3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
22 #include "cmd-spell.h"
27 #include "objectkind.h"
28 #include "object-boost.h"
29 #include "object-ego.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
32 #include "object-curse.h"
33 #include "objectkind-hook.h"
36 #include "player-status.h"
37 #include "player-move.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
42 #include "monsterrace-hook.h"
43 #include "object-ego.h"
44 #include "view-mainwindow.h"
48 * Determine if an item can "absorb" a second item
50 * See "object_absorb()" for the actual "absorption" code.
52 * If permitted, we allow staffs (if they are known to have equal charges
53 * and both are either known or confirmed empty) and wands (if both are
54 * either known or confirmed empty) and rods (in all cases) to combine.
55 * Staffs will unstack (if necessary) when they are used, but wands and
56 * rods will only unstack if one is dropped. -LM-
58 * If permitted, we allow weapons/armor to stack, if fully "known".
60 * Missiles will combine if both stacks have the same "known" status.
61 * This is done to make unidentified stacks of missiles useful.
63 * Food, potions, scrolls, and "easy know" items always stack.
65 * Chests, and activatable items, never stack (for various reasons).
69 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
71 #define MAX_STACK_SIZE 99
74 * todo この関数ポインタは何とかならんのか?
75 * Hack -- function hook to restrict "get_obj_num_prep()" function
77 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
80 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
82 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
86 * @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
87 * @param floo_ptr 現在フロアへの参照ポインタ
88 * @param o_idx 削除対象のオブジェクト構造体ポインタ
91 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
95 OBJECT_IDX this_o_idx, next_o_idx = 0;
96 OBJECT_IDX prev_o_idx = 0;
99 j_ptr = &floor_ptr->o_list[o_idx];
101 if (OBJECT_IS_HELD_MONSTER(j_ptr))
104 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
106 /* Scan all objects in the grid */
107 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
110 o_ptr = &floor_ptr->o_list[this_o_idx];
111 next_o_idx = o_ptr->next_o_idx;
113 if (this_o_idx == o_idx)
118 /* Remove from list */
119 m_ptr->hold_o_idx = next_o_idx;
127 /* Previous object */
128 k_ptr = &floor_ptr->o_list[prev_o_idx];
130 /* Remove from list */
131 k_ptr->next_o_idx = next_o_idx;
134 /* Forget next pointer */
135 o_ptr->next_o_idx = 0;
140 /* Save prev_o_idx */
141 prev_o_idx = this_o_idx;
150 POSITION y = j_ptr->iy;
151 POSITION x = j_ptr->ix;
153 g_ptr = &floor_ptr->grid_array[y][x];
155 /* Scan all objects in the grid */
156 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
159 o_ptr = &floor_ptr->o_list[this_o_idx];
160 next_o_idx = o_ptr->next_o_idx;
162 if (this_o_idx == o_idx)
167 /* Remove from list */
168 g_ptr->o_idx = next_o_idx;
176 /* Previous object */
177 k_ptr = &floor_ptr->o_list[prev_o_idx];
179 /* Remove from list */
180 k_ptr->next_o_idx = next_o_idx;
183 /* Forget next pointer */
184 o_ptr->next_o_idx = 0;
189 /* Save prev_o_idx */
190 prev_o_idx = this_o_idx;
197 * @brief オブジェクトを削除する /
198 * Delete a dungeon object
199 * @param floo_ptr 現在フロアへの参照ポインタ
200 * @param o_idx 削除対象のオブジェクト構造体ポインタ
203 * Handle "stacks" of objects correctly.
205 void delete_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
210 excise_object_idx(floor_ptr, o_idx);
213 j_ptr = &floor_ptr->o_list[o_idx];
216 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
230 * @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
231 * Delete a dungeon object
232 * @param floo_ptr 現在フロアへの参照ポインタ
233 * @param y 削除したフロアマスのY座標
234 * @param x 削除したフロアマスのX座標
237 void delete_object(floor_type *floor_ptr, POSITION y, POSITION x)
240 OBJECT_IDX this_o_idx, next_o_idx = 0;
242 /* Refuse "illegal" locations */
243 if (!in_bounds(floor_ptr, y, x)) return;
245 g_ptr = &floor_ptr->grid_array[y][x];
247 /* Scan all objects in the grid */
248 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
251 o_ptr = &floor_ptr->o_list[this_o_idx];
252 next_o_idx = o_ptr->next_o_idx;
263 * @brief グローバルオブジェクト配列から空きを取得する /
264 * Acquires and returns the index of a "free" object.
265 * @param floo_ptr 現在フロアへの参照ポインタ
266 * @return 開いているオブジェクト要素のID
268 * This routine should almost never fail, but in case it does,
269 * we must be sure to handle "failure" of this routine.
271 OBJECT_IDX o_pop(floor_type *floor_ptr)
275 /* Initial allocation */
276 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
279 i = floor_ptr->o_max;
281 /* Expand object array */
285 /* Use this object */
290 /* Recycle dead objects */
291 for (i = 1; i < floor_ptr->o_max; i++)
294 o_ptr = &floor_ptr->o_list[i];
296 /* Skip live objects */
297 if (o_ptr->k_idx) continue;
300 /* Use this object */
304 /* Warn the player (except during dungeon creation) */
305 if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
312 * @brief オブジェクト生成テーブルに生成制約を加える /
313 * Apply a "object restriction function" to the "object allocation table"
315 * @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
317 static errr get_obj_num_prep(void)
322 alloc_entry *table = alloc_kind_table;
324 /* Scan the allocation table */
325 for (i = 0; i < alloc_kind_size; i++)
327 /* Accept objects which pass the restriction, if any */
328 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
330 /* Accept this object */
331 table[i].prob2 = table[i].prob1;
334 /* Do not use this object */
337 /* Decline this object */
347 * @brief オブジェクト生成テーブルからアイテムを取得する /
348 * Choose an object kind that seems "appropriate" to the given level
349 * @param owner_ptr プレーヤーへの参照ポインタ
351 * @return 選ばれたオブジェクトベースID
353 * This function uses the "prob2" field of the "object allocation table",\n
354 * and various local information, to calculate the "prob3" field of the\n
355 * same table, which is then used to choose an "appropriate" object, in\n
356 * a relatively efficient manner.\n
358 * It is (slightly) more likely to acquire an object of the given level\n
359 * than one of a lower level. This is done by choosing several objects\n
360 * appropriate to the given level and keeping the "hardest" one.\n
362 * Note that if no objects are "appropriate", then this function will\n
363 * fail, and return zero, but this should *almost* never happen.\n
365 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
368 KIND_OBJECT_IDX k_idx;
371 alloc_entry *table = alloc_kind_table;
373 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
376 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
378 /* Occasional "boost" */
379 if (one_in_(GREAT_OBJ))
381 /* What a bizarre calculation */
382 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
389 /* Process probabilities */
390 for (i = 0; i < alloc_kind_size; i++)
392 /* Objects are sorted by depth */
393 if (table[i].level > level) break;
398 k_idx = table[i].index;
400 /* Access the actual kind */
401 k_ptr = &k_info[k_idx];
403 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
406 table[i].prob3 = table[i].prob2;
409 total += table[i].prob3;
412 /* No legal objects */
413 if (total <= 0) return (0);
417 value = randint0(total);
419 /* Find the object */
420 for (i = 0; i < alloc_kind_size; i++)
422 /* Found the entry */
423 if (value < table[i].prob3) break;
426 value = value - table[i].prob3;
433 /* Try for a "better" object once (50%) or twice (10%) */
440 value = randint0(total);
442 /* Find the object */
443 for (i = 0; i < alloc_kind_size; i++)
445 /* Found the entry */
446 if (value < table[i].prob3) break;
449 value = value - table[i].prob3;
452 /* Keep the "best" one */
453 if (table[i].level < table[j].level) i = j;
456 /* Try for a "better" object twice (10%) */
463 value = randint0(total);
465 /* Find the object */
466 for (i = 0; i < alloc_kind_size; i++)
468 /* Found the entry */
469 if (value < table[i].prob3) break;
472 value = value - table[i].prob3;
475 /* Keep the "best" one */
476 if (table[i].level < table[j].level) i = j;
479 return (table[i].index);
484 * @brief オブジェクトを鑑定済にする /
485 * Known is true when the "attributes" of an object are "known".
486 * @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
488 * These include tohit, todam, toac, cost, and pval (charges).\n
490 * Note that "knowing" an object gives you everything that an "awareness"\n
491 * gives you, and much more. In fact, the player is always "aware" of any\n
492 * item of which he has full "knowledge".\n
494 * But having full knowledge of, say, one "wand of wonder", does not, by\n
495 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
496 * It happens that most "identify" routines (including "buying from a shop")\n
497 * will make the player "aware" of the object as well as fully "know" it.\n
499 * This routine also removes any inscriptions generated by "feelings".\n
501 void object_known(object_type *o_ptr)
503 /* Remove "default inscriptions" */
504 o_ptr->feeling = FEEL_NONE;
506 /* Clear the "Felt" info */
507 o_ptr->ident &= ~(IDENT_SENSE);
509 /* Clear the "Empty" info */
510 o_ptr->ident &= ~(IDENT_EMPTY);
512 /* Now we know about the item */
513 o_ptr->ident |= (IDENT_KNOWN);
518 * @brief オブジェクトを*鑑定*済にする /
519 * The player is now aware of the effects of the given object.
520 * @param owner_ptr プレーヤーへの参照ポインタ
521 * @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
524 void object_aware(object_type *o_ptr)
526 bool mihanmei = !object_is_aware(o_ptr);
528 /* Fully aware of the effects */
529 k_info[o_ptr->k_idx].aware = TRUE;
531 if (mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
532 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
536 GAME_TEXT o_name[MAX_NLEN];
539 object_copy(q_ptr, o_ptr);
542 object_desc(o_name, q_ptr, OD_NAME_ONLY);
544 exe_write_diary(p_ptr, NIKKI_HANMEI, 0, o_name);
550 * @brief オブジェクトを試行済にする /
551 * Something has been "sampled"
552 * @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
555 void object_tried(object_type *o_ptr)
557 /* Mark it as tried (even if "aware") */
558 k_info[o_ptr->k_idx].tried = TRUE;
563 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
564 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
565 * @return 擬似鑑定結果のIDを返す。
567 byte value_check_aux1(object_type *o_ptr)
570 if (object_is_artifact(o_ptr))
573 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
580 if (object_is_ego(o_ptr))
583 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
586 return FEEL_EXCELLENT;
590 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
593 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
595 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
597 /* Good "armor" bonus */
598 if (o_ptr->to_a > 0) return FEEL_GOOD;
600 /* Good "weapon" bonus */
601 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
603 /* Default to "average" */
609 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
610 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
611 * @return 擬似鑑定結果のIDを返す。
613 byte value_check_aux2(object_type *o_ptr)
615 /* Cursed items (all of them) */
616 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
618 /* Broken items (all of them) */
619 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
621 /* Artifacts -- except cursed/broken ones */
622 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
624 /* Ego-Items -- except cursed/broken ones */
625 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
627 /* Good armor bonus */
628 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
630 /* Good weapon bonuses */
631 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
639 * @brief 未鑑定なベースアイテムの基本価格を返す /
640 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
641 * @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
642 * @return オブジェクトの未鑑定価格
644 static PRICE object_value_base(object_type *o_ptr)
646 /* Aware item -- use template cost */
647 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
649 /* Analyze the type */
654 case TV_FOOD: return (5L);
656 /* Un-aware Potions */
657 case TV_POTION: return (20L);
659 /* Un-aware Scrolls */
660 case TV_SCROLL: return (20L);
662 /* Un-aware Staffs */
663 case TV_STAFF: return (70L);
666 case TV_WAND: return (50L);
669 case TV_ROD: return (90L);
672 case TV_RING: return (45L);
674 /* Un-aware Amulets */
675 case TV_AMULET: return (45L);
677 /* Figurines, relative to monster level */
680 DEPTH level = r_info[o_ptr->pval].level;
681 if (level < 20) return level * 50L;
682 else if (level < 30) return 1000 + (level - 20) * 150L;
683 else if (level < 40) return 2500 + (level - 30) * 350L;
684 else if (level < 50) return 6000 + (level - 40) * 800L;
685 else return 14000 + (level - 50) * 2000L;
689 if (!o_ptr->pval) return 1000L;
690 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
693 /* Paranoia -- Oops */
699 * @brief オブジェクトのフラグ類から価格を算出する /
700 * Return the value of the flags the object has...
