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[Refactor] #37353 amusement() を spell-object.c に移動。 / Move amusement() to spells...
[hengband/hengband.git] / src / object2.c
1 /*!
2  * @file object2.c
3  * @brief オブジェクトの実装 / Object code, part 2
4  * @date 2014/01/11
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  *\n
8  * This software may be copied and distributed for educational, research,\n
9  * and not for profit purposes provided that this copyright and statement\n
10  * are included in all such copies.  Other copyrights may also apply.\n
11  * 2014 Deskull rearranged comment for Doxygen.\n
12  */
13
14 #include "angband.h"
15 #include "object-hook.h"
16 #include "object-curse.h"
17 #include "artifact.h"
18 #include "player-status.h"
19
20 static void one_sustain(object_type *o_ptr);
21
22
23 static concptr const kaji_tips[5] =
24 {
25 #ifdef JP
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。",
31 #else
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.",
37 #endif
38 };
39
40 /*!
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
42  * @details 重複の抑止はない。
43  * @param o_ptr 対象のオブジェクト構造体ポインタ
44  * @return なし
45  */
46 static void one_sustain(object_type *o_ptr)
47 {
48         switch (randint0(6))
49         {
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;
56         }
57 }
58
59 /*!
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
62  * @return なし
63  */
64 void excise_object_idx(OBJECT_IDX o_idx)
65 {
66         object_type *j_ptr;
67
68         OBJECT_IDX this_o_idx, next_o_idx = 0;
69         OBJECT_IDX prev_o_idx = 0;
70
71         /* Object */
72         j_ptr = &o_list[o_idx];
73
74         /* Monster */
75         if (j_ptr->held_m_idx)
76         {
77                 monster_type *m_ptr;
78
79                 /* Monster */
80                 m_ptr = &m_list[j_ptr->held_m_idx];
81
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)
84                 {
85                         object_type *o_ptr;
86                         o_ptr = &o_list[this_o_idx];
87
88                         /* Acquire next object */
89                         next_o_idx = o_ptr->next_o_idx;
90
91                         if (this_o_idx == o_idx)
92                         {
93                                 /* No previous */
94                                 if (prev_o_idx == 0)
95                                 {
96                                         /* Remove from list */
97                                         m_ptr->hold_o_idx = next_o_idx;
98                                 }
99
100                                 /* Real previous */
101                                 else
102                                 {
103                                         object_type *k_ptr;
104
105                                         /* Previous object */
106                                         k_ptr = &o_list[prev_o_idx];
107
108                                         /* Remove from list */
109                                         k_ptr->next_o_idx = next_o_idx;
110                                 }
111
112                                 /* Forget next pointer */
113                                 o_ptr->next_o_idx = 0;
114
115                                 break;
116                         }
117
118                         /* Save prev_o_idx */
119                         prev_o_idx = this_o_idx;
120                 }
121         }
122
123         /* Dungeon */
124         else
125         {
126                 cave_type *c_ptr;
127
128                 POSITION y = j_ptr->iy;
129                 POSITION x = j_ptr->ix;
130
131                 c_ptr = &cave[y][x];
132
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)
135                 {
136                         object_type *o_ptr;
137                         o_ptr = &o_list[this_o_idx];
138
139                         /* Acquire next object */
140                         next_o_idx = o_ptr->next_o_idx;
141
142                         if (this_o_idx == o_idx)
143                         {
144                                 /* No previous */
145                                 if (prev_o_idx == 0)
146                                 {
147                                         /* Remove from list */
148                                         c_ptr->o_idx = next_o_idx;
149                                 }
150
151                                 /* Real previous */
152                                 else
153                                 {
154                                         object_type *k_ptr;
155
156                                         /* Previous object */
157                                         k_ptr = &o_list[prev_o_idx];
158
159                                         /* Remove from list */
160                                         k_ptr->next_o_idx = next_o_idx;
161                                 }
162
163                                 /* Forget next pointer */
164                                 o_ptr->next_o_idx = 0;
165
166                                 break;
167                         }
168
169                         /* Save prev_o_idx */
170                         prev_o_idx = this_o_idx;
171                 }
172         }
173 }
174
175 /*!
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
179  * @return なし
180  * @details
181  * Handle "stacks" of objects correctly.
182  */
183 void delete_object_idx(OBJECT_IDX o_idx)
184 {
185         object_type *j_ptr;
186
187         /* Excise */
188         excise_object_idx(o_idx);
189
190         /* Object */
191         j_ptr = &o_list[o_idx];
192
193         /* Dungeon floor */
194         if (!(j_ptr->held_m_idx))
195         {
196                 POSITION y, x;
197
198                 y = j_ptr->iy;
199                 x = j_ptr->ix;
200
201                 /* Visual update */
202                 lite_spot(y, x);
203         }
204         object_wipe(j_ptr);
205
206         /* Count objects */
207         o_cnt--;
208 }
209
210
211 /*!
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
216  * @return なし
217  */
218 void delete_object(POSITION y, POSITION x)
219 {
220         cave_type *c_ptr;
221         OBJECT_IDX this_o_idx, next_o_idx = 0;
222
223         /* Refuse "illegal" locations */
224         if (!in_bounds(y, x)) return;
225
226         c_ptr = &cave[y][x];
227
228         /* Scan all objects in the grid */
229         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
230         {
231                 object_type *o_ptr;
232                 o_ptr = &o_list[this_o_idx];
233
234                 /* Acquire next object */
235                 next_o_idx = o_ptr->next_o_idx;
236                 object_wipe(o_ptr);
237
238                 /* Count objects */
239                 o_cnt--;
240         }
241
242         /* Objects are gone */
243         c_ptr->o_idx = 0;
244
245         /* Visual update */
246         lite_spot(y, x);
247 }
248
249
250 /*!
251  * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
252  * Move an object from index i1 to index i2 in the object list
253  * @param i1 整理したい配列の始点
254  * @param i2 整理したい配列の終点
255  * @return なし
256  */
257 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
258 {
259         OBJECT_IDX i;
260         cave_type *c_ptr;
261         object_type *o_ptr;
262
263         /* Do nothing */
264         if (i1 == i2) return;
265
266         /* Repair objects */
267         for (i = 1; i < o_max; i++)
268         {
269                 o_ptr = &o_list[i];
270
271                 /* Skip "dead" objects */
272                 if (!o_ptr->k_idx) continue;
273
274                 /* Repair "next" pointers */
275                 if (o_ptr->next_o_idx == i1)
276                 {
277                         /* Repair */
278                         o_ptr->next_o_idx = i2;
279                 }
280         }
281         o_ptr = &o_list[i1];
282
283         /* Monster */
284         if (o_ptr->held_m_idx)
285         {
286                 monster_type *m_ptr;
287
288                 /* Acquire monster */
289                 m_ptr = &m_list[o_ptr->held_m_idx];
290
291                 /* Repair monster */
292                 if (m_ptr->hold_o_idx == i1)
293                 {
294                         /* Repair */
295                         m_ptr->hold_o_idx = i2;
296                 }
297         }
298
299         /* Dungeon */
300         else
301         {
302                 POSITION y, x;
303
304                 /* Acquire location */
305                 y = o_ptr->iy;
306                 x = o_ptr->ix;
307
308                 /* Acquire grid */
309                 c_ptr = &cave[y][x];
310
311                 /* Repair grid */
312                 if (c_ptr->o_idx == i1)
313                 {
314                         /* Repair */
315                         c_ptr->o_idx = i2;
316                 }
317         }
318
319         /* Structure copy */
320         o_list[i2] = o_list[i1];
321
322         /* Wipe the hole */
323         object_wipe(o_ptr);
324 }
325
326
327 /*!
328  * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
329  * Compact and Reorder the object list.
330  * @param size 最低でも減らしたいオブジェクト数の水準
331  * @return なし
332  * @details
333  * (危険なので使用には注意すること)
334  * This function can be very dangerous, use with caution!\n
335  *\n
336  * When actually "compacting" objects, we base the saving throw on a\n
337  * combination of object level, distance from player, and current\n
338  * "desperation".\n
339  *\n
340  * After "compacting" (if needed), we "reorder" the objects into a more\n
341  * compact order, and we reset the allocation info, and the "live" array.\n
342  */
343 void compact_objects(int size)
344 {
345         OBJECT_IDX i;
346         POSITION y, x;
347         int num, cnt;
348         int cur_lev, cur_dis, chance;
349         object_type *o_ptr;
350
351         /* Compact */
352         if (size)
353         {
354                 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
355                 p_ptr->redraw |= (PR_MAP);
356                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
357         }
358
359
360         /* Compact at least 'size' objects */
361         for (num = 0, cnt = 1; num < size; cnt++)
362         {
363                 /* Get more vicious each iteration */
364                 cur_lev = 5 * cnt;
365
366                 /* Get closer each iteration */
367                 cur_dis = 5 * (20 - cnt);
368
369                 /* Examine the objects */
370                 for (i = 1; i < o_max; i++)
371                 {
372                         o_ptr = &o_list[i];
373
374                         /* Skip dead objects */
375                         if (!o_ptr->k_idx) continue;
376
377                         /* Hack -- High level objects start out "immune" */
378                         if (k_info[o_ptr->k_idx].level > cur_lev) continue;
379
380                         /* Monster */
381                         if (o_ptr->held_m_idx)
382                         {
383                                 monster_type *m_ptr;
384
385                                 /* Acquire monster */
386                                 m_ptr = &m_list[o_ptr->held_m_idx];
387
388                                 y = m_ptr->fy;
389                                 x = m_ptr->fx;
390
391                                 /* Monsters protect their objects */
392                                 if (randint0(100) < 90) continue;
393                         }
394
395                         /* Dungeon */
396                         else
397                         {
398                                 y = o_ptr->iy;
399                                 x = o_ptr->ix;
400                         }
401
402                         /* Nearby objects start out "immune" */
403                         if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
404
405                         /* Saving throw */
406                         chance = 90;
407
408                         /* Hack -- only compact artifacts in emergencies */
409                         if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
410                             (cnt < 1000)) chance = 100;
411
412                         /* Apply the saving throw */
413                         if (randint0(100) < chance) continue;
414
415                         delete_object_idx(i);
416
417                         /* Count it */
418                         num++;
419                 }
420         }
421
422
423         /* Excise dead objects (backwards!) */
424         for (i = o_max - 1; i >= 1; i--)
425         {
426                 o_ptr = &o_list[i];
427
428                 /* Skip real objects */
429                 if (o_ptr->k_idx) continue;
430
431                 /* Move last object into open hole */
432                 compact_objects_aux(o_max - 1, i);
433
434                 /* Compress "o_max" */
435                 o_max--;
436         }
437 }
438
439
440 /*!
441  * @brief グローバルオブジェクト配列を初期化する /
442  * Delete all the items when player leaves the level
443  * @note we do NOT visually reflect these (irrelevant) changes
444  * @details
445  * Hack -- we clear the "c_ptr->o_idx" field for every grid,
446  * and the "m_ptr->next_o_idx" field for every monster, since
447  * we know we are clearing every object.  Technically, we only
448  * clear those fields for grids/monsters containing objects,
449  * and we clear it once for every such object.
450  * @return なし
451  */
452 void wipe_o_list(void)
453 {
454         int i;
455
456         /* Delete the existing objects */
457         for (i = 1; i < o_max; i++)
458         {
459                 object_type *o_ptr = &o_list[i];
460
461                 /* Skip dead objects */
462                 if (!o_ptr->k_idx) continue;
463
464                 /* Mega-Hack -- preserve artifacts */
465                 if (!character_dungeon || preserve_mode)
466                 {
467                         /* Hack -- Preserve unknown artifacts */
468                         if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
469                         {
470                                 /* Mega-Hack -- Preserve the artifact */
471                                 a_info[o_ptr->name1].cur_num = 0;
472                         }
473                 }
474
475                 /* Monster */
476                 if (o_ptr->held_m_idx)
477                 {
478                         monster_type *m_ptr;
479
480                         /* Monster */
481                         m_ptr = &m_list[o_ptr->held_m_idx];
482
483                         /* Hack -- see above */
484                         m_ptr->hold_o_idx = 0;
485                 }
486
487                 /* Dungeon */
488                 else
489                 {
490                         cave_type *c_ptr;
491
492                         /* Access location */
493                         POSITION y = o_ptr->iy;
494                         POSITION x = o_ptr->ix;
495
496                         /* Access grid */
497                         c_ptr = &cave[y][x];
498
499                         /* Hack -- see above */
500                         c_ptr->o_idx = 0;
501                 }
502                 object_wipe(o_ptr);
503         }
504
505         /* Reset "o_max" */
506         o_max = 1;
507
508         /* Reset "o_cnt" */
509         o_cnt = 0;
510 }
511
512
513 /*!
514  * @brief グローバルオブジェクト配列から空きを取得する /
515  * Acquires and returns the index of a "free" object.
516  * @return 開いているオブジェクト要素のID
517  * @details
518  * This routine should almost never fail, but in case it does,
519  * we must be sure to handle "failure" of this routine.
520  */
521 OBJECT_IDX o_pop(void)
522 {
523         OBJECT_IDX i;
524
525         /* Initial allocation */
526         if (o_max < max_o_idx)
527         {
528                 /* Get next space */
529                 i = o_max;
530
531                 /* Expand object array */
532                 o_max++;
533
534                 /* Count objects */
535                 o_cnt++;
536
537                 /* Use this object */
538                 return (i);
539         }
540
541
542         /* Recycle dead objects */
543         for (i = 1; i < o_max; i++)
544         {
545                 object_type *o_ptr;
546                 o_ptr = &o_list[i];
547
548                 /* Skip live objects */
549                 if (o_ptr->k_idx) continue;
550
551                 /* Count objects */
552                 o_cnt++;
553
554                 /* Use this object */
555                 return (i);
556         }
557
558
559         /* Warn the player (except during dungeon creation) */
560         if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
561
562         return (0);
563 }
564
565
566 /*!
567  * @brief オブジェクト生成テーブルに生成制約を加える /
568  * Apply a "object restriction function" to the "object allocation table"
569  * @return 常に0を返す。
570  * @details 生成の制約はグローバルのget_obj_num_hook関数ポインタで加える
571  */
572 static errr get_obj_num_prep(void)
573 {
574         int i;
575
576         /* Get the entry */
577         alloc_entry *table = alloc_kind_table;
578
579         /* Scan the allocation table */
580         for (i = 0; i < alloc_kind_size; i++)
581         {
582                 /* Accept objects which pass the restriction, if any */
583                 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
584                 {
585                         /* Accept this object */
586                         table[i].prob2 = table[i].prob1;
587                 }
588
589                 /* Do not use this object */
590                 else
591                 {
592                         /* Decline this object */
593                         table[i].prob2 = 0;
594                 }
595         }
596
597         /* Success */
598         return (0);
599 }
600
601
602 /*!
603  * @brief オブジェクト生成テーブルからアイテムを取得する /
604  * Choose an object kind that seems "appropriate" to the given level
605  * @param level 生成階
606  * @return 選ばれたオブジェクトベースID
607  * @details
608  * This function uses the "prob2" field of the "object allocation table",\n
609  * and various local information, to calculate the "prob3" field of the\n
610  * same table, which is then used to choose an "appropriate" object, in\n
611  * a relatively efficient manner.\n
612  *\n
613  * It is (slightly) more likely to acquire an object of the given level\n
614  * than one of a lower level.  This is done by choosing several objects\n
615  * appropriate to the given level and keeping the "hardest" one.\n
616  *\n
617  * Note that if no objects are "appropriate", then this function will\n
618  * fail, and return zero, but this should *almost* never happen.\n
619  */
620 OBJECT_IDX get_obj_num(DEPTH level)
621 {
622         int i, j, p;
623         KIND_OBJECT_IDX k_idx;
624         long value, total;
625         object_kind     *k_ptr;
626         alloc_entry     *table = alloc_kind_table;
627
628         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
629
630         /* Boost level */
631         if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
632         {
633                 /* Occasional "boost" */
634                 if (one_in_(GREAT_OBJ))
635                 {
636                         /* What a bizarre calculation */
637                         level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
638                 }
639         }
640
641         /* Reset total */
642         total = 0L;
643
644         /* Process probabilities */
645         for (i = 0; i < alloc_kind_size; i++)
646         {
647                 /* Objects are sorted by depth */
648                 if (table[i].level > level) break;
649
650                 /* Default */
651                 table[i].prob3 = 0;
652
653                 /* Access the index */
654                 k_idx = table[i].index;
655
656                 /* Access the actual kind */
657                 k_ptr = &k_info[k_idx];
658
659                 /* Hack -- prevent embedded chests */
660                 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
661
662                 /* Accept */
663                 table[i].prob3 = table[i].prob2;
664
665                 /* Total */
666                 total += table[i].prob3;
667         }
668
669         /* No legal objects */
670         if (total <= 0) return (0);
671
672
673         /* Pick an object */
674         value = randint0(total);
675
676         /* Find the object */
677         for (i = 0; i < alloc_kind_size; i++)
678         {
679                 /* Found the entry */
680                 if (value < table[i].prob3) break;
681
682                 /* Decrement */
683                 value = value - table[i].prob3;
684         }
685
686
687         /* Power boost */
688         p = randint0(100);
689
690         /* Try for a "better" object once (50%) or twice (10%) */
691         if (p < 60)
692         {
693                 /* Save old */
694                 j = i;
695
696                 /* Pick a object */
697                 value = randint0(total);
698
699                 /* Find the object */
700                 for (i = 0; i < alloc_kind_size; i++)
701                 {
702                         /* Found the entry */
703                         if (value < table[i].prob3) break;
704
705                         /* Decrement */
706                         value = value - table[i].prob3;
707                 }
708
709                 /* Keep the "best" one */
710                 if (table[i].level < table[j].level) i = j;
711         }
712
713         /* Try for a "better" object twice (10%) */
714         if (p < 10)
715         {
716                 /* Save old */
717                 j = i;
718
719                 /* Pick a object */
720                 value = randint0(total);
721
722                 /* Find the object */
723                 for (i = 0; i < alloc_kind_size; i++)
724                 {
725                         /* Found the entry */
726                         if (value < table[i].prob3) break;
727
728                         /* Decrement */
729                         value = value - table[i].prob3;
730                 }
731
732                 /* Keep the "best" one */
733                 if (table[i].level < table[j].level) i = j;
734         }
735
736         return (table[i].index);
737 }
738
739
740 /*!
741  * @brief オブジェクトを鑑定済にする /
742  * Known is true when the "attributes" of an object are "known".
743  * @param o_ptr 鑑定済にするオブジェクトの構造体参照ポインタ
744  * @return なし
745  * These include tohit, todam, toac, cost, and pval (charges).\n
746  *\n
747  * Note that "knowing" an object gives you everything that an "awareness"\n
748  * gives you, and much more.  In fact, the player is always "aware" of any\n
749  * item of which he has full "knowledge".\n
750  *\n
751  * But having full knowledge of, say, one "wand of wonder", does not, by\n
752  * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
753  * It happens that most "identify" routines (including "buying from a shop")\n
754  * will make the player "aware" of the object as well as fully "know" it.\n
755  *\n
756  * This routine also removes any inscriptions generated by "feelings".\n
757  */
758 void object_known(object_type *o_ptr)
759 {
760         /* Remove "default inscriptions" */
761         o_ptr->feeling = FEEL_NONE;
762
763         /* Clear the "Felt" info */
764         o_ptr->ident &= ~(IDENT_SENSE);
765
766         /* Clear the "Empty" info */
767         o_ptr->ident &= ~(IDENT_EMPTY);
768
769         /* Now we know about the item */
770         o_ptr->ident |= (IDENT_KNOWN);
771 }
772
773 /*!
774  * @brief オブジェクトを*鑑定*済にする /
775  * The player is now aware of the effects of the given object.
776  * @param o_ptr *鑑定*済にするオブジェクトの構造体参照ポインタ
777  * @return なし
778  */
779 void object_aware(object_type *o_ptr)
780 {
781         bool mihanmei = !object_is_aware(o_ptr);
782
783         /* Fully aware of the effects */
784         k_info[o_ptr->k_idx].aware = TRUE;
785
786         if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
787            !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
788         {
789                 object_type forge;
790                 object_type *q_ptr;
791                 GAME_TEXT o_name[MAX_NLEN];
792
793                 q_ptr = &forge;
794                 object_copy(q_ptr, o_ptr);
795
796                 q_ptr->number = 1;
797                 object_desc(o_name, q_ptr, OD_NAME_ONLY);
798                 
799                 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
800         }
801 }
802
803 /*!
804  * @brief オブジェクトを試行済にする /
805  * Something has been "sampled"
806  * @param o_ptr 試行済にするオブジェクトの構造体参照ポインタ
807  * @return なし
808  */
809 void object_tried(object_type *o_ptr)
810 {
811         /* Mark it as tried (even if "aware") */
812         k_info[o_ptr->k_idx].tried = TRUE;
813 }
814
815 /*!
816 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 1 (Heavy).
817 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
818 * @return 擬似鑑定結果のIDを返す。
819 */
820 byte value_check_aux1(object_type *o_ptr)
821 {
822         /* Artifacts */
823         if (object_is_artifact(o_ptr))
824         {
825                 /* Cursed/Broken */
826                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
827
828                 /* Normal */
829                 return FEEL_SPECIAL;
830         }
831
832         /* Ego-Items */
833         if (object_is_ego(o_ptr))
834         {
835                 /* Cursed/Broken */
836                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
837
838                 /* Normal */
839                 return FEEL_EXCELLENT;
840         }
841
842         /* Cursed items */
843         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
844
845         /* Broken items */
846         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
847
848         if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
849
850         /* Good "armor" bonus */
851         if (o_ptr->to_a > 0) return FEEL_GOOD;
852
853         /* Good "weapon" bonus */
854         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
855
856         /* Default to "average" */
857         return FEEL_AVERAGE;
858 }
859
860 /*!
861 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item.  Method 2 (Light).
862 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
863 * @return 擬似鑑定結果のIDを返す。
864 */
865 byte value_check_aux2(object_type *o_ptr)
866 {
867         /* Cursed items (all of them) */
868         if (object_is_cursed(o_ptr)) return FEEL_CURSED;
869
870         /* Broken items (all of them) */
871         if (object_is_broken(o_ptr)) return FEEL_BROKEN;
872
873         /* Artifacts -- except cursed/broken ones */
874         if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
875
876         /* Ego-Items -- except cursed/broken ones */
877         if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
878
879         /* Good armor bonus */
880         if (o_ptr->to_a > 0) return FEEL_UNCURSED;
881
882         /* Good weapon bonuses */
883         if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
884
885         /* No feeling */
886         return FEEL_NONE;
887 }
888
889 /*!
890  * @brief 未鑑定なベースアイテムの基本価格を返す /
891  * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
892  * @param o_ptr 未鑑定価格を確認したいオブジェクトの構造体参照ポインタ
893  * @return オブジェクトの未鑑定価格
894  */
895 static s32b object_value_base(object_type *o_ptr)
896 {
897         /* Aware item -- use template cost */
898         if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
899
900         /* Analyze the type */
901         switch (o_ptr->tval)
902         {
903
904                 /* Un-aware Food */
905                 case TV_FOOD: return (5L);
906
907                 /* Un-aware Potions */
908                 case TV_POTION: return (20L);
909
910                 /* Un-aware Scrolls */
911                 case TV_SCROLL: return (20L);
912
913                 /* Un-aware Staffs */
914                 case TV_STAFF: return (70L);
915
916                 /* Un-aware Wands */
917                 case TV_WAND: return (50L);
918
919                 /* Un-aware Rods */
920                 case TV_ROD: return (90L);
921
922                 /* Un-aware Rings */
923                 case TV_RING: return (45L);
924
925                 /* Un-aware Amulets */
926                 case TV_AMULET: return (45L);
927
928                 /* Figurines, relative to monster level */
929                 case TV_FIGURINE:
930                 {
931                         DEPTH level = r_info[o_ptr->pval].level;
932                         if (level < 20) return level*50L;
933                         else if (level < 30) return 1000+(level-20)*150L;
934                         else if (level < 40) return 2500+(level-30)*350L;
935                         else if (level < 50) return 6000+(level-40)*800L;
936                         else return 14000+(level-50)*2000L;
937                 }
938
939                 case TV_CAPTURE:
940                         if (!o_ptr->pval) return 1000L;
941                         else return ((r_info[o_ptr->pval].level) * 50L + 1000);
942         }
943
944         /* Paranoia -- Oops */
945         return (0L);
946 }
947
948
949 /*!
950  * @brief オブジェクトのフラグ類から価格を算出する /
951  * Return the value of the flags the object has...
952  * @param o_ptr フラグ価格を確認したいオブジェクトの構造体参照ポインタ
953  * @param plusses フラグに与える価格の基本重み
954  * @return オブジェクトのフラグ価格
955  */
956 s32b flag_cost(object_type *o_ptr, int plusses)
957 {
958         s32b total = 0;
959         BIT_FLAGS flgs[TR_FLAG_SIZE];
960         s32b tmp_cost;
961         int count;
962         int i;
963         object_kind *k_ptr = &k_info[o_ptr->k_idx];
964
965         object_flags(o_ptr, flgs);
966
967         /*
968          * Exclude fixed flags of the base item.
