1028 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
1029 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1030 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1031 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1032 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1033 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1034 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1036 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1037 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1038 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1039 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1040 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1041 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1042 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1043 total += (tmp_cost * count);
1045 if (have_flag(flgs, TR_SUST_STR)) total += 850;
1046 if (have_flag(flgs, TR_SUST_INT)) total += 850;
1047 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1048 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1049 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1050 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1051 if (have_flag(flgs, TR_RIDING)) total += 0;
1052 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1053 if (have_flag(flgs, TR_THROW)) total += 5000;
1054 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1055 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1059 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1060 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1061 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1062 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1063 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1064 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1065 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1066 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1067 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1068 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1069 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1070 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1071 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1072 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1073 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1074 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1075 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1076 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1077 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1078 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1079 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1080 total += (tmp_cost * count);
1082 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1083 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1084 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1085 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1086 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1087 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1088 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1089 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1090 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1091 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1092 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1093 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1094 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1095 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1096 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1097 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1098 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1099 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1100 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1101 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1102 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1103 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1104 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1105 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1106 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1107 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1108 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1109 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1110 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1111 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1112 if (have_flag(flgs, TR_REGEN)) total += 2500;
1113 if (have_flag(flgs, TR_WARNING)) total += 2000;
1114 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1115 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1116 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1117 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1118 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1119 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1120 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1121 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1122 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1123 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1124 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1125 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1126 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1127 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1128 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1129 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1130 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1131 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1132 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1133 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1134 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1135 if (have_flag(flgs, TR_TELEPORT))
1137 if (object_is_cursed(o_ptr))
1142 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1143 if (have_flag(flgs, TR_BLESSED)) total += 750;
1144 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1145 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1146 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1147 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1148 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1150 /* Also, give some extra for activatable powers... */
1151 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1153 const activation_type* const act_ptr = find_activation_info(o_ptr);
1155 total += act_ptr->value;
1164 * @brief オブジェクトの真の価格を算出する /
1165 * Return the value of the flags the object has...
1166 * @param o_ptr 本価格を確認したいオブジェクトの構造体参照ポインタ
1167 * @return オブジェクトの本価格
1169 * Return the "real" price of a "known" item, not including discounts\n
1171 * Wand and staffs get cost for each charge\n
1173 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1175 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1177 * Missiles are only worth 5 gold per bonus point, since they\n
1178 * usually appear in groups of 20, and we want the player to get\n
1179 * the same amount of cash for any "equivalent" item. Note that\n
1180 * missiles never have any of the "pval" flags, and in fact, they\n
1181 * only have a few of the available flags, primarily of the "slay"\n
1182 * and "brand" and "ignore" variety.\n
1184 * Armor with a negative armor bonus is worthless.\n
1185 * Weapons with negative hit+damage bonuses are worthless.\n
1187 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1189 PRICE object_value_real(object_type *o_ptr)
1192 BIT_FLAGS flgs[TR_FLAG_SIZE];
1193 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1196 /* Hack -- "worthless" items */
1197 if (!k_info[o_ptr->k_idx].cost) return (0L);
1200 value = k_info[o_ptr->k_idx].cost;
1202 /* Extract some flags */
1203 object_flags(o_ptr, flgs);
1206 if (object_is_fixed_artifact(o_ptr))
1208 artifact_type *a_ptr = &a_info[o_ptr->name1];
1210 /* Hack -- "worthless" artifacts */
1211 if (!a_ptr->cost) return (0L);
1213 /* Hack -- Use the artifact cost instead */
1214 value = a_ptr->cost;
1215 value += flag_cost(o_ptr, o_ptr->pval);
1217 /* Don't add pval bonuses etc. */
1222 else if (object_is_ego(o_ptr))
1224 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1226 /* Hack -- "worthless" ego-items */
1227 if (!e_ptr->cost) return (0L);
1229 /* Hack -- Reward the ego-item with a bonus */
1230 value += e_ptr->cost;
1231 value += flag_cost(o_ptr, o_ptr->pval);
1239 for (i = 0; i < TR_FLAG_SIZE; i++)
1240 if (o_ptr->art_flags[i]) flag = TRUE;
1242 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1245 /* Analyze pval bonus for normal object */
1246 switch (o_ptr->tval)
1269 if (!o_ptr->pval) break;
1271 /* Hack -- Negative "pval" is always bad */
1272 if (o_ptr->pval < 0) return (0L);
1274 /* Give credit for stat bonuses */
1275 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1276 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1277 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1278 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1279 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1280 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1282 /* Give credit for stealth and searching */
1283 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1284 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1285 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1287 /* Give credit for infra-vision and tunneling */
1288 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1289 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1291 /* Give credit for extra attacks */
1292 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1294 /* Give credit for speed bonus */
1295 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1301 /* Analyze the item */
1302 switch (o_ptr->tval)
1307 /* Pay extra for charges, depending on standard number of
1308 * charges. Handle new-style wands correctly. -LM-
1310 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1316 /* Pay extra for charges, depending on standard number of
1319 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1328 /* Hack -- negative bonuses are bad */
1329 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1331 /* Give credit for bonuses */
1332 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1348 /* Hack -- negative armor bonus */
1349 if (o_ptr->to_a < 0) return (0L);
1351 /* Give credit for bonuses */
1352 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1364 /* Hack -- negative hit/damage bonuses */
1365 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1367 /* Factor in the bonuses */
1368 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1370 /* Hack -- Factor in extra damage dice and sides */
1371 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1372 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1382 /* Hack -- negative hit/damage bonuses */
1383 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1385 /* Factor in the bonuses */
1386 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1388 /* Hack -- Factor in extra damage dice and sides */
1389 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1390 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1395 /* Figurines, relative to monster level */
1398 DEPTH level = r_info[o_ptr->pval].level;
1399 if (level < 20) value = level*50L;
1400 else if (level < 30) value = 1000+(level-20)*150L;
1401 else if (level < 40) value = 2500+(level-30)*350L;
1402 else if (level < 50) value = 6000+(level-40)*800L;
1403 else value = 14000+(level-50)*2000L;
1409 if (!o_ptr->pval) value = 1000L;
1410 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1416 if (!o_ptr->pval) value = 0L;
1421 /* Worthless object */
1422 if (value < 0) return 0L;
1424 /* Return the value */
1430 * @brief オブジェクト価格算出のメインルーチン /
1431 * Return the price of an item including plusses (and charges)
1432 * @param o_ptr 判明している現価格を確認したいオブジェクトの構造体参照ポインタ
1433 * @return オブジェクトの判明している現価格
1435 * This function returns the "value" of the given item (qty one)\n
1437 * Never notice "unknown" bonuses or properties, including "curses",\n
1438 * since that would give the player information he did not have.\n
1440 * Note that discounted items stay discounted forever, even if\n
1441 * the discount is "forgotten" by the player via memory loss.\n
1443 PRICE object_value(object_type *o_ptr)
1447 /* Unknown items -- acquire a base value */
1448 if (object_is_known(o_ptr))
1450 /* Broken items -- worthless */
1451 if (object_is_broken(o_ptr)) return (0L);
1453 /* Cursed items -- worthless */
1454 if (object_is_cursed(o_ptr)) return (0L);
1456 /* Real value (see above) */
1457 value = object_value_real(o_ptr);
1460 /* Known items -- acquire the actual value */
1463 /* Hack -- Felt broken items */
1464 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1466 /* Hack -- Felt cursed items */
1467 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1469 /* Base value (see above) */
1470 value = object_value_base(o_ptr);
1474 /* Apply discount (if any) */
1475 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1478 /* Return the final value */
1485 * @brief 破壊可能なアイテムかを返す /
1486 * Determines whether an object can be destroyed, and makes fake inscription.
1487 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1488 * @return オブジェクトが破壊可能ならばTRUEを返す
1490 bool can_player_destroy_object(object_type *o_ptr)
1492 /* Artifacts cannot be destroyed */
1493 if (!object_is_artifact(o_ptr)) return TRUE;
1495 /* If object is unidentified, makes fake inscription */
1496 if (!object_is_known(o_ptr))
1498 byte feel = FEEL_SPECIAL;
1500 /* Hack -- Handle icky artifacts */
1501 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1503 /* Hack -- inscribe the artifact */
1504 o_ptr->feeling = feel;
1506 /* We have "felt" it (again) */
1507 o_ptr->ident |= (IDENT_SENSE);
1509 /* Combine the pack */
1510 p_ptr->update |= (PU_COMBINE);
1512 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1517 /* Identified artifact -- Nothing to do */
1523 * @brief 魔法棒やロッドのスロット分割時に使用回数を分配する /
1524 * Distribute charges of rods or wands.
1525 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1526 * @param q_ptr 分割先オブジェクトの構造体参照ポインタ target item, must be of the same type as o_ptr
1527 * @param amt 分割したい回数量 number of items that are transfered
1530 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1531 * charges need to be allocated between the two stacks. If all the items\n
1532 * are being dropped, it makes for a neater message to leave the original\n
1533 * stack's pval alone. -LM-\n
1535 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1537 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1539 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1540 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1542 /* Hack -- Rods also need to have their timeouts distributed. The
1543 * dropped stack will accept all time remaining to charge up to its
1546 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1548 if (q_ptr->pval > o_ptr->timeout)
1549 q_ptr->timeout = o_ptr->timeout;
1551 q_ptr->timeout = q_ptr->pval;
1553 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1559 * @brief 魔法棒やロッドの使用回数を減らす /
1560 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1561 * @param amt 減らしたい回数量 number of items that are transfered
1564 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1565 * charges of the stack needs to be reduced, unless all the items are\n
1566 * being destroyed. -LM-\n
1568 void reduce_charges(object_type *o_ptr, int amt)
1570 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1571 (amt < o_ptr->number))
1573 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1578 * Determine if an item can "absorb" a second item
1580 * See "object_absorb()" for the actual "absorption" code.
1582 * If permitted, we allow staffs (if they are known to have equal charges
1583 * and both are either known or confirmed empty) and wands (if both are
1584 * either known or confirmed empty) and rods (in all cases) to combine.
1585 * Staffs will unstack (if necessary) when they are used, but wands and
1586 * rods will only unstack if one is dropped. -LM-
1588 * If permitted, we allow weapons/armor to stack, if fully "known".
1590 * Missiles will combine if both stacks have the same "known" status.
1591 * This is done to make unidentified stacks of missiles useful.
1593 * Food, potions, scrolls, and "easy know" items always stack.
1595 * Chests, and activatable items, never stack (for various reasons).
1599 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1601 #define MAX_STACK_SIZE 99
1605 * @brief 両オブジェクトをスロットに重ね合わせ可能な最大数を返す。
1606 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1607 * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1608 * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1609 * @return 重ね合わせ可能なアイテム数
1611 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1615 /* Default maximum number of stack */
1616 int max_num = MAX_STACK_SIZE;
1618 /* Require identical object types */
1619 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1622 /* Analyze the items */
1623 switch (o_ptr->tval)
1625 /* Chests and Statues*/
1636 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1637 if (o_ptr->pval != j_ptr->pval) return 0;
1641 /* Figurines and Corpses*/
1646 if (o_ptr->pval != j_ptr->pval) return 0;
1652 /* Food and Potions and Scrolls */
1664 /* Require either knowledge or known empty for both staffs. */
1665 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1666 !object_is_known(o_ptr)) ||
1667 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1668 !object_is_known(j_ptr))) return 0;
1670 /* Require identical charges, since staffs are bulky. */
1671 if (o_ptr->pval != j_ptr->pval) return 0;
1680 /* Require either knowledge or known empty for both wands. */
1681 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1682 !object_is_known(o_ptr)) ||
1683 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1684 !object_is_known(j_ptr))) return 0;
1686 /* Wand charges combine in O&ZAngband. */
1692 /* Staffs and Wands and Rods */
1695 /* Prevent overflaw of timeout */
1696 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1702 /* Weapons and Armor */
1718 /* Rings, Amulets, Lites */
1724 /* Require full knowledge of both items */
1725 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1735 /* Require identical knowledge of both items */
1736 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1737 if (o_ptr->feeling != j_ptr->feeling) return 0;
1739 /* Require identical "bonuses" */
1740 if (o_ptr->to_h != j_ptr->to_h) return 0;
1741 if (o_ptr->to_d != j_ptr->to_d) return 0;
1742 if (o_ptr->to_a != j_ptr->to_a) return 0;
1744 /* Require identical "pval" code */
1745 if (o_ptr->pval != j_ptr->pval) return 0;
1747 /* Artifacts never stack */
1748 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1750 /* Require identical "ego-item" names */
1751 if (o_ptr->name2 != j_ptr->name2) return 0;
1753 /* Require identical added essence */
1754 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1755 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1757 /* Hack -- Never stack "powerful" items */
1758 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1760 /* Hack -- Never stack recharging items */
1761 if (o_ptr->timeout || j_ptr->timeout) return 0;
1763 /* Require identical "values" */
1764 if (o_ptr->ac != j_ptr->ac) return 0;
1765 if (o_ptr->dd != j_ptr->dd) return 0;
1766 if (o_ptr->ds != j_ptr->ds) return 0;
1775 /* Require knowledge */
1776 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1784 /* Hack -- Identical art_flags! */
1785 for (i = 0; i < TR_FLAG_SIZE; i++)
1786 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1788 /* Hack -- Require identical "cursed" status */
1789 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1791 /* Hack -- Require identical "broken" status */
1792 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1795 /* Hack -- require semi-matching "inscriptions" */
1796 if (o_ptr->inscription && j_ptr->inscription &&
1797 (o_ptr->inscription != j_ptr->inscription))
1800 /* Hack -- normally require matching "inscriptions" */
1801 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1803 /* Hack -- normally require matching "discounts" */
1804 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1807 /* They match, so they must be similar */
1812 * @brief 両オブジェクトをスロットに重ねることができるかどうかを返す。
1813 * Determine if an item can absorb a second item.
1814 * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1815 * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1816 * @return 重ね合わせ可能ならばTRUEを返す。
1818 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1820 int total = o_ptr->number + j_ptr->number;
1823 /* Are these objects similar? */
1824 max_num = object_similar_part(o_ptr, j_ptr);
1826 /* Return if not similar */
1827 if (!max_num) return FALSE;
1829 /* Maximal "stacking" limit */
1830 if (total > max_num) return (0);
1833 /* They match, so they must be similar */
1839 * @brief 両オブジェクトをスロットに重ね合わせる。
1840 * Allow one item to "absorb" another, assuming they are similar
1841 * @param o_ptr 重ね合わせ先のオブジェクトの構造体参照ポインタ
1842 * @param j_ptr 重ね合わせ元のオブジェクトの構造体参照ポインタ
1845 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1847 int max_num = object_similar_part(o_ptr, j_ptr);
1848 int total = o_ptr->number + j_ptr->number;
1849 int diff = (total > max_num) ? total - max_num : 0;
1851 /* Combine quantity, lose excess items */
1852 o_ptr->number = (total > max_num) ? max_num : total;
1854 /* Hack -- blend "known" status */
1855 if (object_is_known(j_ptr)) object_known(o_ptr);
1857 /* Hack -- clear "storebought" if only one has it */
1858 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1859 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1861 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1862 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1865 /* Hack -- blend "mental" status */
1866 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1868 /* Hack -- blend "inscriptions" */
1869 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1871 /* Hack -- blend "feelings" */
1872 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1874 /* Hack -- could average discounts */
1875 /* Hack -- save largest discount */
1876 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1878 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1879 if (o_ptr->tval == TV_ROD)
1881 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1882 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1885 /* Hack -- if wands are stacking, combine the charges. -LM- */
1886 if (o_ptr->tval == TV_WAND)
1888 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1894 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1895 * Find the index of the object_kind with the given tval and sval
1896 * @param tval 検索したいベースアイテムのtval
1897 * @param sval 検索したいベースアイテムのsval
1900 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1904 KIND_OBJECT_IDX bk = 0;
1907 for (k = 1; k < max_k_idx; k++)
1909 object_kind *k_ptr = &k_info[k];
1911 /* Require correct tval */
1912 if (k_ptr->tval != tval) continue;
1915 if (k_ptr->sval == sval) return (k);
1917 /* Ignore illegal items */
1918 if (sval != SV_ANY) continue;
1920 /* Apply the randomizer */
1921 if (!one_in_(++num)) continue;
1923 /* Use this value */
1927 /* Return this choice */
1934 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1943 * @brief オブジェクトを初期化する
1944 * Wipe an object clean.