701 * @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
702 * @param plusses フラグに与える価格の基本重み
703 * @return オブジェクトのフラグ価格
705 PRICE flag_cost(object_type *o_ptr, int plusses)
708 BIT_FLAGS flgs[TR_FLAG_SIZE];
712 object_kind *k_ptr = &k_info[o_ptr->k_idx];
714 object_flags(o_ptr, flgs);
717 * Exclude fixed flags of the base item.
718 * pval bonuses of base item will be treated later.
720 for (i = 0; i < TR_FLAG_SIZE; i++)
721 flgs[i] &= ~(k_ptr->flags[i]);
723 /* Exclude fixed flags of the fixed artifact. */
724 if (object_is_fixed_artifact(o_ptr))
726 artifact_type *a_ptr = &a_info[o_ptr->name1];
728 for (i = 0; i < TR_FLAG_SIZE; i++)
729 flgs[i] &= ~(a_ptr->flags[i]);
732 /* Exclude fixed flags of the ego-item. */
733 else if (object_is_ego(o_ptr))
735 ego_item_type *e_ptr = &e_info[o_ptr->name2];
737 for (i = 0; i < TR_FLAG_SIZE; i++)
738 flgs[i] &= ~(e_ptr->flags[i]);
743 * Calucurate values of remaining flags
745 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
746 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
747 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
748 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
749 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
750 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
751 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
752 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
753 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
754 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
755 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
756 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
757 total += (10000 + (2500 * plusses));
758 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
759 total += (10000 + (2500 * plusses));
763 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
764 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
765 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
766 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
767 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
768 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
769 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
770 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
771 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
772 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
773 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
774 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
775 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
776 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
777 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
778 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
779 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
780 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
781 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
782 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
783 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
785 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
786 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
787 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
788 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
789 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
790 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
791 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
792 total += (tmp_cost * count);
794 if (have_flag(flgs, TR_SUST_STR)) total += 850;
795 if (have_flag(flgs, TR_SUST_INT)) total += 850;
796 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
797 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
798 if (have_flag(flgs, TR_SUST_CON)) total += 850;
799 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
800 if (have_flag(flgs, TR_RIDING)) total += 0;
801 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
802 if (have_flag(flgs, TR_THROW)) total += 5000;
803 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
804 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
808 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
809 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
810 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
811 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
812 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
813 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
814 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
815 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
816 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
817 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
818 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
819 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
820 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
821 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
822 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
823 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
824 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
825 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
826 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
827 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
828 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
829 total += (tmp_cost * count);
831 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
832 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
833 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
834 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
835 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
836 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
837 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
838 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
839 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
840 if (have_flag(flgs, TR_LITE_1)) total += 1500;
841 if (have_flag(flgs, TR_LITE_2)) total += 2500;
842 if (have_flag(flgs, TR_LITE_3)) total += 4000;
843 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
844 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
845 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
846 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
847 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
848 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
849 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
850 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
851 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
852 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
853 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
854 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
855 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
856 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
857 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
858 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
859 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
860 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
861 if (have_flag(flgs, TR_REGEN)) total += 2500;
862 if (have_flag(flgs, TR_WARNING)) total += 2000;
863 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
864 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
865 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
866 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
867 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
868 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
869 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
870 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
871 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
872 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
873 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
874 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
875 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
876 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
877 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
878 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
879 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
880 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
881 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
882 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
883 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
884 if (have_flag(flgs, TR_TELEPORT))
886 if (object_is_cursed(o_ptr))
891 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
892 if (have_flag(flgs, TR_BLESSED)) total += 750;
893 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
894 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
895 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
896 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
897 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
899 /* Also, give some extra for activatable powers... */
900 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
902 const activation_type* const act_ptr = find_activation_info(o_ptr);
904 total += act_ptr->value;
913 * @brief オブジェクトの真の価格を算出する /
914 * Return the value of the flags the object has...
915 * @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
918 * Return the "real" price of a "known" item, not including discounts\n
920 * Wand and staffs get cost for each charge\n
922 * Armor is worth an extra 100 gold per bonus point to armor class.\n
924 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
926 * Missiles are only worth 5 gold per bonus point, since they\n
927 * usually appear in groups of 20, and we want the player to get\n
928 * the same amount of cash for any "equivalent" item. Note that\n
929 * missiles never have any of the "pval" flags, and in fact, they\n
930 * only have a few of the available flags, primarily of the "slay"\n
931 * and "brand" and "ignore" variety.\n
933 * Armor with a negative armor bonus is worthless.\n
934 * Weapons with negative hit+damage bonuses are worthless.\n
936 * Every wearable item with a "pval" bonus is worth extra (see below).\n
938 PRICE object_value_real(object_type *o_ptr)
941 BIT_FLAGS flgs[TR_FLAG_SIZE];
942 object_kind *k_ptr = &k_info[o_ptr->k_idx];
945 /* Hack -- "worthless" items */
946 if (!k_info[o_ptr->k_idx].cost) return (0L);
949 value = k_info[o_ptr->k_idx].cost;
951 /* Extract some flags */
952 object_flags(o_ptr, flgs);
955 if (object_is_fixed_artifact(o_ptr))
957 artifact_type *a_ptr = &a_info[o_ptr->name1];
959 /* Hack -- "worthless" artifacts */
960 if (!a_ptr->cost) return (0L);
962 /* Hack -- Use the artifact cost instead */
964 value += flag_cost(o_ptr, o_ptr->pval);
966 /* Don't add pval bonuses etc. */
971 else if (object_is_ego(o_ptr))
973 ego_item_type *e_ptr = &e_info[o_ptr->name2];
975 /* Hack -- "worthless" ego-items */
976 if (!e_ptr->cost) return (0L);
978 /* Hack -- Reward the ego-item with a bonus */
979 value += e_ptr->cost;
980 value += flag_cost(o_ptr, o_ptr->pval);
988 for (i = 0; i < TR_FLAG_SIZE; i++)
989 if (o_ptr->art_flags[i]) flag = TRUE;
991 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
994 /* Analyze pval bonus for normal object */
1018 if (!o_ptr->pval) break;
1020 /* Hack -- Negative "pval" is always bad */
1021 if (o_ptr->pval < 0) return (0L);
1023 /* Give credit for stat bonuses */
1024 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1025 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1026 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1027 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1028 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1029 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1031 /* Give credit for stealth and searching */
1032 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1033 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1034 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1036 /* Give credit for infra-vision and tunneling */
1037 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1038 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1040 /* Give credit for extra attacks */
1041 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1043 /* Give credit for speed bonus */
1044 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1050 /* Analyze the item */
1051 switch (o_ptr->tval)
1056 /* Pay extra for charges, depending on standard number of
1057 * charges. Handle new-style wands correctly. -LM-
1059 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1065 /* Pay extra for charges, depending on standard number of
1068 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1077 /* Hack -- negative bonuses are bad */
1078 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1080 /* Give credit for bonuses */
1081 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1097 /* Hack -- negative armor bonus */
1098 if (o_ptr->to_a < 0) return (0L);
1100 /* Give credit for bonuses */
1101 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1113 /* Hack -- negative hit/damage bonuses */
1114 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1116 /* Factor in the bonuses */
1117 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1119 /* Hack -- Factor in extra damage dice and sides */
1120 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1121 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1131 /* Hack -- negative hit/damage bonuses */
1132 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1134 /* Factor in the bonuses */
1135 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1137 /* Hack -- Factor in extra damage dice and sides */
1138 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1139 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1144 /* Figurines, relative to monster level */
1147 DEPTH level = r_info[o_ptr->pval].level;
1148 if (level < 20) value = level * 50L;
1149 else if (level < 30) value = 1000 + (level - 20) * 150L;
1150 else if (level < 40) value = 2500 + (level - 30) * 350L;
1151 else if (level < 50) value = 6000 + (level - 40) * 800L;
1152 else value = 14000 + (level - 50) * 2000L;
1158 if (!o_ptr->pval) value = 1000L;
1159 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1165 if (!o_ptr->pval) value = 0L;
1170 /* Worthless object */
1171 if (value < 0) return 0L;
1173 /* Return the value */
1179 * @brief オブジェクト価格算出のメインルーチン /
1180 * Return the price of an item including plusses (and charges)
1181 * @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
1182 * @return オブジェクトの判明している現価格
1184 * This function returns the "value" of the given item (qty one)\n
1186 * Never notice "unknown" bonuses or properties, including "curses",\n
1187 * since that would give the player information he did not have.\n
1189 * Note that discounted items stay discounted forever, even if\n
1190 * the discount is "forgotten" by the player via memory loss.\n
1192 PRICE object_value(object_type *o_ptr)
1196 /* Unknown items -- acquire a base value */
1197 if (object_is_known(o_ptr))
1199 /* Broken items -- worthless */
1200 if (object_is_broken(o_ptr)) return (0L);
1202 /* Cursed items -- worthless */
1203 if (object_is_cursed(o_ptr)) return (0L);
1205 /* Real value (see above) */
1206 value = object_value_real(o_ptr);
1209 /* Known items -- acquire the actual value */
1212 /* Hack -- Felt broken items */
1213 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1215 /* Hack -- Felt cursed items */
1216 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1218 /* Base value (see above) */
1219 value = object_value_base(o_ptr);
1222 /* Apply discount (if any) */
1223 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1225 /* Return the final value */
1231 * @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 /
1232 * Distribute charges of rods or wands.
1233 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1234 * @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
1235 * @param amt 分割したい回数量 number of items that are transfered
1238 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1239 * charges need to be allocated between the two stacks. If all the items\n
1240 * are being dropped, it makes for a neater message to leave the original\n
1241 * stack's pval alone. -LM-\n
1243 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1245 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1247 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1248 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1250 /* Hack -- Rods also need to have their timeouts distributed. The
1251 * dropped stack will accept all time remaining to charge up to its
1254 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1256 if (q_ptr->pval > o_ptr->timeout)
1257 q_ptr->timeout = o_ptr->timeout;
1259 q_ptr->timeout = q_ptr->pval;
1261 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1268 * @brief 魔法棒やロッドの使用回数を減らす /
1269 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1270 * @param amt 減らしたい回数量 number of items that are transfered
1273 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1274 * charges of the stack needs to be reduced, unless all the items are\n
1275 * being destroyed. -LM-\n
1277 void reduce_charges(object_type *o_ptr, int amt)
1279 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1280 (amt < o_ptr->number))
1282 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1288 * @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。
1289 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1290 * @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
1291 * @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
1292 * @return 重ね合わせ可能なアイテム数
1294 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1298 /* Default maximum number of stack */
1299 int max_num = MAX_STACK_SIZE;
1301 /* Require identical object types */
1302 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1305 /* Analyze the items */
1306 switch (o_ptr->tval)
1308 /* Chests and Statues*/
1319 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1320 if (o_ptr->pval != j_ptr->pval) return 0;
1324 /* Figurines and Corpses*/
1329 if (o_ptr->pval != j_ptr->pval) return 0;
1335 /* Food and Potions and Scrolls */
1347 /* Require either knowledge or known empty for both staffs. */
1348 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1349 !object_is_known(o_ptr)) ||
1350 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1351 !object_is_known(j_ptr))) return 0;
1353 /* Require identical charges, since staffs are bulky. */
1354 if (o_ptr->pval != j_ptr->pval) return 0;
1363 /* Require either knowledge or known empty for both wands. */
1364 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1365 !object_is_known(o_ptr)) ||
1366 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1367 !object_is_known(j_ptr))) return 0;
1369 /* Wand charges combine in O&ZAngband. */
1375 /* Staffs and Wands and Rods */
1378 /* Prevent overflaw of timeout */
1379 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1385 /* Weapons and Armor */
1401 /* Rings, Amulets, Lites */
1407 /* Require full knowledge of both items */
1408 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1418 /* Require identical knowledge of both items */
1419 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1420 if (o_ptr->feeling != j_ptr->feeling) return 0;
1422 /* Require identical "bonuses" */
1423 if (o_ptr->to_h != j_ptr->to_h) return 0;
1424 if (o_ptr->to_d != j_ptr->to_d) return 0;
1425 if (o_ptr->to_a != j_ptr->to_a) return 0;
1427 /* Require identical "pval" code */
1428 if (o_ptr->pval != j_ptr->pval) return 0;
1430 /* Artifacts never stack */
1431 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1433 /* Require identical "ego-item" names */
1434 if (o_ptr->name2 != j_ptr->name2) return 0;
1436 /* Require identical added essence */
1437 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1438 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1440 /* Hack -- Never stack "powerful" items */
1441 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1443 /* Hack -- Never stack recharging items */
1444 if (o_ptr->timeout || j_ptr->timeout) return 0;
1446 /* Require identical "values" */
1447 if (o_ptr->ac != j_ptr->ac) return 0;
1448 if (o_ptr->dd != j_ptr->dd) return 0;
1449 if (o_ptr->ds != j_ptr->ds) return 0;
1458 /* Require knowledge */
1459 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1467 /* Hack -- Identical art_flags! */
1468 for (i = 0; i < TR_FLAG_SIZE; i++)
1469 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1471 /* Hack -- Require identical "cursed" status */
1472 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1474 /* Hack -- Require identical "broken" status */
1475 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1478 /* Hack -- require semi-matching "inscriptions" */
1479 if (o_ptr->inscription && j_ptr->inscription &&
1480 (o_ptr->inscription != j_ptr->inscription))
1483 /* Hack -- normally require matching "inscriptions" */
1484 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1486 /* Hack -- normally require matching "discounts" */
1487 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1490 /* They match, so they must be similar */
1496 * @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。
1497 * Determine if an item can absorb a second item.