969          * pval bonuses of base item will be treated later.
970          */
971         for (i = 0; i < TR_FLAG_SIZE; i++)
972                 flgs[i] &= ~(k_ptr->flags[i]);
973
974         /* Exclude fixed flags of the fixed artifact. */
975         if (object_is_fixed_artifact(o_ptr))
976         {
977                 artifact_type *a_ptr = &a_info[o_ptr->name1];
978
979                 for (i = 0; i < TR_FLAG_SIZE; i++)
980                         flgs[i] &= ~(a_ptr->flags[i]);
981         }
982
983         /* Exclude fixed flags of the ego-item. */
984         else if (object_is_ego(o_ptr))
985         {
986                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
987
988                 for (i = 0; i < TR_FLAG_SIZE; i++)
989                         flgs[i] &= ~(e_ptr->flags[i]);
990         }
991
992
993         /*
994          * Calucurate values of remaining flags
995          */
996         if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
997         if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
998         if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
999         if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
1000         if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
1001         if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
1002         if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
1003         if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
1004         if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
1005         if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
1006         if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
1007         if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
1008                 total += (10000 + (2500 * plusses));
1009         if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
1010                 total += (10000 + (2500 * plusses));
1011
1012         tmp_cost = 0;
1013         count = 0;
1014         if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
1015         if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
1016         if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
1017         if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
1018         else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
1019         if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
1020         else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
1021         if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
1022         else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
1023         if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
1024         else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
1025         if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
1026         else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
1027         if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
1028         else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
1029         if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1030         else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1031         if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1032         else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1033         if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1034         else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1035
1036         if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1037         if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1038         if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1039         if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1040         if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1041         if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1042         if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1043         total += (tmp_cost * count);
1044
1045         if (have_flag(flgs, TR_SUST_STR)) total += 850;
1046         if (have_flag(flgs, TR_SUST_INT)) total += 850;
1047         if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1048         if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1049         if (have_flag(flgs, TR_SUST_CON)) total += 850;
1050         if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1051         if (have_flag(flgs, TR_RIDING)) total += 0;
1052         if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1053         if (have_flag(flgs, TR_THROW)) total += 5000;
1054         if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1055         if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1056
1057         tmp_cost = 0;
1058         count = 0;
1059         if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1060         if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1061         if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1062         if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1063         if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1064         if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1065         if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1066         if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1067         if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1068         if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1069         if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1070         if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1071         if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1072         if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1073         if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1074         if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1075         if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1076         if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1077         if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1078         if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1079         if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1080         total += (tmp_cost * count);
1081
1082         if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1083         if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1084         if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1085         if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1086         if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1087         if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1088         if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1089         if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1090         if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1091         if (have_flag(flgs, TR_LITE_1)) total += 1500;
1092         if (have_flag(flgs, TR_LITE_2)) total += 2500;
1093         if (have_flag(flgs, TR_LITE_3)) total += 4000;
1094         if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1095         if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1096         if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1097         if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1098         if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1099         if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1100         if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1101         if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1102         if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1103         if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1104         if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1105         if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1106         if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1107         if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1108         if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1109         if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1110         if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1111         if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1112         if (have_flag(flgs, TR_REGEN)) total += 2500;
1113         if (have_flag(flgs, TR_WARNING)) total += 2000;
1114         if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1115         if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1116         if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1117         if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1118         if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1119         if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1120         if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1121         if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1122         if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1123         if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1124         if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1125         if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1126         if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1127         if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1128         if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1129         if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1130         if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1131         if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1132         if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1133         if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1134         if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1135         if (have_flag(flgs, TR_TELEPORT))
1136         {
1137                 if (object_is_cursed(o_ptr))
1138                         total -= 7500;
1139                 else
1140                         total += 250;
1141         }
1142         if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1143         if (have_flag(flgs, TR_BLESSED)) total += 750;
1144         if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1145         if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1146         if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1147         if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1148         if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1149
1150         /* Also, give some extra for activatable powers... */
1151         if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1152         {
1153                 const activation_type* const act_ptr = find_activation_info(o_ptr);
1154                 if (act_ptr) {
1155                         total += act_ptr->value;
1156                 }
1157         }
1158
1159         return total;
1160 }
1161
1162
1163 /*!
1164  * @brief オブジェクトの真の価格を算出する /
1165  * Return the value of the flags the object has...
1166  * @param o_ptr 本価格を確認したいオブジェクトの構造体参照ポインタ
1167  * @return オブジェクトの本価格
1168  * @details
1169  * Return the "real" price of a "known" item, not including discounts\n
1170  *\n
1171  * Wand and staffs get cost for each charge\n
1172  *\n
1173  * Armor is worth an extra 100 gold per bonus point to armor class.\n
1174  *\n
1175  * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1176  *\n
1177  * Missiles are only worth 5 gold per bonus point, since they\n
1178  * usually appear in groups of 20, and we want the player to get\n
1179  * the same amount of cash for any "equivalent" item.  Note that\n
1180  * missiles never have any of the "pval" flags, and in fact, they\n
1181  * only have a few of the available flags, primarily of the "slay"\n
1182  * and "brand" and "ignore" variety.\n
1183  *\n
1184  * Armor with a negative armor bonus is worthless.\n
1185  * Weapons with negative hit+damage bonuses are worthless.\n
1186  *\n
1187  * Every wearable item with a "pval" bonus is worth extra (see below).\n
1188  */
1189 PRICE object_value_real(object_type *o_ptr)
1190 {
1191         PRICE value;
1192         BIT_FLAGS flgs[TR_FLAG_SIZE];
1193         object_kind *k_ptr = &k_info[o_ptr->k_idx];
1194
1195
1196         /* Hack -- "worthless" items */
1197         if (!k_info[o_ptr->k_idx].cost) return (0L);
1198
1199         /* Base cost */
1200         value = k_info[o_ptr->k_idx].cost;
1201
1202         /* Extract some flags */
1203         object_flags(o_ptr, flgs);
1204
1205         /* Artifact */
1206         if (object_is_fixed_artifact(o_ptr))
1207         {
1208                 artifact_type *a_ptr = &a_info[o_ptr->name1];
1209
1210                 /* Hack -- "worthless" artifacts */
1211                 if (!a_ptr->cost) return (0L);
1212
1213                 /* Hack -- Use the artifact cost instead */
1214                 value = a_ptr->cost;
1215                 value += flag_cost(o_ptr, o_ptr->pval);
1216
1217                 /* Don't add pval bonuses etc. */
1218                 return (value);
1219         }
1220
1221         /* Ego-Item */
1222         else if (object_is_ego(o_ptr))
1223         {
1224                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1225
1226                 /* Hack -- "worthless" ego-items */
1227                 if (!e_ptr->cost) return (0L);
1228
1229                 /* Hack -- Reward the ego-item with a bonus */
1230                 value += e_ptr->cost;
1231                 value += flag_cost(o_ptr, o_ptr->pval);
1232         }
1233
1234         else
1235         {
1236                 int i;
1237                 bool flag = FALSE;
1238
1239                 for (i = 0; i < TR_FLAG_SIZE; i++) 
1240                         if (o_ptr->art_flags[i]) flag = TRUE;
1241
1242                 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1243         }
1244
1245         /* Analyze pval bonus for normal object */
1246         switch (o_ptr->tval)
1247         {
1248         case TV_SHOT:
1249         case TV_ARROW:
1250         case TV_BOLT:
1251         case TV_BOW:
1252         case TV_DIGGING:
1253         case TV_HAFTED:
1254         case TV_POLEARM:
1255         case TV_SWORD:
1256         case TV_BOOTS:
1257         case TV_GLOVES:
1258         case TV_HELM:
1259         case TV_CROWN:
1260         case TV_SHIELD:
1261         case TV_CLOAK:
1262         case TV_SOFT_ARMOR:
1263         case TV_HARD_ARMOR:
1264         case TV_DRAG_ARMOR:
1265         case TV_LITE:
1266         case TV_AMULET:
1267         case TV_RING:
1268                 /* No pval */
1269                 if (!o_ptr->pval) break;
1270
1271                 /* Hack -- Negative "pval" is always bad */
1272                 if (o_ptr->pval < 0) return (0L);
1273
1274                 /* Give credit for stat bonuses */
1275                 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1276                 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1277                 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1278                 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1279                 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1280                 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1281
1282                 /* Give credit for stealth and searching */
1283                 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1284                 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1285                 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1286
1287                 /* Give credit for infra-vision and tunneling */
1288                 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1289                 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1290
1291                 /* Give credit for extra attacks */
1292                 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1293
1294                 /* Give credit for speed bonus */
1295                 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1296
1297                 break;
1298         }
1299
1300
1301         /* Analyze the item */
1302         switch (o_ptr->tval)
1303         {
1304                 /* Wands/Staffs */
1305                 case TV_WAND:
1306                 {
1307                         /* Pay extra for charges, depending on standard number of
1308                          * charges.  Handle new-style wands correctly. -LM-
1309                          */
1310                         value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1311
1312                         break;
1313                 }
1314                 case TV_STAFF:
1315                 {
1316                         /* Pay extra for charges, depending on standard number of
1317                          * charges.  -LM-
1318                          */
1319                         value += (value * o_ptr->pval / (k_ptr->pval * 2));
1320
1321                         break;
1322                 }
1323
1324                 /* Rings/Amulets */
1325                 case TV_RING:
1326                 case TV_AMULET:
1327                 {
1328                         /* Hack -- negative bonuses are bad */
1329                         if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1330
1331                         /* Give credit for bonuses */
1332                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1333
1334                         break;
1335                 }
1336
1337                 /* Armor */
1338                 case TV_BOOTS:
1339                 case TV_GLOVES:
1340                 case TV_CLOAK:
1341                 case TV_CROWN:
1342                 case TV_HELM:
1343                 case TV_SHIELD:
1344                 case TV_SOFT_ARMOR:
1345                 case TV_HARD_ARMOR:
1346                 case TV_DRAG_ARMOR:
1347                 {
1348                         /* Hack -- negative armor bonus */
1349                         if (o_ptr->to_a < 0) return (0L);
1350
1351                         /* Give credit for bonuses */
1352                         value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1353
1354                         break;
1355                 }
1356
1357                 /* Bows/Weapons */
1358                 case TV_BOW:
1359                 case TV_DIGGING:
1360                 case TV_HAFTED:
1361                 case TV_SWORD:
1362                 case TV_POLEARM:
1363                 {
1364                         /* Hack -- negative hit/damage bonuses */
1365                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1366
1367                         /* Factor in the bonuses */
1368                         value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1369
1370                         /* Hack -- Factor in extra damage dice and sides */
1371                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1372                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1373
1374                         break;
1375                 }
1376
1377                 /* Ammo */
1378                 case TV_SHOT:
1379                 case TV_ARROW:
1380                 case TV_BOLT:
1381                 {
1382                         /* Hack -- negative hit/damage bonuses */
1383                         if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1384
1385                         /* Factor in the bonuses */
1386                         value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1387
1388                         /* Hack -- Factor in extra damage dice and sides */
1389                         value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1390                         value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1391
1392                         break;
1393                 }
1394
1395                 /* Figurines, relative to monster level */
1396                 case TV_FIGURINE:
1397                 {
1398                         DEPTH level = r_info[o_ptr->pval].level;
1399                         if (level < 20) value = level*50L;
1400                         else if (level < 30) value = 1000+(level-20)*150L;
1401                         else if (level < 40) value = 2500+(level-30)*350L;
1402                         else if (level < 50) value = 6000+(level-40)*800L;
1403                         else value = 14000+(level-50)*2000L;
1404                         break;
1405                 }
1406
1407                 case TV_CAPTURE:
1408                 {
1409                         if (!o_ptr->pval) value = 1000L;
1410                         else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1411                         break;
1412                 }
1413
1414                 case TV_CHEST:
1415                 {
1416                         if (!o_ptr->pval) value = 0L;
1417                         break;
1418                 }
1419         }
1420
1421         /* Worthless object */
1422         if (value < 0) return 0L;
1423
1424         /* Return the value */
1425         return (value);
1426 }
1427
1428
1429 /*!
1430  * @brief オブジェクト価格算出のメインルーチン /
1431  * Return the price of an item including plusses (and charges)
1432  * @param o_ptr 判明している現価格を確認したいオブジェクトの構造体参照ポインタ
1433  * @return オブジェクトの判明している現価格
1434  * @details
1435  * This function returns the "value" of the given item (qty one)\n
1436  *\n
1437  * Never notice "unknown" bonuses or properties, including "curses",\n
1438  * since that would give the player information he did not have.\n
1439  *\n
1440  * Note that discounted items stay discounted forever, even if\n
1441  * the discount is "forgotten" by the player via memory loss.\n
1442  */
1443 PRICE object_value(object_type *o_ptr)
1444 {
1445         PRICE value;
1446
1447         /* Unknown items -- acquire a base value */
1448         if (object_is_known(o_ptr))
1449         {
1450                 /* Broken items -- worthless */
1451                 if (object_is_broken(o_ptr)) return (0L);
1452
1453                 /* Cursed items -- worthless */
1454                 if (object_is_cursed(o_ptr)) return (0L);
1455
1456                 /* Real value (see above) */
1457                 value = object_value_real(o_ptr);
1458         }
1459
1460         /* Known items -- acquire the actual value */
1461         else
1462         {
1463                 /* Hack -- Felt broken items */
1464                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1465
1466                 /* Hack -- Felt cursed items */
1467                 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1468
1469                 /* Base value (see above) */
1470                 value = object_value_base(o_ptr);
1471         }
1472
1473
1474         /* Apply discount (if any) */
1475         if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1476
1477
1478         /* Return the final value */
1479         return (value);
1480 }
1481
1482
1483
1484 /*!
1485  * @brief 破壊可能なアイテムかを返す /
1486  * Determines whether an object can be destroyed, and makes fake inscription.
1487  * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1488  * @return オブジェクトが破壊可能ならばTRUEを返す
1489  */
1490 bool can_player_destroy_object(object_type *o_ptr)
1491 {
1492         /* Artifacts cannot be destroyed */
1493         if (!object_is_artifact(o_ptr)) return TRUE;
1494
1495         /* If object is unidentified, makes fake inscription */
1496         if (!object_is_known(o_ptr))
1497         {
1498                 byte feel = FEEL_SPECIAL;
1499
1500                 /* Hack -- Handle icky artifacts */
1501                 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1502
1503                 /* Hack -- inscribe the artifact */
1504                 o_ptr->feeling = feel;
1505
1506                 /* We have "felt" it (again) */
1507                 o_ptr->ident |= (IDENT_SENSE);
1508
1509                 /* Combine the pack */
1510                 p_ptr->update |= (PU_COMBINE);
1511
1512                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1513
1514                 return FALSE;
1515         }
1516
1517         /* Identified artifact -- Nothing to do */
1518         return FALSE;
1519 }
1520
1521
1522 /*!
1523  * @brief 魔法棒やロッドのスロット分割時に使用回数を分配する /
1524  * Distribute charges of rods or wands.
1525  * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1526  * @param q_ptr 分割先オブジェクトの構造体参照ポインタ target item, must be of the same type as o_ptr
1527  * @param amt 分割したい回数量 number of items that are transfered
1528  * @return なし
1529  * @details
1530  * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1531  * charges need to be allocated between the two stacks.  If all the items\n
1532  * are being dropped, it makes for a neater message to leave the original\n
1533  * stack's pval alone. -LM-\n
1534  */
1535 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1536 {
1537         if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1538         {
1539                 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1540                 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1541
1542                 /* Hack -- Rods also need to have their timeouts distributed.  The
1543                  * dropped stack will accept all time remaining to charge up to its
1544                  * maximum.
1545                  */
1546                 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1547                 {
1548                         if (q_ptr->pval > o_ptr->timeout)
1549                                 q_ptr->timeout = o_ptr->timeout;
1550                         else
1551                                 q_ptr->timeout = q_ptr->pval;
1552
1553                         if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1554                 }
1555         }
1556 }
1557
1558 /*!
1559  * @brief 魔法棒やロッドの使用回数を減らす /
1560  * @param o_ptr オブジェクトの構造体参照ポインタ source item
1561  * @param amt 減らしたい回数量 number of items that are transfered
1562  * @return なし
1563  * @details
1564  * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1565  * charges of the stack needs to be reduced, unless all the items are\n
1566  * being destroyed. -LM-\n
1567  */
1568 void reduce_charges(object_type *o_ptr, int amt)
1569 {
1570         if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1571                 (amt < o_ptr->number))
1572         {
1573                 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1574         }
1575 }
1576
1577 /*
1578  * Determine if an item can "absorb" a second item
1579  *
1580  * See "object_absorb()" for the actual "absorption" code.
1581  *
1582  * If permitted, we allow staffs (if they are known to have equal charges
1583  * and both are either known or confirmed empty) and wands (if both are
1584  * either known or confirmed empty) and rods (in all cases) to combine.
1585  * Staffs will unstack (if necessary) when they are used, but wands and
1586  * rods will only unstack if one is dropped. -LM-
1587  *
1588  * If permitted, we allow weapons/armor to stack, if fully "known".
1589  *
1590  * Missiles will combine if both stacks have the same "known" status.
1591  * This is done to make unidentified stacks of missiles useful.
1592  *
1593  * Food, potions, scrolls, and "easy know" items always stack.
1594  *
1595  * Chests, and activatable items, never stack (for various reasons).
1596  */
1597
1598 /*
1599  * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1600  */
1601 #define MAX_STACK_SIZE 99
1602
1603
1604 /*!
1605  * @brief 両オブジェクトをスロットに重ね合わせ可能な最大数を返す。
1606  * Determine if an item can partly absorb a second item. Return maximum number of stack.
1607  * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1608  * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1609  * @return 重ね合わせ可能なアイテム数
1610  */
1611 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1612 {
1613         int i;
1614
1615         /* Default maximum number of stack */
1616         int max_num = MAX_STACK_SIZE;
1617
1618         /* Require identical object types */
1619         if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1620
1621
1622         /* Analyze the items */
1623         switch (o_ptr->tval)
1624         {
1625                 /* Chests and Statues*/
1626                 case TV_CHEST:
1627                 case TV_CARD:
1628                 case TV_CAPTURE:
1629                 {
1630                         /* Never okay */
1631                         return 0;
1632                 }
1633
1634                 case TV_STATUE:
1635                 {
1636                         if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1637                         if (o_ptr->pval != j_ptr->pval) return 0;
1638                         break;
1639                 }
1640
1641                 /* Figurines and Corpses*/
1642                 case TV_FIGURINE:
1643                 case TV_CORPSE:
1644                 {
1645                         /* Same monster */
1646                         if (o_ptr->pval != j_ptr->pval) return 0;
1647
1648                         /* Assume okay */
1649                         break;
1650                 }
1651
1652                 /* Food and Potions and Scrolls */
1653                 case TV_FOOD:
1654                 case TV_POTION:
1655                 case TV_SCROLL:
1656                 {
1657                         /* Assume okay */
1658                         break;
1659                 }
1660
1661                 /* Staffs */
1662                 case TV_STAFF:
1663                 {
1664                         /* Require either knowledge or known empty for both staffs. */
1665                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1666                                 !object_is_known(o_ptr)) ||
1667                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1668                                 !object_is_known(j_ptr))) return 0;
1669
1670                         /* Require identical charges, since staffs are bulky. */
1671                         if (o_ptr->pval != j_ptr->pval) return 0;
1672
1673                         /* Assume okay */
1674                         break;
1675                 }
1676
1677                 /* Wands */
1678                 case TV_WAND:
1679                 {
1680                         /* Require either knowledge or known empty for both wands. */
1681                         if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1682                                 !object_is_known(o_ptr)) ||
1683                                 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1684                                 !object_is_known(j_ptr))) return 0;
1685
1686                         /* Wand charges combine in O&ZAngband.  */
1687
1688                         /* Assume okay */
1689                         break;
1690                 }
1691
1692                 /* Staffs and Wands and Rods */
1693                 case TV_ROD:
1694                 {
1695                         /* Prevent overflaw of timeout */
1696                         max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1697
1698                         /* Assume okay */
1699                         break;
1700                 }
1701
1702                 /* Weapons and Armor */
1703                 case TV_BOW:
1704                 case TV_DIGGING:
1705                 case TV_HAFTED:
1706                 case TV_POLEARM:
1707                 case TV_SWORD:
1708                 case TV_BOOTS:
1709                 case TV_GLOVES:
1710                 case TV_HELM:
1711                 case TV_CROWN:
1712                 case TV_SHIELD:
1713                 case TV_CLOAK:
1714                 case TV_SOFT_ARMOR:
1715                 case TV_HARD_ARMOR:
1716                 case TV_DRAG_ARMOR:
1717
1718                 /* Rings, Amulets, Lites */
1719                 case TV_RING:
1720                 case TV_AMULET:
1721                 case TV_LITE:
1722                 case TV_WHISTLE:
1723                 {
1724                         /* Require full knowledge of both items */
1725                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1726
1727                         /* Fall through */
1728                 }
1729
1730                 /* Missiles */
1731                 case TV_BOLT:
1732                 case TV_ARROW:
1733                 case TV_SHOT:
1734                 {
1735                         /* Require identical knowledge of both items */
1736                         if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1737                         if (o_ptr->feeling != j_ptr->feeling) return 0;
1738
1739                         /* Require identical "bonuses" */
1740                         if (o_ptr->to_h != j_ptr->to_h) return 0;
1741                         if (o_ptr->to_d != j_ptr->to_d) return 0;
1742                         if (o_ptr->to_a != j_ptr->to_a) return 0;
1743
1744                         /* Require identical "pval" code */
1745                         if (o_ptr->pval != j_ptr->pval) return 0;
1746
1747                         /* Artifacts never stack */
1748                         if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1749
1750                         /* Require identical "ego-item" names */
1751                         if (o_ptr->name2 != j_ptr->name2) return 0;
1752
1753                         /* Require identical added essence  */
1754                         if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1755                         if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1756
1757                         /* Hack -- Never stack "powerful" items */
1758                         if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1759
1760                         /* Hack -- Never stack recharging items */
1761                         if (o_ptr->timeout || j_ptr->timeout) return 0;
1762
1763                         /* Require identical "values" */
1764                         if (o_ptr->ac != j_ptr->ac) return 0;
1765                         if (o_ptr->dd != j_ptr->dd) return 0;
1766                         if (o_ptr->ds != j_ptr->ds) return 0;
1767
1768                         /* Probably okay */
1769                         break;
1770                 }
1771
1772                 /* Various */
1773                 default:
1774                 {
1775                         /* Require knowledge */
1776                         if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1777
1778                         /* Probably okay */
1779                         break;
1780                 }
1781         }
1782
1783
1784         /* Hack -- Identical art_flags! */
1785         for (i = 0; i < TR_FLAG_SIZE; i++)
1786                 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1787
1788         /* Hack -- Require identical "cursed" status */
1789         if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1790
1791         /* Hack -- Require identical "broken" status */
1792         if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1793
1794
1795         /* Hack -- require semi-matching "inscriptions" */
1796         if (o_ptr->inscription && j_ptr->inscription &&
1797             (o_ptr->inscription != j_ptr->inscription))
1798                 return 0;
1799
1800         /* Hack -- normally require matching "inscriptions" */
1801         if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1802
1803         /* Hack -- normally require matching "discounts" */
1804         if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1805
1806
1807         /* They match, so they must be similar */
1808         return max_num;
1809 }
1810
1811 /*!
1812  * @brief 両オブジェクトをスロットに重ねることができるかどうかを返す。
1813  * Determine if an item can absorb a second item.
1814  * @param o_ptr 検証したいオブジェクトの構造体参照ポインタ1
1815  * @param j_ptr 検証したいオブジェクトの構造体参照ポインタ2
1816  * @return 重ね合わせ可能ならばTRUEを返す。
1817  */
1818 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1819 {
1820         int total = o_ptr->number + j_ptr->number;
1821         int max_num;
1822
1823         /* Are these objects similar? */
1824         max_num = object_similar_part(o_ptr, j_ptr);
1825
1826         /* Return if not similar */
1827         if (!max_num) return FALSE;
1828
1829         /* Maximal "stacking" limit */
1830         if (total > max_num) return (0);
1831
1832
1833         /* They match, so they must be similar */
1834         return (TRUE);
1835 }
1836
1837
1838 /*!
1839  * @brief 両オブジェクトをスロットに重ね合わせる。
1840  * Allow one item to "absorb" another, assuming they are similar
1841  * @param o_ptr 重ね合わせ先のオブジェクトの構造体参照ポインタ
1842  * @param j_ptr 重ね合わせ元のオブジェクトの構造体参照ポインタ
1843  * @return なし
1844  */
1845 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1846 {
1847         int max_num = object_similar_part(o_ptr, j_ptr);
1848         int total = o_ptr->number + j_ptr->number;
1849         int diff = (total > max_num) ? total - max_num : 0;
1850
1851         /* Combine quantity, lose excess items */
1852         o_ptr->number = (total > max_num) ? max_num : total;
1853
1854         /* Hack -- blend "known" status */
1855         if (object_is_known(j_ptr)) object_known(o_ptr);
1856
1857         /* Hack -- clear "storebought" if only one has it */
1858         if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1859             (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1860         {
1861                 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1862                 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1863         }
1864
1865         /* Hack -- blend "mental" status */
1866         if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1867
1868         /* Hack -- blend "inscriptions" */
1869         if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1870
1871         /* Hack -- blend "feelings" */
1872         if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1873
1874         /* Hack -- could average discounts */
1875         /* Hack -- save largest discount */
1876         if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1877
1878         /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1879         if (o_ptr->tval == TV_ROD)
1880         {
1881                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1882                 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1883         }
1884
1885         /* Hack -- if wands are stacking, combine the charges. -LM- */
1886         if (o_ptr->tval == TV_WAND)
1887         {
1888                 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1889         }
1890 }
1891
1892
1893 /*!