1945 * @param o_ptr 初期化したいオブジェクトの構造体参照ポインタ
1948 void object_wipe(object_type *o_ptr)
1950 /* Wipe the structure */
1951 (void)WIPE(o_ptr, object_type);
1956 * @brief オブジェクトを複製する
1957 * Wipe an object clean.
1958 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1959 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1962 void object_copy(object_type *o_ptr, object_type *j_ptr)
1964 /* Copy the structure */
1965 (void)COPY(o_ptr, j_ptr, object_type);
1970 * @brief オブジェクト構造体にベースアイテムを作成する
1971 * Prepare an object based on an object kind.
1972 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1973 * @param k_idx 新たに作成したいベースアイテム情報のID
1976 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1978 object_kind *k_ptr = &k_info[k_idx];
1980 /* Clear the record */
1983 /* Save the kind index */
1984 o_ptr->k_idx = k_idx;
1986 /* Efficiency -- tval/sval */
1987 o_ptr->tval = k_ptr->tval;
1988 o_ptr->sval = k_ptr->sval;
1990 /* Default "pval" */
1991 o_ptr->pval = k_ptr->pval;
1993 /* Default number */
1996 /* Default weight */
1997 o_ptr->weight = k_ptr->weight;
2000 o_ptr->to_h = k_ptr->to_h;
2001 o_ptr->to_d = k_ptr->to_d;
2002 o_ptr->to_a = k_ptr->to_a;
2005 o_ptr->ac = k_ptr->ac;
2006 o_ptr->dd = k_ptr->dd;
2007 o_ptr->ds = k_ptr->ds;
2009 /* Default activation */
2010 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
2012 /* Hack -- worthless items are always "broken" */
2013 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
2015 /* Hack -- cursed items are always "cursed" */
2016 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
2017 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2018 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
2019 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
2020 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
2021 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
2026 * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
2027 * Help determine an "enchantment bonus" for an object.
2028 * @param max ボーナス値の限度
2029 * @param level ボーナス値に加味する基準生成階
2030 * @return 算出されたボーナス値
2032 * To avoid floating point but still provide a smooth distribution of bonuses,\n
2033 * we simply round the results of division in such a way as to "average" the\n
2034 * correct floating point value.\n
2036 * This function has been changed. It uses "randnor()" to choose values from\n
2037 * a normal distribution, whose mean moves from zero towards the max as the\n
2038 * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2039 * and whose values are forced to lie between zero and the max, inclusive.\n
2041 * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2042 * rare to get the "full" enchantment on an object, even a deep levels.\n
2044 * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2046 * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2048 * N 0 1 2 3 4 5 6 7 8 9 10\n
2049 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
2050 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
2051 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
2052 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
2053 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
2054 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
2055 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
2056 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
2057 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
2058 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
2059 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
2060 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
2061 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
2062 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
2063 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
2064 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
2065 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
2066 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
2068 int m_bonus(int max, DEPTH level)
2070 int bonus, stand, extra, value;
2073 /* Paranoia -- enforce maximal "level" */
2074 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2077 /* The "bonus" moves towards the max */
2078 bonus = ((max * level) / MAX_DEPTH);
2080 /* Hack -- determine fraction of error */
2081 extra = ((max * level) % MAX_DEPTH);
2083 /* Hack -- simulate floating point computations */
2084 if (randint0(MAX_DEPTH) < extra) bonus++;
2087 /* The "stand" is equal to one quarter of the max */
2090 /* Hack -- determine fraction of error */
2093 /* Hack -- simulate floating point computations */
2094 if (randint0(4) < extra) stand++;
2097 /* Choose an "interesting" value */
2098 value = randnor(bonus, stand);
2100 /* Enforce the minimum value */
2101 if (value < 0) return (0);
2103 /* Enforce the maximum value */
2104 if (value > max) return (max);
2110 * @brief デバッグ時にアイテム生成情報をメッセージに出力する / Cheat -- describe a created object for the user
2111 * @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
2114 static void object_mention(object_type *o_ptr)
2116 GAME_TEXT o_name[MAX_NLEN];
2118 object_aware(o_ptr);
2119 object_known(o_ptr);
2121 /* Mark the item as fully known */
2122 o_ptr->ident |= (IDENT_MENTAL);
2123 object_desc(o_name, o_ptr, 0);
2124 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2128 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2129 * Mega-Hack -- Attempt to create one of the "Special Objects"
2130 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2131 * @return 生成に成功したらTRUEを返す。
2133 * We are only called from "make_object()", and we assume that\n
2134 * "apply_magic()" is called immediately after we return.\n
2136 * Note -- see "make_artifact()" and "apply_magic()"\n
2138 static bool make_artifact_special(object_type *o_ptr)
2141 KIND_OBJECT_IDX k_idx = 0;
2143 /*! @note 地上ではキャンセルする / No artifacts in the town */
2144 if (!dun_level) return (FALSE);
2146 /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2147 if (get_obj_num_hook) return (FALSE);
2149 /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2150 for (i = 0; i < max_a_idx; i++)
2152 artifact_type *a_ptr = &a_info[i];
2154 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2155 if (!a_ptr->name) continue;
2157 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2158 if (a_ptr->cur_num) continue;
2159 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2160 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2162 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2163 * XXX XXX Enforce minimum "depth" (loosely) */
2164 if (a_ptr->level > object_level)
2166 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2167 int d = (a_ptr->level - object_level) * 2;
2168 if (!one_in_(d)) continue;
2171 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2172 if (!one_in_(a_ptr->rarity)) continue;
2174 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2175 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2176 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2177 if (k_info[k_idx].level > object_level)
2179 int d = (k_info[k_idx].level - object_level) * 5;
2180 if (!one_in_(d)) continue;
2183 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2184 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2185 object_prep(o_ptr, k_idx);
2188 random_artifact_resistance(o_ptr, a_ptr);
2192 /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
2198 * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2199 * Mega-Hack -- Attempt to create one of the "Special Objects"
2200 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2201 * @return 生成に成功したらTRUEを返す。
2203 * Attempt to change an object into an artifact\n
2204 * This routine should only be called by "apply_magic()"\n
2205 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2207 static bool make_artifact(object_type *o_ptr)
2211 /* No artifacts in the town */
2212 if (!dun_level) return (FALSE);
2214 /* Paranoia -- no "plural" artifacts */
2215 if (o_ptr->number != 1) return (FALSE);
2217 /* Check the artifact list (skip the "specials") */
2218 for (i = 0; i < max_a_idx; i++)
2220 artifact_type *a_ptr = &a_info[i];
2222 /* Skip "empty" items */
2223 if (!a_ptr->name) continue;
2225 /* Cannot make an artifact twice */
2226 if (a_ptr->cur_num) continue;
2228 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2230 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2232 /* Must have the correct fields */
2233 if (a_ptr->tval != o_ptr->tval) continue;
2234 if (a_ptr->sval != o_ptr->sval) continue;
2236 /* XXX XXX Enforce minimum "depth" (loosely) */
2237 if (a_ptr->level > dun_level)
2239 /* Acquire the "out-of-depth factor" */
2240 int d = (a_ptr->level - dun_level) * 2;
2242 /* Roll for out-of-depth creation */
2243 if (!one_in_(d)) continue;
2246 /* We must make the "rarity roll" */
2247 if (!one_in_(a_ptr->rarity)) continue;
2249 /* Hack -- mark the item as an artifact */
2252 /* Hack: Some artifacts get random extra powers */
2253 random_artifact_resistance(o_ptr, a_ptr);
2265 * @brief アイテムのエゴをレア度の重みに合わせてランダムに選択する
2266 * Choose random ego type
2267 * @param slot 取得したいエゴの装備部位
2268 * @param good TRUEならば通常のエゴ、FALSEならば呪いのエゴが選択対象となる。
2269 * @return 選択されたエゴ情報のID、万一選択できなかった場合はmax_e_idxが返る。
2271 static byte get_random_ego(byte slot, bool good)
2274 ego_item_type *e_ptr;
2278 for (i = 1; i < max_e_idx; i++)
2282 if (e_ptr->slot == slot
2283 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2286 total += (255 / e_ptr->rarity);
2290 value = randint1(total);
2292 for (i = 1; i < max_e_idx; i++)
2296 if (e_ptr->slot == slot
2297 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2300 value -= (255 / e_ptr->rarity);
2301 if (value <= 0L) break;
2309 * @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
2310 * Apply magic to an item known to be a "weapon"
2311 * @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
2312 * @param level 生成基準階
2313 * @param power 生成ランク
2316 * Hack -- note special base damage dice boosting\n
2317 * Hack -- note special processing for weapon/digger\n
2319 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2321 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2322 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2324 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2325 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2327 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2329 tohit2 = (tohit2+1)/2;
2330 todam2 = (todam2+1)/2;
2337 o_ptr->to_h += tohit1;
2338 o_ptr->to_d += todam1;
2344 o_ptr->to_h += tohit2;
2345 o_ptr->to_d += todam2;
2353 o_ptr->to_h -= tohit1;
2354 o_ptr->to_d -= todam1;
2359 /* Penalize again */
2360 o_ptr->to_h -= tohit2;
2361 o_ptr->to_d -= todam2;
2364 /* Cursed (if "bad") */
2365 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2368 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2371 switch (o_ptr->tval)
2378 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2379 create_artifact(o_ptr, FALSE);
2381 /* Special Ego-item */
2382 o_ptr->name2 = EGO_DIGGING;
2386 else if (power < -1)
2388 /* Hack -- Horrible digging bonus */
2389 o_ptr->pval = 0 - (5 + randint1(5));
2395 /* Hack -- Reverse digging bonus */
2396 o_ptr->pval = 0 - (o_ptr->pval);
2410 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2412 create_artifact(o_ptr, FALSE);
2417 /* Roll for an ego-item */
2418 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2419 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2421 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2423 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2428 switch (o_ptr->name2)
2431 if (one_in_(4) && (level > 40))
2432 add_flag(o_ptr->art_flags, TR_BLOWS);
2436 add_flag(o_ptr->art_flags, TR_RES_POIS);
2438 add_flag(o_ptr->art_flags, TR_WARNING);
2440 case EGO_KILL_DRAGON:
2442 add_flag(o_ptr->art_flags, TR_RES_POIS);
2446 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2448 case EGO_SLAYING_WEAPON:
2449 if (one_in_(3)) /* double damage */
2457 while (one_in_(o_ptr->dd));
2463 while (one_in_(o_ptr->ds));
2468 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2470 if (o_ptr->tval == TV_SWORD && one_in_(3))
2472 add_flag(o_ptr->art_flags, TR_VORPAL);
2477 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2483 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2485 add_flag(o_ptr->art_flags, TR_DEX);
2487 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2490 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2492 case EGO_EARTHQUAKES:
2493 if (one_in_(3) && (level > 60))
2494 add_flag(o_ptr->art_flags, TR_BLOWS);
2496 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2500 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2504 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2506 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2508 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2509 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2512 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2513 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2514 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2515 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2519 if (!o_ptr->art_name)
2521 /* Hack -- Super-charge the damage dice */
2522 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2524 /* Hack -- Lower the damage dice */
2525 if (o_ptr->dd > 9) o_ptr->dd = 9;
2530 else if (power < -1)
2532 /* Roll for ego-item */
2533 if (randint0(MAX_DEPTH) < level)
2537 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2538 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2544 switch (o_ptr->name2)
2547 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2548 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2550 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2551 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2552 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2553 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2554 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2555 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2569 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2571 create_artifact(o_ptr, FALSE);
2574 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2588 if (power > 2) /* power > 2 is debug only */
2590 create_artifact(o_ptr, FALSE);
2594 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2596 switch (o_ptr->name2)
2598 case EGO_SLAYING_BOLT:
2603 /* Hack -- super-charge the damage dice */
2604 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2606 /* Hack -- restrict the damage dice */
2607 if (o_ptr->dd > 9) o_ptr->dd = 9;
2611 else if (power < -1)
2613 /* Roll for ego-item */
2614 if (randint0(MAX_DEPTH) < level)
2616 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2626 * @brief ドラゴン装備にランダムな耐性を与える
2627 * @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
2630 static void dragon_resist(object_type * o_ptr)
2635 one_dragon_ele_resistance(o_ptr);
2637 one_high_resistance(o_ptr);
2643 * @brief オブジェクトにランダムな強いESPを与える
2644 * @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
2647 static bool add_esp_strong(object_type *o_ptr)
2649 bool nonliv = FALSE;
2651 switch (randint1(3))
2653 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2654 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2655 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2662 * @brief オブジェクトにランダムな弱いESPを与える
2663 * @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
2664 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2667 static void add_esp_weak(object_type *o_ptr, bool extra)
2670 u32b weak_esp_list[] = {
2682 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2683 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2685 /* Add unduplicated weak esp flags randomly */
2686 for (i = 0; i < add_count; ++ i)
2688 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2690 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2691 weak_esp_list[choice] = weak_esp_list[i];
2697 * @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
2698 * Apply magic to an item known to be "armor"
2699 * @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
2700 * @param level 生成基準階
2701 * @param power 生成ランク
2704 * Hack -- note special processing for crown/helm\n
2705 * Hack -- note special processing for robe of permanence\n
2707 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2709 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2710 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2716 o_ptr->to_a += toac1;
2722 o_ptr->to_a += toac2;
2730 o_ptr->to_a -= toac1;
2735 /* Penalize again */
2736 o_ptr->to_a -= toac2;
2739 /* Cursed (if "bad") */
2740 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2745 switch (o_ptr->tval)
2749 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2750 create_artifact(o_ptr, FALSE);
2760 /* Hack -- Try for "Robes of the Magi" */
2761 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2762 (o_ptr->sval == SV_ROBE) &&
2763 (randint0(100) < 15))
2767 o_ptr->name2 = EGO_YOIYAMI;
2768 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2769 o_ptr->sval = SV_YOIYAMI_ROBE;
2775 o_ptr->name2 = EGO_PERMANENCE;
2780 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2782 create_artifact(o_ptr, FALSE);
2788 bool okay_flag = TRUE;
2790 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2792 switch (o_ptr->name2)
2795 if (o_ptr->tval != TV_HARD_ARMOR)
2801 if (o_ptr->tval != TV_SOFT_ARMOR)
2810 if (okay_flag) break;
2812 switch (o_ptr->name2)
2814 case EGO_RESISTANCE:
2816 add_flag(o_ptr->art_flags, TR_RES_POIS);
2819 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2820 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2824 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2826 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2828 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2829 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2831 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2832 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2833 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2834 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2835 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2836 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2837 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2838 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2841 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2842 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2843 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2844 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2845 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2846 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2859 if (o_ptr->sval == SV_DRAGON_SHIELD)
