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
23 #include "object-boost.h"
24 #include "object-flavor.h"
25 #include "object-hook.h"
26 #include "object-curse.h"
27 #include "objectkind-hook.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-effects.h"
34 #include "monsterrace-hook.h"
37 * @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
38 * @param o_idx 削除対象のオブジェクト構造体ポインタ
41 void excise_object_idx(OBJECT_IDX o_idx)
45 OBJECT_IDX this_o_idx, next_o_idx = 0;
46 OBJECT_IDX prev_o_idx = 0;
49 j_ptr = ¤t_floor_ptr->o_list[o_idx];
51 if (j_ptr->held_m_idx)
54 m_ptr = ¤t_floor_ptr->m_list[j_ptr->held_m_idx];
56 /* Scan all objects in the grid */
57 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
60 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
61 next_o_idx = o_ptr->next_o_idx;
63 if (this_o_idx == o_idx)
68 /* Remove from list */
69 m_ptr->hold_o_idx = next_o_idx;
78 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
80 /* Remove from list */
81 k_ptr->next_o_idx = next_o_idx;
84 /* Forget next pointer */
85 o_ptr->next_o_idx = 0;
91 prev_o_idx = this_o_idx;
100 POSITION y = j_ptr->iy;
101 POSITION x = j_ptr->ix;
103 g_ptr = ¤t_floor_ptr->grid_array[y][x];
105 /* Scan all objects in the grid */
106 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
109 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
110 next_o_idx = o_ptr->next_o_idx;
112 if (this_o_idx == o_idx)
117 /* Remove from list */
118 g_ptr->o_idx = next_o_idx;
126 /* Previous object */
127 k_ptr = ¤t_floor_ptr->o_list[prev_o_idx];
129 /* Remove from list */
130 k_ptr->next_o_idx = next_o_idx;
133 /* Forget next pointer */
134 o_ptr->next_o_idx = 0;
139 /* Save prev_o_idx */
140 prev_o_idx = this_o_idx;
146 * @brief オブジェクトを削除する /
147 * Delete a dungeon object
148 * @param o_idx 削除対象のオブジェクト構造体ポインタ
151 * Handle "stacks" of objects correctly.
153 void delete_object_idx(OBJECT_IDX o_idx)
158 excise_object_idx(o_idx);
161 j_ptr = ¤t_floor_ptr->o_list[o_idx];
164 if (!(j_ptr->held_m_idx))
179 * @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
180 * Delete a dungeon object
181 * @param y 削除したフロアマスのY座標
182 * @param x 削除したフロアマスのX座標
185 void delete_object(POSITION y, POSITION x)
188 OBJECT_IDX this_o_idx, next_o_idx = 0;
190 /* Refuse "illegal" locations */
191 if (!in_bounds(y, x)) return;
193 g_ptr = ¤t_floor_ptr->grid_array[y][x];
195 /* Scan all objects in the grid */
196 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
199 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
200 next_o_idx = o_ptr->next_o_idx;
207 /* Objects are gone */
215 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
216 * Move an object from index i1 to index i2 in the object list
217 * @param i1 整理したい配列の始点
218 * @param i2 整理したい配列の終点
221 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
228 if (i1 == i2) return;
231 for (i = 1; i < o_max; i++)
233 o_ptr = ¤t_floor_ptr->o_list[i];
235 /* Skip "dead" objects */
236 if (!o_ptr->k_idx) continue;
238 /* Repair "next" pointers */
239 if (o_ptr->next_o_idx == i1)
242 o_ptr->next_o_idx = i2;
245 o_ptr = ¤t_floor_ptr->o_list[i1];
247 if (o_ptr->held_m_idx)
251 /* Acquire monster */
252 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
255 if (m_ptr->hold_o_idx == i1)
258 m_ptr->hold_o_idx = i2;
267 /* Acquire location */
272 g_ptr = ¤t_floor_ptr->grid_array[y][x];
275 if (g_ptr->o_idx == i1)
283 current_floor_ptr->o_list[i2] = current_floor_ptr->o_list[i1];
291 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
292 * Compact and Reorder the object list.