1894  * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1895  * Find the index of the object_kind with the given tval and sval
1896  * @param tval 検索したいベースアイテムのtval
1897  * @param sval 検索したいベースアイテムのsval
1898  * @return なし
1899  */
1900 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1901 {
1902         KIND_OBJECT_IDX k;
1903         int num = 0;
1904         KIND_OBJECT_IDX bk = 0;
1905
1906         /* Look for it */
1907         for (k = 1; k < max_k_idx; k++)
1908         {
1909                 object_kind *k_ptr = &k_info[k];
1910
1911                 /* Require correct tval */
1912                 if (k_ptr->tval != tval) continue;
1913
1914                 /* Found a match */
1915                 if (k_ptr->sval == sval) return (k);
1916
1917                 /* Ignore illegal items */
1918                 if (sval != SV_ANY) continue;
1919
1920                 /* Apply the randomizer */
1921                 if (!one_in_(++num)) continue;
1922
1923                 /* Use this value */
1924                 bk = k;
1925         }
1926
1927         /* Return this choice */
1928         if (sval == SV_ANY)
1929         {
1930                 return bk;
1931         }
1932
1933 #if 0
1934         msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1935 #endif
1936
1937
1938         return (0);
1939 }
1940
1941
1942 /*!
1943  * @brief オブジェクトを初期化する
1944  * Wipe an object clean.
1945  * @param o_ptr 初期化したいオブジェクトの構造体参照ポインタ
1946  * @return なし
1947  */
1948 void object_wipe(object_type *o_ptr)
1949 {
1950         /* Wipe the structure */
1951         (void)WIPE(o_ptr, object_type);
1952 }
1953
1954
1955 /*!
1956  * @brief オブジェクトを複製する
1957  * Wipe an object clean.
1958  * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1959  * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1960  * @return なし
1961  */
1962 void object_copy(object_type *o_ptr, object_type *j_ptr)
1963 {
1964         /* Copy the structure */
1965         (void)COPY(o_ptr, j_ptr, object_type);
1966 }
1967
1968
1969 /*!
1970  * @brief オブジェクト構造体にベースアイテムを作成する
1971  * Prepare an object based on an object kind.
1972  * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1973  * @param k_idx 新たに作成したいベースアイテム情報のID
1974  * @return なし
1975  */
1976 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1977 {
1978         object_kind *k_ptr = &k_info[k_idx];
1979
1980         /* Clear the record */
1981         object_wipe(o_ptr);
1982
1983         /* Save the kind index */
1984         o_ptr->k_idx = k_idx;
1985
1986         /* Efficiency -- tval/sval */
1987         o_ptr->tval = k_ptr->tval;
1988         o_ptr->sval = k_ptr->sval;
1989
1990         /* Default "pval" */
1991         o_ptr->pval = k_ptr->pval;
1992
1993         /* Default number */
1994         o_ptr->number = 1;
1995
1996         /* Default weight */
1997         o_ptr->weight = k_ptr->weight;
1998
1999         /* Default magic */
2000         o_ptr->to_h = k_ptr->to_h;
2001         o_ptr->to_d = k_ptr->to_d;
2002         o_ptr->to_a = k_ptr->to_a;
2003
2004         /* Default power */
2005         o_ptr->ac = k_ptr->ac;
2006         o_ptr->dd = k_ptr->dd;
2007         o_ptr->ds = k_ptr->ds;
2008
2009         /* Default activation */
2010         if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
2011
2012         /* Hack -- worthless items are always "broken" */
2013         if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
2014
2015         /* Hack -- cursed items are always "cursed" */
2016         if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
2017         if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2018         if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
2019         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
2020         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
2021         if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
2022 }
2023
2024
2025 /*!
2026  * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
2027  * Help determine an "enchantment bonus" for an object.
2028  * @param max ボーナス値の限度
2029  * @param level ボーナス値に加味する基準生成階
2030  * @return 算出されたボーナス値
2031  * @details
2032  * To avoid floating point but still provide a smooth distribution of bonuses,\n
2033  * we simply round the results of division in such a way as to "average" the\n
2034  * correct floating point value.\n
2035  *\n
2036  * This function has been changed.  It uses "randnor()" to choose values from\n
2037  * a normal distribution, whose mean moves from zero towards the max as the\n
2038  * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2039  * and whose values are forced to lie between zero and the max, inclusive.\n
2040  *\n
2041  * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2042  * rare to get the "full" enchantment on an object, even a deep levels.\n
2043  *\n
2044  * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2045  *\n
2046  * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2047  *\n
2048  *   N       0     1     2     3     4     5     6     7     8     9    10\n
2049  * ---    ----  ----  ----  ----  ----  ----  ----  ----  ----  ----  ----\n
2050  *   0   66.37 13.01  9.73  5.47  2.89  1.31  0.72  0.26  0.12  0.09  0.03\n
2051  *   8   46.85 24.66 12.13  8.13  4.20  2.30  1.05  0.36  0.19  0.08  0.05\n
2052  *  16   30.12 27.62 18.52 10.52  6.34  3.52  1.95  0.90  0.31  0.15  0.05\n
2053  *  24   22.44 15.62 30.14 12.92  8.55  5.30  2.39  1.63  0.62  0.28  0.11\n
2054  *  32   16.23 11.43 23.01 22.31 11.19  7.18  4.46  2.13  1.20  0.45  0.41\n
2055  *  40   10.76  8.91 12.80 29.51 16.00  9.69  5.90  3.43  1.47  0.88  0.65\n
2056  *  48    7.28  6.81 10.51 18.27 27.57 11.76  7.85  4.99  2.80  1.22  0.94\n
2057  *  56    4.41  4.73  8.52 11.96 24.94 19.78 11.06  7.18  3.68  1.96  1.78\n
2058  *  64    2.81  3.07  5.65  9.17 13.01 31.57 13.70  9.30  6.04  3.04  2.64\n
2059  *  72    1.87  1.99  3.68  7.15 10.56 20.24 25.78 12.17  7.52  4.42  4.62\n
2060  *  80    1.02  1.23  2.78  4.75  8.37 12.04 27.61 18.07 10.28  6.52  7.33\n
2061  *  88    0.70  0.57  1.56  3.12  6.34 10.06 15.76 30.46 12.58  8.47 10.38\n
2062  *  96    0.27  0.60  1.25  2.28  4.30  7.60 10.77 22.52 22.51 11.37 16.53\n
2063  * 104    0.22  0.42  0.77  1.36  2.62  5.33  8.93 13.05 29.54 15.23 22.53\n
2064  * 112    0.15  0.20  0.56  0.87  2.00  3.83  6.86 10.06 17.89 27.31 30.27\n
2065  * 120    0.03  0.11  0.31  0.46  1.31  2.48  4.60  7.78 11.67 25.53 45.72\n
2066  * 128    0.02  0.01  0.13  0.33  0.83  1.41  3.24  6.17  9.57 14.22 64.07\n
2067  */
2068 int m_bonus(int max, DEPTH level)
2069 {
2070         int bonus, stand, extra, value;
2071
2072
2073         /* Paranoia -- enforce maximal "level" */
2074         if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2075
2076
2077         /* The "bonus" moves towards the max */
2078         bonus = ((max * level) / MAX_DEPTH);
2079
2080         /* Hack -- determine fraction of error */
2081         extra = ((max * level) % MAX_DEPTH);
2082
2083         /* Hack -- simulate floating point computations */
2084         if (randint0(MAX_DEPTH) < extra) bonus++;
2085
2086
2087         /* The "stand" is equal to one quarter of the max */
2088         stand = (max / 4);
2089
2090         /* Hack -- determine fraction of error */
2091         extra = (max % 4);
2092
2093         /* Hack -- simulate floating point computations */
2094         if (randint0(4) < extra) stand++;
2095
2096
2097         /* Choose an "interesting" value */
2098         value = randnor(bonus, stand);
2099
2100         /* Enforce the minimum value */
2101         if (value < 0) return (0);
2102
2103         /* Enforce the maximum value */
2104         if (value > max) return (max);
2105         return (value);
2106 }
2107
2108
2109 /*!
2110  * @brief デバッグ時にアイテム生成情報をメッセージに出力する / Cheat -- describe a created object for the user
2111  * @param o_ptr デバッグ出力するオブジェクトの構造体参照ポインタ
2112  * @return なし
2113  */
2114 static void object_mention(object_type *o_ptr)
2115 {
2116         GAME_TEXT o_name[MAX_NLEN];
2117
2118         object_aware(o_ptr);
2119         object_known(o_ptr);
2120
2121         /* Mark the item as fully known */
2122         o_ptr->ident |= (IDENT_MENTAL);
2123         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);
2125 }
2126
2127 /*!
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。
2132  * @details
2133  * We are only called from "make_object()", and we assume that\n
2134  * "apply_magic()" is called immediately after we return.\n
2135  *\n
2136  * Note -- see "make_artifact()" and "apply_magic()"\n
2137  */
2138 static bool make_artifact_special(object_type *o_ptr)
2139 {
2140         IDX i;
2141         KIND_OBJECT_IDX k_idx = 0;
2142
2143         /*! @note 地上ではキャンセルする / No artifacts in the town */
2144         if (!dun_level) return (FALSE);
2145
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);
2148
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++)
2151         {
2152                 artifact_type *a_ptr = &a_info[i];
2153
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;
2156
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;
2161
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)
2165                 {
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;
2169                 }
2170
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;
2173
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)
2178                 {
2179                         int d = (k_info[k_idx].level - object_level) * 5;
2180                         if (!one_in_(d)) continue;
2181                 }
2182
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);
2186
2187                 o_ptr->name1 = i;
2188                 random_artifact_resistance(o_ptr, a_ptr);
2189                 return (TRUE);
2190         }
2191
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 */
2193         return (FALSE);
2194 }
2195
2196
2197 /*!
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。
2202  * @details
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
2206  */
2207 static bool make_artifact(object_type *o_ptr)
2208 {
2209         ARTIFACT_IDX i;
2210
2211         /* No artifacts in the town */
2212         if (!dun_level) return (FALSE);
2213
2214         /* Paranoia -- no "plural" artifacts */
2215         if (o_ptr->number != 1) return (FALSE);
2216
2217         /* Check the artifact list (skip the "specials") */
2218         for (i = 0; i < max_a_idx; i++)
2219         {
2220                 artifact_type *a_ptr = &a_info[i];
2221
2222                 /* Skip "empty" items */
2223                 if (!a_ptr->name) continue;
2224
2225                 /* Cannot make an artifact twice */
2226                 if (a_ptr->cur_num) continue;
2227
2228                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2229
2230                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2231
2232                 /* Must have the correct fields */
2233                 if (a_ptr->tval != o_ptr->tval) continue;
2234                 if (a_ptr->sval != o_ptr->sval) continue;
2235
2236                 /* XXX XXX Enforce minimum "depth" (loosely) */
2237                 if (a_ptr->level > dun_level)
2238                 {
2239                         /* Acquire the "out-of-depth factor" */
2240                         int d = (a_ptr->level - dun_level) * 2;
2241
2242                         /* Roll for out-of-depth creation */
2243                         if (!one_in_(d)) continue;
2244                 }
2245
2246                 /* We must make the "rarity roll" */
2247                 if (!one_in_(a_ptr->rarity)) continue;
2248
2249                 /* Hack -- mark the item as an artifact */
2250                 o_ptr->name1 = i;
2251
2252                 /* Hack: Some artifacts get random extra powers */
2253                 random_artifact_resistance(o_ptr, a_ptr);
2254
2255                 /* Success */
2256                 return (TRUE);
2257         }
2258
2259         /* Failure */
2260         return (FALSE);
2261 }
2262
2263
2264 /*!
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。
2270  */
2271 static byte get_random_ego(byte slot, bool good)
2272 {
2273         int i, value;
2274         ego_item_type *e_ptr;
2275
2276         long total = 0L;
2277         
2278         for (i = 1; i < max_e_idx; i++)
2279         {
2280                 e_ptr = &e_info[i];
2281                 
2282                 if (e_ptr->slot == slot
2283                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2284                 {
2285                         if (e_ptr->rarity)
2286                                 total += (255 / e_ptr->rarity);
2287                 }
2288         }
2289
2290         value = randint1(total);
2291
2292         for (i = 1; i < max_e_idx; i++)
2293         {
2294                 e_ptr = &e_info[i];
2295                 
2296                 if (e_ptr->slot == slot
2297                     && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2298                 {
2299                         if (e_ptr->rarity)
2300                                 value -= (255 / e_ptr->rarity);
2301                         if (value <= 0L) break;
2302                 }
2303         }
2304         return (byte)i;
2305 }
2306
2307
2308 /*!
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
2314  * @return なし
2315  * @details
2316  * Hack -- note special base damage dice boosting\n
2317  * Hack -- note special processing for weapon/digger\n
2318  */
2319 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2320 {
2321         HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2322         HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2323
2324         HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2325         HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2326
2327         if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2328         {
2329                 tohit2 = (tohit2+1)/2;
2330                 todam2 = (todam2+1)/2;
2331         }
2332
2333         /* Good */
2334         if (power > 0)
2335         {
2336                 /* Enchant */
2337                 o_ptr->to_h += tohit1;
2338                 o_ptr->to_d += todam1;
2339
2340                 /* Very good */
2341                 if (power > 1)
2342                 {
2343                         /* Enchant again */
2344                         o_ptr->to_h += tohit2;
2345                         o_ptr->to_d += todam2;
2346                 }
2347         }
2348
2349         /* Cursed */
2350         else if (power < 0)
2351         {
2352                 /* Penalize */
2353                 o_ptr->to_h -= tohit1;
2354                 o_ptr->to_d -= todam1;
2355
2356                 /* Very cursed */
2357                 if (power < -1)
2358                 {
2359                         /* Penalize again */
2360                         o_ptr->to_h -= tohit2;
2361                         o_ptr->to_d -= todam2;
2362                 }
2363
2364                 /* Cursed (if "bad") */
2365                 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2366         }
2367
2368         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2369
2370         /* Analyze type */
2371         switch (o_ptr->tval)
2372         {
2373                 case TV_DIGGING:
2374                 {
2375                         /* Very good */
2376                         if (power > 1)
2377                         {
2378                                 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2379                                         create_artifact(o_ptr, FALSE);
2380                                 else
2381                                         /* Special Ego-item */
2382                                         o_ptr->name2 = EGO_DIGGING;
2383                         }
2384
2385                         /* Very bad */
2386                         else if (power < -1)
2387                         {
2388                                 /* Hack -- Horrible digging bonus */
2389                                 o_ptr->pval = 0 - (5 + randint1(5));
2390                         }
2391
2392                         /* Bad */
2393                         else if (power < 0)
2394                         {
2395                                 /* Hack -- Reverse digging bonus */
2396                                 o_ptr->pval = 0 - (o_ptr->pval);
2397                         }
2398
2399                         break;
2400                 }
2401
2402
2403                 case TV_HAFTED:
2404                 case TV_POLEARM:
2405                 case TV_SWORD:
2406                 {
2407                         /* Very Good */
2408                         if (power > 1)
2409                         {
2410                                 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2411                                 {
2412                                         create_artifact(o_ptr, FALSE);
2413                                         break;
2414                                 }
2415                                 while (1)
2416                                 {
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)
2420                                                 continue;
2421                                         if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2422                                                 continue;
2423                                         if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2424                                                 continue;
2425                                         break;
2426                                 }
2427
2428                                 switch (o_ptr->name2)
2429                                 {
2430                                 case EGO_HA:
2431                                         if (one_in_(4) && (level > 40))
2432                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2433                                         break;
2434                                 case EGO_DF:
2435                                         if (one_in_(3))
2436                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2437                                         if (one_in_(3))
2438                                                 add_flag(o_ptr->art_flags, TR_WARNING);
2439                                         break;
2440                                 case EGO_KILL_DRAGON:
2441                                         if (one_in_(3))
2442                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2443                                         break;
2444                                 case EGO_WEST:
2445                                         if (one_in_(3))
2446                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2447                                         break;
2448                                 case EGO_SLAYING_WEAPON:
2449                                         if (one_in_(3)) /* double damage */
2450                                                 o_ptr->dd *= 2;
2451                                         else
2452                                         {
2453                                                 do
2454                                                 {
2455                                                         o_ptr->dd++;
2456                                                 }
2457                                                 while (one_in_(o_ptr->dd));
2458                                                 
2459                                                 do
2460                                                 {
2461                                                         o_ptr->ds++;
2462                                                 }
2463                                                 while (one_in_(o_ptr->ds));
2464                                         }
2465                                         
2466                                         if (one_in_(5))
2467                                         {
2468                                                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2469                                         }
2470                                         if (o_ptr->tval == TV_SWORD && one_in_(3))
2471                                         {
2472                                                 add_flag(o_ptr->art_flags, TR_VORPAL);
2473                                         }
2474                                         break;
2475                                 case EGO_TRUMP:
2476                                         if (one_in_(5))
2477                                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2478                                         if (one_in_(7))
2479                                                 one_ability(o_ptr);
2480                                         break;
2481                                 case EGO_PATTERN:
2482                                         if (one_in_(3))
2483                                                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2484                                         if (one_in_(3))
2485                                                 add_flag(o_ptr->art_flags, TR_DEX);
2486                                         if (one_in_(5))
2487                                                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2488                                         break;
2489                                 case EGO_SHARPNESS:
2490                                         o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2491                                         break;
2492                                 case EGO_EARTHQUAKES:
2493                                         if (one_in_(3) && (level > 60))
2494                                                 add_flag(o_ptr->art_flags, TR_BLOWS);
2495                                         else
2496                                                 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2497                                         break;
2498                                 case EGO_VAMPIRIC:
2499                                         if (one_in_(5))
2500                                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2501                                         break;
2502                                 case EGO_DEMON:
2503                                         
2504                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2505                                         one_in_(3) ? 
2506                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2507                                                 one_in_(2) ?
2508                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2509                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2510                                                 
2511                                         
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);
2516                                         break;
2517                                 }
2518
2519                                 if (!o_ptr->art_name)
2520                                 {
2521                                         /* Hack -- Super-charge the damage dice */
2522                                         while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2523
2524                                         /* Hack -- Lower the damage dice */
2525                                         if (o_ptr->dd > 9) o_ptr->dd = 9;
2526                                 }
2527                         }
2528
2529                         /* Very cursed */
2530                         else if (power < -1)
2531                         {
2532                                 /* Roll for ego-item */
2533                                 if (randint0(MAX_DEPTH) < level)
2534                                 {
2535                                         while(1)
2536                                         {
2537                                                 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2538                                                 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2539                                                 {
2540                                                         continue;
2541                                                 }
2542                                                 break;
2543                                         }
2544                                         switch (o_ptr->name2)
2545                                         {
2546                                         case EGO_MORGUL:
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);
2549                                         case EGO_WEIRD:
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);
2556                                         }
2557                                 }
2558                         }
2559
2560                         break;
2561                 }
2562
2563
2564                 case TV_BOW:
2565                 {
2566                         /* Very good */
2567                         if (power > 1)
2568                         {
2569                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2570                                 {
2571                                         create_artifact(o_ptr, FALSE);
2572                                         break;
2573                                 }
2574                                 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2575                         }
2576
2577                         break;
2578                 }
2579
2580
2581                 case TV_BOLT:
2582                 case TV_ARROW:
2583                 case TV_SHOT:
2584                 {
2585                         /* Very good */
2586                         if (power > 1)
2587                         {
2588                                 if (power > 2) /* power > 2 is debug only */
2589                                 {
2590                                         create_artifact(o_ptr, FALSE);
2591                                         break;
2592                                 }
2593
2594                                 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2595
2596                                 switch (o_ptr->name2)
2597                                 {
2598                                 case EGO_SLAYING_BOLT:
2599                                         o_ptr->dd++;
2600                                         break;
2601                                 }
2602
2603                                 /* Hack -- super-charge the damage dice */
2604                                 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2605
2606                                 /* Hack -- restrict the damage dice */
2607                                 if (o_ptr->dd > 9) o_ptr->dd = 9;
2608                         }
2609
2610                         /* Very cursed */
2611                         else if (power < -1)
2612                         {
2613                                 /* Roll for ego-item */
2614                                 if (randint0(MAX_DEPTH) < level)
2615                                 {
2616                                         o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2617                                 }
2618                         }
2619
2620                         break;
2621                 }
2622         }
2623 }
2624
2625 /*!
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
2628  * @return なし
2629  */
2630 static void dragon_resist(object_type * o_ptr)
2631 {
2632         do
2633         {
2634                 if (one_in_(4))
2635                         one_dragon_ele_resistance(o_ptr);
2636                 else
2637                         one_high_resistance(o_ptr);
2638         }
2639         while (one_in_(2));
2640 }
2641
2642 /*!
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
2645  * @return なし
2646  */
2647 static bool add_esp_strong(object_type *o_ptr)
2648 {
2649         bool nonliv = FALSE;
2650
2651         switch (randint1(3))
2652         {
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;
2656         }
2657
2658         return nonliv;
2659 }
2660
2661 /*!
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)
2665  * @return なし
2666  */
2667 static void add_esp_weak(object_type *o_ptr, bool extra)
2668 {
2669         int i;
2670         u32b weak_esp_list[] = {
2671                 TR_ESP_ANIMAL,
2672                 TR_ESP_UNDEAD,
2673                 TR_ESP_DEMON,
2674                 TR_ESP_ORC,
2675                 TR_ESP_TROLL,
2676                 TR_ESP_GIANT,
2677                 TR_ESP_DRAGON,
2678                 TR_ESP_HUMAN,
2679                 TR_ESP_GOOD,
2680                 TR_ESP_UNIQUE,
2681         };
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));
2684
2685         /* Add unduplicated weak esp flags randomly */
2686         for (i = 0; i < add_count; ++ i)
2687         {
2688                 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2689
2690                 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2691                 weak_esp_list[choice] = weak_esp_list[i];
2692         }
2693 }
2694
2695
2696 /*!
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
2702  * @return なし
2703  * @details
2704  * Hack -- note special processing for crown/helm\n
2705  * Hack -- note special processing for robe of permanence\n
2706  */
2707 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2708 {
2709         ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2710         ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2711
2712         /* Good */
2713         if (power > 0)
2714         {
2715                 /* Enchant */
2716                 o_ptr->to_a += toac1;
2717
2718                 /* Very good */
2719                 if (power > 1)
2720                 {
2721                         /* Enchant again */
2722                         o_ptr->to_a += toac2;
2723                 }
2724         }
2725
2726         /* Cursed */
2727         else if (power < 0)
2728         {
2729                 /* Penalize */
2730                 o_ptr->to_a -= toac1;
2731
2732                 /* Very cursed */
2733                 if (power < -1)
2734                 {
2735                         /* Penalize again */
2736                         o_ptr->to_a -= toac2;
2737                 }
2738
2739                 /* Cursed (if "bad") */
2740                 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2741         }
2742
2743
2744         /* Analyze type */
2745         switch (o_ptr->tval)
2746         {
2747                 case TV_DRAG_ARMOR:
2748                 {
2749                         if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2750                                 create_artifact(o_ptr, FALSE);
2751                         break;
2752                 }
2753
2754                 case TV_HARD_ARMOR:
2755                 case TV_SOFT_ARMOR:
2756                 {
2757                         /* Very good */
2758                         if (power > 1)
2759                         {
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))
2764                                 {
2765                                         if (one_in_(5))
2766                                         {
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;
2770                                                 o_ptr->ac = 0;
2771                                                 o_ptr->to_a = 0;
2772                                         }
2773                                         else
2774                                         {
2775                                                 o_ptr->name2 = EGO_PERMANENCE;
2776                                         }
2777                                         break;
2778                                 }
2779
2780                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2781                                 {
2782                                         create_artifact(o_ptr, FALSE);
2783                                         break;
2784                                 }
2785
2786                                 while (1)
2787                                 {
2788                                         bool okay_flag = TRUE;
2789
2790                                         o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2791
2792                                         switch (o_ptr->name2)
2793                                         {
2794                                                 case EGO_DWARVEN:
2795                                                         if (o_ptr->tval != TV_HARD_ARMOR)
2796                                                         {
2797                                                                 okay_flag = FALSE;
2798                                                         }
2799                                                 break;
2800                                                 case EGO_DRUID:
2801                                                         if (o_ptr->tval != TV_SOFT_ARMOR)
2802                                                         {
2803                                                                 okay_flag = FALSE;
2804                                                         }
2805                                                 break;
2806                                                 default:
2807                                                 break;
2808                                         }
2809
2810                                         if (okay_flag) break;
2811                                 }
2812                                 switch (o_ptr->name2)
2813                                 {
2814                                   case EGO_RESISTANCE:
2815                                         if (one_in_(4))
2816                                                 add_flag(o_ptr->art_flags, TR_RES_POIS);
2817                                                 break;
2818                                   case EGO_DWARVEN:
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;
2821                                         break;
2822                                         
2823                                   case EGO_A_DEMON:
2824                                         if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2825                                         one_in_(3) ? 