2861 dragon_resist(o_ptr);
2862 if (!one_in_(3)) break;
2868 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2870 create_artifact(o_ptr, FALSE);
2876 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2877 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2878 && o_ptr->name2 == EGO_S_DWARVEN)
2885 switch (o_ptr->name2)
2888 if (!one_in_(3)) one_high_resistance(o_ptr);
2889 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2891 case EGO_REFLECTION:
2892 if (o_ptr->sval == SV_MIRROR_SHIELD)
2897 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2898 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2907 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2909 dragon_resist(o_ptr);
2910 if (!one_in_(3)) break;
2914 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2916 create_artifact(o_ptr, FALSE);
2919 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2923 else if (power < -1)
2925 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2933 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2935 dragon_resist(o_ptr);
2936 if (!one_in_(3)) break;
2941 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2943 create_artifact(o_ptr, FALSE);
2946 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2948 switch (o_ptr->name2)
2950 case EGO_SLOW_DESCENT:
2953 one_high_resistance(o_ptr);
2959 else if (power < -1)
2961 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2972 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2974 create_artifact(o_ptr, FALSE);
2979 bool ok_flag = TRUE;
2980 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2982 switch (o_ptr->name2)
2985 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2986 else add_esp_weak(o_ptr, FALSE);
2990 case EGO_REGENERATION:
2991 case EGO_LORDLINESS:
2997 if (one_in_(2)) add_esp_strong(o_ptr);
2998 else add_esp_weak(o_ptr, FALSE);
3001 default:/* not existing crown (wisdom,lite, etc...) */
3005 break; /* while (1) */
3011 else if (power < -1)
3015 bool ok_flag = TRUE;
3016 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3018 switch (o_ptr->name2)
3020 case EGO_ANCIENT_CURSE:
3021 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3022 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
3023 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3024 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3025 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3026 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3030 break; /* while (1) */
3039 if (o_ptr->sval == SV_DRAGON_HELM)
3041 dragon_resist(o_ptr);
3042 if (!one_in_(3)) break;
3048 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3050 create_artifact(o_ptr, FALSE);
3055 bool ok_flag = TRUE;
3056 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3058 switch (o_ptr->name2)
3060 case EGO_BRILLIANCE:
3062 case EGO_INFRAVISION:
3063 case EGO_H_PROTECTION:
3068 if (one_in_(2)) add_esp_strong(o_ptr);
3069 else add_esp_weak(o_ptr, FALSE);
3073 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3074 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3077 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3079 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3081 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3082 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3084 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3085 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3086 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3087 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3088 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3089 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3090 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3091 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3093 default:/* not existing helm (Magi, Might, etc...)*/
3097 break; /* while (1) */
3102 else if (power < -1)
3106 bool ok_flag = TRUE;
3107 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3109 switch (o_ptr->name2)
3111 case EGO_ANCIENT_CURSE:
3115 break; /* while (1) */
3126 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3128 create_artifact(o_ptr, FALSE);
3131 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3133 switch (o_ptr->name2)
3142 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3143 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3144 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3145 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3152 else if (power < -1)
3154 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3165 * @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
3166 * Apply magic to an item known to be a "ring" or "amulet"
3167 * @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
3168 * @param level 生成基準階
3169 * @param power 生成ランク
3172 * Hack -- note special "pval boost" code for ring of speed\n
3173 * Hack -- note that some items must be cursed (or blessed)\n
3175 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
3177 /* Apply magic (good or bad) according to type */
3178 switch (o_ptr->tval)
3183 switch (o_ptr->sval)
3185 case SV_RING_ATTACKS:
3188 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
3189 if (one_in_(15)) o_ptr->pval++;
3190 if (o_ptr->pval < 1) o_ptr->pval = 1;
3196 o_ptr->ident |= (IDENT_BROKEN);
3199 o_ptr->curse_flags |= TRC_CURSED;
3202 o_ptr->pval = 0 - (o_ptr->pval);
3213 /* Strength, Constitution, Dexterity, Intelligence */
3219 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3225 o_ptr->ident |= (IDENT_BROKEN);
3228 o_ptr->curse_flags |= TRC_CURSED;
3231 o_ptr->pval = 0 - (o_ptr->pval);
3237 /* Ring of Speed! */
3240 /* Base speed (1 to 10) */
3241 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3243 /* Super-charge the ring */
3244 while (randint0(100) < 50) o_ptr->pval++;
3250 o_ptr->ident |= (IDENT_BROKEN);
3253 o_ptr->curse_flags |= TRC_CURSED;
3256 o_ptr->pval = 0 - (o_ptr->pval);
3264 case SV_RING_LORDLY:
3268 one_lordly_high_resistance(o_ptr);
3272 /* Bonus to armor class */
3273 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3277 case SV_RING_WARNING:
3279 if (one_in_(3)) one_low_esp(o_ptr);
3284 case SV_RING_SEARCHING:
3286 /* Bonus to searching */
3287 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3293 o_ptr->ident |= (IDENT_BROKEN);
3296 o_ptr->curse_flags |= TRC_CURSED;
3299 o_ptr->pval = 0 - (o_ptr->pval);
3305 /* Flames, Acid, Ice */
3306 case SV_RING_FLAMES:
3311 /* Bonus to armor class */
3312 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3316 /* Weakness, Stupidity */
3317 case SV_RING_WEAKNESS:
3318 case SV_RING_STUPIDITY:
3321 o_ptr->ident |= (IDENT_BROKEN);
3324 o_ptr->curse_flags |= TRC_CURSED;
3327 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3328 if (power > 0) power = 0 - power;
3333 /* WOE, Stupidity */
3337 o_ptr->ident |= (IDENT_BROKEN);
3340 o_ptr->curse_flags |= TRC_CURSED;
3343 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
3344 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3345 if (power > 0) power = 0 - power;
3350 /* Ring of damage */
3351 case SV_RING_DAMAGE:
3353 /* Bonus to damage */
3354 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3360 o_ptr->ident |= (IDENT_BROKEN);
3363 o_ptr->curse_flags |= TRC_CURSED;
3366 o_ptr->to_d = 0 - o_ptr->to_d;
3372 /* Ring of Accuracy */
3373 case SV_RING_ACCURACY:
3376 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3382 o_ptr->ident |= (IDENT_BROKEN);
3385 o_ptr->curse_flags |= TRC_CURSED;
3388 o_ptr->to_h = 0 - o_ptr->to_h;
3394 /* Ring of Protection */
3395 case SV_RING_PROTECTION:
3397 /* Bonus to armor class */
3398 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3404 o_ptr->ident |= (IDENT_BROKEN);
3407 o_ptr->curse_flags |= TRC_CURSED;
3410 o_ptr->to_a = 0 - o_ptr->to_a;
3416 /* Ring of Slaying */
3417 case SV_RING_SLAYING:
3419 /* Bonus to damage and to hit */
3420 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3421 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3427 o_ptr->ident |= (IDENT_BROKEN);
3430 o_ptr->curse_flags |= TRC_CURSED;
3432 /* Reverse bonuses */
3433 o_ptr->to_h = 0 - o_ptr->to_h;
3434 o_ptr->to_d = 0 - o_ptr->to_d;
3440 case SV_RING_MUSCLE:
3442 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3443 if (one_in_(4)) o_ptr->pval++;
3449 o_ptr->ident |= (IDENT_BROKEN);
3452 o_ptr->curse_flags |= TRC_CURSED;
3454 /* Reverse bonuses */
3455 o_ptr->pval = 0 - o_ptr->pval;
3460 case SV_RING_AGGRAVATION:
3463 o_ptr->ident |= (IDENT_BROKEN);
3466 o_ptr->curse_flags |= TRC_CURSED;
3468 if (power > 0) power = 0 - power;
3472 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3473 || (power > 2)) /* power > 2 is debug only */
3475 o_ptr->pval = MIN(o_ptr->pval, 4);
3476 /* Randart amulet */
3477 create_artifact(o_ptr, FALSE);
3479 else if ((power == 2) && one_in_(2))
3481 while(!o_ptr->name2)
3483 int tmp = m_bonus(10, level);
3484 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3485 switch(randint1(28))
3488 o_ptr->name2 = EGO_RING_THROW;
3491 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3492 o_ptr->name2 = EGO_RING_REGEN;
3495 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3496 o_ptr->name2 = EGO_RING_LITE;
3499 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3500 o_ptr->name2 = EGO_RING_TELEPORT;
3503 if (o_ptr->to_h) break;
3504 o_ptr->name2 = EGO_RING_TO_H;
3507 if (o_ptr->to_d) break;
3508 o_ptr->name2 = EGO_RING_TO_D;
3511 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3512 o_ptr->name2 = EGO_RING_SLAY;
3515 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3516 o_ptr->name2 = EGO_RING_WIZARD;
3519 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3520 o_ptr->name2 = EGO_RING_HERO;
3523 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3524 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3525 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3526 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3529 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3530 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;
3531 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3532 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3533 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3536 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3537 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;
3538 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3539 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3540 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3543 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3544 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;
3545 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3546 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3549 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3550 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;
3551 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3552 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3554 case 21: case 22: case 23: case 24: case 25: case 26:
3555 switch (o_ptr->sval)
3558 if (!one_in_(3)) break;
3559 o_ptr->name2 = EGO_RING_D_SPEED;
3561 case SV_RING_DAMAGE:
3562 case SV_RING_ACCURACY:
3563 case SV_RING_SLAYING:
3564 if (one_in_(2)) break;
3565 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3568 o_ptr->name2 = EGO_RING_BERSERKER;
3569 o_ptr->to_h -= 2+randint1(4);
3570 o_ptr->to_d += 2+randint1(4);
3573 case SV_RING_PROTECTION:
3574 o_ptr->name2 = EGO_RING_SUPER_AC;
3575 o_ptr->to_a += 7 + m_bonus(5, level);
3577 case SV_RING_RES_FEAR:
3578 o_ptr->name2 = EGO_RING_HERO;
3581 if (one_in_(2)) break;
3582 o_ptr->name2 = EGO_RING_HUNTER;
3584 case SV_RING_SEARCHING:
3585 o_ptr->name2 = EGO_RING_STEALTH;
3587 case SV_RING_TELEPORTATION:
3588 o_ptr->name2 = EGO_RING_TELE_AWAY;
3590 case SV_RING_RES_BLINDNESS:
3592 o_ptr->name2 = EGO_RING_RES_LITE;
3594 o_ptr->name2 = EGO_RING_RES_DARK;
3596 case SV_RING_LORDLY:
3597 if (!one_in_(20)) break;
3598 one_lordly_high_resistance(o_ptr);
3599 one_lordly_high_resistance(o_ptr);
3600 o_ptr->name2 = EGO_RING_TRUE;
3602 case SV_RING_SUSTAIN:
3603 if (!one_in_(4)) break;
3604 o_ptr->name2 = EGO_RING_RES_TIME;
3606 case SV_RING_FLAMES:
3607 if (!one_in_(2)) break;
3608 o_ptr->name2 = EGO_RING_DRAGON_F;
3611 if (!one_in_(2)) break;
3612 o_ptr->name2 = EGO_RING_DRAGON_C;
3614 case SV_RING_WARNING:
3615 if (!one_in_(2)) break;
3616 o_ptr->name2 = EGO_RING_M_DETECT;
3624 o_ptr->curse_flags = 0L;
3626 else if ((power == -2) && one_in_(2))
3628 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3629 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3630 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3631 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3632 o_ptr->art_flags[0] = 0;
3633 o_ptr->art_flags[1] = 0;
3634 while(!o_ptr->name2)
3636 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3640 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3641 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3644 o_ptr->name2 = EGO_RING_NO_MELEE;
3647 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3648 o_ptr->name2 = EGO_RING_AGGRAVATE;
3651 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3652 o_ptr->name2 = EGO_RING_TY_CURSE;
3655 o_ptr->name2 = EGO_RING_ALBINO;
3660 o_ptr->ident |= (IDENT_BROKEN);
3663 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3671 switch (o_ptr->sval)
3673 /* Amulet of wisdom/charisma */
3674 case SV_AMULET_INTELLIGENCE:
3675 case SV_AMULET_WISDOM:
3676 case SV_AMULET_CHARISMA:
3678 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3684 o_ptr->ident |= (IDENT_BROKEN);
3687 o_ptr->curse_flags |= (TRC_CURSED);
3689 /* Reverse bonuses */
3690 o_ptr->pval = 0 - o_ptr->pval;
3696 /* Amulet of brilliance */
3697 case SV_AMULET_BRILLIANCE:
3699 o_ptr->pval = 1 + m_bonus(3, level);
3700 if (one_in_(4)) o_ptr->pval++;
3706 o_ptr->ident |= (IDENT_BROKEN);
3709 o_ptr->curse_flags |= (TRC_CURSED);
3711 /* Reverse bonuses */
3712 o_ptr->pval = 0 - o_ptr->pval;
3718 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3722 o_ptr->curse_flags |= (TRC_CURSED);
3727 case SV_AMULET_RESISTANCE:
3729 if (one_in_(5)) one_high_resistance(o_ptr);
3730 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3734 /* Amulet of searching */
3735 case SV_AMULET_SEARCHING:
3737 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3743 o_ptr->ident |= (IDENT_BROKEN);
3746 o_ptr->curse_flags |= (TRC_CURSED);
3748 /* Reverse bonuses */
3749 o_ptr->pval = 0 - (o_ptr->pval);
3755 /* Amulet of the Magi -- never cursed */
3756 case SV_AMULET_THE_MAGI:
3758 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3759 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3761 /* gain one low ESP */
3762 add_esp_weak(o_ptr, FALSE);
3767 /* Amulet of Doom -- always cursed */
3768 case SV_AMULET_DOOM:
3771 o_ptr->ident |= (IDENT_BROKEN);
3774 o_ptr->curse_flags |= (TRC_CURSED);
3777 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3778 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3779 if (power > 0) power = 0 - power;
3784 case SV_AMULET_MAGIC_MASTERY:
3786 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3792 o_ptr->ident |= (IDENT_BROKEN);
3795 o_ptr->curse_flags |= (TRC_CURSED);
3797 /* Reverse bonuses */
3798 o_ptr->pval = 0 - o_ptr->pval;
3804 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3805 || (power > 2)) /* power > 2 is debug only */
3807 o_ptr->pval = MIN(o_ptr->pval, 4);
3808 /* Randart amulet */
3809 create_artifact(o_ptr, FALSE);
3811 else if ((power == 2) && one_in_(2))
3813 while(!o_ptr->name2)
3815 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3816 switch(randint1(21))
3819 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3820 o_ptr->name2 = EGO_AMU_SLOW_D;
3823 if (o_ptr->pval) break;
3824 o_ptr->name2 = EGO_AMU_INFRA;
3827 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3828 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3831 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3832 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3835 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3836 o_ptr->name2 = EGO_AMU_LEVITATION;
3838 case 10: case 11: case 21:
3839 o_ptr->name2 = EGO_AMU_AC;
3842 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3843 if (m_bonus(10, level) > 8)
3844 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3846 o_ptr->name2 = EGO_AMU_RES_FIRE;
3849 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3850 if (m_bonus(10, level) > 8)
3851 o_ptr->name2 = EGO_AMU_RES_COLD_;
3853 o_ptr->name2 = EGO_AMU_RES_COLD;
3856 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3857 if (m_bonus(10, level) > 8)
3858 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3860 o_ptr->name2 = EGO_AMU_RES_ELEC;
3863 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3864 if (m_bonus(10, level) > 8)
3865 o_ptr->name2 = EGO_AMU_RES_ACID_;
3867 o_ptr->name2 = EGO_AMU_RES_ACID;
3869 case 16: case 17: case 18: case 19: case 20:
3870 switch (o_ptr->sval)
3872 case SV_AMULET_TELEPORT:
3873 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3874 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3875 else o_ptr->name2 = EGO_AMU_TELEPORT;
3877 case SV_AMULET_RESIST_ACID:
3878 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3880 case SV_AMULET_SEARCHING:
3881 o_ptr->name2 = EGO_AMU_STEALTH;
3883 case SV_AMULET_BRILLIANCE:
3884 if (!one_in_(3)) break;
3885 o_ptr->name2 = EGO_AMU_IDENT;
3887 case SV_AMULET_CHARISMA:
3888 if (!one_in_(3)) break;
3889 o_ptr->name2 = EGO_AMU_CHARM;
3891 case SV_AMULET_THE_MAGI:
3892 if (one_in_(2)) break;
3893 o_ptr->name2 = EGO_AMU_GREAT;
3895 case SV_AMULET_RESISTANCE:
3896 if (!one_in_(5)) break;
3897 o_ptr->name2 = EGO_AMU_DEFENDER;
3899 case SV_AMULET_TELEPATHY:
3900 if (!one_in_(3)) break;
3901 o_ptr->name2 = EGO_AMU_DETECTION;
3906 o_ptr->curse_flags = 0L;
3908 else if ((power == -2) && one_in_(2))
3910 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3911 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3912 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3913 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3914 o_ptr->art_flags[0] = 0;