293 * @param size 最低でも減らしたいオブジェクト数の水準
297 * This function can be very dangerous, use with caution!\n
299 * When actually "compacting" objects, we base the saving throw on a\n
300 * combination of object level, distance from player, and current\n
303 * After "compacting" (if needed), we "reorder" the objects into a more\n
304 * compact order, and we reset the allocation info, and the "live" array.\n
306 void compact_objects(int size)
311 int cur_lev, cur_dis, chance;
317 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
318 p_ptr->redraw |= (PR_MAP);
319 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
323 /* Compact at least 'size' objects */
324 for (num = 0, cnt = 1; num < size; cnt++)
326 /* Get more vicious each iteration */
329 /* Get closer each iteration */
330 cur_dis = 5 * (20 - cnt);
332 /* Examine the objects */
333 for (i = 1; i < o_max; i++)
335 o_ptr = ¤t_floor_ptr->o_list[i];
337 /* Skip dead objects */
338 if (!o_ptr->k_idx) continue;
340 /* Hack -- High level objects start out "immune" */
341 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
343 if (o_ptr->held_m_idx)
347 /* Acquire monster */
348 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
353 /* Monsters protect their objects */
354 if (randint0(100) < 90) continue;
364 /* Nearby objects start out "immune" */
365 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
370 /* Hack -- only compact artifacts in emergencies */
371 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
372 (cnt < 1000)) chance = 100;
374 /* Apply the saving throw */
375 if (randint0(100) < chance) continue;
377 delete_object_idx(i);
385 /* Excise dead objects (backwards!) */
386 for (i = o_max - 1; i >= 1; i--)
388 o_ptr = ¤t_floor_ptr->o_list[i];
390 /* Skip real objects */
391 if (o_ptr->k_idx) continue;
393 /* Move last object into open hole */
394 compact_objects_aux(o_max - 1, i);
396 /* Compress "o_max" */
403 * @brief グローバルオブジェクト配列を初期化する /
404 * Delete all the items when player leaves the level
405 * @note we do NOT visually reflect these (irrelevant) changes
407 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
408 * and the "m_ptr->next_o_idx" field for every monster, since
409 * we know we are clearing every object. Technically, we only
410 * clear those fields for grids/monsters containing objects,
411 * and we clear it once for every such object.
414 void wipe_o_list(void)
418 /* Delete the existing objects */
419 for (i = 1; i < o_max; i++)
421 object_type *o_ptr = ¤t_floor_ptr->o_list[i];
423 /* Skip dead objects */
424 if (!o_ptr->k_idx) continue;
426 /* Mega-Hack -- preserve artifacts */
427 if (!character_dungeon || preserve_mode)
429 /* Hack -- Preserve unknown artifacts */
430 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
432 /* Mega-Hack -- Preserve the artifact */
433 a_info[o_ptr->name1].cur_num = 0;
437 if (o_ptr->held_m_idx)
440 m_ptr = ¤t_floor_ptr->m_list[o_ptr->held_m_idx];
442 /* Hack -- see above */
443 m_ptr->hold_o_idx = 0;
451 /* Access location */
452 POSITION y = o_ptr->iy;
453 POSITION x = o_ptr->ix;
456 g_ptr = ¤t_floor_ptr->grid_array[y][x];
458 /* Hack -- see above */
473 * @brief グローバルオブジェクト配列から空きを取得する /
474 * Acquires and returns the index of a "free" object.
475 * @return 開いているオブジェクト要素のID
477 * This routine should almost never fail, but in case it does,
478 * we must be sure to handle "failure" of this routine.