2826                                                 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2827                                                 one_in_(2) ?
2828                                                         add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2829                                                         add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2830                                                 
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);
2839                                         break;
2840                                   case EGO_A_MORGUL:
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);
2847                                         break;
2848                                   default:
2849                                         break;
2850                                 }
2851                         }
2852
2853                         break;
2854                 }
2855
2856                 case TV_SHIELD:
2857                 {
2858
2859                         if (o_ptr->sval == SV_DRAGON_SHIELD)
2860                         {
2861                                 dragon_resist(o_ptr);
2862                                 if (!one_in_(3)) break;
2863                         }
2864
2865                         /* Very good */
2866                         if (power > 1)
2867                         {
2868                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2869                                 {
2870                                         create_artifact(o_ptr, FALSE);
2871                                         break;
2872                                 }
2873                                 
2874                                 while(1)
2875                                 {
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)
2879                                         {
2880                                                 continue;
2881                                         }
2882                                         break;
2883                                 }
2884                                 
2885                                 switch (o_ptr->name2)
2886                                 {
2887                                 case EGO_ENDURANCE:
2888                                         if (!one_in_(3)) one_high_resistance(o_ptr);
2889                                         if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2890                                         break;
2891                                 case EGO_REFLECTION:
2892                                         if (o_ptr->sval == SV_MIRROR_SHIELD)
2893                                                 o_ptr->name2 = 0;
2894                                         break;
2895                                         
2896                                 case EGO_S_DWARVEN:
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;
2899                                         break;
2900                                 }
2901                         }
2902                         break;
2903                 }
2904
2905                 case TV_GLOVES:
2906                 {
2907                         if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2908                         {
2909                                 dragon_resist(o_ptr);
2910                                 if (!one_in_(3)) break;
2911                         }
2912                         if (power > 1)
2913                         {
2914                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2915                                 {
2916                                         create_artifact(o_ptr, FALSE);
2917                                         break;
2918                                 }
2919                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2920                         }
2921                         
2922                         /* Very cursed */
2923                         else if (power < -1)
2924                         {
2925                                 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2926                         }
2927
2928                         break;
2929                 }
2930
2931                 case TV_BOOTS:
2932                 {
2933                         if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2934                         {
2935                                 dragon_resist(o_ptr);
2936                                 if (!one_in_(3)) break;
2937                         }
2938                         /* Very good */
2939                         if (power > 1)
2940                         {
2941                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2942                                 {
2943                                         create_artifact(o_ptr, FALSE);
2944                                         break;
2945                                 }
2946                                 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2947
2948                                 switch (o_ptr->name2)
2949                                 {
2950                                 case EGO_SLOW_DESCENT:
2951                                         if (one_in_(2))
2952                                         {
2953                                                 one_high_resistance(o_ptr);
2954                                         }
2955                                         break;
2956                                 }
2957                         }
2958                         /* Very cursed */
2959                         else if (power < -1)
2960                         {
2961                                 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2962                         }
2963
2964                         break;
2965                 }
2966
2967                 case TV_CROWN:
2968                 {
2969                         /* Very good */
2970                         if (power > 1)
2971                         {
2972                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2973                                 {
2974                                         create_artifact(o_ptr, FALSE);
2975                                         break;
2976                                 }
2977                                 while (1)
2978                                 {
2979                                         bool ok_flag = TRUE;
2980                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2981
2982                                         switch (o_ptr->name2)
2983                                         {
2984                                         case EGO_TELEPATHY:
2985                                                 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2986                                                 else add_esp_weak(o_ptr, FALSE);
2987                                                 break;
2988                                         case EGO_MAGI:
2989                                         case EGO_MIGHT:
2990                                         case EGO_REGENERATION:
2991                                         case EGO_LORDLINESS:
2992                                         case EGO_BASILISK:
2993                                                 break;
2994                                         case EGO_SEEING:
2995                                                 if (one_in_(3))
2996                                                 {
2997                                                         if (one_in_(2)) add_esp_strong(o_ptr);
2998                                                         else add_esp_weak(o_ptr, FALSE);
2999                                                 }
3000                                                 break;
3001                                         default:/* not existing crown (wisdom,lite, etc...) */
3002                                                 ok_flag = FALSE;
3003                                         }
3004                                         if (ok_flag)
3005                                                 break; /* while (1) */
3006                                 }
3007                                 break;
3008                         }
3009
3010                         /* Very cursed */
3011                         else if (power < -1)
3012                         {       
3013                                 while (1)
3014                                 {
3015                                         bool ok_flag = TRUE;
3016                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3017
3018                                         switch (o_ptr->name2)
3019                                         {
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);
3027                                                 break;
3028                                         }
3029                                         if (ok_flag)
3030                                                 break; /* while (1) */
3031                                 }
3032                         }
3033
3034                         break;
3035                 }
3036
3037                 case TV_HELM:
3038                 {
3039                         if (o_ptr->sval == SV_DRAGON_HELM)
3040                         {
3041                                 dragon_resist(o_ptr);
3042                                 if (!one_in_(3)) break;
3043                         }
3044
3045                         /* Very good */
3046                         if (power > 1)
3047                         {
3048                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3049                                 {
3050                                         create_artifact(o_ptr, FALSE);
3051                                         break;
3052                                 }
3053                                 while (1)
3054                                 {
3055                                         bool ok_flag = TRUE;
3056                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3057
3058                                         switch (o_ptr->name2)
3059                                         {
3060                                         case EGO_BRILLIANCE:
3061                                         case EGO_DARK:
3062                                         case EGO_INFRAVISION:
3063                                         case EGO_H_PROTECTION:
3064                                                 break;
3065                                         case EGO_SEEING:
3066                                                 if (one_in_(7))
3067                                                 {
3068                                                         if (one_in_(2)) add_esp_strong(o_ptr);
3069                                                         else add_esp_weak(o_ptr, FALSE);
3070                                                 }
3071                                                 break;
3072                                         case EGO_LITE:
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);
3075                                                 break;
3076                                         case EGO_H_DEMON:
3077                                                 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3078                                                 one_in_(3) ? 
3079                                                         add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3080                                                         one_in_(2) ?
3081                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3082                                                                 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3083                                                 
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);
3092                                                 break;
3093                                         default:/* not existing helm (Magi, Might, etc...)*/
3094                                                 ok_flag = FALSE;
3095                                         }
3096                                         if (ok_flag)
3097                                                 break; /* while (1) */
3098                                 }
3099                                 break;
3100                         }
3101                         /* Very cursed */
3102                         else if (power < -1)
3103                         {
3104                                 while (1)
3105                                 {
3106                                         bool ok_flag = TRUE;
3107                                         o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3108
3109                                         switch (o_ptr->name2)
3110                                         {
3111                                           case EGO_ANCIENT_CURSE:
3112                                                 ok_flag = FALSE;
3113                                         }
3114                                         if (ok_flag)
3115                                                 break; /* while (1) */
3116                                 }
3117                         }
3118                         break;
3119                 }
3120
3121                 case TV_CLOAK:
3122                 {
3123                         /* Very good */
3124                         if (power > 1)
3125                         {
3126                                 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3127                                 {
3128                                         create_artifact(o_ptr, FALSE);
3129                                         break;
3130                                 }
3131                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3132
3133                                 switch (o_ptr->name2)
3134                                 {
3135                                 case EGO_BAT:
3136                                         o_ptr->to_d -= 6;
3137                                         o_ptr->to_h -= 6;
3138                                         break;
3139                                 case EGO_NAZGUL:
3140                                         o_ptr->to_d -= 3;
3141                                         o_ptr->to_h -= 3;
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);
3146                                         break;
3147                                 }
3148
3149                         }
3150
3151                         /* Very cursed */
3152                         else if (power < -1)
3153                         {
3154                                 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3155                         }
3156
3157                         break;
3158                 }
3159         }
3160
3161 }
3162
3163
3164 /*!
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
3170  * @return なし
3171  * @details
3172  * Hack -- note special "pval boost" code for ring of speed\n
3173  * Hack -- note that some items must be cursed (or blessed)\n
3174  */
3175 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
3176 {
3177         /* Apply magic (good or bad) according to type */
3178         switch (o_ptr->tval)
3179         {
3180                 case TV_RING:
3181                 {
3182                         /* Analyze */
3183                         switch (o_ptr->sval)
3184                         {
3185                                 case SV_RING_ATTACKS:
3186                                 {
3187                                         /* Stat bonus */
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;
3191
3192                                         /* Cursed */
3193                                         if (power < 0)
3194                                         {
3195                                                 /* Broken */
3196                                                 o_ptr->ident |= (IDENT_BROKEN);
3197
3198                                                 /* Cursed */
3199                                                 o_ptr->curse_flags |= TRC_CURSED;
3200
3201                                                 /* Reverse pval */
3202                                                 o_ptr->pval = 0 - (o_ptr->pval);
3203                                         }
3204
3205                                         break;
3206                                 }
3207
3208                                 case SV_RING_SHOTS:
3209                                 {
3210                                         break;
3211                                 }
3212
3213                                 /* Strength, Constitution, Dexterity, Intelligence */
3214                                 case SV_RING_STR:
3215                                 case SV_RING_CON:
3216                                 case SV_RING_DEX:
3217                                 {
3218                                         /* Stat bonus */
3219                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3220
3221                                         /* Cursed */
3222                                         if (power < 0)
3223                                         {
3224                                                 /* Broken */
3225                                                 o_ptr->ident |= (IDENT_BROKEN);
3226
3227                                                 /* Cursed */
3228                                                 o_ptr->curse_flags |= TRC_CURSED;
3229
3230                                                 /* Reverse pval */
3231                                                 o_ptr->pval = 0 - (o_ptr->pval);
3232                                         }
3233
3234                                         break;
3235                                 }
3236
3237                                 /* Ring of Speed! */
3238                                 case SV_RING_SPEED:
3239                                 {
3240                                         /* Base speed (1 to 10) */
3241                                         o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3242
3243                                         /* Super-charge the ring */
3244                                         while (randint0(100) < 50) o_ptr->pval++;
3245
3246                                         /* Cursed Ring */
3247                                         if (power < 0)
3248                                         {
3249                                                 /* Broken */
3250                                                 o_ptr->ident |= (IDENT_BROKEN);
3251
3252                                                 /* Cursed */
3253                                                 o_ptr->curse_flags |= TRC_CURSED;
3254
3255                                                 /* Reverse pval */
3256                                                 o_ptr->pval = 0 - (o_ptr->pval);
3257
3258                                                 break;
3259                                         }
3260
3261                                         break;
3262                                 }
3263
3264                                 case SV_RING_LORDLY:
3265                                 {
3266                                         do
3267                                         {
3268                                                 one_lordly_high_resistance(o_ptr);
3269                                         }
3270                                         while (one_in_(4));
3271
3272                                         /* Bonus to armor class */
3273                                         o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3274                                 }
3275                                 break;
3276
3277                                 case SV_RING_WARNING:
3278                                 {
3279                                         if (one_in_(3)) one_low_esp(o_ptr);
3280                                         break;
3281                                 }
3282
3283                                 /* Searching */
3284                                 case SV_RING_SEARCHING:
3285                                 {
3286                                         /* Bonus to searching */
3287                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3288
3289                                         /* Cursed */
3290                                         if (power < 0)
3291                                         {
3292                                                 /* Broken */
3293                                                 o_ptr->ident |= (IDENT_BROKEN);
3294
3295                                                 /* Cursed */
3296                                                 o_ptr->curse_flags |= TRC_CURSED;
3297
3298                                                 /* Reverse pval */
3299                                                 o_ptr->pval = 0 - (o_ptr->pval);
3300                                         }
3301
3302                                         break;
3303                                 }
3304
3305                                 /* Flames, Acid, Ice */
3306                                 case SV_RING_FLAMES:
3307                                 case SV_RING_ACID:
3308                                 case SV_RING_ICE:
3309                                 case SV_RING_ELEC:
3310                                 {
3311                                         /* Bonus to armor class */
3312                                         o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3313                                         break;
3314                                 }
3315
3316                                 /* Weakness, Stupidity */
3317                                 case SV_RING_WEAKNESS:
3318                                 case SV_RING_STUPIDITY:
3319                                 {
3320                                         /* Broken */
3321                                         o_ptr->ident |= (IDENT_BROKEN);
3322
3323                                         /* Cursed */
3324                                         o_ptr->curse_flags |= TRC_CURSED;
3325
3326                                         /* Penalize */
3327                                         o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3328                                         if (power > 0) power = 0 - power;
3329
3330                                         break;
3331                                 }
3332
3333                                 /* WOE, Stupidity */
3334                                 case SV_RING_WOE:
3335                                 {
3336                                         /* Broken */
3337                                         o_ptr->ident |= (IDENT_BROKEN);
3338
3339                                         /* Cursed */
3340                                         o_ptr->curse_flags |= TRC_CURSED;
3341
3342                                         /* Penalize */
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;
3346
3347                                         break;
3348                                 }
3349
3350                                 /* Ring of damage */
3351                                 case SV_RING_DAMAGE:
3352                                 {
3353                                         /* Bonus to damage */
3354                                         o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3355
3356                                         /* Cursed */
3357                                         if (power < 0)
3358                                         {
3359                                                 /* Broken */
3360                                                 o_ptr->ident |= (IDENT_BROKEN);
3361
3362                                                 /* Cursed */
3363                                                 o_ptr->curse_flags |= TRC_CURSED;
3364
3365                                                 /* Reverse bonus */
3366                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3367                                         }
3368
3369                                         break;
3370                                 }
3371
3372                                 /* Ring of Accuracy */
3373                                 case SV_RING_ACCURACY:
3374                                 {
3375                                         /* Bonus to hit */
3376                                         o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3377
3378                                         /* Cursed */
3379                                         if (power < 0)
3380                                         {
3381                                                 /* Broken */
3382                                                 o_ptr->ident |= (IDENT_BROKEN);
3383
3384                                                 /* Cursed */
3385                                                 o_ptr->curse_flags |= TRC_CURSED;
3386
3387                                                 /* Reverse tohit */
3388                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3389                                         }
3390
3391                                         break;
3392                                 }
3393
3394                                 /* Ring of Protection */
3395                                 case SV_RING_PROTECTION:
3396                                 {
3397                                         /* Bonus to armor class */
3398                                         o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3399
3400                                         /* Cursed */
3401                                         if (power < 0)
3402                                         {
3403                                                 /* Broken */
3404                                                 o_ptr->ident |= (IDENT_BROKEN);
3405
3406                                                 /* Cursed */
3407                                                 o_ptr->curse_flags |= TRC_CURSED;
3408
3409                                                 /* Reverse toac */
3410                                                 o_ptr->to_a = 0 - o_ptr->to_a;
3411                                         }
3412
3413                                         break;
3414                                 }
3415
3416                                 /* Ring of Slaying */
3417                                 case SV_RING_SLAYING:
3418                                 {
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);
3422
3423                                         /* Cursed */
3424                                         if (power < 0)
3425                                         {
3426                                                 /* Broken */
3427                                                 o_ptr->ident |= (IDENT_BROKEN);
3428
3429                                                 /* Cursed */
3430                                                 o_ptr->curse_flags |= TRC_CURSED;
3431
3432                                                 /* Reverse bonuses */
3433                                                 o_ptr->to_h = 0 - o_ptr->to_h;
3434                                                 o_ptr->to_d = 0 - o_ptr->to_d;
3435                                         }
3436
3437                                         break;
3438                                 }
3439
3440                                 case SV_RING_MUSCLE:
3441                                 {
3442                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3443                                         if (one_in_(4)) o_ptr->pval++;
3444
3445                                         /* Cursed */
3446                                         if (power < 0)
3447                                         {
3448                                                 /* Broken */
3449                                                 o_ptr->ident |= (IDENT_BROKEN);
3450
3451                                                 /* Cursed */
3452                                                 o_ptr->curse_flags |= TRC_CURSED;
3453
3454                                                 /* Reverse bonuses */
3455                                                 o_ptr->pval = 0 - o_ptr->pval;
3456                                         }
3457
3458                                         break;
3459                                 }
3460                                 case SV_RING_AGGRAVATION:
3461                                 {
3462                                         /* Broken */
3463                                         o_ptr->ident |= (IDENT_BROKEN);
3464
3465                                         /* Cursed */
3466                                         o_ptr->curse_flags |= TRC_CURSED;
3467
3468                                         if (power > 0) power = 0 - power;
3469                                         break;
3470                                 }
3471                         }
3472                         if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3473                             || (power > 2)) /* power > 2 is debug only */
3474                         {
3475                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3476                                 /* Randart amulet */
3477                                 create_artifact(o_ptr, FALSE);
3478                         }
3479                         else if ((power == 2) && one_in_(2))
3480                         {
3481                                 while(!o_ptr->name2)
3482                                 {
3483                                         int tmp = m_bonus(10, level);
3484                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3485                                         switch(randint1(28))
3486                                         {
3487                                         case 1: case 2:
3488                                                 o_ptr->name2 = EGO_RING_THROW;
3489                                                 break;
3490                                         case 3: case 4:
3491                                                 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3492                                                 o_ptr->name2 = EGO_RING_REGEN;
3493                                                 break;
3494                                         case 5: case 6:
3495                                                 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3496                                                 o_ptr->name2 = EGO_RING_LITE;
3497                                                 break;
3498                                         case 7: case 8:
3499                                                 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3500                                                 o_ptr->name2 = EGO_RING_TELEPORT;
3501                                                 break;
3502                                         case 9: case 10:
3503                                                 if (o_ptr->to_h) break;
3504                                                 o_ptr->name2 = EGO_RING_TO_H;
3505                                                 break;
3506                                         case 11: case 12:
3507                                                 if (o_ptr->to_d) break;
3508                                                 o_ptr->name2 = EGO_RING_TO_D;
3509                                                 break;
3510                                         case 13:
3511                                                 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3512                                                 o_ptr->name2 = EGO_RING_SLAY;
3513                                                 break;
3514                                         case 14:
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;
3517                                                 break;
3518                                         case 15:
3519                                                 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3520                                                 o_ptr->name2 = EGO_RING_HERO;
3521                                                 break;
3522                                         case 16:
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;
3527                                                 break;
3528                                         case 17:
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;
3534                                                 break;
3535                                         case 18:
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;
3541                                                 break;
3542                                         case 19:
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;
3547                                                 break;
3548                                         case 20:
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;
3553                                                 break;
3554                                         case 21: case 22: case 23: case 24: case 25: case 26:
3555                                                 switch (o_ptr->sval)
3556                                                 {
3557                                                 case SV_RING_SPEED:
3558                                                         if (!one_in_(3)) break;
3559                                                         o_ptr->name2 = EGO_RING_D_SPEED;
3560                                                         break;
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;
3566                                                         else
3567                                                         {
3568                                                                 o_ptr->name2 = EGO_RING_BERSERKER;
3569                                                                 o_ptr->to_h -= 2+randint1(4);
3570                                                                 o_ptr->to_d += 2+randint1(4);
3571                                                         }
3572                                                         break;
3573                                                 case SV_RING_PROTECTION:
3574                                                         o_ptr->name2 = EGO_RING_SUPER_AC;
3575                                                         o_ptr->to_a += 7 + m_bonus(5, level);
3576                                                         break;
3577                                                 case SV_RING_RES_FEAR:
3578                                                         o_ptr->name2 = EGO_RING_HERO;
3579                                                         break;
3580                                                 case SV_RING_SHOTS:
3581                                                         if (one_in_(2)) break;
3582                                                         o_ptr->name2 = EGO_RING_HUNTER;
3583                                                         break;
3584                                                 case SV_RING_SEARCHING:
3585                                                         o_ptr->name2 = EGO_RING_STEALTH;
3586                                                         break;
3587                                                 case SV_RING_TELEPORTATION:
3588                                                         o_ptr->name2 = EGO_RING_TELE_AWAY;
3589                                                         break;
3590                                                 case SV_RING_RES_BLINDNESS:
3591                                                         if (one_in_(2))
3592                                                                 o_ptr->name2 = EGO_RING_RES_LITE;
3593                                                         else
3594                                                                 o_ptr->name2 = EGO_RING_RES_DARK;
3595                                                         break;
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;
3601                                                         break;
3602                                                 case SV_RING_SUSTAIN:
3603                                                         if (!one_in_(4)) break;
3604                                                         o_ptr->name2 = EGO_RING_RES_TIME;
3605                                                         break;
3606                                                 case SV_RING_FLAMES:
3607                                                         if (!one_in_(2)) break;
3608                                                         o_ptr->name2 = EGO_RING_DRAGON_F;
3609                                                         break;
3610                                                 case SV_RING_ICE:
3611                                                         if (!one_in_(2)) break;
3612                                                         o_ptr->name2 = EGO_RING_DRAGON_C;
3613                                                         break;
3614                                                 case SV_RING_WARNING:
3615                                                         if (!one_in_(2)) break;
3616                                                         o_ptr->name2 = EGO_RING_M_DETECT;
3617                                                         break;
3618                                                 default:
3619                                                         break;
3620                                                 }
3621                                                 break;
3622                                         }
3623                                 }
3624                                 o_ptr->curse_flags = 0L;
3625                         }
3626                         else if ((power == -2) && one_in_(2))
3627                         {
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)
3635                                 {
3636                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3637                                         switch(randint1(5))
3638                                         {
3639                                         case 1:
3640                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3641                                                 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3642                                                 break;
3643                                         case 2:
3644                                                 o_ptr->name2 = EGO_RING_NO_MELEE;
3645                                                 break;
3646                                         case 3:
3647                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3648                                                 o_ptr->name2 = EGO_RING_AGGRAVATE;
3649                                                 break;
3650                                         case 4:
3651                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3652                                                 o_ptr->name2 = EGO_RING_TY_CURSE;
3653                                                 break;
3654                                         case 5:
3655                                                 o_ptr->name2 = EGO_RING_ALBINO;
3656                                                 break;
3657                                         }
3658                                 }
3659                                 /* Broken */
3660                                 o_ptr->ident |= (IDENT_BROKEN);
3661
3662                                 /* Cursed */
3663                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3664                         }
3665                         break;
3666                 }
3667
3668                 case TV_AMULET:
3669                 {
3670                         /* Analyze */
3671                         switch (o_ptr->sval)
3672                         {
3673                                 /* Amulet of wisdom/charisma */
3674                                 case SV_AMULET_INTELLIGENCE:
3675                                 case SV_AMULET_WISDOM:
3676                                 case SV_AMULET_CHARISMA:
3677                                 {
3678                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3679
3680                                         /* Cursed */
3681                                         if (power < 0)
3682                                         {
3683                                                 /* Broken */
3684                                                 o_ptr->ident |= (IDENT_BROKEN);
3685
3686                                                 /* Cursed */
3687                                                 o_ptr->curse_flags |= (TRC_CURSED);
3688
3689                                                 /* Reverse bonuses */
3690                                                 o_ptr->pval = 0 - o_ptr->pval;
3691                                         }
3692
3693                                         break;
3694                                 }
3695
3696                                 /* Amulet of brilliance */
3697                                 case SV_AMULET_BRILLIANCE:
3698                                 {
3699                                         o_ptr->pval = 1 + m_bonus(3, level);
3700                                         if (one_in_(4)) o_ptr->pval++;
3701
3702                                         /* Cursed */
3703                                         if (power < 0)
3704                                         {
3705                                                 /* Broken */
3706                                                 o_ptr->ident |= (IDENT_BROKEN);
3707
3708                                                 /* Cursed */
3709                                                 o_ptr->curse_flags |= (TRC_CURSED);
3710
3711                                                 /* Reverse bonuses */
3712                                                 o_ptr->pval = 0 - o_ptr->pval;
3713                                         }
3714
3715                                         break;
3716                                 }
3717
3718                                 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3719                                 {
3720                                         if (power < 0)
3721                                         {
3722                                                 o_ptr->curse_flags |= (TRC_CURSED);
3723                                         }
3724                                         break;
3725                                 }
3726
3727                                 case SV_AMULET_RESISTANCE:
3728                                 {
3729                                         if (one_in_(5)) one_high_resistance(o_ptr);
3730                                         if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3731                                 }
3732                                 break;
3733
3734                                 /* Amulet of searching */
3735                                 case SV_AMULET_SEARCHING:
3736                                 {
3737                                         o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3738
3739                                         /* Cursed */
3740                                         if (power < 0)
3741                                         {
3742                                                 /* Broken */
3743                                                 o_ptr->ident |= (IDENT_BROKEN);
3744
3745                                                 /* Cursed */
3746                                                 o_ptr->curse_flags |= (TRC_CURSED);
3747
3748                                                 /* Reverse bonuses */
3749                                                 o_ptr->pval = 0 - (o_ptr->pval);
3750                                         }
3751
3752                                         break;
3753                                 }
3754
3755                                 /* Amulet of the Magi -- never cursed */
3756                                 case SV_AMULET_THE_MAGI:
3757                                 {
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);
3760
3761                                         /* gain one low ESP */
3762                                         add_esp_weak(o_ptr, FALSE);
3763
3764                                         break;
3765                                 }
3766
3767                                 /* Amulet of Doom -- always cursed */
3768                                 case SV_AMULET_DOOM:
3769                                 {
3770                                         /* Broken */
3771                                         o_ptr->ident |= (IDENT_BROKEN);
3772
3773                                         /* Cursed */
3774                                         o_ptr->curse_flags |= (TRC_CURSED);
3775
3776                                         /* Penalize */
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;
3780
3781                                         break;
3782                                 }
3783
3784                                 case SV_AMULET_MAGIC_MASTERY:
3785                                 {
3786                                         o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3787
3788                                         /* Cursed */
3789                                         if (power < 0)
3790                                         {
3791                                                 /* Broken */
3792                                                 o_ptr->ident |= (IDENT_BROKEN);
3793
3794                                                 /* Cursed */
3795                                                 o_ptr->curse_flags |= (TRC_CURSED);
3796
3797                                                 /* Reverse bonuses */
3798                                                 o_ptr->pval = 0 - o_ptr->pval;
3799                                         }
3800
3801                                         break;
3802                                 }
3803                         }
3804                         if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3805                             || (power > 2)) /* power > 2 is debug only */
3806                         {
3807                                 o_ptr->pval = MIN(o_ptr->pval, 4);
3808                                 /* Randart amulet */
3809                                 create_artifact(o_ptr, FALSE);
3810                         }
3811                         else if ((power == 2) && one_in_(2))
3812                         {
3813                                 while(!o_ptr->name2)
3814                                 {
3815                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3816                                         switch(randint1(21))
3817                                         {
3818                                         case 1: case 2:
3819                                                 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3820                                                 o_ptr->name2 = EGO_AMU_SLOW_D;
3821                                                 break;
3822                                         case 3: case 4:
3823                                                 if (o_ptr->pval) break;
3824                                                 o_ptr->name2 = EGO_AMU_INFRA;
3825                                                 break;
3826                                         case 5: case 6:
3827                                                 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3828                                                 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3829                                                 break;
3830                                         case 7: case 8:
3831                                                 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3832                                                 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3833                                                 break;
3834                                         case 9:
3835                                                 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3836                                                 o_ptr->name2 = EGO_AMU_LEVITATION;
3837                                                 break;
3838                                         case 10: case 11: case 21:
3839                                                 o_ptr->name2 = EGO_AMU_AC;
3840                                                 break;
3841                                         case 12:
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_;
3845                                                 else
3846                                                         o_ptr->name2 = EGO_AMU_RES_FIRE;
3847                                                 break;
3848                                         case 13:
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_;
3852                                                 else
3853                                                         o_ptr->name2 = EGO_AMU_RES_COLD;
3854                                                 break;
3855                                         case 14:
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_;
3859                                                 else
3860                                                         o_ptr->name2 = EGO_AMU_RES_ELEC;
3861                                                 break;
3862                                         case 15:
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_;
3866                                                 else
3867                                                         o_ptr->name2 = EGO_AMU_RES_ACID;
3868                                                 break;
3869                                         case 16: case 17: case 18: case 19: case 20:
3870                                                 switch (o_ptr->sval)
3871                                                 {
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;
3876                                                         break;
3877                                                 case SV_AMULET_RESIST_ACID:
3878                                                         if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3879                                                         break;
3880                                                 case SV_AMULET_SEARCHING:
3881                                                         o_ptr->name2 = EGO_AMU_STEALTH;
3882                                                         break;
3883                                                 case SV_AMULET_BRILLIANCE:
3884                                                         if (!one_in_(3)) break;
3885                                                         o_ptr->name2 = EGO_AMU_IDENT;
3886                                                         break;
3887                                                 case SV_AMULET_CHARISMA:
3888                                                         if (!one_in_(3)) break;
3889                                                         o_ptr->name2 = EGO_AMU_CHARM;
3890                                                         break;
3891                                                 case SV_AMULET_THE_MAGI:
3892                                                         if (one_in_(2)) break;
3893                                                         o_ptr->name2 = EGO_AMU_GREAT;
3894                                                         break;
3895                                                 case SV_AMULET_RESISTANCE:
3896                                                         if (!one_in_(5)) break;
3897                                                         o_ptr->name2 = EGO_AMU_DEFENDER;
3898                                                         break;
3899                                                 case SV_AMULET_TELEPATHY:
3900                                                         if (!one_in_(3)) break;
3901                                                         o_ptr->name2 = EGO_AMU_DETECTION;
3902                                                         break;
3903                                                 }
3904                                         }
3905                                 }
3906                                 o_ptr->curse_flags = 0L;
3907                         }
3908                         else if ((power == -2) && one_in_(2))
3909                         {
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)
3917                                 {
3918                                         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3919                                         switch(randint1(5))
3920                                         {
3921                                         case 1:
3922                                                 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3923                                                 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3924                                                 break;
3925                                         case 2:
3926                                                 o_ptr->name2 = EGO_AMU_FOOL;
3927                                                 break;
3928                                         case 3:
3929                                                 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3930                                                 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3931                                                 break;
3932                                         case 4:
3933                                                 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3934                                                 o_ptr->name2 = EGO_AMU_TY_CURSE;
3935                                                 break;
3936                                         case 5:
3937                                                 o_ptr->name2 = EGO_AMU_NAIVETY;
3938                                                 break;
3939                                         }
3940                                 }
3941                                 /* Broken */
3942                                 o_ptr->ident |= (IDENT_BROKEN);
3943
3944                                 /* Cursed */
3945                                 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3946                         }
3947                         break;
3948                 }
3949         }
3950 }
3951
3952 /*!