3915 o_ptr->art_flags[1] = 0;
3916 while(!o_ptr->name2)
3918 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3922 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3923 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3926 o_ptr->name2 = EGO_AMU_FOOL;
3929 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3930 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3933 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3934 o_ptr->name2 = EGO_AMU_TY_CURSE;
3937 o_ptr->name2 = EGO_AMU_NAIVETY;
3942 o_ptr->ident |= (IDENT_BROKEN);
3945 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3953 * @brief モンスターが人形のベースにできるかを返す
3954 * @param r_idx チェックしたいモンスター種族のID
3955 * @return 人形にできるならTRUEを返す
3957 static bool item_monster_okay(MONRACE_IDX r_idx)
3959 monster_race *r_ptr = &r_info[r_idx];
3962 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3963 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3964 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3965 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3966 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3967 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3974 * @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
3975 * Apply magic to an item known to be "boring"
3976 * @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
3977 * @param level 生成基準階
3978 * @param power 生成ランク
3981 * Hack -- note the special code for various items
3983 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3985 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3990 /* Apply magic (good or bad) according to type */
3991 switch (o_ptr->tval)
4000 o_ptr->ident |= (IDENT_BROKEN);
4003 o_ptr->curse_flags |= (TRC_CURSED);
4010 o_ptr->xtra4 = o_ptr->pval;
4016 /* Hack -- Torches -- random fuel */
4017 if (o_ptr->sval == SV_LITE_TORCH)
4019 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4023 /* Hack -- Lanterns -- random fuel */
4024 if (o_ptr->sval == SV_LITE_LANTERN)
4026 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4030 if (power > 2) /* power > 2 is debug only */
4032 create_artifact(o_ptr, FALSE);
4034 else if ((power == 2) || ((power == 1) && one_in_(3)))
4036 while (!o_ptr->name2)
4040 bool okay_flag = TRUE;
4042 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4044 switch (o_ptr->name2)
4047 if (o_ptr->sval == SV_LITE_FEANOR)
4055 else if (power == -2)
4057 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4059 switch (o_ptr->name2)
4061 case EGO_LITE_DARKNESS:
4064 if (o_ptr->sval == SV_LITE_TORCH)
4066 add_flag(o_ptr->art_flags, TR_LITE_M1);
4068 else if (o_ptr->sval == SV_LITE_LANTERN)
4070 add_flag(o_ptr->art_flags, TR_LITE_M2);
4072 else if (o_ptr->sval == SV_LITE_FEANOR)
4074 add_flag(o_ptr->art_flags, TR_LITE_M3);
4086 /* The wand or staff gets a number of initial charges equal
4087 * to between 1/2 (+1) and the full object kind's pval. -LM-
4089 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4095 /* Transfer the pval. -LM- */
4096 o_ptr->pval = k_ptr->pval;
4103 object_aware(o_ptr);
4104 object_known(o_ptr);
4110 PARAMETER_VALUE i = 1;
4113 monster_race *r_ptr;
4115 /* Pick a random non-unique monster race */
4118 i = randint1(max_r_idx - 1);
4120 if (!item_monster_okay(i)) continue;
4121 if (i == MON_TSUCHINOKO) continue;
4125 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4127 /* Ignore dead monsters */
4128 if (!r_ptr->rarity) continue;
4130 /* Ignore uncommon monsters */
4131 if (r_ptr->rarity > 100) continue;
4133 /* Prefer less out-of-depth monsters */
4134 if (randint0(check)) continue;
4141 /* Some figurines are cursed */
4142 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4149 PARAMETER_VALUE i = 1;
4154 monster_race *r_ptr;
4156 if (o_ptr->sval == SV_SKELETON)
4158 match = RF9_DROP_SKELETON;
4160 else if (o_ptr->sval == SV_CORPSE)
4162 match = RF9_DROP_CORPSE;
4165 /* Hack -- Remove the monster restriction */
4166 get_mon_num_prep(item_monster_okay, NULL);
4168 /* Pick a random non-unique monster race */
4171 i = get_mon_num(dun_level);
4175 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4177 /* Ignore dead monsters */
4178 if (!r_ptr->rarity) continue;
4180 /* Ignore corpseless monsters */
4181 if (!(r_ptr->flags9 & match)) continue;
4183 /* Prefer less out-of-depth monsters */
4184 if (randint0(check)) continue;
4192 object_aware(o_ptr);
4193 object_known(o_ptr);
4199 PARAMETER_VALUE i = 1;
4201 monster_race *r_ptr;
4203 /* Pick a random monster race */
4206 i = randint1(max_r_idx - 1);
4210 /* Ignore dead monsters */
4211 if (!r_ptr->rarity) continue;
4220 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4222 object_aware(o_ptr);
4223 object_known(o_ptr);
4230 DEPTH obj_level = k_info[o_ptr->k_idx].level;
4232 /* Hack -- skip ruined chests */
4233 if (obj_level <= 0) break;
4235 /* Hack -- pick a "difficulty" */
4236 o_ptr->pval = randint1(obj_level);
4237 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4239 o_ptr->xtra3 = dun_level + 5;
4241 /* Never exceed "difficulty" of 55 to 59 */
4242 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4250 * @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
4251 * Complete the "creation" of an object by applying "magic" to the item
4252 * @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
4254 * @param mode 生成オプション
4257 * This includes not only rolling for random bonuses, but also putting the\n
4258 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4259 * staffs, giving fuel to lites, and placing traps on chests.\n
4261 * In particular, note that "Instant Artifacts", if "created" by an external\n
4262 * routine, must pass through this function to complete the actual creation.\n
4264 * The base "chance" of the item being "good" increases with the "level"\n
4265 * parameter, which is usually derived from the dungeon level, being equal\n
4266 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4267 * the object is guaranteed to be "good". If an object is "good", then\n
4268 * the chance that the object will be "great" (ego-item or artifact), also\n
4269 * increases with the "level", being equal to half the level, plus 5, up to\n
4270 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4271 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4273 * If the object is not "good", there is a chance it will be "cursed", and\n
4274 * if it is "cursed", there is a chance it will be "broken". These chances\n
4275 * are related to the "good" / "great" chances above.\n
4277 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4278 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4280 * If "okay" is true, and the object is going to be "great", then there is\n
4281 * a chance that an artifact will be created. This is true even if both the\n
4282 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4283 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4285 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4287 int i, rolls, f1, f2, power;
4289 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4291 /* Maximum "level" for various things */
4292 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4294 /* Base chance of being "good" */
4297 /* Maximal chance of being "good" */
4298 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4300 /* Base chance of being "great" */
4303 /* Maximal chance of being "great" */
4304 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4305 f2 = d_info[dungeon_type].obj_great;
4307 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4312 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4321 /* Roll for "good" */
4322 if ((mode & AM_GOOD) || magik(f1))
4327 /* Roll for "great" */
4328 if ((mode & AM_GREAT) || magik(f2))
4332 /* Roll for "special" */
4333 if (mode & AM_SPECIAL) power = 3;
4337 /* Roll for "cursed" */
4340 /* Assume "cursed" */
4343 /* Roll for "broken" */
4344 if (magik(f2)) power = -2;
4348 if (mode & AM_CURSED)
4350 /* Assume 'cursed' */
4355 /* Everything else gets more badly cursed */
4362 /* Assume no rolls */
4365 /* Get one roll if excellent */
4366 if (power >= 2) rolls = 1;
4368 /* Hack -- Get four rolls if forced great or special */
4369 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4371 /* Hack -- Get no rolls if not allowed */
4372 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4374 /* Roll for artifacts if allowed */
4375 for (i = 0; i < rolls; i++)
4377 /* Roll for an artifact */
4378 if (make_artifact(o_ptr)) break;
4379 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4381 if (make_artifact(o_ptr)) break;
4386 /* Hack -- analyze artifacts */
4387 if (object_is_fixed_artifact(o_ptr))
4389 artifact_type *a_ptr = &a_info[o_ptr->name1];
4391 /* Hack -- Mark the artifact as "created" */
4394 /* Hack -- Memorize location of artifact in saved floors */
4395 if (character_dungeon)
4396 a_ptr->floor_id = p_ptr->floor_id;
4398 /* Extract the other fields */
4399 o_ptr->pval = a_ptr->pval;
4400 o_ptr->ac = a_ptr->ac;
4401 o_ptr->dd = a_ptr->dd;
4402 o_ptr->ds = a_ptr->ds;
4403 o_ptr->to_a = a_ptr->to_a;
4404 o_ptr->to_h = a_ptr->to_h;
4405 o_ptr->to_d = a_ptr->to_d;
4406 o_ptr->weight = a_ptr->weight;
4407 o_ptr->xtra2 = a_ptr->act_idx;
4409 if (o_ptr->name1 == ART_MILIM)
4411 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4417 /* Hack -- extract the "broken" flag */
4418 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4420 /* Hack -- extract the "cursed" flag */
4421 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4422 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4423 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4424 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4425 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4426 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4431 switch (o_ptr->tval)
4440 if (power) a_m_aux_1(o_ptr, lev, power);
4446 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4452 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4466 /* Elven Cloak and Black Clothes ... */
4467 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4468 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4469 o_ptr->pval = randint1(4);
4473 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4474 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4475 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4476 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4477 a_m_aux_2(o_ptr, lev, power);
4479 if (power) a_m_aux_2(o_ptr, lev, power);
4487 if (!power && (randint0(100) < 50)) power = -1;
4488 a_m_aux_3(o_ptr, lev, power);
4494 a_m_aux_4(o_ptr, lev, power);
4499 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4500 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4501 (p_ptr->pseikaku == SEIKAKU_SEXY))
4504 add_flag(o_ptr->art_flags, TR_STR);
4505 add_flag(o_ptr->art_flags, TR_INT);
4506 add_flag(o_ptr->art_flags, TR_WIS);
4507 add_flag(o_ptr->art_flags, TR_DEX);
4508 add_flag(o_ptr->art_flags, TR_CON);
4509 add_flag(o_ptr->art_flags, TR_CHR);
4512 /* Hack -- analyze ego-items */
4513 if (object_is_ego(o_ptr))
4515 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4517 /* Hack -- acquire "broken" flag */
4518 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4520 /* Hack -- acquire "cursed" flag */
4521 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4522 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4523 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4524 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4525 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4526 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4528 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4529 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4530 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4531 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4532 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4533 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4534 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4535 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4541 while (one_in_(o_ptr->dd));
4543 if (o_ptr->dd > 9) o_ptr->dd = 9;
4546 /* Hack -- apply activatin index if needed */
4547 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4549 /* Hack -- apply extra penalties if needed */
4550 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4552 /* Hack -- obtain bonuses */
4553 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4554 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4555 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4557 /* Hack -- obtain pval */
4558 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4561 /* Hack -- apply extra bonuses if needed */
4564 /* Hack -- obtain bonuses */
4565 if (e_ptr->max_to_h)
4567 if (e_ptr->max_to_h > 127)
4568 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4569 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4571 if (e_ptr->max_to_d)
4573 if (e_ptr->max_to_d > 127)
4574 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4575 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4577 if (e_ptr->max_to_a)
4579 if (e_ptr->max_to_a > 127)
4580 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4581 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4584 /* Accuracy ego must have high to_h */
4585 if(o_ptr->name2 == EGO_ACCURACY)
4587 while(o_ptr->to_h < o_ptr->to_d + 10)
4592 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4595 /* Accuracy ego must have high to_h */
4596 if(o_ptr->name2 == EGO_VELOCITY)
4598 while(o_ptr->to_d < o_ptr->to_h + 10)
4603 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4606 /* Protection ego must have high to_a */
4607 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4609 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4612 /* Hack -- obtain pval */
4613 if (e_ptr->max_pval)
4615 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4618 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4620 else if (o_ptr->name2 == EGO_DEMON)
4622 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4624 o_ptr->pval += randint1(2);
4628 o_ptr->pval += randint1(e_ptr->max_pval);
4631 else if (o_ptr->name2 == EGO_ATTACKS)
4633 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4634 if (o_ptr->pval > 3) o_ptr->pval = 3;
4635 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4636 o_ptr->pval += randint1(2);
4638 else if (o_ptr->name2 == EGO_BAT)
4640 o_ptr->pval = randint1(e_ptr->max_pval);
4641 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4643 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4645 o_ptr->pval = randint1(e_ptr->max_pval);
4649 o_ptr->pval += randint1(e_ptr->max_pval);
4654 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4656 o_ptr->pval = randint1(o_ptr->pval);
4658 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4665 /* Examine real objects */
4668 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4670 /* Hack -- acquire "broken" flag */
4671 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4673 /* Hack -- acquire "cursed" flag */
4674 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4675 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4676 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4677 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4678 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4679 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4687 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4688 * Hack -- determine if a template is "good"
4689 * @param k_idx 判定したいベースアイテムのID
4690 * @return ベースアイテムが上質ならばTRUEを返す。
4692 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4694 object_kind *k_ptr = &k_info[k_idx];
4696 /* Analyze the item type */
4697 switch (k_ptr->tval)
4699 /* Armor -- Good unless damaged */
4710 if (k_ptr->to_a < 0) return (FALSE);
4714 /* Weapons -- Good unless damaged */
4721 if (k_ptr->to_h < 0) return (FALSE);
4722 if (k_ptr->to_d < 0) return (FALSE);
4726 /* Ammo -- Arrows/Bolts are good */
4733 /* Books -- High level books are good (except Arcane books) */
4735 case TV_SORCERY_BOOK:
4736 case TV_NATURE_BOOK:
4741 case TV_DAEMON_BOOK:
4742 case TV_CRUSADE_BOOK:
4744 case TV_HISSATSU_BOOK:
4747 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4751 /* Rings -- Rings of Speed are good */
4754 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4755 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4759 /* Amulets -- Amulets of the Magi and Resistance are good */
4762 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4763 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4768 /* Assume not good */
4773 * @brief 生成階に応じたベースアイテムの生成を行う。
4774 * Attempt to make an object (normal or good/great)
4775 * @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
4776 * @param mode オプションフラグ
4777 * @return 生成に成功したらTRUEを返す。
4779 * This routine plays nasty games to generate the "special artifacts".\n
4780 * This routine uses "object_level" for the "generation level".\n
4781 * We assume that the given object has been "wiped".\n
4783 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4789 /* Chance of "special object" */
4790 prob = ((mode & AM_GOOD) ? 10 : 1000);
4792 /* Base level for the object */
4793 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4796 /* Generate a special object, or a normal object */
4797 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4799 KIND_OBJECT_IDX k_idx;
4802 if ((mode & AM_GOOD) && !get_obj_num_hook)
4804 /* Activate restriction (if already specified, use that) */
4805 get_obj_num_hook = kind_is_good;
4808 /* Restricted objects - prepare allocation table */
4809 if (get_obj_num_hook) get_obj_num_prep();
4811 /* Pick a random object */
4812 k_idx = get_obj_num(base);
4814 /* Restricted objects */
4815 if (get_obj_num_hook)
4817 /* Clear restriction */
4818 get_obj_num_hook = NULL;
4820 /* Reset allocation table to default */
4824 /* Handle failure */
4825 if (!k_idx) return (FALSE);
4827 /* Prepare the object */
4828 object_prep(j_ptr, k_idx);
4831 /* Apply magic (allow artifacts) */
4832 apply_magic(j_ptr, object_level, mode);
4834 /* Hack -- generate multiple spikes/missiles */
4835 switch (j_ptr->tval)
4843 j_ptr->number = (byte)damroll(6, 7);
4847 if (cheat_peek) object_mention(j_ptr);
4855 * @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。
4856 * Attempt to place an object (normal or good/great) at the given location.