1498 * @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
1499 * @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
1500 * @return 重ね合わせ可能ならばTRUEを返す。
1502 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1504 int total = o_ptr->number + j_ptr->number;
1507 /* Are these objects similar? */
1508 max_num = object_similar_part(o_ptr, j_ptr);
1510 /* Return if not similar */
1511 if (!max_num) return FALSE;
1513 /* Maximal "stacking" limit */
1514 if (total > max_num) return (0);
1517 /* They match, so they must be similar */
1523 * @brief 両オブジェクトをスロットに重ね合わせる。
1524 * Allow one item to "absorb" another, assuming they are similar
1525 * @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
1526 * @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
1529 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1531 int max_num = object_similar_part(o_ptr, j_ptr);
1532 int total = o_ptr->number + j_ptr->number;
1533 int diff = (total > max_num) ? total - max_num : 0;
1535 /* Combine quantity, lose excess items */
1536 o_ptr->number = (total > max_num) ? max_num : total;
1538 /* Hack -- blend "known" status */
1539 if (object_is_known(j_ptr)) object_known(o_ptr);
1541 /* Hack -- clear "storebought" if only one has it */
1542 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1543 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1545 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1546 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1549 /* Hack -- blend "mental" status */
1550 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1552 /* Hack -- blend "inscriptions" */
1553 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1555 /* Hack -- blend "feelings" */
1556 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1558 /* Hack -- could average discounts */
1559 /* Hack -- save largest discount */
1560 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1562 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1563 if (o_ptr->tval == TV_ROD)
1565 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1566 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1569 /* Hack -- if wands are stacking, combine the charges. -LM- */
1570 if (o_ptr->tval == TV_WAND)
1572 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1578 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1579 * Find the index of the object_kind with the given tval and sval
1580 * @param tval 検索したいベースアイテムのtval
1581 * @param sval 検索したいベースアイテムのsval
1584 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1588 KIND_OBJECT_IDX bk = 0;
1591 for (k = 1; k < max_k_idx; k++)
1593 object_kind *k_ptr = &k_info[k];
1595 /* Require correct tval */
1596 if (k_ptr->tval != tval) continue;
1599 if (k_ptr->sval == sval) return (k);
1601 /* Ignore illegal items */
1602 if (sval != SV_ANY) continue;
1604 /* Apply the randomizer */
1605 if (!one_in_(++num)) continue;
1607 /* Use this value */
1611 /* Return this choice */
1618 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1627 * @brief オブジェクトを初期化する
1628 * Wipe an object clean.
1629 * @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
1632 void object_wipe(object_type *o_ptr)
1634 /* Wipe the structure */
1635 (void)WIPE(o_ptr, object_type);
1640 * @brief オブジェクトを複製する
1641 * Wipe an object clean.
1642 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1643 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1646 void object_copy(object_type *o_ptr, object_type *j_ptr)
1648 /* Copy the structure */
1649 (void)COPY(o_ptr, j_ptr, object_type);
1654 * @brief オブジェクト構造体にベースアイテムを作成する
1655 * Prepare an object based on an object kind.
1656 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1657 * @param k_idx 新たに作成したいベースアイテム情報のID
1660 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1662 object_kind *k_ptr = &k_info[k_idx];
1664 /* Clear the record */
1667 /* Save the kind index */
1668 o_ptr->k_idx = k_idx;
1670 /* Efficiency -- tval/sval */
1671 o_ptr->tval = k_ptr->tval;
1672 o_ptr->sval = k_ptr->sval;
1674 /* Default "pval" */
1675 o_ptr->pval = k_ptr->pval;
1677 /* Default number */
1680 /* Default weight */
1681 o_ptr->weight = k_ptr->weight;
1684 o_ptr->to_h = k_ptr->to_h;
1685 o_ptr->to_d = k_ptr->to_d;
1686 o_ptr->to_a = k_ptr->to_a;
1689 o_ptr->ac = k_ptr->ac;
1690 o_ptr->dd = k_ptr->dd;
1691 o_ptr->ds = k_ptr->ds;
1693 /* Default activation */
1694 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1696 /* Hack -- worthless items are always "broken" */
1697 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1699 /* Hack -- cursed items are always "cursed" */
1700 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1701 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1702 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1703 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1704 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1705 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1710 * @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
1711 * @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
1714 static void object_mention(object_type *o_ptr)
1716 GAME_TEXT o_name[MAX_NLEN];
1718 object_aware(o_ptr);
1719 object_known(o_ptr);
1721 /* Mark the item as fully known */
1722 o_ptr->ident |= (IDENT_MENTAL);
1723 object_desc(o_name, o_ptr, 0);
1724 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1729 * @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
1730 * Choose random ego type
1731 * @param slot 取得したいエゴの装備部位
1732 * @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。
1733 * @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。
1735 static byte get_random_ego(byte slot, bool good)
1738 ego_item_type *e_ptr;
1742 for (i = 1; i < max_e_idx; i++)
1746 if (e_ptr->slot == slot
1747 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1750 total += (255 / e_ptr->rarity);
1754 value = randint1(total);
1756 for (i = 1; i < max_e_idx; i++)
1760 if (e_ptr->slot == slot
1761 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1764 value -= (255 / e_ptr->rarity);
1765 if (value <= 0L) break;
1773 * @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
1774 * Apply magic to an item known to be a "weapon"
1775 * @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
1776 * @param level 生成基準階
1777 * @param power 生成ランク
1780 * Hack -- note special base damage dice boosting\n
1781 * Hack -- note special processing for weapon/digger\n
1783 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
1785 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1786 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1788 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1789 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1791 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1793 tohit2 = (tohit2 + 1) / 2;
1794 todam2 = (todam2 + 1) / 2;
1801 o_ptr->to_h += tohit1;
1802 o_ptr->to_d += todam1;
1808 o_ptr->to_h += tohit2;
1809 o_ptr->to_d += todam2;
1817 o_ptr->to_h -= tohit1;
1818 o_ptr->to_d -= todam1;
1823 /* Penalize again */
1824 o_ptr->to_h -= tohit2;
1825 o_ptr->to_d -= todam2;
1828 /* Cursed (if "bad") */
1829 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1832 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1834 switch (o_ptr->tval)
1841 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1842 become_random_artifact(o_ptr, FALSE);
1844 /* Special Ego-item */
1845 o_ptr->name2 = EGO_DIGGING;
1849 else if (power < -1)
1851 /* Hack -- Horrible digging bonus */
1852 o_ptr->pval = 0 - (5 + randint1(5));
1858 /* Hack -- Reverse digging bonus */
1859 o_ptr->pval = 0 - (o_ptr->pval);
1872 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1874 become_random_artifact(o_ptr, FALSE);
1879 /* Roll for an ego-item */
1880 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1881 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1883 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1885 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1890 switch (o_ptr->name2)
1893 if (one_in_(4) && (level > 40))
1894 add_flag(o_ptr->art_flags, TR_BLOWS);
1898 add_flag(o_ptr->art_flags, TR_RES_POIS);
1900 add_flag(o_ptr->art_flags, TR_WARNING);
1902 case EGO_KILL_DRAGON:
1904 add_flag(o_ptr->art_flags, TR_RES_POIS);
1908 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1910 case EGO_SLAYING_WEAPON:
1911 if (one_in_(3)) /* double damage */
1918 } while (one_in_(o_ptr->dd));
1923 } while (one_in_(o_ptr->ds));
1928 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1930 if (o_ptr->tval == TV_SWORD && one_in_(3))
1932 add_flag(o_ptr->art_flags, TR_VORPAL);
1937 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1943 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1945 add_flag(o_ptr->art_flags, TR_DEX);
1947 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1950 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1952 case EGO_EARTHQUAKES:
1953 if (one_in_(3) && (level > 60))
1954 add_flag(o_ptr->art_flags, TR_BLOWS);
1956 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1960 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1964 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1966 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1968 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1969 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1972 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1973 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1974 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1975 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1979 if (!o_ptr->art_name)
1981 /* Hack -- Super-charge the damage dice */
1982 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1984 /* Hack -- Lower the damage dice */
1985 if (o_ptr->dd > 9) o_ptr->dd = 9;
1990 else if (power < -1)
1992 /* Roll for ego-item */
1993 if (randint0(MAX_DEPTH) < level)
1997 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1998 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2004 switch (o_ptr->name2)
2007 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2008 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2011 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2012 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2013 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2014 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2015 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2016 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2031 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2033 become_random_artifact(o_ptr, FALSE);
2036 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2050 if (power > 2) /* power > 2 is debug only */
2052 become_random_artifact(o_ptr, FALSE);
2056 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2058 switch (o_ptr->name2)
2060 case EGO_SLAYING_BOLT:
2065 /* Hack -- super-charge the damage dice */
2066 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2068 /* Hack -- restrict the damage dice */
2069 if (o_ptr->dd > 9) o_ptr->dd = 9;
2073 else if (power < -1)
2075 /* Roll for ego-item */
2076 if (randint0(MAX_DEPTH) < level)
2078 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2089 * @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
2090 * Apply magic to an item known to be "armor"
2091 * @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
2092 * @param level 生成基準階
2093 * @param power 生成ランク
2096 * Hack -- note special processing for crown/helm\n
2097 * Hack -- note special processing for robe of permanence\n
2099 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2101 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2102 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2108 o_ptr->to_a += toac1;
2114 o_ptr->to_a += toac2;
2122 o_ptr->to_a -= toac1;
2127 /* Penalize again */
2128 o_ptr->to_a -= toac2;
2131 /* Cursed (if "bad") */
2132 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2135 switch (o_ptr->tval)
2139 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2140 become_random_artifact(o_ptr, FALSE);
2150 /* Hack -- Try for "Robes of the Magi" */
2151 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2152 (o_ptr->sval == SV_ROBE) &&
2153 (randint0(100) < 15))
2157 o_ptr->name2 = EGO_YOIYAMI;
2158 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2159 o_ptr->sval = SV_YOIYAMI_ROBE;
2165 o_ptr->name2 = EGO_PERMANENCE;
2170 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2172 become_random_artifact(o_ptr, FALSE);
2178 bool okay_flag = TRUE;
2180 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2182 switch (o_ptr->name2)