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
3956  */
3957 static bool item_monster_okay(MONRACE_IDX r_idx)
3958 {
3959         monster_race *r_ptr = &r_info[r_idx];
3960
3961         /* No uniques */
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);
3968
3969         return (TRUE);
3970 }
3971
3972
3973 /*!
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
3979  * @return なし
3980  * @details
3981  * Hack -- note the special code for various items
3982  */
3983 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3984 {
3985         object_kind *k_ptr = &k_info[o_ptr->k_idx];
3986
3987         /* Unused */
3988         (void)level;
3989
3990         /* Apply magic (good or bad) according to type */
3991         switch (o_ptr->tval)
3992         {
3993                 case TV_WHISTLE:
3994                 {
3995 #if 0
3996                         /* Cursed */
3997                         if (power < 0)
3998                         {
3999                                 /* Broken */
4000                                 o_ptr->ident |= (IDENT_BROKEN);
4001
4002                                 /* Cursed */
4003                                 o_ptr->curse_flags |= (TRC_CURSED);
4004                         }
4005 #endif
4006                         break;
4007                 }
4008                 case TV_FLASK:
4009                 {
4010                         o_ptr->xtra4 = o_ptr->pval;
4011                         o_ptr->pval = 0;
4012                         break;
4013                 }
4014                 case TV_LITE:
4015                 {
4016                         /* Hack -- Torches -- random fuel */
4017                         if (o_ptr->sval == SV_LITE_TORCH)
4018                         {
4019                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4020                                 o_ptr->pval = 0;
4021                         }
4022
4023                         /* Hack -- Lanterns -- random fuel */
4024                         if (o_ptr->sval == SV_LITE_LANTERN)
4025                         {
4026                                 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4027                                 o_ptr->pval = 0;
4028                         }
4029
4030                         if (power > 2) /* power > 2 is debug only */
4031                         {
4032                                 create_artifact(o_ptr, FALSE);
4033                         }
4034                         else if ((power == 2) || ((power == 1) && one_in_(3)))
4035                         {
4036                                 while (!o_ptr->name2)
4037                                 {
4038                                         while (1)
4039                                         {
4040                                                 bool okay_flag = TRUE;
4041
4042                                                 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4043
4044                                                 switch (o_ptr->name2)
4045                                                 {
4046                                                 case EGO_LITE_LONG:
4047                                                         if (o_ptr->sval == SV_LITE_FEANOR)
4048                                                                 okay_flag = FALSE;
4049                                                 }
4050                                                 if (okay_flag)
4051                                                         break;
4052                                         }
4053                                 }
4054                         }
4055                         else if (power == -2)
4056                         {
4057                                 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4058
4059                                 switch (o_ptr->name2)
4060                                 {
4061                                 case EGO_LITE_DARKNESS:
4062                                         o_ptr->xtra4 = 0;
4063                                         
4064                                         if (o_ptr->sval == SV_LITE_TORCH)
4065                                         {
4066                                                 add_flag(o_ptr->art_flags, TR_LITE_M1);
4067                                         }
4068                                         else if (o_ptr->sval == SV_LITE_LANTERN)
4069                                         {
4070                                                 add_flag(o_ptr->art_flags, TR_LITE_M2);
4071                                         }
4072                                         else if (o_ptr->sval == SV_LITE_FEANOR)
4073                                         {
4074                                                 add_flag(o_ptr->art_flags, TR_LITE_M3);
4075                                         }
4076                                         break;
4077                                 }
4078                         }
4079
4080                         break;
4081                 }
4082
4083                 case TV_WAND:
4084                 case TV_STAFF:
4085                 {
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-
4088                          */
4089                         o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4090                         break;
4091                 }
4092
4093                 case TV_ROD:
4094                 {
4095                         /* Transfer the pval. -LM- */
4096                         o_ptr->pval = k_ptr->pval;
4097                         break;
4098                 }
4099
4100                 case TV_CAPTURE:
4101                 {
4102                         o_ptr->pval = 0;
4103                         object_aware(o_ptr);
4104                         object_known(o_ptr);
4105                         break;
4106                 }
4107
4108                 case TV_FIGURINE:
4109                 {
4110                         PARAMETER_VALUE i = 1;
4111                         int check;
4112
4113                         monster_race *r_ptr;
4114
4115                         /* Pick a random non-unique monster race */
4116                         while (1)
4117                         {
4118                                 i = randint1(max_r_idx - 1);
4119
4120                                 if (!item_monster_okay(i)) continue;
4121                                 if (i == MON_TSUCHINOKO) continue;
4122
4123                                 r_ptr = &r_info[i];
4124
4125                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4126
4127                                 /* Ignore dead monsters */
4128                                 if (!r_ptr->rarity) continue;
4129
4130                                 /* Ignore uncommon monsters */
4131                                 if (r_ptr->rarity > 100) continue;
4132
4133                                 /* Prefer less out-of-depth monsters */
4134                                 if (randint0(check)) continue;
4135
4136                                 break;
4137                         }
4138
4139                         o_ptr->pval = i;
4140
4141                         /* Some figurines are cursed */
4142                         if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4143
4144                         break;
4145                 }
4146
4147                 case TV_CORPSE:
4148                 {
4149                         PARAMETER_VALUE i = 1;
4150                         int check;
4151
4152                         u32b match = 0;
4153
4154                         monster_race *r_ptr;
4155
4156                         if (o_ptr->sval == SV_SKELETON)
4157                         {
4158                                 match = RF9_DROP_SKELETON;
4159                         }
4160                         else if (o_ptr->sval == SV_CORPSE)
4161                         {
4162                                 match = RF9_DROP_CORPSE;
4163                         }
4164
4165                         /* Hack -- Remove the monster restriction */
4166                         get_mon_num_prep(item_monster_okay, NULL);
4167
4168                         /* Pick a random non-unique monster race */
4169                         while (1)
4170                         {
4171                                 i = get_mon_num(dun_level);
4172
4173                                 r_ptr = &r_info[i];
4174
4175                                 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4176
4177                                 /* Ignore dead monsters */
4178                                 if (!r_ptr->rarity) continue;
4179
4180                                 /* Ignore corpseless monsters */
4181                                 if (!(r_ptr->flags9 & match)) continue;
4182
4183                                 /* Prefer less out-of-depth monsters */
4184                                 if (randint0(check)) continue;
4185
4186                                 break;
4187                         }
4188
4189                         o_ptr->pval = i;
4190
4191
4192                         object_aware(o_ptr);
4193                         object_known(o_ptr);
4194                         break;
4195                 }
4196
4197                 case TV_STATUE:
4198                 {
4199                         PARAMETER_VALUE i = 1;
4200
4201                         monster_race *r_ptr;
4202
4203                         /* Pick a random monster race */
4204                         while (1)
4205                         {
4206                                 i = randint1(max_r_idx - 1);
4207
4208                                 r_ptr = &r_info[i];
4209
4210                                 /* Ignore dead monsters */
4211                                 if (!r_ptr->rarity) continue;
4212
4213                                 break;
4214                         }
4215
4216                         o_ptr->pval = i;
4217
4218                         if (cheat_peek)
4219                         {
4220                                 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4221                         }
4222                         object_aware(o_ptr);
4223                         object_known(o_ptr);
4224
4225                         break;
4226                 }
4227
4228                 case TV_CHEST:
4229                 {
4230                         DEPTH obj_level = k_info[o_ptr->k_idx].level;
4231
4232                         /* Hack -- skip ruined chests */
4233                         if (obj_level <= 0) break;
4234
4235                         /* Hack -- pick a "difficulty" */
4236                         o_ptr->pval = randint1(obj_level);
4237                         if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4238
4239                         o_ptr->xtra3 = dun_level + 5;
4240
4241                         /* Never exceed "difficulty" of 55 to 59 */
4242                         if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4243
4244                         break;
4245                 }
4246         }
4247 }
4248
4249 /*!
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
4253  * @param lev 生成基準階
4254  * @param mode 生成オプション
4255  * @return なし
4256  * @details
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
4260  *\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
4263  *\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
4272  *\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
4276  *\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
4279  *\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
4284  */
4285 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4286 {
4287         int i, rolls, f1, f2, power;
4288
4289         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4290
4291         /* Maximum "level" for various things */
4292         if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4293
4294         /* Base chance of being "good" */
4295         f1 = lev + 10;
4296
4297         /* Maximal chance of being "good" */
4298         if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4299
4300         /* Base chance of being "great" */
4301         f2 = f1 * 2 / 3;
4302
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;
4306
4307         if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4308         {
4309                 f1 += 5;
4310                 f2 += 2;
4311         }
4312         else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4313         {
4314                 f1 -= 5;
4315                 f2 -= 2;
4316         }
4317
4318         /* Assume normal */
4319         power = 0;
4320
4321         /* Roll for "good" */
4322         if ((mode & AM_GOOD) || magik(f1))
4323         {
4324                 /* Assume "good" */
4325                 power = 1;
4326
4327                 /* Roll for "great" */
4328                 if ((mode & AM_GREAT) || magik(f2))
4329                 {
4330                         power = 2;
4331
4332                         /* Roll for "special" */
4333                         if (mode & AM_SPECIAL) power = 3;
4334                 }
4335         }
4336
4337         /* Roll for "cursed" */
4338         else if (magik(f1))
4339         {
4340                 /* Assume "cursed" */
4341                 power = -1;
4342
4343                 /* Roll for "broken" */
4344                 if (magik(f2)) power = -2;
4345         }
4346
4347         /* Apply curse */
4348         if (mode & AM_CURSED)
4349         {
4350                 /* Assume 'cursed' */
4351                 if (power > 0)
4352                 {
4353                         power = 0 - power;
4354                 }
4355                 /* Everything else gets more badly cursed */
4356                 else
4357                 {
4358                         power--;
4359                 }
4360         }
4361
4362         /* Assume no rolls */
4363         rolls = 0;
4364
4365         /* Get one roll if excellent */
4366         if (power >= 2) rolls = 1;
4367
4368         /* Hack -- Get four rolls if forced great or special */
4369         if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4370
4371         /* Hack -- Get no rolls if not allowed */
4372         if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4373
4374         /* Roll for artifacts if allowed */
4375         for (i = 0; i < rolls; i++)
4376         {
4377                 /* Roll for an artifact */
4378                 if (make_artifact(o_ptr)) break;
4379                 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4380                 {
4381                         if (make_artifact(o_ptr)) break;
4382                 }
4383         }
4384
4385
4386         /* Hack -- analyze artifacts */
4387         if (object_is_fixed_artifact(o_ptr))
4388         {
4389                 artifact_type *a_ptr = &a_info[o_ptr->name1];
4390
4391                 /* Hack -- Mark the artifact as "created" */
4392                 a_ptr->cur_num = 1;
4393
4394                 /* Hack -- Memorize location of artifact in saved floors */
4395                 if (character_dungeon)
4396                         a_ptr->floor_id = p_ptr->floor_id;
4397
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;
4408
4409                 if (o_ptr->name1 == ART_MILIM)
4410                 {
4411                     if(p_ptr->pseikaku == SEIKAKU_SEXY)
4412                     {
4413                         o_ptr->pval = 3;
4414                     }
4415                 }
4416
4417                 /* Hack -- extract the "broken" flag */
4418                 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4419
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);
4427
4428                 return;
4429         }
4430
4431         switch (o_ptr->tval)
4432         {
4433                 case TV_DIGGING:
4434                 case TV_HAFTED:
4435                 case TV_BOW:
4436                 case TV_SHOT:
4437                 case TV_ARROW:
4438                 case TV_BOLT:
4439                 {
4440                         if (power) a_m_aux_1(o_ptr, lev, power);
4441                         break;
4442                 }
4443
4444                 case TV_POLEARM:
4445                 {
4446                         if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4447                         break;
4448                 }
4449
4450                 case TV_SWORD:
4451                 {
4452                         if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4453                         break;
4454                 }
4455
4456                 case TV_DRAG_ARMOR:
4457                 case TV_HARD_ARMOR:
4458                 case TV_SOFT_ARMOR:
4459                 case TV_SHIELD:
4460                 case TV_HELM:
4461                 case TV_CROWN:
4462                 case TV_CLOAK:
4463                 case TV_GLOVES:
4464                 case TV_BOOTS:
4465                 {
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);
4470
4471 #if 1
4472                         if (power ||
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);
4478 #else
4479                         if (power) a_m_aux_2(o_ptr, lev, power);
4480 #endif
4481                         break;
4482                 }
4483
4484                 case TV_RING:
4485                 case TV_AMULET:
4486                 {
4487                         if (!power && (randint0(100) < 50)) power = -1;
4488                         a_m_aux_3(o_ptr, lev, power);
4489                         break;
4490                 }
4491
4492                 default:
4493                 {
4494                         a_m_aux_4(o_ptr, lev, power);
4495                         break;
4496                 }
4497         }
4498
4499         if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4500             (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4501             (p_ptr->pseikaku == SEIKAKU_SEXY))
4502         {
4503                 o_ptr->pval = 3;
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);
4510         }
4511
4512         /* Hack -- analyze ego-items */
4513         if (object_is_ego(o_ptr))
4514         {
4515                 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4516
4517                 /* Hack -- acquire "broken" flag */
4518                 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4519
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);
4527
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))
4536                 {
4537                         do
4538                         {
4539                                 o_ptr->dd++;
4540                         }
4541                         while (one_in_(o_ptr->dd));
4542
4543                         if (o_ptr->dd > 9) o_ptr->dd = 9;
4544                 }
4545
4546                 /* Hack -- apply activatin index if needed */
4547                 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4548
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)))
4551                 {
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);
4556
4557                         /* Hack -- obtain pval */
4558                         if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4559                 }
4560
4561                 /* Hack -- apply extra bonuses if needed */
4562                 else
4563                 {
4564                         /* Hack -- obtain bonuses */
4565                         if (e_ptr->max_to_h)
4566                         {
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);
4570                         }
4571                         if (e_ptr->max_to_d)
4572                         {
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);
4576                         }
4577                         if (e_ptr->max_to_a)
4578                         {
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);
4582                         }
4583                         
4584                         /* Accuracy ego must have high to_h */
4585                         if(o_ptr->name2 == EGO_ACCURACY)
4586                         {
4587                                 while(o_ptr->to_h < o_ptr->to_d + 10)
4588                                 {
4589                                         o_ptr->to_h += 5;
4590                                         o_ptr->to_d -= 5;
4591                                 }
4592                                 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4593                         }
4594                         
4595                         /* Accuracy ego must have high to_h */
4596                         if(o_ptr->name2 == EGO_VELOCITY)
4597                         {
4598                                 while(o_ptr->to_d < o_ptr->to_h + 10)
4599                                 {
4600                                         o_ptr->to_d += 5;
4601                                         o_ptr->to_h -= 5;
4602                                 }
4603                                 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4604                         }
4605                         
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))
4608                         {
4609                                 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4610                         }
4611
4612                         /* Hack -- obtain pval */
4613                         if (e_ptr->max_pval)
4614                         {
4615                                 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4616                                 {
4617                                         o_ptr->pval++;
4618                                         if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4619                                 }
4620                                 else if (o_ptr->name2 == EGO_DEMON)
4621                                 {
4622                                         if(have_flag(o_ptr->art_flags, TR_BLOWS))
4623                                         {
4624                                                 o_ptr->pval += randint1(2);
4625                                         }
4626                                         else
4627                                         {
4628                                                 o_ptr->pval += randint1(e_ptr->max_pval);
4629                                         }
4630                                 }
4631                                 else if (o_ptr->name2 == EGO_ATTACKS)
4632                                 {
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);
4637                                 }
4638                                 else if (o_ptr->name2 == EGO_BAT)
4639                                 {
4640                                         o_ptr->pval = randint1(e_ptr->max_pval);
4641                                         if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4642                                 }
4643                                 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4644                                 {
4645                                         o_ptr->pval = randint1(e_ptr->max_pval);
4646                                 }
4647                                 else
4648                                 {
4649                                         o_ptr->pval += randint1(e_ptr->max_pval);
4650                                 }
4651                                 
4652                                 
4653                         }
4654                         if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4655                         {
4656                                 o_ptr->pval = randint1(o_ptr->pval);
4657                         }
4658                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4659                                 o_ptr->pval = 2;
4660                 }
4661                 
4662                 return;
4663         }
4664
4665         /* Examine real objects */
4666         if (o_ptr->k_idx)
4667         {
4668                 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4669
4670                 /* Hack -- acquire "broken" flag */
4671                 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4672
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);
4680         }
4681
4682         
4683 }
4684
4685
4686 /*!
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。
4691  */
4692 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4693 {
4694         object_kind *k_ptr = &k_info[k_idx];
4695
4696         /* Analyze the item type */
4697         switch (k_ptr->tval)
4698         {
4699                 /* Armor -- Good unless damaged */
4700                 case TV_HARD_ARMOR:
4701                 case TV_SOFT_ARMOR:
4702                 case TV_DRAG_ARMOR:
4703                 case TV_SHIELD:
4704                 case TV_CLOAK:
4705                 case TV_BOOTS:
4706                 case TV_GLOVES:
4707                 case TV_HELM:
4708                 case TV_CROWN:
4709                 {
4710                         if (k_ptr->to_a < 0) return (FALSE);
4711                         return (TRUE);
4712                 }
4713
4714                 /* Weapons -- Good unless damaged */
4715                 case TV_BOW:
4716                 case TV_SWORD:
4717                 case TV_HAFTED:
4718                 case TV_POLEARM:
4719                 case TV_DIGGING:
4720                 {
4721                         if (k_ptr->to_h < 0) return (FALSE);
4722                         if (k_ptr->to_d < 0) return (FALSE);
4723                         return (TRUE);
4724                 }
4725
4726                 /* Ammo -- Arrows/Bolts are good */
4727                 case TV_BOLT:
4728                 case TV_ARROW:
4729                 {
4730                         return (TRUE);
4731                 }
4732
4733                 /* Books -- High level books are good (except Arcane books) */
4734                 case TV_LIFE_BOOK:
4735                 case TV_SORCERY_BOOK:
4736                 case TV_NATURE_BOOK:
4737                 case TV_CHAOS_BOOK:
4738                 case TV_DEATH_BOOK:
4739                 case TV_TRUMP_BOOK:
4740                 case TV_CRAFT_BOOK:
4741                 case TV_DAEMON_BOOK:
4742                 case TV_CRUSADE_BOOK:
4743                 case TV_MUSIC_BOOK:
4744                 case TV_HISSATSU_BOOK:
4745                 case TV_HEX_BOOK:
4746                 {
4747                         if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4748                         return (FALSE);
4749                 }
4750
4751                 /* Rings -- Rings of Speed are good */
4752                 case TV_RING:
4753                 {
4754                         if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4755                         if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4756                         return (FALSE);
4757                 }
4758
4759                 /* Amulets -- Amulets of the Magi and Resistance are good */
4760                 case TV_AMULET:
4761                 {
4762                         if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4763                         if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4764                         return (FALSE);
4765                 }
4766         }
4767
4768         /* Assume not good */
4769         return (FALSE);
4770 }
4771
4772 /*!