4857 * @param y 配置したいフロアのY座標
4858 * @param x 配置したいフロアのX座標
4859 * @param mode オプションフラグ
4860 * @return 生成に成功したらTRUEを返す。
4862 * This routine plays nasty games to generate the "special artifacts".\n
4863 * This routine uses "object_level" for the "generation level".\n
4864 * This routine requires a clean floor grid destination.\n
4866 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4871 cave_type *c_ptr = &cave[y][x];
4877 /* Paranoia -- check bounds */
4878 if (!in_bounds(y, x)) return;
4880 /* Require floor space */
4881 if (!cave_drop_bold(y, x)) return;
4883 /* Avoid stacking on other objects */
4884 if (c_ptr->o_idx) return;
4889 /* Make an object (if possible) */
4890 if (!make_object(q_ptr, mode)) return;
4893 /* Make an object */
4900 o_ptr = &o_list[o_idx];
4902 /* Structure Copy */
4903 object_copy(o_ptr, q_ptr);
4909 o_ptr->next_o_idx = c_ptr->o_idx;
4911 /* Place the object */
4912 c_ptr->o_idx = o_idx;
4920 /* Hack -- Preserve artifacts */
4921 if (object_is_fixed_artifact(q_ptr))
4923 a_info[q_ptr->name1].cur_num = 0;
4930 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4931 * Make a treasure object
4932 * @param j_ptr 生成結果を収めたいオブジェクト構造体の参照ポインタ
4933 * @return 生成に成功したらTRUEを返す。
4935 * The location must be a legal, clean, floor grid.
4937 bool make_gold(object_type *j_ptr)
4942 /* Hack -- Pick a Treasure variety */
4943 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4945 /* Apply "extra" magic */
4946 if (one_in_(GREAT_OBJ))
4948 i += randint1(object_level + 1);
4951 /* Hack -- Creeping Coins only generate "themselves" */
4952 if (coin_type) i = coin_type;
4954 /* Do not create "illegal" Treasure Types */
4955 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4957 /* Prepare a gold object */
4958 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4960 /* Hack -- Base coin cost */
4961 base = k_info[OBJ_GOLD_LIST + i].cost;
4963 /* Determine how much the treasure is "worth" */
4964 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4972 * @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。
4973 * Places a treasure (Gold or Gems) at given location
4974 * @param y 配置したいフロアのY座標
4975 * @param x 配置したいフロアのX座標
4976 * @return 生成に成功したらTRUEを返す。
4978 * The location must be a legal, clean, floor grid.
4980 void place_gold(POSITION y, POSITION x)
4985 cave_type *c_ptr = &cave[y][x];
4991 /* Paranoia -- check bounds */
4992 if (!in_bounds(y, x)) return;
4994 /* Require floor space */
4995 if (!cave_drop_bold(y, x)) return;
4997 /* Avoid stacking on other objects */
4998 if (c_ptr->o_idx) return;
5003 /* Make some gold */
5004 if (!make_gold(q_ptr)) return;
5006 /* Make an object */
5013 o_ptr = &o_list[o_idx];
5015 /* Copy the object */
5016 object_copy(o_ptr, q_ptr);
5023 o_ptr->next_o_idx = c_ptr->o_idx;
5025 /* Place the object */
5026 c_ptr->o_idx = o_idx;
5036 * @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。
5037 * Let an object fall to the ground at or near a location.
5038 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
5039 * @param chance ドロップの成功率(%)
5040 * @param y 配置したいフロアのY座標
5041 * @param x 配置したいフロアのX座標
5042 * @return 生成に成功したらオブジェクトのIDを返す。
5044 * The initial location is assumed to be "in_bounds()".\n
5046 * This function takes a parameter "chance". This is the percentage\n
5047 * chance that the item will "disappear" instead of drop. If the object\n
5048 * has been thrown, then this is the chance of disappearance on contact.\n
5050 * Hack -- this function uses "chance" to determine if it should produce\n
5051 * some form of "description" of the drop event (under the player).\n
5053 * We check several locations to see if we can find a location at which\n
5054 * the object can combine, stack, or be placed. Artifacts will try very\n
5055 * hard to be placed, including "teleporting" to a useful grid if needed.\n
5057 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
5064 POSITION ty, tx = 0;
5066 OBJECT_IDX o_idx = 0;
5067 OBJECT_IDX this_o_idx, next_o_idx = 0;
5071 GAME_TEXT o_name[MAX_NLEN];
5077 /* Extract plural */
5078 bool plural = (j_ptr->number != 1);
5081 /* Describe object */
5082 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5085 /* Handle normal "breakage" */
5086 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5089 msg_format("%sは消えた。", o_name);
5091 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5094 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5111 /* Scan local grids */
5112 for (dy = -3; dy <= 3; dy++)
5114 /* Scan local grids */
5115 for (dx = -3; dx <= 3; dx++)
5119 /* Calculate actual distance */
5120 d = (dy * dy) + (dx * dx);
5122 /* Ignore distant grids */
5123 if (d > 10) continue;
5128 /* Skip illegal grids */
5129 if (!in_bounds(ty, tx)) continue;
5131 /* Require line of projection */
5132 if (!projectable(y, x, ty, tx)) continue;
5135 c_ptr = &cave[ty][tx];
5137 /* Require floor space */
5138 if (!cave_drop_bold(ty, tx)) continue;
5143 /* Scan objects in that grid */
5144 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5147 o_ptr = &o_list[this_o_idx];
5149 /* Acquire next object */
5150 next_o_idx = o_ptr->next_o_idx;
5152 /* Check for possible combination */
5153 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5159 /* Add new object */
5163 if (k > 99) continue;
5165 /* Calculate score */
5166 s = 1000 - (d + k * 5);
5168 /* Skip bad values */
5169 if (s < bs) continue;
5171 /* New best value */
5174 /* Apply the randomizer to equivalent values */
5175 if ((++bn >= 2) && !one_in_(bn)) continue;
5189 /* Handle lack of space */
5190 if (!flag && !object_is_artifact(j_ptr))
5193 msg_format("%sは消えた。", o_name);
5195 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5200 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5208 for (i = 0; !flag && (i < 1000); i++)
5211 ty = rand_spread(by, 1);
5212 tx = rand_spread(bx, 1);
5214 /* Verify location */
5215 if (!in_bounds(ty, tx)) continue;
5217 /* Bounce to that location */
5221 /* Require floor space */
5222 if (!cave_drop_bold(by, bx)) continue;
5230 int candidates = 0, pick;
5232 for (ty = 1; ty < cur_hgt - 1; ty++)
5234 for (tx = 1; tx < cur_wid - 1; tx++)
5236 /* A valid space found */
5237 if (cave_drop_bold(ty, tx)) candidates++;
5241 /* No valid place! */
5245 msg_format("%sは消えた。", o_name);
5247 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5251 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5253 /* Mega-Hack -- preserve artifacts */
5256 /* Hack -- Preserve unknown artifacts */
5257 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5259 /* Mega-Hack -- Preserve the artifact */
5260 a_info[j_ptr->name1].cur_num = 0;
5268 /* Choose a random one */
5269 pick = randint1(candidates);
5271 for (ty = 1; ty < cur_hgt - 1; ty++)
5273 for (tx = 1; tx < cur_wid - 1; tx++)
5275 if (cave_drop_bold(ty, tx))
5279 /* Is this a picked one? */
5292 c_ptr = &cave[by][bx];
5294 /* Scan objects in that grid for combination */
5295 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5298 o_ptr = &o_list[this_o_idx];
5300 /* Acquire next object */
5301 next_o_idx = o_ptr->next_o_idx;
5303 /* Check for combination */
5304 if (object_similar(o_ptr, j_ptr))
5306 object_absorb(o_ptr, j_ptr);
5315 if (!done) o_idx = o_pop();
5318 if (!done && !o_idx)
5321 msg_format("%sは消えた。", o_name);
5323 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5327 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5329 /* Hack -- Preserve artifacts */
5330 if (object_is_fixed_artifact(j_ptr))
5332 a_info[j_ptr->name1].cur_num = 0;
5342 /* Structure copy */
5343 object_copy(&o_list[o_idx], j_ptr);
5345 /* Access new object */
5346 j_ptr = &o_list[o_idx];
5353 j_ptr->held_m_idx = 0;
5356 j_ptr->next_o_idx = c_ptr->o_idx;
5358 /* Place the object */
5359 c_ptr->o_idx = o_idx;
5369 /* Mega-Hack -- no message if "dropped" by player */
5370 /* Message when an object falls under the player */
5371 if (chance && player_bold(by, bx))
5373 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5382 * Scatter some "great" objects near the player
5383 * @param y1 配置したいフロアのY座標
5384 * @param x1 配置したいフロアのX座標
5385 * @param num 獲得の処理回数
5386 * @param great TRUEならば必ず高級品以上を落とす
5387 * @param special TRUEならば必ず特別品を落とす
5388 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5391 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
5394 object_type object_type_body;
5395 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5400 i_ptr = &object_type_body;
5403 /* Make a good (or great) object (if possible) */
5404 if (!make_object(i_ptr, mode)) continue;
5408 object_aware(i_ptr);
5409 object_known(i_ptr);
5412 /* Drop the object */
5413 (void)drop_near(i_ptr, -1, y1, x1);
5420 * @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 /
5421 * Describe the charges on an item in the inventory.
5422 * @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
5425 void inven_item_charges(INVENTORY_IDX item)
5427 object_type *o_ptr = &inventory[item];
5429 /* Require staff/wand */
5430 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5432 /* Require known item */
5433 if (!object_is_known(o_ptr)) return;
5436 if (o_ptr->pval <= 0)
5438 msg_print("もう魔力が残っていない。");
5442 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5445 /* Multiple charges */
5446 if (o_ptr->pval != 1)
5448 msg_format("You have %d charges remaining.", o_ptr->pval);
5454 msg_format("You have %d charge remaining.", o_ptr->pval);
5461 * @brief アイテムの残り所持数メッセージを表示する /
5462 * Describe an item in the inventory.
5463 * @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
5466 void inven_item_describe(INVENTORY_IDX item)
5468 object_type *o_ptr = &inventory[item];
5469 GAME_TEXT o_name[MAX_NLEN];
5471 object_desc(o_name, o_ptr, 0);
5474 /* "no more" の場合はこちらで表示する */
5475 if (o_ptr->number <= 0)
5477 /*FIRST*//*ここはもう通らないかも */
5478 msg_format("もう%sを持っていない。", o_name);
5482 /* アイテム名を英日切り替え機能対応 */
5483 msg_format("まだ %sを持っている。", o_name);
5486 msg_format("You have %s.", o_name);
5492 * @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 /
5493 * Increase the "number" of an item in the inventory
5494 * @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
5498 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5500 object_type *o_ptr = &inventory[item];
5503 num += o_ptr->number;
5506 if (num > 255) num = 255;
5507 else if (num < 0) num = 0;
5510 num -= o_ptr->number;
5512 /* Change the number and weight */
5515 /* Add the number */
5516 o_ptr->number += num;
5518 /* Add the weight */
5519 p_ptr->total_weight += (num * o_ptr->weight);
5520 p_ptr->update |= (PU_BONUS);
5522 /* Recalculate mana XXX */
5523 p_ptr->update |= (PU_MANA);
5525 /* Combine the pack */
5526 p_ptr->update |= (PU_COMBINE);
5528 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5530 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5531 if (!o_ptr->number && p_ptr->ele_attack)
5533 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5535 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
5537 /* Clear all temporary elemental brands */
5538 set_ele_attack(0, 0);
5546 * @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 /
5547 * Erase an inventory slot if it has no more items
5548 * @param item 消去したいプレイヤーのアイテム所持スロット
5551 void inven_item_optimize(INVENTORY_IDX item)
5553 object_type *o_ptr = &inventory[item];
5555 /* Only optimize real items */
5556 if (!o_ptr->k_idx) return;
5558 /* Only optimize empty items */
5559 if (o_ptr->number) return;
5561 /* The item is in the pack */
5562 if (item < INVEN_RARM)
5569 /* Slide everything down */
5570 for (i = item; i < INVEN_PACK; i++)
5572 /* Structure copy */
5573 inventory[i] = inventory[i+1];
5576 /* Erase the "final" slot */
5577 object_wipe(&inventory[i]);
5579 p_ptr->window |= (PW_INVEN);
5582 /* The item is being wielded */
5588 /* Erase the empty slot */
5589 object_wipe(&inventory[item]);
5590 p_ptr->update |= (PU_BONUS);
5592 /* Recalculate torch */
5593 p_ptr->update |= (PU_TORCH);
5595 /* Recalculate mana XXX */
5596 p_ptr->update |= (PU_MANA);
5598 p_ptr->window |= (PW_EQUIP);
5601 p_ptr->window |= (PW_SPELL);
5605 * @brief 床上の魔道具の残り残量メッセージを表示する /
5606 * Describe the charges on an item on the floor.