2185 if (o_ptr->tval != TV_HARD_ARMOR)
2191 if (o_ptr->tval != TV_SOFT_ARMOR)
2200 if (okay_flag) break;
2202 switch (o_ptr->name2)
2204 case EGO_RESISTANCE:
2206 add_flag(o_ptr->art_flags, TR_RES_POIS);
2209 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2210 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2214 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2216 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2218 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2219 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2221 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2222 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2223 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2224 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2225 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2226 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2227 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2228 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2231 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2232 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2233 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2234 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2235 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2236 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2249 if (o_ptr->sval == SV_DRAGON_SHIELD)
2251 dragon_resist(o_ptr);
2252 if (!one_in_(3)) break;
2258 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2260 become_random_artifact(o_ptr, FALSE);
2266 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2267 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2268 && o_ptr->name2 == EGO_S_DWARVEN)
2275 switch (o_ptr->name2)
2278 if (!one_in_(3)) one_high_resistance(o_ptr);
2279 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2281 case EGO_REFLECTION:
2282 if (o_ptr->sval == SV_MIRROR_SHIELD)
2287 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2288 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2297 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2299 dragon_resist(o_ptr);
2300 if (!one_in_(3)) break;
2304 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2306 become_random_artifact(o_ptr, FALSE);
2309 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2313 else if (power < -1)
2315 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2323 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2325 dragon_resist(o_ptr);
2326 if (!one_in_(3)) break;
2331 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2333 become_random_artifact(o_ptr, FALSE);
2336 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2338 switch (o_ptr->name2)
2340 case EGO_SLOW_DESCENT:
2343 one_high_resistance(o_ptr);
2349 else if (power < -1)
2351 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2362 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2364 become_random_artifact(o_ptr, FALSE);
2369 bool ok_flag = TRUE;
2370 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2372 switch (o_ptr->name2)
2375 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2376 else add_esp_weak(o_ptr, FALSE);
2380 case EGO_REGENERATION:
2381 case EGO_LORDLINESS:
2387 if (one_in_(2)) add_esp_strong(o_ptr);
2388 else add_esp_weak(o_ptr, FALSE);
2391 default:/* not existing crown (wisdom,lite, etc...) */
2395 break; /* while (1) */
2401 else if (power < -1)
2405 bool ok_flag = TRUE;
2406 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2408 switch (o_ptr->name2)
2410 case EGO_ANCIENT_CURSE:
2411 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2412 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2413 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2414 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2415 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2416 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2420 break; /* while (1) */
2429 if (o_ptr->sval == SV_DRAGON_HELM)
2431 dragon_resist(o_ptr);
2432 if (!one_in_(3)) break;
2438 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2440 become_random_artifact(o_ptr, FALSE);
2445 bool ok_flag = TRUE;
2446 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2448 switch (o_ptr->name2)
2450 case EGO_BRILLIANCE:
2452 case EGO_INFRAVISION:
2453 case EGO_H_PROTECTION:
2458 if (one_in_(2)) add_esp_strong(o_ptr);
2459 else add_esp_weak(o_ptr, FALSE);
2463 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2464 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2467 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2469 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2471 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2472 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2474 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2475 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2476 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2477 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2478 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2479 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2480 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2481 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2483 default:/* not existing helm (Magi, Might, etc...)*/
2487 break; /* while (1) */
2492 else if (power < -1)
2496 bool ok_flag = TRUE;
2497 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2499 switch (o_ptr->name2)
2501 case EGO_ANCIENT_CURSE:
2505 break; /* while (1) */
2516 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2518 become_random_artifact(o_ptr, FALSE);
2521 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2523 switch (o_ptr->name2)
2532 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2533 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2534 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2535 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2542 else if (power < -1)
2544 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2555 * @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
2556 * Apply magic to an item known to be a "ring" or "amulet"
2557 * @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
2558 * @param level 生成基準階
2559 * @param power 生成ランク
2562 * Hack -- note special "pval boost" code for ring of speed\n
2563 * Hack -- note that some items must be cursed (or blessed)\n
2565 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2567 /* Apply magic (good or bad) according to type */
2568 switch (o_ptr->tval)
2573 switch (o_ptr->sval)
2575 case SV_RING_ATTACKS:
2578 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2579 if (one_in_(15)) o_ptr->pval++;
2580 if (o_ptr->pval < 1) o_ptr->pval = 1;
2586 o_ptr->ident |= (IDENT_BROKEN);
2589 o_ptr->curse_flags |= TRC_CURSED;
2592 o_ptr->pval = 0 - (o_ptr->pval);
2603 /* Strength, Constitution, Dexterity, Intelligence */
2609 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2615 o_ptr->ident |= (IDENT_BROKEN);
2618 o_ptr->curse_flags |= TRC_CURSED;
2621 o_ptr->pval = 0 - (o_ptr->pval);
2627 /* Ring of Speed! */
2630 /* Base speed (1 to 10) */
2631 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2633 /* Super-charge the ring */
2634 while (randint0(100) < 50) o_ptr->pval++;
2640 o_ptr->ident |= (IDENT_BROKEN);
2643 o_ptr->curse_flags |= TRC_CURSED;
2646 o_ptr->pval = 0 - (o_ptr->pval);
2654 case SV_RING_LORDLY:
2658 one_lordly_high_resistance(o_ptr);
2659 } while (one_in_(4));
2661 /* Bonus to armor class */
2662 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2666 case SV_RING_WARNING:
2668 if (one_in_(3)) one_low_esp(o_ptr);
2673 case SV_RING_SEARCHING:
2675 /* Bonus to searching */
2676 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2682 o_ptr->ident |= (IDENT_BROKEN);
2685 o_ptr->curse_flags |= TRC_CURSED;
2688 o_ptr->pval = 0 - (o_ptr->pval);
2694 /* Flames, Acid, Ice */
2695 case SV_RING_FLAMES:
2700 /* Bonus to armor class */
2701 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2705 /* Weakness, Stupidity */
2706 case SV_RING_WEAKNESS:
2707 case SV_RING_STUPIDITY:
2710 o_ptr->ident |= (IDENT_BROKEN);
2713 o_ptr->curse_flags |= TRC_CURSED;
2716 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2717 if (power > 0) power = 0 - power;
2722 /* WOE, Stupidity */
2726 o_ptr->ident |= (IDENT_BROKEN);
2729 o_ptr->curse_flags |= TRC_CURSED;
2732 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2733 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2734 if (power > 0) power = 0 - power;
2739 /* Ring of damage */
2740 case SV_RING_DAMAGE:
2742 /* Bonus to damage */
2743 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2749 o_ptr->ident |= (IDENT_BROKEN);
2752 o_ptr->curse_flags |= TRC_CURSED;
2755 o_ptr->to_d = 0 - o_ptr->to_d;
2761 /* Ring of Accuracy */
2762 case SV_RING_ACCURACY:
2765 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2771 o_ptr->ident |= (IDENT_BROKEN);
2774 o_ptr->curse_flags |= TRC_CURSED;
2777 o_ptr->to_h = 0 - o_ptr->to_h;
2783 /* Ring of Protection */
2784 case SV_RING_PROTECTION:
2786 /* Bonus to armor class */
2787 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2793 o_ptr->ident |= (IDENT_BROKEN);
2796 o_ptr->curse_flags |= TRC_CURSED;
2799 o_ptr->to_a = 0 - o_ptr->to_a;
2805 /* Ring of Slaying */
2806 case SV_RING_SLAYING:
2808 /* Bonus to damage and to hit */
2809 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2810 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2816 o_ptr->ident |= (IDENT_BROKEN);
2819 o_ptr->curse_flags |= TRC_CURSED;
2821 /* Reverse bonuses */
2822 o_ptr->to_h = 0 - o_ptr->to_h;
2823 o_ptr->to_d = 0 - o_ptr->to_d;
2829 case SV_RING_MUSCLE:
2831 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2832 if (one_in_(4)) o_ptr->pval++;
2838 o_ptr->ident |= (IDENT_BROKEN);
2841 o_ptr->curse_flags |= TRC_CURSED;
2843 /* Reverse bonuses */
2844 o_ptr->pval = 0 - o_ptr->pval;
2849 case SV_RING_AGGRAVATION:
2852 o_ptr->ident |= (IDENT_BROKEN);
2855 o_ptr->curse_flags |= TRC_CURSED;
2857 if (power > 0) power = 0 - power;
2861 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2862 || (power > 2)) /* power > 2 is debug only */
2864 o_ptr->pval = MIN(o_ptr->pval, 4);
2865 /* Randart amulet */
2866 become_random_artifact(o_ptr, FALSE);
2868 else if ((power == 2) && one_in_(2))
2870 while (!o_ptr->name2)
2872 int tmp = m_bonus(10, level);
2873 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2874 switch (randint1(28))
2877 o_ptr->name2 = EGO_RING_THROW;
2880 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2881 o_ptr->name2 = EGO_RING_REGEN;
2884 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2885 o_ptr->name2 = EGO_RING_LITE;
2888 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2889 o_ptr->name2 = EGO_RING_TELEPORT;
2892 if (o_ptr->to_h) break;
2893 o_ptr->name2 = EGO_RING_TO_H;
2896 if (o_ptr->to_d) break;
2897 o_ptr->name2 = EGO_RING_TO_D;
2900 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2901 o_ptr->name2 = EGO_RING_SLAY;
2904 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2905 o_ptr->name2 = EGO_RING_WIZARD;
2908 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2909 o_ptr->name2 = EGO_RING_HERO;
2912 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2913 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2914 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2915 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2918 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2919 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;
2920 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2921 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2922 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2925 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2926 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;
2927 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2928 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2929 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2932 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2933 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;
2934 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2935 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2938 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2939 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;
2940 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2941 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2943 case 21: case 22: case 23: case 24: case 25: case 26:
2944 switch (o_ptr->sval)
2947 if (!one_in_(3)) break;
2948 o_ptr->name2 = EGO_RING_D_SPEED;