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。
4778  * @details
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
4782  */
4783 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4784 {
4785         PERCENTAGE prob;
4786         DEPTH base;
4787
4788
4789         /* Chance of "special object" */
4790         prob = ((mode & AM_GOOD) ? 10 : 1000);
4791
4792         /* Base level for the object */
4793         base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4794
4795
4796         /* Generate a special object, or a normal object */
4797         if (!one_in_(prob) || !make_artifact_special(j_ptr))
4798         {
4799                 KIND_OBJECT_IDX k_idx;
4800
4801                 /* Good objects */
4802                 if ((mode & AM_GOOD) && !get_obj_num_hook)
4803                 {
4804                         /* Activate restriction (if already specified, use that) */
4805                         get_obj_num_hook = kind_is_good;
4806                 }
4807
4808                 /* Restricted objects - prepare allocation table */
4809                 if (get_obj_num_hook) get_obj_num_prep();
4810
4811                 /* Pick a random object */
4812                 k_idx = get_obj_num(base);
4813
4814                 /* Restricted objects */
4815                 if (get_obj_num_hook)
4816                 {
4817                         /* Clear restriction */
4818                         get_obj_num_hook = NULL;
4819
4820                         /* Reset allocation table to default */
4821                         get_obj_num_prep();
4822                 }
4823
4824                 /* Handle failure */
4825                 if (!k_idx) return (FALSE);
4826
4827                 /* Prepare the object */
4828                 object_prep(j_ptr, k_idx);
4829         }
4830
4831         /* Apply magic (allow artifacts) */
4832         apply_magic(j_ptr, object_level, mode);
4833
4834         /* Hack -- generate multiple spikes/missiles */
4835         switch (j_ptr->tval)
4836         {
4837                 case TV_SPIKE:
4838                 case TV_SHOT:
4839                 case TV_ARROW:
4840                 case TV_BOLT:
4841                 {
4842                         if (!j_ptr->name1)
4843                                 j_ptr->number = (byte)damroll(6, 7);
4844                 }
4845         }
4846
4847         if (cheat_peek) object_mention(j_ptr);
4848
4849         /* Success */
4850         return (TRUE);
4851 }
4852
4853
4854 /*!
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。
4861  * @details
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
4865  */
4866 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4867 {
4868         OBJECT_IDX o_idx;
4869
4870         /* Acquire grid */
4871         cave_type *c_ptr = &cave[y][x];
4872
4873         object_type forge;
4874         object_type *q_ptr;
4875
4876
4877         /* Paranoia -- check bounds */
4878         if (!in_bounds(y, x)) return;
4879
4880         /* Require floor space */
4881         if (!cave_drop_bold(y, x)) return;
4882
4883         /* Avoid stacking on other objects */
4884         if (c_ptr->o_idx) return;
4885
4886         q_ptr = &forge;
4887         object_wipe(q_ptr);
4888
4889         /* Make an object (if possible) */
4890         if (!make_object(q_ptr, mode)) return;
4891
4892
4893         /* Make an object */
4894         o_idx = o_pop();
4895
4896         /* Success */
4897         if (o_idx)
4898         {
4899                 object_type *o_ptr;
4900                 o_ptr = &o_list[o_idx];
4901
4902                 /* Structure Copy */
4903                 object_copy(o_ptr, q_ptr);
4904
4905                 o_ptr->iy = y;
4906                 o_ptr->ix = x;
4907
4908                 /* Build a stack */
4909                 o_ptr->next_o_idx = c_ptr->o_idx;
4910
4911                 /* Place the object */
4912                 c_ptr->o_idx = o_idx;
4913
4914                 note_spot(y, x);
4915
4916                 lite_spot(y, x);
4917         }
4918         else
4919         {
4920                 /* Hack -- Preserve artifacts */
4921                 if (object_is_fixed_artifact(q_ptr))
4922                 {
4923                         a_info[q_ptr->name1].cur_num = 0;
4924                 }
4925         }
4926 }
4927
4928
4929 /*!
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。
4934  * @details
4935  * The location must be a legal, clean, floor grid.
4936  */
4937 bool make_gold(object_type *j_ptr)
4938 {
4939         int i;
4940         s32b base;
4941
4942         /* Hack -- Pick a Treasure variety */
4943         i = ((randint1(object_level + 2) + 2) / 2) - 1;
4944
4945         /* Apply "extra" magic */
4946         if (one_in_(GREAT_OBJ))
4947         {
4948                 i += randint1(object_level + 1);
4949         }
4950
4951         /* Hack -- Creeping Coins only generate "themselves" */
4952         if (coin_type) i = coin_type;
4953
4954         /* Do not create "illegal" Treasure Types */
4955         if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4956
4957         /* Prepare a gold object */
4958         object_prep(j_ptr, OBJ_GOLD_LIST + i);
4959
4960         /* Hack -- Base coin cost */
4961         base = k_info[OBJ_GOLD_LIST + i].cost;
4962
4963         /* Determine how much the treasure is "worth" */
4964         j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4965
4966         /* Success */
4967         return (TRUE);
4968 }
4969
4970
4971 /*!
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。
4977  * @details
4978  * The location must be a legal, clean, floor grid.
4979  */
4980 void place_gold(POSITION y, POSITION x)
4981 {
4982         OBJECT_IDX o_idx;
4983
4984         /* Acquire grid */
4985         cave_type *c_ptr = &cave[y][x];
4986
4987         object_type forge;
4988         object_type *q_ptr;
4989
4990
4991         /* Paranoia -- check bounds */
4992         if (!in_bounds(y, x)) return;
4993
4994         /* Require floor space */
4995         if (!cave_drop_bold(y, x)) return;
4996
4997         /* Avoid stacking on other objects */
4998         if (c_ptr->o_idx) return;
4999
5000         q_ptr = &forge;
5001         object_wipe(q_ptr);
5002
5003         /* Make some gold */
5004         if (!make_gold(q_ptr)) return;
5005
5006         /* Make an object */
5007         o_idx = o_pop();
5008
5009         /* Success */
5010         if (o_idx)
5011         {
5012                 object_type *o_ptr;
5013                 o_ptr = &o_list[o_idx];
5014
5015                 /* Copy the object */
5016                 object_copy(o_ptr, q_ptr);
5017
5018                 /* Save location */
5019                 o_ptr->iy = y;
5020                 o_ptr->ix = x;
5021
5022                 /* Build a stack */
5023                 o_ptr->next_o_idx = c_ptr->o_idx;
5024
5025                 /* Place the object */
5026                 c_ptr->o_idx = o_idx;
5027
5028                 note_spot(y, x);
5029
5030                 lite_spot(y, x);
5031         }
5032 }
5033
5034
5035 /*!
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。
5043  * @details
5044  * The initial location is assumed to be "in_bounds()".\n
5045  *\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
5049  *\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
5052  *\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
5056  */
5057 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
5058 {
5059         int i, k, d, s;
5060
5061         int bs, bn;
5062         POSITION by, bx;
5063         POSITION dy, dx;
5064         POSITION ty, tx = 0;
5065
5066         OBJECT_IDX o_idx = 0;
5067         OBJECT_IDX this_o_idx, next_o_idx = 0;
5068
5069         cave_type *c_ptr;
5070
5071         GAME_TEXT o_name[MAX_NLEN];
5072
5073         bool flag = FALSE;
5074         bool done = FALSE;
5075
5076 #ifndef JP
5077         /* Extract plural */
5078         bool plural = (j_ptr->number != 1);
5079 #endif
5080
5081         /* Describe object */
5082         object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5083
5084
5085         /* Handle normal "breakage" */
5086         if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5087         {
5088 #ifdef JP
5089                 msg_format("%sは消えた。", o_name);
5090 #else
5091                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5092 #endif
5093                 /* Debug */
5094                 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5095
5096                 /* Failure */
5097                 return (0);
5098         }
5099
5100
5101         /* Score */
5102         bs = -1;
5103
5104         /* Picker */
5105         bn = 0;
5106
5107         /* Default */
5108         by = y;
5109         bx = x;
5110
5111         /* Scan local grids */
5112         for (dy = -3; dy <= 3; dy++)
5113         {
5114                 /* Scan local grids */
5115                 for (dx = -3; dx <= 3; dx++)
5116                 {
5117                         bool comb = FALSE;
5118
5119                         /* Calculate actual distance */
5120                         d = (dy * dy) + (dx * dx);
5121
5122                         /* Ignore distant grids */
5123                         if (d > 10) continue;
5124
5125                         ty = y + dy;
5126                         tx = x + dx;
5127
5128                         /* Skip illegal grids */
5129                         if (!in_bounds(ty, tx)) continue;
5130
5131                         /* Require line of projection */
5132                         if (!projectable(y, x, ty, tx)) continue;
5133
5134                         /* Obtain grid */
5135                         c_ptr = &cave[ty][tx];
5136
5137                         /* Require floor space */
5138                         if (!cave_drop_bold(ty, tx)) continue;
5139
5140                         /* No objects */
5141                         k = 0;
5142
5143                         /* Scan objects in that grid */
5144                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5145                         {
5146                                 object_type *o_ptr;
5147                                 o_ptr = &o_list[this_o_idx];
5148
5149                                 /* Acquire next object */
5150                                 next_o_idx = o_ptr->next_o_idx;
5151
5152                                 /* Check for possible combination */
5153                                 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5154
5155                                 /* Count objects */
5156                                 k++;
5157                         }
5158
5159                         /* Add new object */
5160                         if (!comb) k++;
5161
5162                         /* Paranoia */
5163                         if (k > 99) continue;
5164
5165                         /* Calculate score */
5166                         s = 1000 - (d + k * 5);
5167
5168                         /* Skip bad values */
5169                         if (s < bs) continue;
5170
5171                         /* New best value */
5172                         if (s > bs) bn = 0;
5173
5174                         /* Apply the randomizer to equivalent values */
5175                         if ((++bn >= 2) && !one_in_(bn)) continue;
5176
5177                         /* Keep score */
5178                         bs = s;
5179
5180                         /* Track it */
5181                         by = ty;
5182                         bx = tx;
5183
5184                         flag = TRUE;
5185                 }
5186         }
5187
5188
5189         /* Handle lack of space */
5190         if (!flag && !object_is_artifact(j_ptr))
5191         {
5192 #ifdef JP
5193                 msg_format("%sは消えた。", o_name);
5194 #else
5195                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5196 #endif
5197
5198
5199                 /* Debug */
5200                 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5201
5202                 /* Failure */
5203                 return (0);
5204         }
5205
5206
5207         /* Find a grid */
5208         for (i = 0; !flag && (i < 1000); i++)
5209         {
5210                 /* Bounce around */
5211                 ty = rand_spread(by, 1);
5212                 tx = rand_spread(bx, 1);
5213
5214                 /* Verify location */
5215                 if (!in_bounds(ty, tx)) continue;
5216
5217                 /* Bounce to that location */
5218                 by = ty;
5219                 bx = tx;
5220
5221                 /* Require floor space */
5222                 if (!cave_drop_bold(by, bx)) continue;
5223
5224                 flag = TRUE;
5225         }
5226
5227
5228         if (!flag)
5229         {
5230                 int candidates = 0, pick;
5231
5232                 for (ty = 1; ty < cur_hgt - 1; ty++)
5233                 {
5234                         for (tx = 1; tx < cur_wid - 1; tx++)
5235                         {
5236                                 /* A valid space found */
5237                                 if (cave_drop_bold(ty, tx)) candidates++;
5238                         }
5239                 }
5240
5241                 /* No valid place! */
5242                 if (!candidates)
5243                 {
5244 #ifdef JP
5245                         msg_format("%sは消えた。", o_name);
5246 #else
5247                         msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5248 #endif
5249
5250                         /* Debug */
5251                         if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5252
5253                         /* Mega-Hack -- preserve artifacts */
5254                         if (preserve_mode)
5255                         {
5256                                 /* Hack -- Preserve unknown artifacts */
5257                                 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5258                                 {
5259                                         /* Mega-Hack -- Preserve the artifact */
5260                                         a_info[j_ptr->name1].cur_num = 0;
5261                                 }
5262                         }
5263
5264                         /* Failure */
5265                         return 0;
5266                 }
5267
5268                 /* Choose a random one */
5269                 pick = randint1(candidates);
5270
5271                 for (ty = 1; ty < cur_hgt - 1; ty++)
5272                 {
5273                         for (tx = 1; tx < cur_wid - 1; tx++)
5274                         {
5275                                 if (cave_drop_bold(ty, tx))
5276                                 {
5277                                         pick--;
5278
5279                                         /* Is this a picked one? */
5280                                         if (!pick) break;
5281                                 }
5282                         }
5283
5284                         if (!pick) break;
5285                 }
5286
5287                 by = ty;
5288                 bx = tx;
5289         }
5290
5291
5292         c_ptr = &cave[by][bx];
5293
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)
5296         {
5297                 object_type *o_ptr;
5298                 o_ptr = &o_list[this_o_idx];
5299
5300                 /* Acquire next object */
5301                 next_o_idx = o_ptr->next_o_idx;
5302
5303                 /* Check for combination */
5304                 if (object_similar(o_ptr, j_ptr))
5305                 {
5306                         object_absorb(o_ptr, j_ptr);
5307
5308                         /* Success */
5309                         done = TRUE;
5310
5311                         break;
5312                 }
5313         }
5314
5315         if (!done) o_idx = o_pop();
5316
5317         /* Failure */
5318         if (!done && !o_idx)
5319         {
5320 #ifdef JP
5321                 msg_format("%sは消えた。", o_name);
5322 #else
5323                 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5324 #endif
5325
5326                 /* Debug */
5327                 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5328
5329                 /* Hack -- Preserve artifacts */
5330                 if (object_is_fixed_artifact(j_ptr))
5331                 {
5332                         a_info[j_ptr->name1].cur_num = 0;
5333                 }
5334
5335                 /* Failure */
5336                 return (0);
5337         }
5338
5339         /* Stack */
5340         if (!done)
5341         {
5342                 /* Structure copy */
5343                 object_copy(&o_list[o_idx], j_ptr);
5344
5345                 /* Access new object */
5346                 j_ptr = &o_list[o_idx];
5347
5348                 /* Locate */
5349                 j_ptr->iy = by;
5350                 j_ptr->ix = bx;
5351
5352                 /* No monster */
5353                 j_ptr->held_m_idx = 0;
5354
5355                 /* Build a stack */
5356                 j_ptr->next_o_idx = c_ptr->o_idx;
5357
5358                 /* Place the object */
5359                 c_ptr->o_idx = o_idx;
5360
5361                 /* Success */
5362                 done = TRUE;
5363         }
5364
5365         note_spot(by, bx);
5366         lite_spot(by, bx);
5367         sound(SOUND_DROP);
5368
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))
5372         {
5373                 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5374         }
5375
5376         return (o_idx);
5377 }
5378
5379
5380 /*!
5381  * @brief 獲得ドロップを行う。
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
5389  * @return なし
5390  */
5391 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
5392 {
5393         object_type *i_ptr;
5394         object_type object_type_body;
5395         BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5396
5397         /* Acquirement */
5398         while (num--)
5399         {
5400                 i_ptr = &object_type_body;
5401                 object_wipe(i_ptr);
5402
5403                 /* Make a good (or great) object (if possible) */
5404                 if (!make_object(i_ptr, mode)) continue;
5405
5406                 if (known)
5407                 {
5408                         object_aware(i_ptr);
5409                         object_known(i_ptr);
5410                 }
5411
5412                 /* Drop the object */
5413                 (void)drop_near(i_ptr, -1, y1, x1);
5414         }
5415 }
5416
5417
5418
5419 /*!
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
5423  * @return なし
5424  */
5425 void inven_item_charges(INVENTORY_IDX item)
5426 {
5427         object_type *o_ptr = &inventory[item];
5428
5429         /* Require staff/wand */
5430         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5431
5432         /* Require known item */
5433         if (!object_is_known(o_ptr)) return;
5434
5435 #ifdef JP
5436         if (o_ptr->pval <= 0)
5437         {
5438                 msg_print("もう魔力が残っていない。");
5439         }
5440         else
5441         {
5442                 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5443         }
5444 #else
5445         /* Multiple charges */
5446         if (o_ptr->pval != 1)
5447         {
5448                 msg_format("You have %d charges remaining.", o_ptr->pval);
5449         }
5450
5451         /* Single charge */
5452         else
5453         {
5454                 msg_format("You have %d charge remaining.", o_ptr->pval);
5455         }
5456 #endif
5457
5458 }
5459
5460 /*!
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
5464  * @return なし
5465  */
5466 void inven_item_describe(INVENTORY_IDX item)
5467 {
5468         object_type *o_ptr = &inventory[item];
5469         GAME_TEXT o_name[MAX_NLEN];
5470
5471         object_desc(o_name, o_ptr, 0);
5472
5473 #ifdef JP
5474         /* "no more" の場合はこちらで表示する */
5475         if (o_ptr->number <= 0)
5476         {
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);
5479         }
5480         else
5481         {
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);
5484         }
5485 #else
5486         msg_format("You have %s.", o_name);
5487 #endif
5488
5489 }
5490
5491 /*!
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
5495  * @param num 増やしたい量
5496  * @return なし
5497  */
5498 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5499 {
5500         object_type *o_ptr = &inventory[item];
5501
5502         /* Apply */
5503         num += o_ptr->number;
5504
5505         /* Bounds check */
5506         if (num > 255) num = 255;
5507         else if (num < 0) num = 0;
5508
5509         /* Un-apply */
5510         num -= o_ptr->number;
5511
5512         /* Change the number and weight */
5513         if (num)
5514         {
5515                 /* Add the number */
5516                 o_ptr->number += num;
5517
5518                 /* Add the weight */
5519                 p_ptr->total_weight += (num * o_ptr->weight);
5520                 p_ptr->update |= (PU_BONUS);
5521
5522                 /* Recalculate mana XXX */
5523                 p_ptr->update |= (PU_MANA);
5524
5525                 /* Combine the pack */
5526                 p_ptr->update |= (PU_COMBINE);
5527
5528                 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5529
5530                 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5531                 if (!o_ptr->number && p_ptr->ele_attack)
5532                 {
5533                         if ((item == INVEN_RARM) || (item == INVEN_LARM))
5534                         {
5535                                 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
5536                                 {
5537                                         /* Clear all temporary elemental brands */
5538                                         set_ele_attack(0, 0);
5539                                 }
5540                         }
5541                 }
5542         }
5543 }
5544
5545 /*!
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
5549  * @return なし
5550  */
5551 void inven_item_optimize(INVENTORY_IDX item)
5552 {
5553         object_type *o_ptr = &inventory[item];
5554
5555         /* Only optimize real items */
5556         if (!o_ptr->k_idx) return;
5557
5558         /* Only optimize empty items */
5559         if (o_ptr->number) return;
5560
5561         /* The item is in the pack */
5562         if (item < INVEN_RARM)
5563         {
5564                 int i;
5565
5566                 /* One less item */
5567                 inven_cnt--;
5568
5569                 /* Slide everything down */
5570                 for (i = item; i < INVEN_PACK; i++)
5571                 {
5572                         /* Structure copy */
5573                         inventory[i] = inventory[i+1];
5574                 }
5575
5576                 /* Erase the "final" slot */
5577                 object_wipe(&inventory[i]);
5578
5579                 p_ptr->window |= (PW_INVEN);
5580         }
5581
5582         /* The item is being wielded */
5583         else
5584         {
5585                 /* One less item */
5586                 equip_cnt--;
5587
5588                 /* Erase the empty slot */
5589                 object_wipe(&inventory[item]);
5590                 p_ptr->update |= (PU_BONUS);
5591
5592                 /* Recalculate torch */
5593                 p_ptr->update |= (PU_TORCH);
5594
5595                 /* Recalculate mana XXX */
5596                 p_ptr->update |= (PU_MANA);
5597
5598                 p_ptr->window |= (PW_EQUIP);
5599         }
5600
5601         p_ptr->window |= (PW_SPELL);
5602 }
5603
5604 /*!
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
5608  * @return なし
5609  */
5610 void floor_item_charges(INVENTORY_IDX item)
5611 {
5612         object_type *o_ptr = &o_list[item];
5613
5614         /* Require staff/wand */
5615         if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5616
5617         /* Require known item */
5618         if (!object_is_known(o_ptr)) return;
5619
5620 #ifdef JP
5621         if (o_ptr->pval <= 0)
5622         {
5623                 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5624         }
5625         else
5626         {
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);
5628         }
5629 #else
5630         /* Multiple charges */
5631         if (o_ptr->pval != 1)
5632         {
5633                 msg_format("There are %d charges remaining.", o_ptr->pval);
5634         }
5635
5636         /* Single charge */
5637         else
5638         {
5639                 msg_format("There is %d charge remaining.", o_ptr->pval);
5640         }
5641 #endif
5642
5643 }
5644
5645 /*!
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
5649  * @return なし
5650  */
5651 void floor_item_describe(INVENTORY_IDX item)
5652 {
5653         object_type *o_ptr = &o_list[item];
5654         GAME_TEXT o_name[MAX_NLEN];
5655
5656         object_desc(o_name, o_ptr, 0);
5657
5658 #ifdef JP
5659         /* "no more" の場合はこちらで表示を分ける */
5660         if (o_ptr->number <= 0)
5661         {
5662                 msg_format("床上には、もう%sはない。", o_name);
5663         }
5664         else
5665         {
5666                 msg_format("床上には、まだ %sがある。", o_name);
5667         }
5668 #else
5669         msg_format("You see %s.", o_name);
5670 #endif
5671
5672 }
5673
5674
5675 /*!
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
5680  * @return なし
5681  */
5682 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5683 {
5684         object_type *o_ptr = &o_list[item];
5685
5686         /* Apply */
5687         num += o_ptr->number;
5688
5689         /* Bounds check */
5690         if (num > 255) num = 255;
5691         else if (num < 0) num = 0;
5692
5693         /* Un-apply */
5694         num -=  o_ptr->number;
5695
5696         /* Change the number */
5697         o_ptr->number += num;
5698 }
5699
5700
5701 /*!
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
5705  * @return なし
5706  */
5707 void floor_item_optimize(INVENTORY_IDX item)
5708 {
5709         object_type *o_ptr = &o_list[item];
5710
5711         /* Paranoia -- be sure it exists */
5712         if (!o_ptr->k_idx) return;
5713
5714         /* Only optimize empty items */
5715         if (o_ptr->number) return;
5716
5717         delete_object_idx(item);
5718 }
5719
5720
5721 /*!
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
5726  */
5727 bool inven_carry_okay(object_type *o_ptr)
5728 {
5729         int j;
5730
5731         /* Empty slot? */
5732         if (inven_cnt < INVEN_PACK) return (TRUE);
5733
5734         /* Similar slot? */
5735         for (j = 0; j < INVEN_PACK; j++)
5736         {
5737                 object_type *j_ptr = &inventory[j];
5738
5739                 /* Skip non-objects */
5740                 if (!j_ptr->k_idx) continue;
5741
5742                 /* Check if the two items can be combined */
5743                 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5744         }
5745
5746         return (FALSE);
5747 }
5748
5749 /*!
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。
5756  */
5757 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5758 {
5759         int o_type, j_type;
5760
5761         /* Use empty slots */
5762         if (!j_ptr->k_idx) return TRUE;
5763
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;
5769
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;
5774
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;
5778
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;
5783
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;
5787
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;
5792
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;
5797         else o_type = 0;
5798
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;
5802         else j_type = 0;
5803
5804         if (o_type < j_type) return TRUE;
5805         if (o_type > j_type) return FALSE;
5806
5807         switch (o_ptr->tval)
5808         {
5809         case TV_FIGURINE:
5810         case TV_STATUE:
5811         case TV_CORPSE:
5812         case TV_CAPTURE:
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;
5815                 return FALSE;
5816
5817         case TV_SHOT:
5818         case TV_ARROW:
5819         case TV_BOLT:
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;
5823                 break;
5824
5825         /* Hack:  otherwise identical rods sort by
5826         increasing recharge time --dsb */
5827         case TV_ROD:
5828                 if (o_ptr->pval < j_ptr->pval) return TRUE;
5829                 if (o_ptr->pval > j_ptr->pval) return FALSE;
5830                 break;
5831         }
5832
5833         /* Objects sort by decreasing value */
5834         return o_value > object_value(j_ptr);
5835 }
5836
5837
5838 /*!