5607 * @param item メッセージの対象にしたいアイテム所持スロット
5610 void floor_item_charges(INVENTORY_IDX item)
5612 object_type *o_ptr = &o_list[item];
5614 /* Require staff/wand */
5615 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5617 /* Require known item */
5618 if (!object_is_known(o_ptr)) return;
5621 if (o_ptr->pval <= 0)
5623 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5627 msg_format("この床上のアイテムは、あと %d 回分の魔力が残っている。", o_ptr->pval);
5630 /* Multiple charges */
5631 if (o_ptr->pval != 1)
5633 msg_format("There are %d charges remaining.", o_ptr->pval);
5639 msg_format("There is %d charge remaining.", o_ptr->pval);
5646 * @brief 床上のアイテムの残り数メッセージを表示する /
5647 * Describe the charges on an item on the floor.
5648 * @param item メッセージの対象にしたいアイテム所持スロット
5651 void floor_item_describe(INVENTORY_IDX item)
5653 object_type *o_ptr = &o_list[item];
5654 GAME_TEXT o_name[MAX_NLEN];
5656 object_desc(o_name, o_ptr, 0);
5659 /* "no more" の場合はこちらで表示を分ける */
5660 if (o_ptr->number <= 0)
5662 msg_format("床上には、もう%sはない。", o_name);
5666 msg_format("床上には、まだ %sがある。", o_name);
5669 msg_format("You see %s.", o_name);
5676 * @brief 床上のアイテムの数を増やす /
5677 * Increase the "number" of an item on the floor
5678 * @param item 増やしたいアイテムの所持スロット
5679 * @param num 増やしたいアイテムの数
5682 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5684 object_type *o_ptr = &o_list[item];
5687 num += o_ptr->number;
5690 if (num > 255) num = 255;
5691 else if (num < 0) num = 0;
5694 num -= o_ptr->number;
5696 /* Change the number */
5697 o_ptr->number += num;
5702 * @brief 床上の数の無くなったアイテムスロットを消去する /
5703 * Optimize an item on the floor (destroy "empty" items)
5704 * @param item 消去したいアイテムの所持スロット
5707 void floor_item_optimize(INVENTORY_IDX item)
5709 object_type *o_ptr = &o_list[item];
5711 /* Paranoia -- be sure it exists */
5712 if (!o_ptr->k_idx) return;
5714 /* Only optimize empty items */
5715 if (o_ptr->number) return;
5717 delete_object_idx(item);
5722 * @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 /
5723 * Check if we have space for an item in the pack without overflow
5724 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5725 * @return 溢れずに済むならTRUEを返す
5727 bool inven_carry_okay(object_type *o_ptr)
5732 if (inven_cnt < INVEN_PACK) return (TRUE);
5735 for (j = 0; j < INVEN_PACK; j++)
5737 object_type *j_ptr = &inventory[j];
5739 /* Skip non-objects */
5740 if (!j_ptr->k_idx) continue;
5742 /* Check if the two items can be combined */
5743 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5750 * @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 /
5751 * Check if we have space for an item in the pack without overflow
5752 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5753 * @param o_value o_ptrのアイテム価値(手動であらかじめ代入する必要がある?)
5754 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5755 * @return o_ptrの方が上位ならばTRUEを返す。
5757 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5761 /* Use empty slots */
5762 if (!j_ptr->k_idx) return TRUE;
5764 /* Hack -- readable books always come first */
5765 if ((o_ptr->tval == REALM1_BOOK) &&
5766 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5767 if ((j_ptr->tval == REALM1_BOOK) &&
5768 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5770 if ((o_ptr->tval == REALM2_BOOK) &&
5771 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5772 if ((j_ptr->tval == REALM2_BOOK) &&
5773 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5775 /* Objects sort by decreasing type */
5776 if (o_ptr->tval > j_ptr->tval) return TRUE;
5777 if (o_ptr->tval < j_ptr->tval) return FALSE;
5779 /* Non-aware (flavored) items always come last */
5780 /* Can happen in the home */
5781 if (!object_is_aware(o_ptr)) return FALSE;
5782 if (!object_is_aware(j_ptr)) return TRUE;
5784 /* Objects sort by increasing sval */
5785 if (o_ptr->sval < j_ptr->sval) return TRUE;
5786 if (o_ptr->sval > j_ptr->sval) return FALSE;
5788 /* Unidentified objects always come last */
5789 /* Objects in the home can be unknown */
5790 if (!object_is_known(o_ptr)) return FALSE;
5791 if (!object_is_known(j_ptr)) return TRUE;
5793 /* Fixed artifacts, random artifacts and ego items */
5794 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5795 else if (o_ptr->art_name) o_type = 2;
5796 else if (object_is_ego(o_ptr)) o_type = 1;
5799 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5800 else if (j_ptr->art_name) j_type = 2;
5801 else if (object_is_ego(j_ptr)) j_type = 1;
5804 if (o_type < j_type) return TRUE;
5805 if (o_type > j_type) return FALSE;
5807 switch (o_ptr->tval)
5813 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5814 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5820 /* Objects sort by increasing hit/damage bonuses */
5821 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5822 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5825 /* Hack: otherwise identical rods sort by
5826 increasing recharge time --dsb */
5828 if (o_ptr->pval < j_ptr->pval) return TRUE;
5829 if (o_ptr->pval > j_ptr->pval) return FALSE;
5833 /* Objects sort by decreasing value */
5834 return o_value > object_value(j_ptr);
5839 * @brief オブジェクトをプレイヤーが拾って所持スロットに納めるメインルーチン /
5840 * Add an item to the players inventory, and return the slot used.
5841 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5842 * @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。
5844 * If the new item can combine with an existing item in the inventory,\n
5845 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5846 * the item will be placed into the "proper" location in the inventory.\n
5848 * This function can be used to "over-fill" the player's pack, but only\n
5849 * once, and such an action must trigger the "overflow" code immediately.\n
5850 * Note that when the pack is being "over-filled", the new item must be\n
5851 * placed into the "overflow" slot, and the "overflow" must take place\n
5852 * before the pack is reordered, but (optionally) after the pack is\n
5853 * combined. This may be tricky. See "dungeon.c" for info.\n
5855 * Note that this code must remove any location/stack information\n
5856 * from the object once it is placed into the inventory.\n
5858 s16b inven_carry(object_type *o_ptr)
5860 INVENTORY_IDX i, j, k;
5861 INVENTORY_IDX n = -1;
5866 /* Check for combining */
5867 for (j = 0; j < INVEN_PACK; j++)
5869 j_ptr = &inventory[j];
5871 /* Skip non-objects */
5872 if (!j_ptr->k_idx) continue;
5874 /* Hack -- track last item */
5877 /* Check if the two items can be combined */
5878 if (object_similar(j_ptr, o_ptr))
5880 object_absorb(j_ptr, o_ptr);
5882 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5883 p_ptr->update |= (PU_BONUS);
5884 p_ptr->window |= (PW_INVEN);
5893 if (inven_cnt > INVEN_PACK) return (-1);
5895 /* Find an empty slot */
5896 for (j = 0; j <= INVEN_PACK; j++)
5898 j_ptr = &inventory[j];
5900 /* Use it if found */
5901 if (!j_ptr->k_idx) break;
5908 /* Reorder the pack */
5911 /* Get the "value" of the item */
5912 s32b o_value = object_value(o_ptr);
5914 /* Scan every occupied slot */
5915 for (j = 0; j < INVEN_PACK; j++)
5917 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5924 for (k = n; k >= i; k--)
5926 /* Hack -- Slide the item */
5927 object_copy(&inventory[k+1], &inventory[k]);
5930 /* Wipe the empty slot */
5931 object_wipe(&inventory[i]);
5936 object_copy(&inventory[i], o_ptr);
5938 /* Access new object */
5939 j_ptr = &inventory[i];
5942 j_ptr->next_o_idx = 0;
5944 /* Forget monster */
5945 j_ptr->held_m_idx = 0;
5947 /* Forget location */
5948 j_ptr->iy = j_ptr->ix = 0;
5950 /* Player touches it, and no longer marked */
5951 j_ptr->marked = OM_TOUCHED;
5953 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5955 /* Count the items */
5957 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5958 p_ptr->window |= (PW_INVEN);
5960 /* Return the slot */
5966 * @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 /
5967 * Take off (some of) a non-cursed equipment item
5968 * @param item オブジェクトを外したい所持テーブルのID
5970 * @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。
5972 * Note that only one item at a time can be wielded per slot.\n
5973 * Note that taking off an item when "full" may cause that item\n
5974 * to fall to the ground.\n
5975 * Return the inventory slot into which the item is placed.\n
5977 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5988 GAME_TEXT o_name[MAX_NLEN];
5991 /* Get the item to take off */
5992 o_ptr = &inventory[item];
5995 if (amt <= 0) return (-1);
5998 if (amt > o_ptr->number) amt = o_ptr->number;
6001 /* Obtain a local object */
6002 object_copy(q_ptr, o_ptr);
6004 /* Modify quantity */
6005 q_ptr->number = amt;
6007 object_desc(o_name, q_ptr, 0);
6009 /* Took off weapon */
6010 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6011 object_is_melee_weapon(o_ptr))
6013 act = _("を装備からはずした", "You were wielding");
6017 else if (item == INVEN_BOW)
6019 act = _("を装備からはずした", "You were holding");
6022 /* Took off light */
6023 else if (item == INVEN_LITE)
6025 act = _("を光源からはずした", "You were holding");
6028 /* Took off something */
6031 act = _("を装備からはずした", "You were wearing");
6034 /* Modify, Optimize */
6035 inven_item_increase(item, -amt);
6036 inven_item_optimize(item);
6038 /* Carry the object */
6039 slot = inven_carry(q_ptr);
6042 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6044 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6054 * @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 /
6055 * Drop (some of) a non-cursed inventory/equipment item
6056 * @param item 所持テーブルのID
6057 * @param amt 落としたい個数
6060 * The object will be dropped "near" the current location
6062 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
6068 GAME_TEXT o_name[MAX_NLEN];
6070 /* Access original object */
6071 o_ptr = &inventory[item];
6074 if (amt <= 0) return;
6077 if (amt > o_ptr->number) amt = o_ptr->number;
6079 /* Take off equipment */
6080 if (item >= INVEN_RARM)
6082 /* Take off first */
6083 item = inven_takeoff(item, amt);
6085 /* Access original object */
6086 o_ptr = &inventory[item];
6091 /* Obtain local object */
6092 object_copy(q_ptr, o_ptr);
6094 /* Distribute charges of wands or rods */
6095 distribute_charges(o_ptr, q_ptr, amt);
6097 /* Modify quantity */
6098 q_ptr->number = amt;
6100 /* Describe local object */
6101 object_desc(o_name, q_ptr, 0);
6103 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6105 /* Drop it near the player */
6106 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6108 /* Modify, Describe, Optimize */
6109 inven_item_increase(item, -amt);
6110 inven_item_describe(item);
6111 inven_item_optimize(item);
6116 * @brief プレイヤーの所持スロットに存在するオブジェクトをまとめなおす /
6117 * Combine items in the pack
6120 * Note special handling of the "overflow" slot
6122 void combine_pack(void)
6127 bool flag = FALSE, combined;
6133 /* Combine the pack (backwards) */
6134 for (i = INVEN_PACK; i > 0; i--)
6136 o_ptr = &inventory[i];
6138 /* Skip empty items */
6139 if (!o_ptr->k_idx) continue;
6141 /* Scan the items above that item */
6142 for (j = 0; j < i; j++)
6146 j_ptr = &inventory[j];
6148 /* Skip empty items */
6149 if (!j_ptr->k_idx) continue;
6152 * Get maximum number of the stack if these
6153 * are similar, get zero otherwise.