2950 case SV_RING_DAMAGE:
2951 case SV_RING_ACCURACY:
2952 case SV_RING_SLAYING:
2953 if (one_in_(2)) break;
2954 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2957 o_ptr->name2 = EGO_RING_BERSERKER;
2958 o_ptr->to_h -= 2 + randint1(4);
2959 o_ptr->to_d += 2 + randint1(4);
2962 case SV_RING_PROTECTION:
2963 o_ptr->name2 = EGO_RING_SUPER_AC;
2964 o_ptr->to_a += 7 + m_bonus(5, level);
2966 case SV_RING_RES_FEAR:
2967 o_ptr->name2 = EGO_RING_HERO;
2970 if (one_in_(2)) break;
2971 o_ptr->name2 = EGO_RING_HUNTER;
2973 case SV_RING_SEARCHING:
2974 o_ptr->name2 = EGO_RING_STEALTH;
2976 case SV_RING_TELEPORTATION:
2977 o_ptr->name2 = EGO_RING_TELE_AWAY;
2979 case SV_RING_RES_BLINDNESS:
2981 o_ptr->name2 = EGO_RING_RES_LITE;
2983 o_ptr->name2 = EGO_RING_RES_DARK;
2985 case SV_RING_LORDLY:
2986 if (!one_in_(20)) break;
2987 one_lordly_high_resistance(o_ptr);
2988 one_lordly_high_resistance(o_ptr);
2989 o_ptr->name2 = EGO_RING_TRUE;
2991 case SV_RING_SUSTAIN:
2992 if (!one_in_(4)) break;
2993 o_ptr->name2 = EGO_RING_RES_TIME;
2995 case SV_RING_FLAMES:
2996 if (!one_in_(2)) break;
2997 o_ptr->name2 = EGO_RING_DRAGON_F;
3000 if (!one_in_(2)) break;
3001 o_ptr->name2 = EGO_RING_DRAGON_C;
3003 case SV_RING_WARNING:
3004 if (!one_in_(2)) break;
3005 o_ptr->name2 = EGO_RING_M_DETECT;
3013 o_ptr->curse_flags = 0L;
3015 else if ((power == -2) && one_in_(2))
3017 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3018 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3019 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3020 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3021 o_ptr->art_flags[0] = 0;
3022 o_ptr->art_flags[1] = 0;
3023 while (!o_ptr->name2)
3025 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3026 switch (randint1(5))
3029 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3030 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3033 o_ptr->name2 = EGO_RING_NO_MELEE;
3036 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3037 o_ptr->name2 = EGO_RING_AGGRAVATE;
3040 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3041 o_ptr->name2 = EGO_RING_TY_CURSE;
3044 o_ptr->name2 = EGO_RING_ALBINO;
3049 o_ptr->ident |= (IDENT_BROKEN);
3052 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3060 switch (o_ptr->sval)
3062 /* Amulet of wisdom/charisma */
3063 case SV_AMULET_INTELLIGENCE:
3064 case SV_AMULET_WISDOM:
3065 case SV_AMULET_CHARISMA:
3067 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3073 o_ptr->ident |= (IDENT_BROKEN);
3076 o_ptr->curse_flags |= (TRC_CURSED);
3078 /* Reverse bonuses */
3079 o_ptr->pval = 0 - o_ptr->pval;
3085 /* Amulet of brilliance */
3086 case SV_AMULET_BRILLIANCE:
3088 o_ptr->pval = 1 + m_bonus(3, level);
3089 if (one_in_(4)) o_ptr->pval++;
3095 o_ptr->ident |= (IDENT_BROKEN);
3098 o_ptr->curse_flags |= (TRC_CURSED);
3100 /* Reverse bonuses */
3101 o_ptr->pval = 0 - o_ptr->pval;
3107 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3111 o_ptr->curse_flags |= (TRC_CURSED);
3116 case SV_AMULET_RESISTANCE:
3118 if (one_in_(5)) one_high_resistance(o_ptr);
3119 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3123 /* Amulet of searching */
3124 case SV_AMULET_SEARCHING:
3126 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3132 o_ptr->ident |= (IDENT_BROKEN);
3135 o_ptr->curse_flags |= (TRC_CURSED);
3137 /* Reverse bonuses */
3138 o_ptr->pval = 0 - (o_ptr->pval);
3144 /* Amulet of the Magi -- never cursed */
3145 case SV_AMULET_THE_MAGI:
3147 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3148 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3150 /* gain one low ESP */
3151 add_esp_weak(o_ptr, FALSE);
3156 /* Amulet of Doom -- always cursed */
3157 case SV_AMULET_DOOM:
3160 o_ptr->ident |= (IDENT_BROKEN);
3163 o_ptr->curse_flags |= (TRC_CURSED);
3166 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3167 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3168 if (power > 0) power = 0 - power;
3173 case SV_AMULET_MAGIC_MASTERY:
3175 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3181 o_ptr->ident |= (IDENT_BROKEN);
3184 o_ptr->curse_flags |= (TRC_CURSED);
3186 /* Reverse bonuses */
3187 o_ptr->pval = 0 - o_ptr->pval;
3194 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3195 || (power > 2)) /* power > 2 is debug only */
3197 o_ptr->pval = MIN(o_ptr->pval, 4);
3198 /* Randart amulet */
3199 become_random_artifact(o_ptr, FALSE);
3201 else if ((power == 2) && one_in_(2))
3203 while (!o_ptr->name2)
3205 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3206 switch (randint1(21))
3209 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3210 o_ptr->name2 = EGO_AMU_SLOW_D;
3213 if (o_ptr->pval) break;
3214 o_ptr->name2 = EGO_AMU_INFRA;
3217 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3218 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3221 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3222 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3225 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3226 o_ptr->name2 = EGO_AMU_LEVITATION;
3228 case 10: case 11: case 21:
3229 o_ptr->name2 = EGO_AMU_AC;
3232 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3233 if (m_bonus(10, level) > 8)
3234 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3236 o_ptr->name2 = EGO_AMU_RES_FIRE;
3239 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3240 if (m_bonus(10, level) > 8)
3241 o_ptr->name2 = EGO_AMU_RES_COLD_;
3243 o_ptr->name2 = EGO_AMU_RES_COLD;
3246 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3247 if (m_bonus(10, level) > 8)
3248 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3250 o_ptr->name2 = EGO_AMU_RES_ELEC;
3253 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3254 if (m_bonus(10, level) > 8)
3255 o_ptr->name2 = EGO_AMU_RES_ACID_;
3257 o_ptr->name2 = EGO_AMU_RES_ACID;
3259 case 16: case 17: case 18: case 19: case 20:
3260 switch (o_ptr->sval)
3262 case SV_AMULET_TELEPORT:
3263 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3264 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3265 else o_ptr->name2 = EGO_AMU_TELEPORT;
3267 case SV_AMULET_RESIST_ACID:
3268 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3270 case SV_AMULET_SEARCHING:
3271 o_ptr->name2 = EGO_AMU_STEALTH;
3273 case SV_AMULET_BRILLIANCE:
3274 if (!one_in_(3)) break;
3275 o_ptr->name2 = EGO_AMU_IDENT;
3277 case SV_AMULET_CHARISMA:
3278 if (!one_in_(3)) break;
3279 o_ptr->name2 = EGO_AMU_CHARM;
3281 case SV_AMULET_THE_MAGI:
3282 if (one_in_(2)) break;
3283 o_ptr->name2 = EGO_AMU_GREAT;
3285 case SV_AMULET_RESISTANCE:
3286 if (!one_in_(5)) break;
3287 o_ptr->name2 = EGO_AMU_DEFENDER;
3289 case SV_AMULET_TELEPATHY:
3290 if (!one_in_(3)) break;
3291 o_ptr->name2 = EGO_AMU_DETECTION;
3296 o_ptr->curse_flags = 0L;
3298 else if ((power == -2) && one_in_(2))
3300 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
3301 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
3302 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
3303 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
3304 o_ptr->art_flags[0] = 0;
3305 o_ptr->art_flags[1] = 0;
3306 while (!o_ptr->name2)
3308 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3309 switch (randint1(5))
3312 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3313 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3316 o_ptr->name2 = EGO_AMU_FOOL;
3319 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3320 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3323 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3324 o_ptr->name2 = EGO_AMU_TY_CURSE;
3327 o_ptr->name2 = EGO_AMU_NAIVETY;
3332 o_ptr->ident |= (IDENT_BROKEN);
3335 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3344 * @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
3345 * Apply magic to an item known to be "boring"
3346 * @param floo_ptr 現在フロアへの参照ポインタ
3347 * @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
3348 * @param level 生成基準階
3349 * @param power 生成ランク
3352 * Hack -- note the special code for various items
3354 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3356 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3361 /* Apply magic (good or bad) according to type */
3362 switch (o_ptr->tval)
3371 o_ptr->ident |= (IDENT_BROKEN);
3374 o_ptr->curse_flags |= (TRC_CURSED);
3381 o_ptr->xtra4 = o_ptr->pval;
3387 /* Hack -- Torches -- random fuel */
3388 if (o_ptr->sval == SV_LITE_TORCH)
3390 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3394 /* Hack -- Lanterns -- random fuel */
3395 if (o_ptr->sval == SV_LITE_LANTERN)
3397 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3401 if (power > 2) /* power > 2 is debug only */
3403 become_random_artifact(o_ptr, FALSE);
3405 else if ((power == 2) || ((power == 1) && one_in_(3)))
3407 while (!o_ptr->name2)
3411 bool okay_flag = TRUE;
3413 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3415 switch (o_ptr->name2)
3418 if (o_ptr->sval == SV_LITE_FEANOR)
3426 else if (power == -2)
3428 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3430 switch (o_ptr->name2)
3432 case EGO_LITE_DARKNESS:
3435 if (o_ptr->sval == SV_LITE_TORCH)
3437 add_flag(o_ptr->art_flags, TR_LITE_M1);
3439 else if (o_ptr->sval == SV_LITE_LANTERN)
3441 add_flag(o_ptr->art_flags, TR_LITE_M2);
3443 else if (o_ptr->sval == SV_LITE_FEANOR)
3445 add_flag(o_ptr->art_flags, TR_LITE_M3);
3457 /* The wand or staff gets a number of initial charges equal
3458 * to between 1/2 (+1) and the full object kind's pval. -LM-
3460 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3466 /* Transfer the pval. -LM- */
3467 o_ptr->pval = k_ptr->pval;
3474 object_aware(o_ptr);
3475 object_known(o_ptr);
3481 PARAMETER_VALUE i = 1;
3484 monster_race *r_ptr;
3486 /* Pick a random non-unique monster race */
3489 i = randint1(max_r_idx - 1);
3491 if (!item_monster_okay(i)) continue;
3492 if (i == MON_TSUCHINOKO) continue;
3496 check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
3498 /* Ignore dead monsters */
3499 if (!r_ptr->rarity) continue;
3501 /* Ignore uncommon monsters */
3502 if (r_ptr->rarity > 100) continue;
3504 /* Prefer less out-of-depth monsters */
3505 if (randint0(check)) continue;
3512 /* Some figurines are cursed */
3513 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3520 PARAMETER_VALUE i = 1;
3525 monster_race *r_ptr;
3527 if (o_ptr->sval == SV_SKELETON)
3529 match = RF9_DROP_SKELETON;
3531 else if (o_ptr->sval == SV_CORPSE)
3533 match = RF9_DROP_CORPSE;
3536 /* Hack -- Remove the monster restriction */
3537 get_mon_num_prep(item_monster_okay, NULL);
3539 /* Pick a random non-unique monster race */
3542 i = get_mon_num(p_ptr->current_floor_ptr->dun_level);
3546 check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
3548 /* Ignore dead monsters */
3549 if (!r_ptr->rarity) continue;
3551 /* Ignore corpseless monsters */
3552 if (!(r_ptr->flags9 & match)) continue;
3554 /* Prefer less out-of-depth monsters */
3555 if (randint0(check)) continue;
3563 object_aware(o_ptr);
3564 object_known(o_ptr);
3570 PARAMETER_VALUE i = 1;
3572 monster_race *r_ptr;
3574 /* Pick a random monster race */
3577 i = randint1(max_r_idx - 1);
3581 /* Ignore dead monsters */
3582 if (!r_ptr->rarity) continue;
3591 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3593 object_aware(o_ptr);
3594 object_known(o_ptr);
3601 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3603 /* Hack -- skip ruined chests */
3604 if (obj_level <= 0) break;
3606 /* Hack -- pick a "difficulty" */
3607 o_ptr->pval = randint1(obj_level);
3608 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3610 o_ptr->xtra3 = p_ptr->current_floor_ptr->dun_level + 5;
3612 /* Never exceed "difficulty" of 55 to 59 */
3613 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3622 * @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
3623 * Complete the "creation" of an object by applying "magic" to the item
3624 * @param owner_ptr プレーヤーへの参照ポインタ
3625 * @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
3627 * @param mode 生成オプション
3630 * This includes not only rolling for random bonuses, but also putting the\n
3631 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3632 * staffs, giving fuel to lites, and placing traps on chests.\n
3634 * In particular, note that "Instant Artifacts", if "created" by an external\n
3635 * routine, must pass through this function to complete the actual creation.\n
3637 * The base "chance" of the item being "good" increases with the "level"\n
3638 * parameter, which is usually derived from the dungeon level, being equal\n