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。
5843  * @details
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
5847  *\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
5854  *\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
5857  */
5858 s16b inven_carry(object_type *o_ptr)
5859 {
5860         INVENTORY_IDX i, j, k;
5861         INVENTORY_IDX n = -1;
5862
5863         object_type *j_ptr;
5864
5865
5866         /* Check for combining */
5867         for (j = 0; j < INVEN_PACK; j++)
5868         {
5869                 j_ptr = &inventory[j];
5870
5871                 /* Skip non-objects */
5872                 if (!j_ptr->k_idx) continue;
5873
5874                 /* Hack -- track last item */
5875                 n = j;
5876
5877                 /* Check if the two items can be combined */
5878                 if (object_similar(j_ptr, o_ptr))
5879                 {
5880                         object_absorb(j_ptr, o_ptr);
5881
5882                         p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5883                         p_ptr->update |= (PU_BONUS);
5884                         p_ptr->window |= (PW_INVEN);
5885
5886                         /* Success */
5887                         return (j);
5888                 }
5889         }
5890
5891
5892         /* Paranoia */
5893         if (inven_cnt > INVEN_PACK) return (-1);
5894
5895         /* Find an empty slot */
5896         for (j = 0; j <= INVEN_PACK; j++)
5897         {
5898                 j_ptr = &inventory[j];
5899
5900                 /* Use it if found */
5901                 if (!j_ptr->k_idx) break;
5902         }
5903
5904         /* Use that slot */
5905         i = j;
5906
5907
5908         /* Reorder the pack */
5909         if (i < INVEN_PACK)
5910         {
5911                 /* Get the "value" of the item */
5912                 s32b o_value = object_value(o_ptr);
5913
5914                 /* Scan every occupied slot */
5915                 for (j = 0; j < INVEN_PACK; j++)
5916                 {
5917                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
5918                 }
5919
5920                 /* Use that slot */
5921                 i = j;
5922
5923                 /* Slide objects */
5924                 for (k = n; k >= i; k--)
5925                 {
5926                         /* Hack -- Slide the item */
5927                         object_copy(&inventory[k+1], &inventory[k]);
5928                 }
5929
5930                 /* Wipe the empty slot */
5931                 object_wipe(&inventory[i]);
5932         }
5933
5934
5935         /* Copy the item */
5936         object_copy(&inventory[i], o_ptr);
5937
5938         /* Access new object */
5939         j_ptr = &inventory[i];
5940
5941         /* Forget stack */
5942         j_ptr->next_o_idx = 0;
5943
5944         /* Forget monster */
5945         j_ptr->held_m_idx = 0;
5946
5947         /* Forget location */
5948         j_ptr->iy = j_ptr->ix = 0;
5949
5950         /* Player touches it, and no longer marked */
5951         j_ptr->marked = OM_TOUCHED;
5952
5953         p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5954
5955         /* Count the items */
5956         inven_cnt++;
5957         p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5958         p_ptr->window |= (PW_INVEN);
5959
5960         /* Return the slot */
5961         return (i);
5962 }
5963
5964
5965 /*!
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
5969  * @param amt 外したい個数
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。
5971  * @details
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
5976  */
5977 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5978 {
5979         INVENTORY_IDX slot;
5980
5981         object_type forge;
5982         object_type *q_ptr;
5983
5984         object_type *o_ptr;
5985
5986         concptr act;
5987
5988         GAME_TEXT o_name[MAX_NLEN];
5989
5990
5991         /* Get the item to take off */
5992         o_ptr = &inventory[item];
5993
5994         /* Paranoia */
5995         if (amt <= 0) return (-1);
5996
5997         /* Verify */
5998         if (amt > o_ptr->number) amt = o_ptr->number;
5999         q_ptr = &forge;
6000
6001         /* Obtain a local object */
6002         object_copy(q_ptr, o_ptr);
6003
6004         /* Modify quantity */
6005         q_ptr->number = amt;
6006
6007         object_desc(o_name, q_ptr, 0);
6008
6009         /* Took off weapon */
6010         if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6011             object_is_melee_weapon(o_ptr))
6012         {
6013                 act = _("を装備からはずした", "You were wielding");
6014         }
6015
6016         /* Took off bow */
6017         else if (item == INVEN_BOW)
6018         {
6019                 act = _("を装備からはずした", "You were holding");
6020         }
6021
6022         /* Took off light */
6023         else if (item == INVEN_LITE)
6024         {
6025                 act = _("を光源からはずした", "You were holding");
6026         }
6027
6028         /* Took off something */
6029         else
6030         {
6031                 act = _("を装備からはずした", "You were wearing");
6032         }
6033
6034         /* Modify, Optimize */
6035         inven_item_increase(item, -amt);
6036         inven_item_optimize(item);
6037
6038         /* Carry the object */
6039         slot = inven_carry(q_ptr);
6040
6041 #ifdef JP
6042         msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6043 #else
6044         msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6045 #endif
6046
6047
6048         /* Return slot */
6049         return (slot);
6050 }
6051
6052
6053 /*!
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
6058  * @return なし
6059  * @details
6060  * The object will be dropped "near" the current location
6061  */
6062 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
6063 {
6064         object_type forge;
6065         object_type *q_ptr;
6066         object_type *o_ptr;
6067
6068         GAME_TEXT o_name[MAX_NLEN];
6069
6070         /* Access original object */
6071         o_ptr = &inventory[item];
6072
6073         /* Error check */
6074         if (amt <= 0) return;
6075
6076         /* Not too many */
6077         if (amt > o_ptr->number) amt = o_ptr->number;
6078
6079         /* Take off equipment */
6080         if (item >= INVEN_RARM)
6081         {
6082                 /* Take off first */
6083                 item = inven_takeoff(item, amt);
6084
6085                 /* Access original object */
6086                 o_ptr = &inventory[item];
6087         }
6088
6089         q_ptr = &forge;
6090
6091         /* Obtain local object */
6092         object_copy(q_ptr, o_ptr);
6093
6094         /* Distribute charges of wands or rods */
6095         distribute_charges(o_ptr, q_ptr, amt);
6096
6097         /* Modify quantity */
6098         q_ptr->number = amt;
6099
6100         /* Describe local object */
6101         object_desc(o_name, q_ptr, 0);
6102
6103         msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6104
6105         /* Drop it near the player */
6106         (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6107
6108         /* Modify, Describe, Optimize */
6109         inven_item_increase(item, -amt);
6110         inven_item_describe(item);
6111         inven_item_optimize(item);
6112 }
6113
6114
6115 /*!
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
6118  * @return なし
6119  * @details
6120  * Note special handling of the "overflow" slot
6121  */
6122 void combine_pack(void)
6123 {
6124         int             i, j, k;
6125         object_type *o_ptr;
6126         object_type     *j_ptr;
6127         bool            flag = FALSE, combined;
6128
6129         do
6130         {
6131                 combined = FALSE;
6132
6133                 /* Combine the pack (backwards) */
6134                 for (i = INVEN_PACK; i > 0; i--)
6135                 {
6136                         o_ptr = &inventory[i];
6137
6138                         /* Skip empty items */
6139                         if (!o_ptr->k_idx) continue;
6140
6141                         /* Scan the items above that item */
6142                         for (j = 0; j < i; j++)
6143                         {
6144                                 int max_num;
6145
6146                                 j_ptr = &inventory[j];
6147
6148                                 /* Skip empty items */
6149                                 if (!j_ptr->k_idx) continue;
6150
6151                                 /*
6152                                  * Get maximum number of the stack if these
6153                                  * are similar, get zero otherwise.
6154                                  */
6155                                 max_num = object_similar_part(j_ptr, o_ptr);
6156
6157                                 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6158                                 if (max_num && j_ptr->number < max_num)
6159                                 {
6160                                         if (o_ptr->number + j_ptr->number <= max_num)
6161                                         {
6162                                                 /* Take note */
6163                                                 flag = TRUE;
6164
6165                                                 /* Add together the item counts */
6166                                                 object_absorb(j_ptr, o_ptr);
6167
6168                                                 /* One object is gone */
6169                                                 inven_cnt--;
6170
6171                                                 /* Slide everything down */
6172                                                 for (k = i; k < INVEN_PACK; k++)
6173                                                 {
6174                                                         /* Structure copy */
6175                                                         inventory[k] = inventory[k+1];
6176                                                 }
6177
6178                                                 /* Erase the "final" slot */
6179                                                 object_wipe(&inventory[k]);
6180                                         }
6181                                         else
6182                                         {
6183                                                 int old_num = o_ptr->number;
6184                                                 int remain = j_ptr->number + o_ptr->number - max_num;
6185 #if 0
6186                                                 o_ptr->number -= remain;
6187 #endif
6188                                                 /* Add together the item counts */
6189                                                 object_absorb(j_ptr, o_ptr);
6190
6191                                                 o_ptr->number = remain;
6192
6193                                                 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6194                                                 if (o_ptr->tval == TV_ROD)
6195                                                 {
6196                                                         o_ptr->pval =  o_ptr->pval * remain / old_num;
6197                                                         o_ptr->timeout = o_ptr->timeout * remain / old_num;
6198                                                 }
6199
6200                                                 /* Hack -- if wands are stacking, combine the charges. -LM- */
6201                                                 if (o_ptr->tval == TV_WAND)
6202                                                 {
6203                                                         o_ptr->pval = o_ptr->pval * remain / old_num;
6204                                                 }
6205                                         }
6206
6207                                         p_ptr->window |= (PW_INVEN);
6208
6209                                         /* Take note */
6210                                         combined = TRUE;
6211
6212                                         break;
6213                                 }
6214                         }
6215                 }
6216         }
6217         while (combined);
6218
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."));
6220 }
6221
6222 /*!
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
6225  * @return なし
6226  * @details
6227  * Note special handling of the "overflow" slot
6228  */
6229 void reorder_pack(void)
6230 {
6231         int             i, j, k;
6232         s32b            o_value;
6233         object_type     forge;
6234         object_type     *q_ptr;
6235         object_type *o_ptr;
6236         bool            flag = FALSE;
6237
6238
6239         /* Re-order the pack (forwards) */
6240         for (i = 0; i < INVEN_PACK; i++)
6241         {
6242                 /* Mega-Hack -- allow "proper" over-flow */
6243                 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6244
6245                 o_ptr = &inventory[i];
6246
6247                 /* Skip empty slots */
6248                 if (!o_ptr->k_idx) continue;
6249
6250                 /* Get the "value" of the item */
6251                 o_value = object_value(o_ptr);
6252
6253                 /* Scan every occupied slot */
6254                 for (j = 0; j < INVEN_PACK; j++)
6255                 {
6256                         if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6257                 }
6258
6259                 /* Never move down */
6260                 if (j >= i) continue;
6261
6262                 /* Take note */
6263                 flag = TRUE;
6264                 q_ptr = &forge;
6265
6266                 /* Save a copy of the moving item */
6267                 object_copy(q_ptr, &inventory[i]);
6268
6269                 /* Slide the objects */
6270                 for (k = i; k > j; k--)
6271                 {
6272                         /* Slide the item */
6273                         object_copy(&inventory[k], &inventory[k-1]);
6274                 }
6275
6276                 /* Insert the moving item */
6277                 object_copy(&inventory[j], q_ptr);
6278
6279                 p_ptr->window |= (PW_INVEN);
6280         }
6281
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."));
6283 }
6284
6285 /*!
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
6289  * @return なし
6290  * @details
6291  * Include list of usable spells for readible books
6292  */
6293 void display_koff(KIND_OBJECT_IDX k_idx)
6294 {
6295         int y;
6296
6297         object_type forge;
6298         object_type *q_ptr;
6299         int         sval;
6300         REALM_IDX   use_realm;
6301
6302         GAME_TEXT o_name[MAX_NLEN];
6303
6304
6305         /* Erase the window */
6306         for (y = 0; y < Term->hgt; y++)
6307         {
6308                 /* Erase the line */
6309                 Term_erase(0, y, 255);
6310         }
6311
6312         /* No info */
6313         if (!k_idx) return;
6314         q_ptr = &forge;
6315
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));
6319
6320         /* Mention the object name */
6321         Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6322
6323         /* Access the item's sval */
6324         sval = q_ptr->sval;
6325         use_realm = tval2realm(q_ptr->tval);
6326
6327         /* Warriors are illiterate */
6328         if (p_ptr->realm1 || p_ptr->realm2)
6329         {
6330                 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6331         }
6332         else
6333         {
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;
6337         }
6338
6339         /* Display spells in readible books */
6340         {
6341                 int     spell = -1;
6342                 int     num = 0;
6343                 SPELL_IDX    spells[64];
6344
6345                 /* Extract spells */
6346                 for (spell = 0; spell < 32; spell++)
6347                 {
6348                         /* Check for this spell */
6349                         if (fake_spell_flags[sval] & (1L << spell))
6350                         {
6351                                 /* Collect this spell */
6352                                 spells[num++] = spell;
6353                         }
6354                 }
6355
6356                 /* Print spells */
6357                 print_spells(0, spells, num, 2, 0, use_realm);
6358         }
6359 }
6360
6361 /*!
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
6365  * @return 警告を行う
6366  */
6367 object_type *choose_warning_item(void)
6368 {
6369         int i;
6370         int choices[INVEN_TOTAL - INVEN_RARM];
6371         int number = 0;
6372
6373         /* Paranoia -- Player has no warning ability */
6374         if (!p_ptr->warning) return NULL;
6375
6376         /* Search Inventory */
6377         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6378         {
6379                 BIT_FLAGS flgs[TR_FLAG_SIZE];
6380                 object_type *o_ptr = &inventory[i];
6381
6382                 object_flags(o_ptr, flgs);
6383                 if (have_flag(flgs, TR_WARNING))
6384                 {
6385                         choices[number] = i;
6386                         number++;
6387                 }
6388         }
6389
6390         /* Choice one of them */
6391         return number ? &inventory[choices[randint0(number)]] : NULL;
6392 }
6393
6394 /*!
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
6399  * @param dam 基本ダメージ
6400  * @param max 算出した最大ダメージを返すポインタ
6401  * @return なし
6402  */
6403 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
6404 {
6405         monster_race *r_ptr = &r_info[m_ptr->r_idx];
6406         int          rlev = r_ptr->level;
6407         bool         ignore_wraith_form = FALSE;
6408
6409         /* Vulnerability, resistance and immunity */
6410         switch (typ)
6411         {
6412         case GF_ELEC:
6413                 if (p_ptr->immune_elec)
6414                 {
6415                         dam = 0;
6416                         ignore_wraith_form = TRUE;
6417                 }
6418                 else
6419                 {
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;
6426                 }
6427                 break;
6428
6429         case GF_POIS:
6430                 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6431                 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6432                 break;
6433
6434         case GF_ACID:
6435                 if (p_ptr->immune_acid)
6436                 {
6437                         dam = 0;
6438                         ignore_wraith_form = TRUE;
6439                 }
6440                 else
6441                 {
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;
6446                 }
6447                 break;
6448
6449         case GF_COLD:
6450         case GF_ICE:
6451                 if (p_ptr->immune_cold)
6452                 {
6453                         dam = 0;
6454                         ignore_wraith_form = TRUE;
6455                 }
6456                 else
6457                 {
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;
6462                 }
6463                 break;
6464
6465         case GF_FIRE:
6466                 if (p_ptr->immune_fire)
6467                 {
6468                         dam = 0;
6469                         ignore_wraith_form = TRUE;
6470                 }
6471                 else
6472                 {
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;
6478                 }
6479                 break;
6480
6481         case GF_PSY_SPEAR:
6482                 ignore_wraith_form = TRUE;
6483                 break;
6484
6485         case GF_ARROW:
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))))
6489                 {
6490                         dam = 0;
6491                         ignore_wraith_form = TRUE;
6492                 }
6493                 break;
6494
6495         case GF_LITE:
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;
6499
6500                 /*
6501                  * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6502                  * "dam *= 2;" for later "dam /= 2"
6503                  */
6504                 if (p_ptr->wraith_form) dam *= 2;
6505                 break;
6506
6507         case GF_DARK:
6508                 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6509                 {
6510                         dam = 0;
6511                         ignore_wraith_form = TRUE;
6512                 }
6513                 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6514                 break;
6515
6516         case GF_SHARDS:
6517                 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6518                 break;
6519
6520         case GF_SOUND:
6521                 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6522                 break;
6523
6524         case GF_CONFUSION:
6525                 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6526                 break;
6527
6528         case GF_CHAOS:
6529                 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6530                 break;
6531
6532         case GF_NETHER:
6533                 if (prace_is_(RACE_SPECTRE))
6534                 {
6535                         dam = 0;
6536                         ignore_wraith_form = TRUE;
6537                 }
6538                 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6539                 break;
6540
6541         case GF_DISENCHANT:
6542                 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6543                 break;
6544
6545         case GF_NEXUS:
6546                 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6547                 break;
6548
6549         case GF_TIME:
6550                 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6551                 break;
6552
6553         case GF_GRAVITY:
6554                 if (p_ptr->levitation) dam = (dam * 2) / 3;
6555                 break;
6556
6557         case GF_ROCKET:
6558                 if (p_ptr->resist_shard) dam /= 2;
6559                 break;
6560
6561         case GF_NUKE:
6562                 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6563                 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6564                 break;
6565
6566         case GF_DEATH_RAY:
6567                 if (p_ptr->mimic_form)
6568                 {
6569                         if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6570                         {
6571                                 dam = 0;
6572                                 ignore_wraith_form = TRUE;
6573                         }
6574                 }
6575                 else
6576                 {
6577                         switch (p_ptr->prace)
6578                         {
6579                         case RACE_GOLEM:
6580                         case RACE_SKELETON:
6581                         case RACE_ZOMBIE:
6582                         case RACE_VAMPIRE:
6583                         case RACE_DEMON:
6584                         case RACE_SPECTRE:
6585                                 dam = 0;
6586                                 ignore_wraith_form = TRUE;
6587                                 break;
6588                         }
6589                 }
6590                 break;
6591
6592         case GF_HOLY_FIRE:
6593                 if (p_ptr->align > 10) dam /= 2;
6594                 else if (p_ptr->align < -10) dam *= 2;
6595                 break;
6596
6597         case GF_HELL_FIRE:
6598                 if (p_ptr->align > 10) dam *= 2;
6599                 break;
6600
6601         case GF_MIND_BLAST:
6602         case GF_BRAIN_SMASH:
6603                 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6604                 {
6605                         dam = 0;
6606                         ignore_wraith_form = TRUE;
6607                 }
6608                 break;
6609
6610         case GF_CAUSE_1:
6611         case GF_CAUSE_2:
6612         case GF_CAUSE_3:
6613         case GF_HAND_DOOM:
6614                 if (100 + rlev / 2 <= p_ptr->skill_sav)
6615                 {
6616                         dam = 0;
6617                         ignore_wraith_form = TRUE;
6618                 }
6619                 break;
6620
6621         case GF_CAUSE_4:
6622                 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6623                 {
6624                         dam = 0;
6625                         ignore_wraith_form = TRUE;
6626                 }
6627                 break;
6628         }
6629
6630         if (p_ptr->wraith_form && !ignore_wraith_form)
6631         {
6632                 dam /= 2;
6633                 if (!dam) dam = 1;
6634         }
6635
6636         if (dam > *max) *max = dam;
6637 }
6638
6639 /*!
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
6646 * @return なし
6647 */
6648 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
6649 {
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);
6653 }
6654
6655 /*!
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。
6661  */
6662 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6663 {
6664         int  dam = blow_ptr->d_dice * blow_ptr->d_side;
6665         int  dummy_max = 0;
6666         bool check_wraith_form = TRUE;
6667
6668         if (blow_ptr->method != RBM_EXPLODE)
6669         {
6670                 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
6671
6672                 switch (blow_ptr->effect)
6673                 {
6674                 case RBE_SUPERHURT:
6675                 {
6676                         int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6677                         dam = MAX(dam, tmp_dam * 2);
6678                         break;
6679                 }
6680
6681                 case RBE_HURT:
6682                 case RBE_SHATTER:
6683                         dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6684                         break;
6685
6686                 case RBE_ACID:
6687                         spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
6688                         dam = dummy_max;
6689                         check_wraith_form = FALSE;
6690                         break;
6691
6692                 case RBE_ELEC:
6693                         spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
6694                         dam = dummy_max;
6695                         check_wraith_form = FALSE;
6696                         break;
6697
6698                 case RBE_FIRE:
6699                         spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
6700                         dam = dummy_max;
6701                         check_wraith_form = FALSE;
6702                         break;
6703
6704                 case RBE_COLD:
6705                         spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
6706                         dam = dummy_max;
6707                         check_wraith_form = FALSE;
6708                         break;
6709
6710                 case RBE_DR_MANA:
6711                         dam = 0;
6712                         check_wraith_form = FALSE;
6713                         break;
6714                 }
6715
6716                 if (check_wraith_form && p_ptr->wraith_form)
6717                 {
6718                         dam /= 2;
6719                         if (!dam) dam = 1;
6720                 }
6721         }
6722         else
6723         {
6724                 dam = (dam + 1) / 2;
6725                 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
6726                 dam = dummy_max;
6727         }
6728
6729         return dam;
6730 }
6731
6732 /*!
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。
6738  */
6739 bool process_warning(POSITION xx, POSITION yy)
6740 {
6741         POSITION mx, my;
6742         cave_type *c_ptr;
6743         GAME_TEXT o_name[MAX_NLEN];
6744
6745 #define WARNING_AWARE_RANGE 12
6746         int dam_max = 0;
6747         static int old_damage = 0;
6748
6749         for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6750         {
6751                 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6752                 {
6753                         int dam_max0 = 0;
6754                         monster_type *m_ptr;
6755                         monster_race *r_ptr;
6756
6757                         if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6758
6759                         c_ptr = &cave[my][mx];
6760
6761                         if (!c_ptr->m_idx) continue;
6762
6763                         m_ptr = &m_list[c_ptr->m_idx];
6764
6765                         if (MON_CSLEEP(m_ptr)) continue;
6766                         if (!is_hostile(m_ptr)) continue;
6767
6768                         r_ptr = &r_info[m_ptr->r_idx];
6769
6770                         /* Monster spells (only powerful ones)*/
6771                         if (projectable(my, mx, yy, xx))
6772             {
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;
6776
6777                                 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6778                                 {
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);
6785                                 }
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);
6809                         }
6810
6811                         /* Monster melee attacks */
6812                         if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6813                         {
6814                                 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6815                                 {
6816                                         int m;
6817                                         int dam_melee = 0;
6818                                         for (m = 0; m < 4; m++)
6819                                         {
6820                                                 /* Skip non-attacks */
6821                                                 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6822
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;
6826                                         }
6827                                         if (dam_melee > dam_max0) dam_max0 = dam_melee;
6828                                 }
6829                         }
6830
6831                         /* Contribution from this monster */
6832                         dam_max += dam_max0;
6833                 }
6834         }
6835
6836         /* Prevent excessive warning */
6837         if (dam_max > old_damage)
6838         {
6839                 old_damage = dam_max * 3 / 2;
6840
6841                 if (dam_max > p_ptr->chp / 2)
6842                 {
6843                         object_type *o_ptr = choose_warning_item();
6844
6845                         if (o_ptr)
6846                 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6847             else 
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);
6850
6851                         disturb(FALSE, TRUE);
6852             return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
6853                 }
6854         }
6855         else old_damage = old_damage / 2;
6856
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))
6860         {
6861                 object_type *o_ptr = choose_warning_item();
6862
6863                 if (o_ptr) 
6864             object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6865         else
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? "));
6870         }
6871
6872         return TRUE;
6873 }
6874
6875 /*!
6876  * エッセンス情報の構造体 / A structure for smithing
6877  */
6878 typedef struct {
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 */
6884 } essence_type;
6885
6886
6887 /*!
6888  * エッセンス情報テーブル Smithing type data for Weapon smith
6889  */
6890 #ifdef JP
6891 static essence_type essence_info[] = 
6892 {
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},
6957
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},
6976
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},
6985
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},
6998
6999         {-1, NULL, 0, -1, 0}
7000 };
7001 #else
7002 static essence_type essence_info[] = 
7003 {
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},
7068
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},
7087
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},
7096
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},
7109
7110         {-1, NULL, 0, -1, 0}
7111 };
7112 #endif
7113
7114
7115 /*!