6155 max_num = object_similar_part(j_ptr, o_ptr);
6157 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6158 if (max_num && j_ptr->number < max_num)
6160 if (o_ptr->number + j_ptr->number <= max_num)
6165 /* Add together the item counts */
6166 object_absorb(j_ptr, o_ptr);
6168 /* One object is gone */
6171 /* Slide everything down */
6172 for (k = i; k < INVEN_PACK; k++)
6174 /* Structure copy */
6175 inventory[k] = inventory[k+1];
6178 /* Erase the "final" slot */
6179 object_wipe(&inventory[k]);
6183 int old_num = o_ptr->number;
6184 int remain = j_ptr->number + o_ptr->number - max_num;
6186 o_ptr->number -= remain;
6188 /* Add together the item counts */
6189 object_absorb(j_ptr, o_ptr);
6191 o_ptr->number = remain;
6193 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6194 if (o_ptr->tval == TV_ROD)
6196 o_ptr->pval = o_ptr->pval * remain / old_num;
6197 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6200 /* Hack -- if wands are stacking, combine the charges. -LM- */
6201 if (o_ptr->tval == TV_WAND)
6203 o_ptr->pval = o_ptr->pval * remain / old_num;
6207 p_ptr->window |= (PW_INVEN);
6219 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."));
6223 * @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 /
6224 * Reorder items in the pack
6227 * Note special handling of the "overflow" slot
6229 void reorder_pack(void)
6239 /* Re-order the pack (forwards) */
6240 for (i = 0; i < INVEN_PACK; i++)
6242 /* Mega-Hack -- allow "proper" over-flow */
6243 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6245 o_ptr = &inventory[i];
6247 /* Skip empty slots */
6248 if (!o_ptr->k_idx) continue;
6250 /* Get the "value" of the item */
6251 o_value = object_value(o_ptr);
6253 /* Scan every occupied slot */
6254 for (j = 0; j < INVEN_PACK; j++)
6256 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6259 /* Never move down */
6260 if (j >= i) continue;
6266 /* Save a copy of the moving item */
6267 object_copy(q_ptr, &inventory[i]);
6269 /* Slide the objects */
6270 for (k = i; k > j; k--)
6272 /* Slide the item */
6273 object_copy(&inventory[k], &inventory[k-1]);
6276 /* Insert the moving item */
6277 object_copy(&inventory[j], q_ptr);
6279 p_ptr->window |= (PW_INVEN);
6282 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."));
6286 * @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 /
6287 * Hack -- display an object kind in the current window
6288 * @param k_idx ベースアイテムの参照ID
6291 * Include list of usable spells for readible books
6293 void display_koff(KIND_OBJECT_IDX k_idx)
6300 REALM_IDX use_realm;
6302 GAME_TEXT o_name[MAX_NLEN];
6305 /* Erase the window */
6306 for (y = 0; y < Term->hgt; y++)
6308 /* Erase the line */
6309 Term_erase(0, y, 255);
6316 /* Prepare the object */
6317 object_prep(q_ptr, k_idx);
6318 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6320 /* Mention the object name */
6321 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6323 /* Access the item's sval */
6325 use_realm = tval2realm(q_ptr->tval);
6327 /* Warriors are illiterate */
6328 if (p_ptr->realm1 || p_ptr->realm2)
6330 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6334 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6335 if (!is_magic(use_realm)) return;
6336 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6339 /* Display spells in readible books */
6343 SPELL_IDX spells[64];
6345 /* Extract spells */
6346 for (spell = 0; spell < 32; spell++)
6348 /* Check for this spell */
6349 if (fake_spell_flags[sval] & (1L << spell))
6351 /* Collect this spell */
6352 spells[num++] = spell;
6357 print_spells(0, spells, num, 2, 0, use_realm);
6362 * @brief 警告を放つアイテムを選択する /
6363 * Choose one of items that have warning flag
6364 * Calculate spell damages
6367 object_type *choose_warning_item(void)
6370 int choices[INVEN_TOTAL - INVEN_RARM];
6373 /* Paranoia -- Player has no warning ability */
6374 if (!p_ptr->warning) return NULL;
6376 /* Search Inventory */
6377 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6379 BIT_FLAGS flgs[TR_FLAG_SIZE];
6380 object_type *o_ptr = &inventory[i];
6382 object_flags(o_ptr, flgs);
6383 if (have_flag(flgs, TR_WARNING))
6385 choices[number] = i;
6390 /* Choice one of them */
6391 return number ? &inventory[choices[randint0(number)]] : NULL;
6395 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する /
6396 * Calculate spell damages
6397 * @param m_ptr 魔法を行使するモンスターの構造体参照ポインタ
6398 * @param typ 効果属性のID
6400 * @param max 算出した最大ダメージを返すポインタ
6403 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
6405 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6406 int rlev = r_ptr->level;
6407 bool ignore_wraith_form = FALSE;
6409 /* Vulnerability, resistance and immunity */
6413 if (p_ptr->immune_elec)
6416 ignore_wraith_form = TRUE;
6420 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6421 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6422 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6423 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6424 if (IS_OPPOSE_ELEC())
6425 dam = (dam + 2) / 3;
6430 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6431 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6435 if (p_ptr->immune_acid)
6438 ignore_wraith_form = TRUE;
6442 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6443 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6444 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6445 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6451 if (p_ptr->immune_cold)
6454 ignore_wraith_form = TRUE;
6458 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6459 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6460 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6461 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6466 if (p_ptr->immune_fire)
6469 ignore_wraith_form = TRUE;
6473 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6474 if (prace_is_(RACE_ENT)) dam += dam / 3;
6475 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6476 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6477 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6482 ignore_wraith_form = TRUE;
6486 if (!p_ptr->blind &&
6487 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6488 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6491 ignore_wraith_form = TRUE;
6496 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6497 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6498 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6501 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6502 * "dam *= 2;" for later "dam /= 2"
6504 if (p_ptr->wraith_form) dam *= 2;
6508 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6511 ignore_wraith_form = TRUE;
6513 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6517 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6521 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6525 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6529 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6533 if (prace_is_(RACE_SPECTRE))
6536 ignore_wraith_form = TRUE;
6538 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6542 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6546 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6550 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6554 if (p_ptr->levitation) dam = (dam * 2) / 3;
6558 if (p_ptr->resist_shard) dam /= 2;
6562 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6563 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6567 if (p_ptr->mimic_form)
6569 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6572 ignore_wraith_form = TRUE;
6577 switch (p_ptr->prace)
6586 ignore_wraith_form = TRUE;
6593 if (p_ptr->align > 10) dam /= 2;
6594 else if (p_ptr->align < -10) dam *= 2;
6598 if (p_ptr->align > 10) dam *= 2;
6602 case GF_BRAIN_SMASH:
6603 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6606 ignore_wraith_form = TRUE;
6614 if (100 + rlev / 2 <= p_ptr->skill_sav)
6617 ignore_wraith_form = TRUE;
6622 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6625 ignore_wraith_form = TRUE;
6630 if (p_ptr->wraith_form && !ignore_wraith_form)
6636 if (dam > *max) *max = dam;
6640 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する。 /
6641 * Calculate spell damages
6642 * @param spell_num RF4ならRF4_SPELL_STARTのように32区切りのベースとなる数値
6643 * @param typ 効果属性のID
6644 * @param m_idx 魔法を行使するモンスターのID
6645 * @param max 算出した最大ダメージを返すポインタ
6648 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
6650 monster_type *m_ptr = &m_list[m_idx];
6651 HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
6652 spell_damcalc(m_ptr, typ, dam, max);
6656 * @brief 警告基準を定めるためにモンスターの打撃最大ダメージを算出する /
6657 * Calculate blow damages
6658 * @param m_ptr 打撃を行使するモンスターの構造体参照ポインタ
6659 * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
6660 * @return 算出された最大ダメージを返す。
6662 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6664 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6666 bool check_wraith_form = TRUE;
6668 if (blow_ptr->method != RBM_EXPLODE)
6670 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
6672 switch (blow_ptr->effect)
6676 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6677 dam = MAX(dam, tmp_dam * 2);
6683 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6687 spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
6689 check_wraith_form = FALSE;
6693 spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
6695 check_wraith_form = FALSE;
6699 spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
6701 check_wraith_form = FALSE;
6705 spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
6707 check_wraith_form = FALSE;
6712 check_wraith_form = FALSE;
6716 if (check_wraith_form && p_ptr->wraith_form)
6724 dam = (dam + 1) / 2;
6725 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
6733 * @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
6734 * Examine the grid (xx,yy) and warn the player if there are any danger
6735 * @param xx 危険性を調査するマスのX座標
6736 * @param yy 危険性を調査するマスのY座標
6737 * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
6739 bool process_warning(POSITION xx, POSITION yy)
6743 GAME_TEXT o_name[MAX_NLEN];
6745 #define WARNING_AWARE_RANGE 12
6747 static int old_damage = 0;
6749 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6751 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6754 monster_type *m_ptr;
6755 monster_race *r_ptr;
6757 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6759 c_ptr = &cave[my][mx];
6761 if (!c_ptr->m_idx) continue;
6763 m_ptr = &m_list[c_ptr->m_idx];
6765 if (MON_CSLEEP(m_ptr)) continue;
6766 if (!is_hostile(m_ptr)) continue;
6768 r_ptr = &r_info[m_ptr->r_idx];
6770 /* Monster spells (only powerful ones)*/
6771 if (projectable(my, mx, yy, xx))
6773 BIT_FLAGS f4 = r_ptr->flags4;
6774 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
6775 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
6777 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6779 if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6780 if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6781 if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6782 if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
6783 if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
6784 if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
6786 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
6787 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
6788 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
6789 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
6790 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
6791 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
6792 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
6793 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
6794 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6795 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
6796 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
6797 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6798 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
6799 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
6800 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
6801 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
6802 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
6803 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
6804 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
6805 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
6806 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6807 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
6808 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
6811 /* Monster melee attacks */
6812 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6814 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6818 for (m = 0; m < 4; m++)
6820 /* Skip non-attacks */
6821 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6823 /* Extract the attack info */
6824 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6825 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6827 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6831 /* Contribution from this monster */
6832 dam_max += dam_max0;
6836 /* Prevent excessive warning */
6837 if (dam_max > old_damage)
6839 old_damage = dam_max * 3 / 2;
6841 if (dam_max > p_ptr->chp / 2)
6843 object_type *o_ptr = choose_warning_item();
6846 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6848 strcpy(o_name, _("体", "body")); /* Warning ability without item */
6849 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
6851 disturb(FALSE, TRUE);
6852 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
6855 else old_damage = old_damage / 2;
6857 c_ptr = &cave[yy][xx];
6858 if (((!easy_disarm && is_trap(c_ptr->feat))
6859 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
6861 object_type *o_ptr = choose_warning_item();
6864 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6866 strcpy(o_name, _("体", "body")); /* Warning ability without item */
6867 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
6868 disturb(FALSE, TRUE);
6869 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
6876 * エッセンス情報の構造体 / A structure for smithing
6879 int add; /* TR flag number or special essence id */
6880 concptr add_name; /* Name of this ability */
6881 ESSENCE_IDX type; /* Menu number */
6882 int essence; /* Index for carrying essences */
6883 int value; /* Needed value to add this ability */
6888 * エッセンス情報テーブル Smithing type data for Weapon smith
6891 static essence_type essence_info[] =
6893 {TR_STR, "腕力", 4, TR_STR, 20},
6894 {TR_INT, "知能", 4, TR_INT, 20},
6895 {TR_WIS, "賢さ", 4, TR_WIS, 20},
6896 {TR_DEX, "器用さ", 4, TR_DEX, 20},
6897 {TR_CON, "耐久力", 4, TR_CON, 20},
6898 {TR_CHR, "魅力", 4, TR_CHR, 20},
6899 {TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20},
6900 {TR_STEALTH, "隠密", 4, TR_STEALTH, 40},
6901 {TR_SEARCH, "探索", 4, TR_SEARCH, 15},
6902 {TR_INFRA, "赤外線視力", 4, TR_INFRA, 15},
6903 {TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15},
6904 {TR_SPEED, "スピード", 4, TR_SPEED, 12},
6905 {TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20},
6906 {TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15},
6907 {TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60},
6908 {TR_IMPACT, "地震発動", 7, TR_IMPACT, 15},
6909 {TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20},
6910 {TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20},
6911 {TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20},
6912 {TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20},
6913 {TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20},
6914 {TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15},
6915 {TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15},
6916 {TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15},
6917 {TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15},
6918 {TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15},
6919 {TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15},
6920 {TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20},
6921 {TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20},
6922 {TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20},
6923 {TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20},
6924 {TR_REFLECT, "反射", 2, TR_REFLECT, 20},
6925 {TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20},
6926 {TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20},
6927 {TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15},
6928 {TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15},
6929 {TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15},
6930 {TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15},
6931 {TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25},
6932 {TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20},
6933 {TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20},
6934 {TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20},
6935 {TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20},
6936 {TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20},
6937 {TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20},
6938 {TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20},
6939 {TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20},
6940 {TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20},
6941 {TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20},
6942 {TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20},
6943 {TR_SH_FIRE, "", 0, -2, 0},
6944 {TR_SH_ELEC, "", 0, -2, 0},
6945 {TR_SH_COLD, "", 0, -2, 0},
6946 {TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15},
6947 {TR_WARNING, "警告", 3, TR_WARNING, 20},
6948 {TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20},
6949 {TR_LITE_1, "永久光源", 3, TR_LITE_1, 15},
6950 {TR_LITE_2, "", 0, -2, 0},
6951 {TR_LITE_3, "", 0, -2, 0},
6952 {TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20},
6953 {TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15},
6954 {TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15},
6955 {TR_REGEN, "急速回復", 3, TR_REGEN, 20},
6956 {TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25},
6958 {TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100},
6959 {TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60},
6960 {TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20},
6961 {TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60},
6962 {TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20},
6963 {TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60},
6964 {TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20},
6965 {TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60},
6966 {TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15},
6967 {TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60},
6968 {TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15},
6969 {TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60},
6970 {TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20},
6971 {TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60},
6972 {TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20},
6973 {TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60},
6974 {TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20},
6975 {TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60},
6977 {TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40},
6978 {TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40},
6979 {TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40},
6980 {TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40},
6981 {TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40},
6982 {TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40},
6983 {TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40},
6984 {TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40},
6986 {ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30},
6987 {ESSENCE_AC, "防御", 10, TR_ES_AC, 15},
6988 {ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50},
6989 {ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50},
6990 {ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50},
6991 {ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50},
6992 {ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50},
6993 {ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50},
6994 {ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50},
6995 {ESSENCE_RESISTANCE, "全耐性", 2, -1, 150},
6996 {ESSENCE_SUSTAIN, "装備保持", 10, -1, 10},
6997 {ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200},
6999 {-1, NULL, 0, -1, 0}
7002 static essence_type essence_info[] =
7004 {TR_STR, "strength", 4, TR_STR, 20},
7005 {TR_INT, "intelligence", 4, TR_INT, 20},
7006 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7007 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7008 {TR_CON, "constitution", 4, TR_CON, 20},
7009 {TR_CHR, "charisma", 4, TR_CHR, 20},
7010 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7011 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7012 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7013 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7014 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7015 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7016 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7017 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7018 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7019 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7020 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7021 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7022 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7023 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7024 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7025 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7026 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7027 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7028 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7029 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7030 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7031 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7032 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7033 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7034 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7035 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7036 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7037 {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
7038 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7039 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7040 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7041 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7042 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7043 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7044 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7045 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7046 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7047 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7048 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7049 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7050 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7051 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7052 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7053 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7054 {TR_SH_FIRE, "", 0, -2, 0},
7055 {TR_SH_ELEC, "", 0, -2, 0},
7056 {TR_SH_COLD, "", 0, -2, 0},