3639 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3640 * the object is guaranteed to be "good". If an object is "good", then\n
3641 * the chance that the object will be "great" (ego-item or artifact), also\n
3642 * increases with the "level", being equal to half the level, plus 5, up to\n
3643 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3644 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3646 * If the object is not "good", there is a chance it will be "cursed", and\n
3647 * if it is "cursed", there is a chance it will be "broken". These chances\n
3648 * are related to the "good" / "great" chances above.\n
3650 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3651 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3653 * If "okay" is true, and the object is going to be "great", then there is\n
3654 * a chance that an artifact will be created. This is true even if both the\n
3655 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3656 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3658 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3660 int i, rolls, f1, f2, power;
3662 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev / 2 + 10);
3664 /* Maximum "level" for various things */
3665 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3667 /* Base chance of being "good" */
3670 /* Maximal chance of being "good" */
3671 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3673 /* Base chance of being "great" */
3676 /* Maximal chance of being "great" */
3677 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3678 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3680 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3685 else if (p_ptr->muta3 & MUT3_BAD_LUCK)
3694 /* Roll for "good" */
3695 if ((mode & AM_GOOD) || magik(f1))
3700 /* Roll for "great" */
3701 if ((mode & AM_GREAT) || magik(f2))
3705 /* Roll for "special" */
3706 if (mode & AM_SPECIAL) power = 3;
3710 /* Roll for "cursed" */
3713 /* Assume "cursed" */
3716 /* Roll for "broken" */
3717 if (magik(f2)) power = -2;
3721 if (mode & AM_CURSED)
3723 /* Assume 'cursed' */
3728 /* Everything else gets more badly cursed */
3735 /* Assume no rolls */
3738 /* Get one roll if excellent */
3739 if (power >= 2) rolls = 1;
3741 /* Hack -- Get four rolls if forced great or special */
3742 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3744 /* Hack -- Get no rolls if not allowed */
3745 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3747 /* Roll for artifacts if allowed */
3748 for (i = 0; i < rolls; i++)
3750 /* Roll for an artifact */
3751 if (make_artifact(o_ptr)) break;
3752 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3754 if (make_artifact(o_ptr)) break;
3759 /* Hack -- analyze artifacts */
3760 if (object_is_fixed_artifact(o_ptr))
3762 artifact_type *a_ptr = &a_info[o_ptr->name1];
3764 /* Hack -- Mark the artifact as "created" */
3767 /* Hack -- Memorize location of artifact in saved floors */
3768 if (current_world_ptr->character_dungeon)
3769 a_ptr->floor_id = p_ptr->floor_id;
3771 /* Extract the other fields */
3772 o_ptr->pval = a_ptr->pval;
3773 o_ptr->ac = a_ptr->ac;
3774 o_ptr->dd = a_ptr->dd;
3775 o_ptr->ds = a_ptr->ds;
3776 o_ptr->to_a = a_ptr->to_a;
3777 o_ptr->to_h = a_ptr->to_h;
3778 o_ptr->to_d = a_ptr->to_d;
3779 o_ptr->weight = a_ptr->weight;
3780 o_ptr->xtra2 = a_ptr->act_idx;
3782 if (o_ptr->name1 == ART_MILIM)
3784 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3790 /* Hack -- extract the "broken" flag */
3791 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3793 /* Hack -- extract the "cursed" flag */
3794 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3795 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3796 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3797 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3798 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3799 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3804 switch (o_ptr->tval)
3813 if (power) apply_magic_weapon(o_ptr, lev, power);
3819 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
3825 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
3839 /* Elven Cloak and Black Clothes ... */
3840 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3841 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3842 o_ptr->pval = randint1(4);
3846 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3847 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3848 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3849 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3850 a_m_aux_2(o_ptr, lev, power);
3852 if (power) a_m_aux_2(o_ptr, lev, power);
3860 if (!power && (randint0(100) < 50)) power = -1;
3861 a_m_aux_3(o_ptr, lev, power);
3867 a_m_aux_4(o_ptr, lev, power);
3872 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3873 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3874 (p_ptr->pseikaku == SEIKAKU_SEXY))
3877 add_flag(o_ptr->art_flags, TR_STR);
3878 add_flag(o_ptr->art_flags, TR_INT);
3879 add_flag(o_ptr->art_flags, TR_WIS);
3880 add_flag(o_ptr->art_flags, TR_DEX);
3881 add_flag(o_ptr->art_flags, TR_CON);
3882 add_flag(o_ptr->art_flags, TR_CHR);
3885 /* Hack -- analyze ego-items */
3886 if (object_is_ego(o_ptr))
3888 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3890 /* Hack -- acquire "broken" flag */
3891 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3893 /* Hack -- acquire "cursed" flag */
3894 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3895 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3896 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3897 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3898 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3899 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3901 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3902 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3903 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3904 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3905 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3906 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3907 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3908 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3913 } while (one_in_(o_ptr->dd));
3915 if (o_ptr->dd > 9) o_ptr->dd = 9;
3918 /* Hack -- apply activatin index if needed */
3919 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3921 /* Hack -- apply extra penalties if needed */
3922 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3924 /* Hack -- obtain bonuses */
3925 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3926 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3927 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3929 /* Hack -- obtain pval */
3930 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3933 /* Hack -- apply extra bonuses if needed */
3936 /* Hack -- obtain bonuses */
3937 if (e_ptr->max_to_h)
3939 if (e_ptr->max_to_h > 127)
3940 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3941 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3943 if (e_ptr->max_to_d)
3945 if (e_ptr->max_to_d > 127)
3946 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3947 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3949 if (e_ptr->max_to_a)
3951 if (e_ptr->max_to_a > 127)
3952 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3953 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3956 /* Accuracy ego must have high to_h */
3957 if (o_ptr->name2 == EGO_ACCURACY)
3959 while (o_ptr->to_h < o_ptr->to_d + 10)
3964 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3967 /* Accuracy ego must have high to_h */
3968 if (o_ptr->name2 == EGO_VELOCITY)
3970 while (o_ptr->to_d < o_ptr->to_h + 10)
3975 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3978 /* Protection ego must have high to_a */
3979 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3981 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3984 /* Hack -- obtain pval */
3985 if (e_ptr->max_pval)
3987 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3990 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3992 else if (o_ptr->name2 == EGO_DEMON)
3994 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3996 o_ptr->pval += randint1(2);
4000 o_ptr->pval += randint1(e_ptr->max_pval);
4003 else if (o_ptr->name2 == EGO_ATTACKS)
4005 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
4006 if (o_ptr->pval > 3) o_ptr->pval = 3;
4007 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4008 o_ptr->pval += randint1(2);
4010 else if (o_ptr->name2 == EGO_BAT)
4012 o_ptr->pval = randint1(e_ptr->max_pval);
4013 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4015 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4017 o_ptr->pval = randint1(e_ptr->max_pval);
4021 o_ptr->pval += randint1(e_ptr->max_pval);
4026 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4028 o_ptr->pval = randint1(o_ptr->pval);
4030 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4037 /* Examine real objects */
4040 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4042 /* Hack -- acquire "broken" flag */
4043 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4045 /* Hack -- acquire "cursed" flag */
4046 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4047 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4048 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4049 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4050 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4051 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4057 * @brief 生成階に応じたベースアイテムの生成を行う。
4058 * Attempt to make an object (normal or good/great)
4059 * @param owner_ptr プレーヤーへの参照ポインタ
4060 * @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
4061 * @param mode オプションフラグ
4062 * @return 生成に成功したらTRUEを返す。
4064 * This routine plays nasty games to generate the "special artifacts".\n
4065 * This routine uses "floor_ptr->object_level" for the "generation level".\n
4066 * We assume that the given object has been "wiped".\n
4068 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
4070 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
4072 /* Chance of "special object" */
4073 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
4075 /* Base level for the object */
4076 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
4079 /* Generate a special object, or a normal object */
4080 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4082 KIND_OBJECT_IDX k_idx;
4085 if ((mode & AM_GOOD) && !get_obj_num_hook)
4087 /* Activate restriction (if already specified, use that) */
4088 get_obj_num_hook = kind_is_good;
4091 /* Restricted objects - prepare allocation table */
4092 if (get_obj_num_hook) get_obj_num_prep();
4094 /* Pick a random object */
4095 k_idx = get_obj_num(owner_ptr, base, mode);
4097 /* Restricted objects */
4098 if (get_obj_num_hook)
4100 /* Clear restriction */
4101 get_obj_num_hook = NULL;
4103 /* Reset allocation table to default */
4107 /* Handle failure */
4108 if (!k_idx) return (FALSE);
4110 /* Prepare the object */
4111 object_prep(j_ptr, k_idx);
4114 /* Apply magic (allow artifacts) */
4115 apply_magic(j_ptr, floor_ptr->object_level, mode);
4117 /* Hack -- generate multiple spikes/missiles */
4118 switch (j_ptr->tval)
4126 j_ptr->number = (byte)damroll(6, 7);
4130 if (cheat_peek) object_mention(j_ptr);
4137 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4138 * Make a treasure object
4139 * @param floo_ptr 現在フロアへの参照ポインタ
4140 * @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
4141 * @return 生成に成功したらTRUEを返す。
4143 * The location must be a legal, clean, floor grid.
4145 bool make_gold(object_type *j_ptr)
4150 /* Hack -- Pick a Treasure variety */
4151 i = ((randint1(p_ptr->current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4153 /* Apply "extra" magic */
4154 if (one_in_(GREAT_OBJ))
4156 i += randint1(p_ptr->current_floor_ptr->object_level + 1);
4159 /* Hack -- Creeping Coins only generate "themselves" */
4160 if (coin_type) i = coin_type;
4162 /* Do not create "illegal" Treasure Types */
4163 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4165 /* Prepare a gold object */
4166 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4168 /* Hack -- Base coin cost */
4169 base = k_info[OBJ_GOLD_LIST + i].cost;
4171 /* Determine how much the treasure is "worth" */
4172 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4180 * @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。
4181 * Let an object fall to the ground at or near a location.