7116  * エッセンス名テーブル / Essense names for Weapon smith
7117  */
7118 #ifdef JP
7119 concptr essence_name[] = 
7120 {
7121         "腕力",
7122         "知能",
7123         "賢さ",
7124         "器用さ",
7125         "耐久力",
7126         "魅力",
7127         "魔力支配",
7128         "",
7129         "隠密",
7130         "探索",
7131         "赤外線視力",
7132         "採掘",
7133         "スピード",
7134         "追加攻撃",
7135         "カオス攻撃",
7136         "吸血攻撃",
7137         "動物倍打",
7138         "邪悪倍打",
7139         "不死倍打",
7140         "悪魔倍打",
7141         "オーク倍打",
7142         "トロル倍打",
7143         "巨人倍打",
7144         "竜倍打",
7145         "",
7146         "",
7147         "地震",
7148         "毒殺",
7149         "溶解",
7150         "電撃",
7151         "焼棄",
7152         "凍結",
7153         "能力維持",
7154         "",
7155         "",
7156         "",
7157         "",
7158         "",
7159         "",
7160         "",
7161         "免疫",
7162         "",
7163         "",
7164         "",
7165         "",
7166         "反射",
7167         "麻痺知らず",
7168         "経験値維持",
7169         "耐酸",
7170         "耐電撃",
7171         "耐火炎",
7172         "耐冷気",
7173         "耐毒",
7174         "耐恐怖",
7175         "耐閃光",
7176         "耐暗黒",
7177         "耐盲目",
7178         "耐混乱",
7179         "耐轟音",
7180         "耐破片",
7181         "耐地獄",
7182         "耐因果混乱",
7183         "耐カオス",
7184         "耐劣化",
7185         "",
7186         "",
7187         "人間倍打",
7188         "",
7189         "",
7190         "反魔法",
7191         "",
7192         "",
7193         "警告",
7194         "",
7195         "",
7196         "",
7197         "浮遊",
7198         "永久光源",
7199         "可視透明",
7200         "テレパシー",
7201         "遅消化",
7202         "急速回復",
7203         "",
7204         "",
7205         "",
7206         "",
7207         "",
7208         "",
7209         "",
7210         "",
7211         "テレポート",
7212         "",
7213         "",
7214         "攻撃",
7215         "防御",
7216
7217         NULL
7218 };
7219
7220 #else
7221
7222 concptr essence_name[] = 
7223 {
7224         "strength",
7225         "intelligen.",
7226         "wisdom",
7227         "dexterity",
7228         "constitut.",
7229         "charisma",
7230         "magic mast.",
7231         "",
7232         "stealth",
7233         "serching",
7234         "infravision",
7235         "digging",
7236         "speed",
7237         "extra atk",
7238         "chaos brand",
7239         "vampiric",
7240         "slay animal",
7241         "slay evil",
7242         "slay undead",
7243         "slay demon",
7244         "slay orc",
7245         "slay troll",
7246         "slay giant",
7247         "slay dragon",
7248         "",
7249         "",
7250         "quake",
7251         "pois. brand",
7252         "acid brand",
7253         "elec. brand",
7254         "fire brand",
7255         "cold brand",
7256         "sustain",
7257         "",
7258         "",
7259         "",
7260         "",
7261         "",
7262         "",
7263         "",
7264         "immunity",
7265         "",
7266         "",
7267         "",
7268         "",
7269         "reflection",
7270         "free action",
7271         "hold exp",
7272         "res. acid",
7273         "res. elec.",
7274         "res. fire",
7275         "res. cold",
7276         "res. poison",
7277         "res. fear",
7278         "res. light",
7279         "res. dark",
7280         "res. blind",
7281         "res.confuse",
7282         "res. sound",
7283         "res. shard",
7284         "res. nether",
7285         "res. nexus",
7286         "res. chaos",
7287         "res. disen.",
7288         "",
7289         "",
7290         "slay human",
7291         "",
7292         "",
7293         "anti magic",
7294         "",
7295         "",
7296         "warning",
7297         "",
7298         "",
7299         "",
7300         "levitation",
7301         "perm. light",
7302         "see invis.",
7303         "telepathy",
7304         "slow dige.",
7305         "regen.",
7306         "",
7307         "",
7308         "",
7309         "",
7310         "",
7311         "",
7312         "",
7313         "",
7314         "teleport",
7315         "",
7316         "",
7317         "weapon enc.",
7318         "armor enc.",
7319
7320         NULL
7321 };
7322 #endif
7323
7324 /*!
7325  * @brief 所持しているエッセンス一覧を表示する
7326  * @return なし
7327  */
7328 static void display_essence(void)
7329 {
7330         int i, num = 0;
7331
7332         screen_save();
7333         for (i = 1; i < 22; i++)
7334         {
7335                 prt("",i,0);
7336         }
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++)
7340         {
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);
7343                 num++;
7344         }
7345         prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7346         (void)inkey();
7347         screen_load();
7348         return;
7349 }
7350
7351 /*!
7352  * @brief エッセンスの抽出処理
7353  * @return なし
7354  */
7355 static void drain_essence(void)
7356 {
7357         int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7358         int i;
7359         OBJECT_IDX item;
7360         int dec = 4;
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];
7365         object_type *o_ptr;
7366         concptr q, s;
7367         POSITION iy, ix;
7368         byte_hack marked;
7369         ITEM_NUMBER number;
7370         OBJECT_IDX next_o_idx;
7371         WEIGHT weight;
7372
7373         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7374                 drain_value[i] = 0;
7375
7376         item_tester_hook = object_is_weapon_armour_ammo;
7377
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.");
7380
7381         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
7382         if (!o_ptr) return;
7383
7384         if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7385         {
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;
7389         }
7390
7391         take_turn(p_ptr, 100);;
7392
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);
7403
7404         old_to_a = o_ptr->to_a;
7405         old_ac = o_ptr->ac;
7406         old_to_h = o_ptr->to_h;
7407         old_to_d = o_ptr->to_d;
7408         old_ds = o_ptr->ds;
7409         old_dd = o_ptr->dd;
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--;
7432         
7433         iy = o_ptr->iy;
7434         ix = o_ptr->ix;
7435         next_o_idx = o_ptr->next_o_idx;
7436         marked = o_ptr->marked;
7437         weight = o_ptr->weight;
7438         number = o_ptr->number;
7439
7440         object_prep(o_ptr, o_ptr->k_idx);
7441
7442         o_ptr->iy=iy;
7443         o_ptr->ix=ix;
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);
7452
7453         object_flags(o_ptr, new_flgs);
7454
7455         for (i = 0; essence_info[i].add_name; i++)
7456         {
7457                 essence_type *es_ptr = &essence_info[i];
7458                 PARAMETER_VALUE pval = 0;
7459
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;
7462
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))
7466                 {
7467                         if (pval)
7468                         {
7469                                 drain_value[es_ptr->essence] += 10 * pval;
7470                         }
7471                         else if (es_ptr->essence != -2)
7472                         {
7473                                 drain_value[es_ptr->essence] += 10;
7474                         }
7475                         else if (es_ptr->add == TR_SH_FIRE)
7476                         {
7477                                 drain_value[TR_BRAND_FIRE] += 10;
7478                                 drain_value[TR_RES_FIRE] += 10;
7479                         }
7480                         else if (es_ptr->add == TR_SH_ELEC)
7481                         {
7482                                 drain_value[TR_BRAND_ELEC] += 10;
7483                                 drain_value[TR_RES_ELEC] += 10;
7484                         }
7485                         else if (es_ptr->add == TR_SH_COLD)
7486                         {
7487                                 drain_value[TR_BRAND_COLD] += 10;
7488                                 drain_value[TR_RES_COLD] += 10;
7489                         }
7490                         else if (es_ptr->add == TR_LITE_2)
7491                         {
7492                                 drain_value[TR_LITE_1] += 20;
7493                         }
7494                         else if (es_ptr->add == TR_LITE_3)
7495                         {
7496                                 drain_value[TR_LITE_1] += 30;
7497                         }
7498                 }
7499         }
7500
7501         if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7502         {
7503                 drain_value[TR_INT] += 5;
7504                 drain_value[TR_WIS] += 5;
7505         }
7506         if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7507         {
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;
7513         }
7514         if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7515         {
7516                 drain_value[TR_INT] += 10;
7517         }
7518         if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7519         {
7520                 drain_value[TR_STR] += 10;
7521         }
7522         if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7523         {
7524                 drain_value[TR_DEX] += 10;
7525         }
7526         if (old_name2 == EGO_2WEAPON)
7527         {
7528                 drain_value[TR_DEX] += 20;
7529         }
7530         if (object_is_weapon_ammo(o_ptr))
7531         {
7532                 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7533
7534                 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7535         }
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;
7540
7541         for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7542         {
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;
7547                 if (drain_value[i])
7548                 {
7549                         observe = TRUE;
7550                 }
7551         }
7552         if (!observe)
7553         {
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."));
7555         }
7556         else
7557         {
7558                 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7559
7560                 for (i = 0; essence_name[i]; i++)
7561                 {
7562                         if (!essence_name[i][0]) continue;
7563                         if (!drain_value[i]) continue;
7564
7565                         p_ptr->magic_num1[i] += drain_value[i];
7566                         p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7567                         msg_print(NULL);
7568                         msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7569                 }
7570         }
7571
7572         /* Apply autodestroy/inscription to the drained item */
7573         autopick_alter_item(item, TRUE);
7574
7575         /* Combine the pack */
7576         p_ptr->update |= (PU_COMBINE | PU_REORDER);
7577
7578         p_ptr->window |= (PW_INVEN);
7579 }
7580
7581 /*!
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
7584  */
7585 static COMMAND_CODE choose_essence(void)
7586 {
7587         COMMAND_CODE mode = 0;
7588         char choice;
7589         COMMAND_CODE menu_line = (use_menu ? 1 : 0);
7590
7591 #ifdef JP
7592         concptr menu_name[] = {
7593                 "武器属性", 
7594                 "耐性",
7595                 "能力",
7596                 "数値",
7597                 "スレイ",
7598                 "ESP",
7599                 "その他"
7600         };
7601 #else
7602         concptr menu_name[] = {
7603                 "Brand weapon",
7604                 "Resistance",
7605                 "Ability",
7606                 "Magic number", 
7607                 "Slay",
7608                 "ESP",
7609                 "Others"
7610         };
7611 #endif
7612         const COMMAND_CODE mode_max = 7;
7613
7614         if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7615                 return mode;
7616         mode = 0;
7617         if (use_menu)
7618         {
7619                 screen_save();
7620
7621                 while(!mode)
7622                 {
7623                         int i;
7624                         for (i = 0; i < mode_max; i++)
7625 #ifdef JP
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);
7628 #else
7629                                 prt(format(" %s %s", (menu_line == 1+i) ? "> " : "  ", menu_name[i]), 2 + i, 14);
7630                         prt("Choose from menu.", 0, 0);
7631 #endif
7632
7633                         choice = inkey();
7634                         switch(choice)
7635                         {
7636                         case ESCAPE:
7637                         case 'z':
7638                         case 'Z':
7639                                 screen_load();
7640                                 return 0;
7641                         case '2':
7642                         case 'j':
7643                         case 'J':
7644                                 menu_line++;
7645                                 break;
7646                         case '8':
7647                         case 'k':
7648                         case 'K':
7649                                 menu_line += mode_max - 1;
7650                                 break;
7651                         case '\r':
7652                         case '\n':
7653                         case 'x':
7654                         case 'X':
7655                                 mode = menu_line;
7656                                 break;
7657                         }
7658                         if (menu_line > mode_max) menu_line -= mode_max;
7659                 }
7660                 screen_load();
7661         }
7662         else
7663         {
7664                 screen_save();
7665                 while (!mode)
7666                 {
7667                         int i;
7668
7669                         for (i = 0; i < mode_max; i++)
7670                                 prt(format("  %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7671
7672                         if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
7673                         {
7674                                 screen_load();
7675                                 return 0;
7676                         }
7677
7678                         if (isupper(choice)) choice = (char)tolower(choice);
7679
7680                         if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7681                                 mode = (int)choice - 'a' + 1;
7682                 }
7683                 screen_load();
7684         }
7685
7686         repeat_push(mode);
7687         return mode;
7688 }
7689
7690 /*!
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
7693  * @return なし
7694  */
7695 static void add_essence(ESSENCE_IDX mode)
7696 {
7697         OBJECT_IDX item;
7698         int max_num = 0;
7699         COMMAND_CODE i;
7700         bool flag,redraw;
7701         char choice;
7702         concptr            q, s;
7703         object_type *o_ptr;
7704         int ask = TRUE;
7705         char out_val[160];
7706         int num[22];
7707         GAME_TEXT o_name[MAX_NLEN];
7708         int use_essence;
7709         essence_type *es_ptr;
7710         bool able[22] = { 0 };
7711
7712         int menu_line = (use_menu ? 1 : 0);
7713
7714         for (i = 0; essence_info[i].add_name; i++)
7715         {
7716                 es_ptr = &essence_info[i];
7717
7718                 if (es_ptr->type != mode) continue;
7719                 num[max_num++] = i;
7720         }
7721
7722         if (!repeat_pull(&i) || i<0 || i>=max_num)
7723         {
7724
7725         /* Nothing chosen yet */
7726         flag = FALSE;
7727
7728         /* No redraw yet */
7729         redraw = FALSE;
7730
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();
7734
7735         /* Get a spell from the user */
7736
7737         choice = (always_show_list || use_menu) ? ESCAPE:1;
7738         while (!flag)
7739         {
7740                 if( choice==ESCAPE ) choice = ' '; 
7741                 else if( !get_com(out_val, &choice, FALSE) )break; 
7742
7743                 if (use_menu && choice != ' ')
7744                 {
7745                         switch(choice)
7746                         {
7747                                 case '0':
7748                                 {
7749                                         screen_load();
7750                                         return;
7751                                 }
7752
7753                                 case '8':
7754                                 case 'k':
7755                                 case 'K':
7756                                 {
7757                                         menu_line += (max_num-1);
7758                                         break;
7759                                 }
7760
7761                                 case '2':
7762                                 case 'j':
7763                                 case 'J':
7764                                 {
7765                                         menu_line++;
7766                                         break;
7767                                 }
7768
7769                                 case '4':
7770                                 case 'h':
7771                                 case 'H':
7772                                 {
7773                                         menu_line = 1;
7774                                         break;
7775                                 }
7776                                 case '6':
7777                                 case 'l':
7778                                 case 'L':
7779                                 {
7780                                         menu_line = max_num;
7781                                         break;
7782                                 }
7783
7784                                 case 'x':
7785                                 case 'X':
7786                                 case '\r':
7787                                 case '\n':
7788                                 {
7789                                         i = menu_line - 1;
7790                                         ask = FALSE;
7791                                         break;
7792                                 }
7793                         }
7794                         if (menu_line > max_num) menu_line -= max_num;
7795                 }
7796                 /* Request redraw */
7797                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7798                 {
7799                         /* Show the list */
7800                         if (!redraw || use_menu)
7801                         {
7802                                 byte y, x = 10;
7803                                 int ctr;
7804                                 char dummy[80], dummy2[80];
7805                                 byte col;
7806
7807                                 strcpy(dummy, "");
7808
7809                                 /* Show list */
7810                                 redraw = TRUE;
7811                                 if (!use_menu) screen_save();
7812
7813                                 for (y = 1; y < 24; y++)
7814                                         prt("", y, x);
7815
7816                                 /* Print header(s) */
7817 #ifdef JP
7818                                 prt(format("   %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
7819
7820 #else
7821                                 prt(format("   %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7822 #endif
7823                                 /* Print list */
7824                                 for (ctr = 0; ctr < max_num; ctr++)
7825                                 {
7826                                         es_ptr = &essence_info[num[ctr]];
7827
7828                                         if (use_menu)
7829                                         {
7830                                                 if (ctr == (menu_line-1))
7831                                                         strcpy(dummy, _("》 ", ">  "));
7832                                                 else strcpy(dummy, "   ");
7833                                                 
7834                                         }
7835                                         /* letter/number for power selection */
7836                                         else
7837                                         {
7838                                                 sprintf(dummy, "%c) ",I2A(ctr));
7839                                         }
7840
7841                                         strcat(dummy, es_ptr->add_name);
7842
7843                                         col = TERM_WHITE;
7844                                         able[ctr] = TRUE;
7845
7846                                         if (es_ptr->essence != -1)
7847                                         {
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;
7850                                         }
7851                                         else
7852                                         {
7853                                                 switch(es_ptr->add)
7854                                                 {
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;
7859                                                         break;
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;
7864                                                         break;
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;
7869                                                         break;
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;
7876                                                         break;
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;
7883                                                         break;
7884                                                 }
7885                                         }
7886
7887                                         if (!able[ctr]) col = TERM_RED;
7888
7889                                         if (es_ptr->essence != -1)
7890                                         {
7891                                                 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
7892                                         }
7893                                         else
7894                                         {
7895                                                 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
7896                                         }
7897
7898                                         c_prt(col, dummy2, ctr+2, x);
7899                                 }
7900                         }
7901
7902                         /* Hide the list */
7903                         else
7904                         {
7905                                 /* Hide list */
7906                                 redraw = FALSE;
7907                                 screen_load();
7908                         }
7909
7910                         /* Redo asking */
7911                         continue;
7912                 }
7913
7914                 if (!use_menu)
7915                 {
7916                         /* Note verify */
7917                         ask = (isupper(choice));
7918
7919                         /* Lowercase */
7920                         if (ask) choice = (char)tolower(choice);
7921
7922                         /* Extract request */
7923                         i = (islower(choice) ? A2I(choice) : -1);
7924                 }
7925
7926                 /* Totally Illegal */
7927                 if ((i < 0) || (i >= max_num) || !able[i])
7928                 {
7929                         bell();
7930                         continue;
7931                 }
7932
7933                 /* Verify it */
7934                 if (ask)
7935                 {
7936                         char tmp_val[160];
7937
7938                         /* Prompt */
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);
7940
7941                         /* Belay that order */
7942                         if (!get_check(tmp_val)) continue;
7943                 }
7944
7945                 /* Stop the loop */
7946                 flag = TRUE;
7947         }
7948         if (redraw) screen_load();
7949
7950         if (!flag) return;
7951
7952         repeat_push(i);
7953         }
7954         es_ptr = &essence_info[num[i]];
7955
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;
7964         else
7965                 item_tester_hook = object_is_weapon_armour_ammo;
7966
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.");
7969
7970         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
7971         if (!o_ptr) return;
7972
7973         if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
7974         {
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."));
7976                 return;
7977         }
7978
7979         object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7980
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)
7984         {
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);
7987         }
7988
7989         if (es_ptr->essence != -1)
7990         {
7991                 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
7992                 {
7993                         msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
7994                         return;
7995                 }
7996                 if (is_pval_flag(es_ptr->add))
7997                 {
7998                         if (o_ptr->pval < 0)
7999                         {
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."));
8001                                 return;
8002                         }
8003                         else if (es_ptr->add == TR_BLOWS)
8004                         {
8005                                 if (o_ptr->pval > 1)
8006                                 {
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;
8008                                 }
8009
8010                                 o_ptr->pval = 1;
8011                                 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8012                         }
8013                         else if (o_ptr->pval > 0)
8014                         {
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);
8017                         }
8018                         else
8019                         {
8020                                 char tmp[80];
8021                                 char tmp_val[160];
8022                                 PARAMETER_VALUE pval;
8023                                 PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8024
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");
8027
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);
8035                         }
8036
8037                         if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8038                         {
8039                                 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8040                                 return;
8041                         }
8042                 }
8043                 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8044                 {
8045                         char tmp_val[160];
8046                         int val;
8047                         HIT_PROB get_to_h;
8048                         HIT_POINT get_to_d;
8049
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;
8055                         use_essence *= val;
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)
8058                         {
8059                                 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8060                                 return;
8061                         }
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;
8067                 }
8068                 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8069                 if (es_ptr->add == ESSENCE_ATTACK)
8070                 {
8071                         if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8072                         {
8073                                 msg_print(_("改良に失敗した。", "You failed to enchant."));
8074                                 take_turn(p_ptr, 100);;
8075                                 return;
8076                         }
8077                         else
8078                         {
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++;
8081                         }
8082                 }
8083                 else if (es_ptr->add == ESSENCE_AC)
8084                 {
8085                         if (o_ptr->to_a >= p_ptr->lev/5+5)
8086                         {
8087                                 msg_print(_("改良に失敗した。", "You failed to enchant."));
8088                                 take_turn(p_ptr, 100);;
8089                                 return;
8090                         }
8091                         else
8092                         {
8093                                 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8094                         }
8095                 }
8096                 else
8097                 {
8098                         o_ptr->xtra3 = es_ptr->add + 1;
8099                 }
8100         }
8101         else
8102         {
8103                 bool success = TRUE;
8104
8105                 switch(es_ptr->add)
8106                 {
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))
8109                         {
8110                                 success = FALSE;
8111                                 break;
8112                         }
8113                         p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8114                         p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8115                         break;
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))
8118                         {
8119                                 success = FALSE;
8120                                 break;
8121                         }
8122                         p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8123                         p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8124                         break;
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))
8127                         {
8128                                 success = FALSE;
8129                                 break;
8130                         }
8131                         p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8132                         p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8133                         break;
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))
8137                         {
8138                                 success = FALSE;
8139                                 break;
8140                         }
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;
8145                         break;
8146                 }
8147                 if (!success)
8148                 {
8149                         msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8150                         return;
8151                 }
8152                 if (es_ptr->add == ESSENCE_SUSTAIN)
8153                 {
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);
8158                 }
8159                 else
8160                 {
8161                         o_ptr->xtra3 = es_ptr->add + 1;
8162                 }
8163         }
8164
8165         take_turn(p_ptr, 100);;
8166
8167 #ifdef JP
8168         msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8169 #else
8170         msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8171 #endif
8172
8173         /* Combine the pack */
8174         p_ptr->update |= (PU_COMBINE | PU_REORDER);
8175
8176         p_ptr->window |= (PW_INVEN);
8177 }
8178
8179 /*!
8180  * @brief エッセンスを消去する
8181  * @return なし
8182  */
8183 static void erase_essence(void)
8184 {
8185         OBJECT_IDX item;
8186         concptr q, s;
8187         object_type *o_ptr;
8188         GAME_TEXT o_name[MAX_NLEN];
8189         BIT_FLAGS flgs[TR_FLAG_SIZE];
8190
8191         item_tester_hook = object_is_smith;
8192
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.");
8195
8196         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
8197         if (!o_ptr) return;
8198
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;
8201
8202         take_turn(p_ptr, 100);;
8203
8204         if (o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE)
8205         {
8206                 o_ptr->to_h -= (o_ptr->xtra4>>8);
8207                 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8208                 o_ptr->xtra4 = 0;
8209                 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8210                 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8211         }
8212         o_ptr->xtra3 = 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."));
8216
8217         /* Combine the pack */
8218         p_ptr->update |= (PU_COMBINE | PU_REORDER);
8219
8220         p_ptr->window |= (PW_INVEN);
8221 }
8222
8223 /*!
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
8226  * @return なし
8227  */
8228 void do_cmd_kaji(bool only_browse)
8229 {
8230         COMMAND_CODE mode = 0;
8231         char choice;
8232
8233         COMMAND_CODE menu_line = (use_menu ? 1 : 0);
8234
8235         if (!only_browse)
8236         {
8237                 if (cmd_limit_confused(p_ptr)) return;
8238                 if (p_ptr->blind)
8239                 {
8240                         msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8241                         return;
8242                 }
8243                 if (p_ptr->image)
8244                 {
8245                         msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8246                         return;
8247                 }
8248         }
8249
8250         if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8251         {
8252         if (only_browse) screen_save();
8253         do {
8254         if (!only_browse) screen_save();
8255         if (use_menu)
8256         {
8257                 while(!mode)
8258                 {
8259 #ifdef JP
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);
8266 #else
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);
8273 #endif
8274                         choice = inkey();
8275                         switch(choice)
8276                         {
8277                         case ESCAPE:
8278                         case 'z':
8279                         case 'Z':
8280                                 screen_load();
8281                                 return;
8282                         case '2':
8283                         case 'j':
8284                         case 'J':
8285                                 menu_line++;
8286                                 break;
8287                         case '8':
8288                         case 'k':
8289                         case 'K':
8290                                 menu_line+= 4;
8291                                 break;
8292                         case '\r':
8293                         case '\n':
8294                         case 'x':
8295                         case 'X':
8296                                 mode = menu_line;
8297                                 break;
8298                         }
8299                         if (menu_line > 5) menu_line -= 5;
8300                 }
8301         }
8302
8303         else
8304         {
8305                 while (!mode)
8306                 {
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);
8312 #ifdef JP
8313                         if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8314 #else
8315                         if (!get_com("Command :", &choice, TRUE))
8316 #endif
8317                         {
8318                                 screen_load();
8319                                 return;
8320                         }
8321                         switch (choice)
8322                         {
8323                         case 'A':
8324                         case 'a':
8325                                 mode = 1;
8326                                 break;
8327                         case 'B':
8328                         case 'b':
8329                                 mode = 2;
8330                                 break;
8331                         case 'C':
8332                         case 'c':
8333                                 mode = 3;
8334                                 break;
8335                         case 'D':
8336                         case 'd':
8337                                 mode = 4;
8338                                 break;
8339                         case 'E':
8340                         case 'e':
8341                                 mode = 5;
8342                                 break;
8343                         }
8344                 }
8345         }
8346
8347         if (only_browse)
8348         {
8349                 char temp[62*5];
8350                 int line, j;
8351
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);
8359
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])))
8362                 {
8363                         prt(&temp[j], line, 15);
8364                         line++;
8365                 }
8366                 mode = 0;
8367         }
8368         if (!only_browse) screen_load();
8369         } while (only_browse);
8370         repeat_push(mode);
8371         }
8372         switch(mode)
8373         {
8374                 case 1: display_essence();break;
8375                 case 2: drain_essence();break;
8376                 case 3: erase_essence();break;
8377                 case 4:
8378                         mode = choose_essence();
8379                         if (mode == 0)
8380                                 break;
8381                         add_essence(mode);
8382                         break;
8383                 case 5: add_essence(10);break;
8384         }
8385 }
8386
8387
8388 /*!
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
8393  * @return なし
8394  */
8395 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
8396 {
8397         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8398         {
8399                 if (o_ptr->xtra4 > 0)
8400                 {
8401                         add_flag(flgs, TR_BRAND_FIRE);
8402                         add_flag(flgs, TR_KILL_UNDEAD);
8403                         add_flag(flgs, TR_THROW);
8404                 }
8405         }
8406 }
8407
8408 /*!
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
8414  * @return なし
8415  */
8416 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
8417 {
8418         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8419         {
8420                 if (o_ptr->xtra4 > 0)
8421                 {
8422                         (*dd) = 1;
8423                         (*ds) = 6;
8424                 }
8425         }
8426 }
8427
8428 /*!
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
8432  * @return なし
8433  */
8434 void torch_lost_fuel(object_type *o_ptr)
8435 {
8436         if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8437         {
8438                 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8439                 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
8440         }
8441 }