7057 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7058 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7059 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7060 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7061 {TR_LITE_2, "", 0, -2, 0},
7062 {TR_LITE_3, "", 0, -2, 0},
7063 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7064 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7065 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7066 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7067 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7069 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7070 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7071 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7072 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7073 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7074 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7075 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7076 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7077 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7078 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7079 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7080 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7081 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7082 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7083 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7084 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7085 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7086 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7088 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7089 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7090 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7091 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7092 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7093 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7094 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7095 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7097 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7098 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7099 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7100 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7101 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7102 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7103 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7104 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7105 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7106 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7107 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7108 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7110 {-1, NULL, 0, -1, 0}
7116 * エッセンス名テーブル / Essense names for Weapon smith
7119 concptr essence_name[] =
7222 concptr essence_name[] =
7325 * @brief 所持しているエッセンス一覧を表示する
7328 static void display_essence(void)
7333 for (i = 1; i < 22; i++)
7337 prt(_("エッセンス 個数 エッセンス 個数 エッセンス 個数",
7338 "Essence Num Essence Num Essence Num "), 1, 8);
7339 for (i = 0; essence_name[i]; i++)
7341 if (!essence_name[i][0]) continue;
7342 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7345 prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7355 static void drain_essence(void)
7357 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7361 bool observe = FALSE;
7362 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7363 TIME_EFFECT old_timeout;
7364 BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7370 OBJECT_IDX next_o_idx;
7373 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7376 item_tester_hook = object_is_weapon_armour_ammo;
7378 q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
7379 s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
7381 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
7384 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7386 GAME_TEXT o_name[MAX_NLEN];
7387 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7388 if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
7391 take_turn(p_ptr, 100);;
7393 object_flags(o_ptr, old_flgs);
7394 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7395 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7396 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7397 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7398 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7399 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7400 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7401 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7402 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7404 old_to_a = o_ptr->to_a;
7406 old_to_h = o_ptr->to_h;
7407 old_to_d = o_ptr->to_d;
7410 old_pval = o_ptr->pval;
7411 old_name2 = o_ptr->name2;
7412 old_timeout = o_ptr->timeout;
7413 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7414 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7415 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7416 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7417 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7418 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7419 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7420 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7421 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7422 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7423 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7424 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7425 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7426 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7427 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7428 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7429 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7430 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7431 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7435 next_o_idx = o_ptr->next_o_idx;
7436 marked = o_ptr->marked;
7437 weight = o_ptr->weight;
7438 number = o_ptr->number;
7440 object_prep(o_ptr, o_ptr->k_idx);
7444 o_ptr->next_o_idx=next_o_idx;
7445 o_ptr->marked=marked;
7446 o_ptr->number = number;
7447 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7448 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7449 o_ptr->ident |= (IDENT_MENTAL);
7450 object_aware(o_ptr);
7451 object_known(o_ptr);
7453 object_flags(o_ptr, new_flgs);
7455 for (i = 0; essence_info[i].add_name; i++)
7457 essence_type *es_ptr = &essence_info[i];
7458 PARAMETER_VALUE pval = 0;
7460 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7461 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7463 if (es_ptr->add < TR_FLAG_MAX &&
7464 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7465 have_flag(old_flgs, es_ptr->add))
7469 drain_value[es_ptr->essence] += 10 * pval;
7471 else if (es_ptr->essence != -2)
7473 drain_value[es_ptr->essence] += 10;
7475 else if (es_ptr->add == TR_SH_FIRE)
7477 drain_value[TR_BRAND_FIRE] += 10;
7478 drain_value[TR_RES_FIRE] += 10;
7480 else if (es_ptr->add == TR_SH_ELEC)
7482 drain_value[TR_BRAND_ELEC] += 10;
7483 drain_value[TR_RES_ELEC] += 10;
7485 else if (es_ptr->add == TR_SH_COLD)
7487 drain_value[TR_BRAND_COLD] += 10;
7488 drain_value[TR_RES_COLD] += 10;
7490 else if (es_ptr->add == TR_LITE_2)
7492 drain_value[TR_LITE_1] += 20;
7494 else if (es_ptr->add == TR_LITE_3)
7496 drain_value[TR_LITE_1] += 30;
7501 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7503 drain_value[TR_INT] += 5;
7504 drain_value[TR_WIS] += 5;
7506 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7508 drain_value[TR_BRAND_POIS] += 5;
7509 drain_value[TR_BRAND_ACID] += 5;
7510 drain_value[TR_BRAND_ELEC] += 5;
7511 drain_value[TR_BRAND_FIRE] += 5;
7512 drain_value[TR_BRAND_COLD] += 5;
7514 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7516 drain_value[TR_INT] += 10;
7518 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7520 drain_value[TR_STR] += 10;
7522 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7524 drain_value[TR_DEX] += 10;
7526 if (old_name2 == EGO_2WEAPON)
7528 drain_value[TR_DEX] += 20;
7530 if (object_is_weapon_ammo(o_ptr))
7532 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7534 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7536 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7537 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7538 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7539 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7541 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7543 drain_value[i] *= number;
7544 drain_value[i] = drain_value[i] * dec / 4;
7545 drain_value[i] = MAX(drain_value[i], 0);
7546 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7554 msg_print(_("エッセンスは抽出できませんでした。", "You were not able to extract any essence."));
7558 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7560 for (i = 0; essence_name[i]; i++)
7562 if (!essence_name[i][0]) continue;
7563 if (!drain_value[i]) continue;
7565 p_ptr->magic_num1[i] += drain_value[i];
7566 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7568 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7572 /* Apply autodestroy/inscription to the drained item */
7573 autopick_alter_item(item, TRUE);
7575 /* Combine the pack */
7576 p_ptr->update |= (PU_COMBINE | PU_REORDER);
7578 p_ptr->window |= (PW_INVEN);
7582 * @brief 付加するエッセンスの大別を選択する
7583 * @return 選んだエッセンスの大別ID
7585 static COMMAND_CODE choose_essence(void)
7587 COMMAND_CODE mode = 0;
7589 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
7592 concptr menu_name[] = {
7602 concptr menu_name[] = {
7612 const COMMAND_CODE mode_max = 7;
7614 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7624 for (i = 0; i < mode_max; i++)
7626 prt(format(" %s %s", (menu_line == 1+i) ? "》" : " ", menu_name[i]), 2 + i, 14);
7627 prt("どの種類のエッセンス付加を行いますか?", 0, 0);
7629 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7630 prt("Choose from menu.", 0, 0);
7649 menu_line += mode_max - 1;
7658 if (menu_line > mode_max) menu_line -= mode_max;
7669 for (i = 0; i < mode_max; i++)
7670 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7672 if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
7678 if (isupper(choice)) choice = (char)tolower(choice);
7680 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7681 mode = (int)choice - 'a' + 1;
7691 * @brief エッセンスを実際に付加する
7692 * @param mode エッセンスの大別ID
7695 static void add_essence(ESSENCE_IDX mode)
7707 GAME_TEXT o_name[MAX_NLEN];
7709 essence_type *es_ptr;
7710 bool able[22] = { 0 };
7712 int menu_line = (use_menu ? 1 : 0);
7714 for (i = 0; essence_info[i].add_name; i++)
7716 es_ptr = &essence_info[i];
7718 if (es_ptr->type != mode) continue;
7722 if (!repeat_pull(&i) || i<0 || i>=max_num)
7725 /* Nothing chosen yet */
7731 /* Build a prompt */
7732 (void) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの能力を付加しますか?", "(*=List, ESC=exit) Add which ability? "));
7733 if (use_menu) screen_save();
7735 /* Get a spell from the user */
7737 choice = (always_show_list || use_menu) ? ESCAPE:1;
7740 if( choice==ESCAPE ) choice = ' ';
7741 else if( !get_com(out_val, &choice, FALSE) )break;
7743 if (use_menu && choice != ' ')
7757 menu_line += (max_num-1);
7780 menu_line = max_num;
7794 if (menu_line > max_num) menu_line -= max_num;
7796 /* Request redraw */
7797 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7800 if (!redraw || use_menu)
7804 char dummy[80], dummy2[80];
7811 if (!use_menu) screen_save();
7813 for (y = 1; y < 24; y++)
7816 /* Print header(s) */
7818 prt(format(" %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
7821 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7824 for (ctr = 0; ctr < max_num; ctr++)
7826 es_ptr = &essence_info[num[ctr]];
7830 if (ctr == (menu_line-1))
7831 strcpy(dummy, _("》 ", "> "));
7832 else strcpy(dummy, " ");
7835 /* letter/number for power selection */
7838 sprintf(dummy, "%c) ",I2A(ctr));
7841 strcat(dummy, es_ptr->add_name);
7846 if (es_ptr->essence != -1)
7848 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
7849 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
7855 case ESSENCE_SH_FIRE:
7856 strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
7857 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
7858 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7860 case ESSENCE_SH_ELEC:
7861 strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
7862 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
7863 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7865 case ESSENCE_SH_COLD:
7866 strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
7867 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
7868 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7870 case ESSENCE_RESISTANCE:
7871 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
7872 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7873 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7874 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7875 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7877 case ESSENCE_SUSTAIN:
7878 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
7879 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
7880 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
7881 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
7882 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
7887 if (!able[ctr]) col = TERM_RED;
7889 if (es_ptr->essence != -1)
7891 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7895 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7898 c_prt(col, dummy2, ctr+2, x);
7917 ask = (isupper(choice));
7920 if (ask) choice = (char)tolower(choice);
7922 /* Extract request */
7923 i = (islower(choice) ? A2I(choice) : -1);
7926 /* Totally Illegal */
7927 if ((i < 0) || (i >= max_num) || !able[i])
7939 (void) strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
7941 /* Belay that order */
7942 if (!get_check(tmp_val)) continue;
7948 if (redraw) screen_load();
7954 es_ptr = &essence_info[num[i]];
7956 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
7957 item_tester_tval = TV_GLOVES;
7958 else if (mode == 1 || mode == 5)
7959 item_tester_hook = item_tester_hook_melee_ammo;
7960 else if (es_ptr->add == ESSENCE_ATTACK)
7961 item_tester_hook = object_allow_enchant_weapon;
7962 else if (es_ptr->add == ESSENCE_AC)
7963 item_tester_hook = object_is_armour;
7965 item_tester_hook = object_is_weapon_armour_ammo;
7967 q = _("どのアイテムを改良しますか?", "Improve which item? ");
7968 s = _("改良できるアイテムがありません。", "You have nothing to improve.");
7970 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
7973 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
7975 msg_print(_("そのアイテムはこれ以上改良できない。", "This item is no more able to be improved."));
7979 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7981 use_essence = es_ptr->value;
7982 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
7983 if (o_ptr->number > 1)
7985 use_essence *= o_ptr->number;
7986 msg_format(_("%d個あるのでエッセンスは%d必要です。", "It will take %d essences."), o_ptr->number, use_essence);
7989 if (es_ptr->essence != -1)
7991 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7993 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
7996 if (is_pval_flag(es_ptr->add))
7998 if (o_ptr->pval < 0)
8000 msg_print(_("このアイテムの能力修正を強化することはできない。", "You cannot increase magic number of this item."));
8003 else if (es_ptr->add == TR_BLOWS)
8005 if (o_ptr->pval > 1)
8007 if (!get_check(_("修正値は1になります。よろしいですか?", "The magic number of this weapon will become 1. Are you sure? "))) return;
8011 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8013 else if (o_ptr->pval > 0)
8015 use_essence *= o_ptr->pval;
8016 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8022 PARAMETER_VALUE pval;
8023 PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8025 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
8026 strcpy(tmp_val, "1");
8028 if (!get_string(tmp, tmp_val, 1)) return;
8029 pval = (PARAMETER_VALUE)atoi(tmp_val);
8030 if (pval > limit) pval = limit;
8031 else if (pval < 1) pval = 1;
8032 o_ptr->pval += pval;
8033 use_essence *= pval;
8034 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8037 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8039 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8043 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8050 strcpy(tmp_val, "1");
8051 if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
8052 val = atoi(tmp_val);
8053 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8054 else if (val < 1) val = 1;
8056 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8057 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8059 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8062 get_to_h = ((val+1)/2+randint0(val/2+1));
8063 get_to_d = ((val+1)/2+randint0(val/2+1));
8064 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8065 o_ptr->to_h += get_to_h;
8066 o_ptr->to_d += get_to_d;
8068 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8069 if (es_ptr->add == ESSENCE_ATTACK)
8071 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8073 msg_print(_("改良に失敗した。", "You failed to enchant."));
8074 take_turn(p_ptr, 100);;
8079 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8080 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8083 else if (es_ptr->add == ESSENCE_AC)
8085 if (o_ptr->to_a >= p_ptr->lev/5+5)
8087 msg_print(_("改良に失敗した。", "You failed to enchant."));
8088 take_turn(p_ptr, 100);;
8093 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8098 o_ptr->xtra3 = es_ptr->add + 1;
8103 bool success = TRUE;
8107 case ESSENCE_SH_FIRE:
8108 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8113 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8114 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8116 case ESSENCE_SH_ELEC:
8117 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8122 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8123 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8125 case ESSENCE_SH_COLD:
8126 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8131 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8132 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8134 case ESSENCE_RESISTANCE:
8135 case ESSENCE_SUSTAIN:
8136 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8141 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8142 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8143 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8144 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8149 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8152 if (es_ptr->add == ESSENCE_SUSTAIN)
8154 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8155 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8156 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8157 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8161 o_ptr->xtra3 = es_ptr->add + 1;
8165 take_turn(p_ptr, 100);;
8168 msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8170 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8173 /* Combine the pack */
8174 p_ptr->update |= (PU_COMBINE | PU_REORDER);
8176 p_ptr->window |= (PW_INVEN);
8183 static void erase_essence(void)
8188 GAME_TEXT o_name[MAX_NLEN];
8189 BIT_FLAGS flgs[TR_FLAG_SIZE];
8191 item_tester_hook = object_is_smith;
8193 q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
8194 s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
8196 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
8199 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8200 if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
8202 take_turn(p_ptr, 100);;
8204 if (o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE)
8206 o_ptr->to_h -= (o_ptr->xtra4>>8);
8207 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8209 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8210 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8213 object_flags(o_ptr, flgs);
8214 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8215 msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
8217 /* Combine the pack */
8218 p_ptr->update |= (PU_COMBINE | PU_REORDER);
8220 p_ptr->window |= (PW_INVEN);
8224 * @brief 鍛冶コマンドのメインルーチン
8225 * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
8228 void do_cmd_kaji(bool only_browse)
8230 COMMAND_CODE mode = 0;
8233 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
8237 if (cmd_limit_confused(p_ptr)) return;
8240 msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8245 msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8250 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8252 if (only_browse) screen_save();
8254 if (!only_browse) screen_save();
8260 prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : " "), 2, 14);
8261 prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : " "), 3, 14);
8262 prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : " "), 4, 14);
8263 prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : " "), 5, 14);
8264 prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : " "), 6, 14);
8265 prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
8267 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8268 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8269 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8270 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8271 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8272 prt(format("Choose command from menu."), 0, 0);
8299 if (menu_line > 5) menu_line -= 5;
8307 prt(_(" a) エッセンス一覧", " a) List essences"), 2, 14);
8308 prt(_(" b) エッセンス抽出", " b) Extract essence"), 3, 14);
8309 prt(_(" c) エッセンス消去", " c) Remove essence"), 4, 14);
8310 prt(_(" d) エッセンス付加", " d) Add essence"), 5, 14);
8311 prt(_(" e) 武器/防具強化", " e) Enchant weapon/armor"), 6, 14);
8313 if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8315 if (!get_com("Command :", &choice, TRUE))
8352 /* Clear lines, position cursor (really should use strlen here) */
8353 Term_erase(14, 21, 255);
8354 Term_erase(14, 20, 255);
8355 Term_erase(14, 19, 255);
8356 Term_erase(14, 18, 255);
8357 Term_erase(14, 17, 255);
8358 Term_erase(14, 16, 255);
8360 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8361 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8363 prt(&temp[j], line, 15);
8368 if (!only_browse) screen_load();
8369 } while (only_browse);
8374 case 1: display_essence();break;
8375 case 2: drain_essence();break;
8376 case 3: erase_essence();break;
8378 mode = choose_essence();
8383 case 5: add_essence(10);break;
8389 * @brief 投擲時たいまつに投げやすい/焼棄/アンデッドスレイの特別効果を返す。
8390 * Torches have special abilities when they are flaming.
8391 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8392 * @param flgs 特別に追加するフラグを返す参照ポインタ
8395 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
8397 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8399 if (o_ptr->xtra4 > 0)
8401 add_flag(flgs, TR_BRAND_FIRE);
8402 add_flag(flgs, TR_KILL_UNDEAD);
8403 add_flag(flgs, TR_THROW);
8409 * @brief 投擲時たいまつにダイスを与える。
8410 * Torches have special abilities when they are flaming.
8411 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8412 * @param dd 特別なダイス数を返す参照ポインタ
8413 * @param ds 特別なダイス面数を返す参照ポインタ
8416 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
8418 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8420 if (o_ptr->xtra4 > 0)
8429 * @brief 投擲時命中したたいまつの寿命を縮める。
8430 * Torches have special abilities when they are flaming.
8431 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8434 void torch_lost_fuel(object_type *o_ptr)
8436 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8438 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8439 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;