4182 * @param owner_ptr プレーヤーへの参照ポインタ
4183 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4184 * @param chance ドロップの消滅率(%)
4185 * @param y 配置したいフロアのY座標
4186 * @param x 配置したいフロアのX座標
4187 * @return 生成に成功したらオブジェクトのIDを返す。
4189 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
4191 * This function takes a parameter "chance". This is the percentage\n
4192 * chance that the item will "disappear" instead of drop. If the object\n
4193 * has been thrown, then this is the chance of disappearance on contact.\n
4195 * Hack -- this function uses "chance" to determine if it should produce\n
4196 * some form of "description" of the drop event (under the player).\n
4198 * We check several locations to see if we can find a location at which\n
4199 * the object can combine, stack, or be placed. Artifacts will try very\n
4200 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4202 OBJECT_IDX drop_near(player_type *owner_type, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4209 POSITION ty, tx = 0;
4211 OBJECT_IDX o_idx = 0;
4212 OBJECT_IDX this_o_idx, next_o_idx = 0;
4216 GAME_TEXT o_name[MAX_NLEN];
4222 /* Extract plural */
4223 bool plural = (j_ptr->number != 1);
4226 /* Describe object */
4227 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4230 /* Handle normal "breakage" */
4231 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4234 msg_format("%sは消えた。", o_name);
4236 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4238 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4254 floor_type *floor_ptr = owner_type->current_floor_ptr;
4255 /* Scan local grids */
4256 for (dy = -3; dy <= 3; dy++)
4258 /* Scan local grids */
4259 for (dx = -3; dx <= 3; dx++)
4263 /* Calculate actual distance */
4264 d = (dy * dy) + (dx * dx);
4266 /* Ignore distant grids */
4267 if (d > 10) continue;
4272 if (!in_bounds(floor_ptr, ty, tx)) continue;
4274 /* Require line of projection */
4275 if (!projectable(floor_ptr, y, x, ty, tx)) continue;
4278 g_ptr = &floor_ptr->grid_array[ty][tx];
4280 /* Require floor space */
4281 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
4286 /* Scan objects in that grid */
4287 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4290 o_ptr = &floor_ptr->o_list[this_o_idx];
4291 next_o_idx = o_ptr->next_o_idx;
4293 /* Check for possible combination */
4294 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4300 /* Add new object */
4302 if (k > 99) continue;
4304 /* Calculate score */
4305 s = 1000 - (d + k * 5);
4307 /* Skip bad values */
4308 if (s < bs) continue;
4310 /* New best value */
4313 /* Apply the randomizer to equivalent values */
4314 if ((++bn >= 2) && !one_in_(bn)) continue;
4327 /* Handle lack of space */
4328 if (!flag && !object_is_artifact(j_ptr))
4331 msg_format("%sは消えた。", o_name);
4333 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4336 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4344 for (i = 0; !flag && (i < 1000); i++)
4347 ty = rand_spread(by, 1);
4348 tx = rand_spread(bx, 1);
4350 if (!in_bounds(floor_ptr, ty, tx)) continue;
4352 /* Bounce to that location */
4356 /* Require floor space */
4357 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
4365 int candidates = 0, pick;
4367 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4369 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4371 /* A valid space found */
4372 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
4376 /* No valid place! */
4380 msg_format("%sは消えた。", o_name);
4382 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4385 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4387 /* Mega-Hack -- preserve artifacts */
4390 /* Hack -- Preserve unknown artifacts */
4391 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4393 /* Mega-Hack -- Preserve the artifact */
4394 a_info[j_ptr->name1].cur_num = 0;
4402 /* Choose a random one */
4403 pick = randint1(candidates);
4405 for (ty = 1; ty < floor_ptr->height - 1; ty++)
4407 for (tx = 1; tx < floor_ptr->width - 1; tx++)
4409 if (cave_drop_bold(floor_ptr, ty, tx))
4413 /* Is this a picked one? */
4426 g_ptr = &floor_ptr->grid_array[by][bx];
4428 /* Scan objects in that grid for combination */
4429 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4432 o_ptr = &floor_ptr->o_list[this_o_idx];
4433 next_o_idx = o_ptr->next_o_idx;
4435 /* Check for combination */
4436 if (object_similar(o_ptr, j_ptr))
4438 object_absorb(o_ptr, j_ptr);
4447 if (!done) o_idx = o_pop(floor_ptr);
4449 if (!done && !o_idx)
4452 msg_format("%sは消えた。", o_name);
4454 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4457 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4459 /* Hack -- Preserve artifacts */
4460 if (object_is_fixed_artifact(j_ptr))
4462 a_info[j_ptr->name1].cur_num = 0;
4471 /* Structure copy */
4472 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
4474 /* Access new object */
4475 j_ptr = &floor_ptr->o_list[o_idx];
4482 j_ptr->held_m_idx = 0;
4485 j_ptr->next_o_idx = g_ptr->o_idx;
4487 g_ptr->o_idx = o_idx;
4497 /* Mega-Hack -- no message if "dropped" by player */
4498 /* Message when an object falls under the player */
4499 if (chance && player_bold(owner_type, by, bx))
4501 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4509 * @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 /
4510 * Describe the charges on an item in the inventory.
4511 * @param owner_ptr プレーヤーへの参照ポインタ
4512 * @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
4515 void inven_item_charges(INVENTORY_IDX item)
4517 object_type *o_ptr = &p_ptr->inventory_list[item];
4519 /* Require staff/wand */
4520 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4522 /* Require known item */
4523 if (!object_is_known(o_ptr)) return;
4526 if (o_ptr->pval <= 0)
4528 msg_print("もう魔力が残っていない。");
4532 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4535 /* Multiple charges */
4536 if (o_ptr->pval != 1)
4538 msg_format("You have %d charges remaining.", o_ptr->pval);
4544 msg_format("You have %d charge remaining.", o_ptr->pval);
4551 * @brief アイテムの残り所持数メッセージを表示する /
4552 * Describe an item in the inventory.
4553 * @param owner_ptr プレーヤーへの参照ポインタ
4554 * @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
4557 void inven_item_describe(INVENTORY_IDX item)
4559 object_type *o_ptr = &p_ptr->inventory_list[item];
4560 GAME_TEXT o_name[MAX_NLEN];
4562 object_desc(o_name, o_ptr, 0);
4565 /* "no more" の場合はこちらで表示する */
4566 if (o_ptr->number <= 0)
4568 /*FIRST*//*ここはもう通らないかも */
4569 msg_format("もう%sを持っていない。", o_name);
4573 /* アイテム名を英日切り替え機能対応 */
4574 msg_format("まだ %sを持っている。", o_name);
4577 msg_format("You have %s.", o_name);
4582 void vary_item(INVENTORY_IDX item, ITEM_NUMBER num)
4586 inven_item_increase(item, num);
4587 inven_item_describe(item);
4588 inven_item_optimize(item);
4592 floor_item_increase(0 - item, num);
4593 floor_item_describe(0 - item);
4594 floor_item_optimize(0 - item);
4600 * @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 /
4601 * Increase the "number" of an item in the inventory
4602 * @param owner_ptr プレーヤーへの参照ポインタ
4603 * @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
4607 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4609 object_type *o_ptr = &p_ptr->inventory_list[item];
4612 num += o_ptr->number;
4615 if (num > 255) num = 255;
4616 else if (num < 0) num = 0;
4619 num -= o_ptr->number;
4621 /* Change the number and weight */
4624 /* Add the number */
4625 o_ptr->number += num;
4627 /* Add the weight */
4628 p_ptr->total_weight += (num * o_ptr->weight);
4629 p_ptr->update |= (PU_BONUS);
4630 p_ptr->update |= (PU_MANA);
4631 p_ptr->update |= (PU_COMBINE);
4632 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4634 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4635 if (!o_ptr->number && p_ptr->ele_attack)
4637 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4639 if (!has_melee_weapon(p_ptr, INVEN_RARM + INVEN_LARM - item))
4641 /* Clear all temporary elemental brands */
4642 set_ele_attack(p_ptr, 0, 0);
4651 * @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 /
4652 * Erase an inventory slot if it has no more items
4653 * @param owner_ptr プレーヤーへの参照ポインタ
4654 * @param item 消去したいプレイヤーのアイテム所持スロット
4657 void inven_item_optimize(INVENTORY_IDX item)
4659 object_type *o_ptr = &p_ptr->inventory_list[item];
4661 /* Only optimize real items */
4662 if (!o_ptr->k_idx) return;
4664 /* Only optimize empty items */
4665 if (o_ptr->number) return;
4667 /* The item is in the pack */
4668 if (item < INVEN_RARM)
4675 /* Slide everything down */
4676 for (i = item; i < INVEN_PACK; i++)
4678 /* Structure copy */
4679 p_ptr->inventory_list[i] = p_ptr->inventory_list[i + 1];
4682 /* Erase the "final" slot */
4683 object_wipe(&p_ptr->inventory_list[i]);
4685 p_ptr->window |= (PW_INVEN);
4688 /* The item is being wielded */
4694 /* Erase the empty slot */
4695 object_wipe(&p_ptr->inventory_list[item]);
4696 p_ptr->update |= (PU_BONUS);
4697 p_ptr->update |= (PU_TORCH);
4698 p_ptr->update |= (PU_MANA);
4700 p_ptr->window |= (PW_EQUIP);
4703 p_ptr->window |= (PW_SPELL);
4708 * @brief 床上の魔道具の残り残量メッセージを表示する /
4709 * Describe the charges on an item on the floor.
4710 * @param floo_ptr 現在フロアへの参照ポインタ
4711 * @param item メッセージの対象にしたいアイテム所持スロット
4714 void floor_item_charges(INVENTORY_IDX item)
4716 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4718 /* Require staff/wand */
4719 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4721 /* Require known item */
4722 if (!object_is_known(o_ptr)) return;
4725 if (o_ptr->pval <= 0)
4727 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4731 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);
4734 /* Multiple charges */
4735 if (o_ptr->pval != 1)
4737 msg_format("There are %d charges remaining.", o_ptr->pval);
4743 msg_format("There is %d charge remaining.", o_ptr->pval);
4751 * @brief 床上のアイテムの残り数メッセージを表示する /
4752 * Describe the charges on an item on the floor.
4753 * @param floo_ptr 現在フロアへの参照ポインタ
4754 * @param item メッセージの対象にしたいアイテム所持スロット
4757 void floor_item_describe(INVENTORY_IDX item)
4759 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4760 GAME_TEXT o_name[MAX_NLEN];
4762 object_desc(o_name, o_ptr, 0);
4765 /* "no more" の場合はこちらで表示を分ける */
4766 if (o_ptr->number <= 0)
4768 msg_format("床上には、もう%sはない。", o_name);
4772 msg_format("床上には、まだ %sがある。", o_name);
4775 msg_format("You see %s.", o_name);
4782 * @brief 床上のアイテムの数を増やす /
4783 * Increase the "number" of an item on the floor
4784 * @param floo_ptr 現在フロアへの参照ポインタ
4785 * @param item 増やしたいアイテムの所持スロット
4786 * @param num 増やしたいアイテムの数
4789 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4791 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4794 num += o_ptr->number;
4797 if (num > 255) num = 255;
4798 else if (num < 0) num = 0;
4801 num -= o_ptr->number;
4803 /* Change the number */
4804 o_ptr->number += num;
4809 * @brief 床上の数の無くなったアイテムスロットを消去する /
4810 * Optimize an item on the floor (destroy "empty" items)
4811 * @param floo_ptr 現在フロアへの参照ポインタ
4812 * @param item 消去したいアイテムの所持スロット
4815 void floor_item_optimize(INVENTORY_IDX item)
4817 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4819 /* Paranoia -- be sure it exists */
4820 if (!o_ptr->k_idx) return;
4822 /* Only optimize empty items */
4823 if (o_ptr->number) return;
4825 delete_object_idx(p_ptr->current_floor_ptr, item);
4830 * @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 /
4831 * Check if we have space for an item in the pack without overflow
4832 * @param owner_ptr プレーヤーへの参照ポインタ
4833 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4834 * @return 溢れずに済むならTRUEを返す
4836 bool inven_carry_okay(object_type *o_ptr)
4841 if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
4844 for (j = 0; j < INVEN_PACK; j++)
4846 object_type *j_ptr = &p_ptr->inventory_list[j];
4847 if (!j_ptr->k_idx) continue;
4849 /* Check if the two items can be combined */
4850 if (object_similar(j_ptr, o_ptr)) return (TRUE);
4857 * @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 /
4858 * Check if we have space for an item in the pack without overflow
4859 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4860 * @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?)
4861 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4862 * @return o_ptrの方が上位ならばTRUEを返す。
4864 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4868 /* Use empty slots */
4869 if (!j_ptr->k_idx) return TRUE;
4871 /* Hack -- readable books always come first */
4872 if ((o_ptr->tval == REALM1_BOOK) &&
4873 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4874 if ((j_ptr->tval == REALM1_BOOK) &&
4875 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4877 if ((o_ptr->tval == REALM2_BOOK) &&
4878 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4879 if ((j_ptr->tval == REALM2_BOOK) &&
4880 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4882 /* Objects sort by decreasing type */
4883 if (o_ptr->tval > j_ptr->tval) return TRUE;
4884 if (o_ptr->tval < j_ptr->tval) return FALSE;
4886 /* Non-aware (flavored) items always come last */
4887 /* Can happen in the home */
4888 if (!object_is_aware(o_ptr)) return FALSE;
4889 if (!object_is_aware(j_ptr)) return TRUE;
4891 /* Objects sort by increasing sval */
4892 if (o_ptr->sval < j_ptr->sval) return TRUE;
4893 if (o_ptr->sval > j_ptr->sval) return FALSE;
4895 /* Unidentified objects always come last */
4896 /* Objects in the home can be unknown */
4897 if (!object_is_known(o_ptr)) return FALSE;
4898 if (!object_is_known(j_ptr)) return TRUE;
4900 /* Fixed artifacts, random artifacts and ego items */
4901 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4902 else if (o_ptr->art_name) o_type = 2;
4903 else if (object_is_ego(o_ptr)) o_type = 1;
4906 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4907 else if (j_ptr->art_name) j_type = 2;
4908 else if (object_is_ego(j_ptr)) j_type = 1;
4911 if (o_type < j_type) return TRUE;
4912 if (o_type > j_type) return FALSE;
4914 switch (o_ptr->tval)
4920 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4921 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4927 /* Objects sort by increasing hit/damage bonuses */
4928 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4929 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4932 /* Hack: otherwise identical rods sort by
4933 increasing recharge time --dsb */
4935 if (o_ptr->pval < j_ptr->pval) return TRUE;
4936 if (o_ptr->pval > j_ptr->pval) return FALSE;
4940 /* Objects sort by decreasing value */
4941 return o_value > object_value(j_ptr);
4946 * @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 /
4947 * Add an item to the players inventory, and return the slot used.
4948 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4949 * @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。
4951 * If the new item can combine with an existing item in the inventory,\n
4952 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4953 * the item will be placed into the "proper" location in the inventory.\n
4955 * This function can be used to "over-fill" the player's pack, but only\n
4956 * once, and such an action must trigger the "overflow" code immediately.\n
4957 * Note that when the pack is being "over-filled", the new item must be\n
4958 * placed into the "overflow" slot, and the "overflow" must take place\n
4959 * before the pack is reordered, but (optionally) after the pack is\n
4960 * combined. This may be tricky. See "dungeon.c" for info.\n
4962 * Note that this code must remove any location/stack information\n
4963 * from the object once it is placed into the inventory.\n
4965 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4967 INVENTORY_IDX i, j, k;
4968 INVENTORY_IDX n = -1;
4973 /* Check for combining */
4974 for (j = 0; j < INVEN_PACK; j++)
4976 j_ptr = &owner_ptr->inventory_list[j];
4977 if (!j_ptr->k_idx) continue;
4979 /* Hack -- track last item */
4982 /* Check if the two items can be combined */
4983 if (object_similar(j_ptr, o_ptr))
4985 object_absorb(j_ptr, o_ptr);
4987 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4988 owner_ptr->update |= (PU_BONUS);
4989 owner_ptr->window |= (PW_INVEN);
4996 if (owner_ptr->inven_cnt > INVEN_PACK) return (-1);
4998 /* Find an empty slot */
4999 for (j = 0; j <= INVEN_PACK; j++)
5001 j_ptr = &owner_ptr->inventory_list[j];
5003 /* Use it if found */
5004 if (!j_ptr->k_idx) break;
5011 /* Reorder the pack */
5014 /* Get the "value" of the item */
5015 s32b o_value = object_value(o_ptr);
5017 /* Scan every occupied slot */
5018 for (j = 0; j < INVEN_PACK; j++)
5020 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
5027 for (k = n; k >= i; k--)
5029 /* Hack -- Slide the item */
5030 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
5033 /* Wipe the empty slot */
5034 object_wipe(&owner_ptr->inventory_list[i]);
5039 object_copy(&owner_ptr->inventory_list[i], o_ptr);
5041 /* Access new object */
5042 j_ptr = &owner_ptr->inventory_list[i];
5045 j_ptr->next_o_idx = 0;
5047 /* Forget monster */
5048 j_ptr->held_m_idx = 0;
5050 /* Forget location */
5051 j_ptr->iy = j_ptr->ix = 0;
5053 /* Player touches it, and no longer marked */
5054 j_ptr->marked = OM_TOUCHED;
5056 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5058 /* Count the items */
5059 owner_ptr->inven_cnt++;
5060 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5061 owner_ptr->window |= (PW_INVEN);
5063 /* Return the slot */
5069 * @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 /
5070 * Take off (some of) a non-cursed equipment item
5071 * @param owner_ptr プレーヤーへの参照ポインタ
5072 * @param item オブジェクトを外したい所持テーブルのID
5074 * @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。
5076 * Note that only one item at a time can be wielded per slot.\n
5077 * Note that taking off an item when "full" may cause that item\n
5078 * to fall to the ground.\n
5079 * Return the inventory slot into which the item is placed.\n
5081 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5092 GAME_TEXT o_name[MAX_NLEN];
5095 /* Get the item to take off */
5096 o_ptr = &p_ptr->inventory_list[item];
5097 if (amt <= 0) return (-1);
5100 if (amt > o_ptr->number) amt = o_ptr->number;
5102 object_copy(q_ptr, o_ptr);
5104 /* Modify quantity */
5105 q_ptr->number = amt;
5107 object_desc(o_name, q_ptr, 0);
5109 /* Took off weapon */
5110 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5111 object_is_melee_weapon(o_ptr))
5113 act = _("を装備からはずした", "You were wielding");
5117 else if (item == INVEN_BOW)
5119 act = _("を装備からはずした", "You were holding");
5122 /* Took off light */
5123 else if (item == INVEN_LITE)
5125 act = _("を光源からはずした", "You were holding");
5128 /* Took off something */
5131 act = _("を装備からはずした", "You were wearing");
5134 /* Modify, Optimize */
5135 inven_item_increase(item, -amt);
5136 inven_item_optimize(item);
5138 /* Carry the object */
5139 slot = inven_carry(p_ptr, q_ptr);
5142 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5144 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5154 * @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 /
5155 * Drop (some of) a non-cursed inventory/equipment item
5156 * @param owner_ptr プレーヤーへの参照ポインタ
5157 * @param item 所持テーブルのID
5158 * @param amt 落としたい個数
5161 * The object will be dropped "near" the current location
5163 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
5169 GAME_TEXT o_name[MAX_NLEN];
5171 /* Access original object */
5172 o_ptr = &owner_ptr->inventory_list[item];
5175 if (amt <= 0) return;
5178 if (amt > o_ptr->number) amt = o_ptr->number;
5180 /* Take off equipment */
5181 if (item >= INVEN_RARM)
5183 /* Take off first */
5184 item = inven_takeoff(item, amt);
5186 /* Access original object */
5187 o_ptr = &owner_ptr->inventory_list[item];
5192 /* Obtain local object */
5193 object_copy(q_ptr, o_ptr);
5195 /* Distribute charges of wands or rods */
5196 distribute_charges(o_ptr, q_ptr, amt);
5198 /* Modify quantity */
5199 q_ptr->number = amt;
5201 /* Describe local object */
5202 object_desc(o_name, q_ptr, 0);
5204 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5206 /* Drop it near the player */
5207 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
5209 vary_item(item, -amt);
5214 * @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 /
5215 * Combine items in the pack
5218 * Note special handling of the "overflow" slot
5220 void combine_pack(player_type *owner_ptr)
5225 bool flag = FALSE, combined;
5231 /* Combine the pack (backwards) */
5232 for (i = INVEN_PACK; i > 0; i--)
5234 o_ptr = &owner_ptr->inventory_list[i];
5236 /* Skip empty items */
5237 if (!o_ptr->k_idx) continue;
5239 /* Scan the items above that item */
5240 for (j = 0; j < i; j++)
5244 j_ptr = &owner_ptr->inventory_list[j];
5246 /* Skip empty items */
5247 if (!j_ptr->k_idx) continue;
5250 * Get maximum number of the stack if these
5251 * are similar, get zero otherwise.
5253 max_num = object_similar_part(j_ptr, o_ptr);
5255 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5256 if (max_num && j_ptr->number < max_num)
5258 if (o_ptr->number + j_ptr->number <= max_num)
5263 /* Add together the item counts */
5264 object_absorb(j_ptr, o_ptr);
5266 /* One object is gone */
5267 owner_ptr->inven_cnt--;
5269 /* Slide everything down */
5270 for (k = i; k < INVEN_PACK; k++)
5272 /* Structure copy */
5273 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
5276 /* Erase the "final" slot */
5277 object_wipe(&owner_ptr->inventory_list[k]);
5281 int old_num = o_ptr->number;
5282 int remain = j_ptr->number + o_ptr->number - max_num;
5284 o_ptr->number -= remain;
5286 /* Add together the item counts */
5287 object_absorb(j_ptr, o_ptr);
5289 o_ptr->number = remain;
5291 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5292 if (o_ptr->tval == TV_ROD)
5294 o_ptr->pval = o_ptr->pval * remain / old_num;
5295 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5298 /* Hack -- if wands are stacking, combine the charges. -LM- */
5299 if (o_ptr->tval == TV_WAND)
5301 o_ptr->pval = o_ptr->pval * remain / old_num;
5305 owner_ptr->window |= (PW_INVEN);
5316 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."));
5321 * @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 /
5322 * Reorder items in the pack
5323 * @param owner_ptr プレーヤーへの参照ポインタ
5326 * Note special handling of the "overflow" slot
5328 void reorder_pack(void)
5338 /* Re-order the pack (forwards) */
5339 for (i = 0; i < INVEN_PACK; i++)
5341 /* Mega-Hack -- allow "proper" over-flow */
5342 if ((i == INVEN_PACK) && (p_ptr->inven_cnt == INVEN_PACK)) break;
5344 o_ptr = &p_ptr->inventory_list[i];
5346 /* Skip empty slots */
5347 if (!o_ptr->k_idx) continue;
5349 /* Get the "value" of the item */
5350 o_value = object_value(o_ptr);
5352 /* Scan every occupied slot */
5353 for (j = 0; j < INVEN_PACK; j++)
5355 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5358 /* Never move down */
5359 if (j >= i) continue;
5365 /* Save a copy of the moving item */
5366 object_copy(q_ptr, &p_ptr->inventory_list[i]);
5368 /* Slide the objects */
5369 for (k = i; k > j; k--)
5371 /* Slide the item */
5372 object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k - 1]);
5375 /* Insert the moving item */
5376 object_copy(&p_ptr->inventory_list[j], q_ptr);
5378 p_ptr->window |= (PW_INVEN);
5381 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."));
5386 * @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 /
5387 * Hack -- display an object kind in the current window
5388 * @param owner_ptr プレーヤーへの参照ポインタ
5389 * @param k_idx ベースアイテムの参照ID
5392 * Include list of usable spells for readible books
5394 void display_koff(KIND_OBJECT_IDX k_idx)
5401 REALM_IDX use_realm;
5403 GAME_TEXT o_name[MAX_NLEN];
5406 /* Erase the window */
5407 for (y = 0; y < Term->hgt; y++)
5409 /* Erase the line */
5410 Term_erase(0, y, 255);
5417 /* Prepare the object */
5418 object_prep(q_ptr, k_idx);
5419 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5421 /* Mention the object name */
5422 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5424 /* Access the item's sval */
5426 use_realm = tval2realm(q_ptr->tval);
5428 /* Warriors are illiterate */
5429 if (p_ptr->realm1 || p_ptr->realm2)
5431 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5435 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5436 if (!is_magic(use_realm)) return;
5437 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5440 /* Display spells in readible books */
5444 SPELL_IDX spells[64];
5446 /* Extract spells */
5447 for (spell = 0; spell < 32; spell++)
5449 /* Check for this spell */
5450 if (fake_spell_flags[sval] & (1L << spell))
5452 /* Collect this spell */
5453 spells[num++] = spell;
5458 print_spells(p_ptr, 0, spells, num, 2, 0, use_realm);
5464 * @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。
5465 * Torches have special abilities when they are flaming.
5466 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5467 * @param flgs 特別に追加するフラグを返す参照ポインタ
5470 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5472 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5474 if (o_ptr->xtra4 > 0)
5476 add_flag(flgs, TR_BRAND_FIRE);
5477 add_flag(flgs, TR_KILL_UNDEAD);
5478 add_flag(flgs, TR_THROW);
5485 * @brief 投擲時たいまつにダイスを与える。
5486 * Torches have special abilities when they are flaming.
5487 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5488 * @param dd 特別なダイス数を返す参照ポインタ
5489 * @param ds 特別なダイス面数を返す参照ポインタ
5492 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5494 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5496 if (o_ptr->xtra4 > 0)
5506 * @brief 投擲時命中したたいまつの寿命を縮める。
5507 * Torches have special abilities when they are flaming.
5508 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5511 void torch_lost_fuel(object_type *o_ptr)
5513 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5515 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5516 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5522 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
5523 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5524 * @return 対応する矢/弾薬のベースアイテムID
5526 int bow_tval_ammo(object_type *o_ptr)
5528 /* Analyze the launcher */
5529 switch (o_ptr->sval)