480 OBJECT_IDX o_pop(void)
484 /* Initial allocation */
485 if (o_max < current_floor_ptr->max_o_idx)
490 /* Expand object array */
496 /* Use this object */
501 /* Recycle dead objects */
502 for (i = 1; i < o_max; i++)
505 o_ptr = ¤t_floor_ptr->o_list[i];
507 /* Skip live objects */
508 if (o_ptr->k_idx) continue;
513 /* Use this object */
518 /* Warn the player (except during dungeon creation) */
519 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
526 * @brief オブジェクト生成テーブルに生成制約を加える /
527 * Apply a "object restriction function" to the "object allocation table"
529 * @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
531 static errr get_obj_num_prep(void)
536 alloc_entry *table = alloc_kind_table;
538 /* Scan the allocation table */
539 for (i = 0; i < alloc_kind_size; i++)
541 /* Accept objects which pass the restriction, if any */
542 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
544 /* Accept this object */
545 table[i].prob2 = table[i].prob1;
548 /* Do not use this object */
551 /* Decline this object */
562 * @brief オブジェクト生成テーブルからアイテムを取得する /
563 * Choose an object kind that seems "appropriate" to the given level
565 * @return 選ばれたオブジェクトベースID
567 * This function uses the "prob2" field of the "object allocation table",\n
568 * and various local information, to calculate the "prob3" field of the\n
569 * same table, which is then used to choose an "appropriate" object, in\n
570 * a relatively efficient manner.\n
572 * It is (slightly) more likely to acquire an object of the given level\n
573 * than one of a lower level. This is done by choosing several objects\n
574 * appropriate to the given level and keeping the "hardest" one.\n
576 * Note that if no objects are "appropriate", then this function will\n
577 * fail, and return zero, but this should *almost* never happen.\n
579 OBJECT_IDX get_obj_num(DEPTH level)
582 KIND_OBJECT_IDX k_idx;
585 alloc_entry *table = alloc_kind_table;
587 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
590 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
592 /* Occasional "boost" */
593 if (one_in_(GREAT_OBJ))
595 /* What a bizarre calculation */
596 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
603 /* Process probabilities */
604 for (i = 0; i < alloc_kind_size; i++)
606 /* Objects are sorted by depth */
607 if (table[i].level > level) break;
612 k_idx = table[i].index;
614 /* Access the actual kind */
615 k_ptr = &k_info[k_idx];
617 /* Hack -- prevent embedded chests */
618 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
621 table[i].prob3 = table[i].prob2;
624 total += table[i].prob3;
627 /* No legal objects */
628 if (total <= 0) return (0);
632 value = randint0(total);
634 /* Find the object */
635 for (i = 0; i < alloc_kind_size; i++)
637 /* Found the entry */
638 if (value < table[i].prob3) break;
641 value = value - table[i].prob3;
648 /* Try for a "better" object once (50%) or twice (10%) */
655 value = randint0(total);
657 /* Find the object */
658 for (i = 0; i < alloc_kind_size; i++)
660 /* Found the entry */
661 if (value < table[i].prob3) break;
664 value = value - table[i].prob3;
667 /* Keep the "best" one */
668 if (table[i].level < table[j].level) i = j;
671 /* Try for a "better" object twice (10%) */
678 value = randint0(total);
680 /* Find the object */
681 for (i = 0; i < alloc_kind_size; i++)
683 /* Found the entry */
684 if (value < table[i].prob3) break;
687 value = value - table[i].prob3;
690 /* Keep the "best" one */
691 if (table[i].level < table[j].level) i = j;
694 return (table[i].index);
699 * @brief オブジェクトを鑑定済にする /
700 * Known is true when the "attributes" of an object are "known".
701 * @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
703 * These include tohit, todam, toac, cost, and pval (charges).\n
705 * Note that "knowing" an object gives you everything that an "awareness"\n
706 * gives you, and much more. In fact, the player is always "aware" of any\n
707 * item of which he has full "knowledge".\n
709 * But having full knowledge of, say, one "wand of wonder", does not, by\n
710 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
711 * It happens that most "identify" routines (including "buying from a shop")\n
712 * will make the player "aware" of the object as well as fully "know" it.\n
714 * This routine also removes any inscriptions generated by "feelings".\n
716 void object_known(object_type *o_ptr)
718 /* Remove "default inscriptions" */
719 o_ptr->feeling = FEEL_NONE;
721 /* Clear the "Felt" info */
722 o_ptr->ident &= ~(IDENT_SENSE);
724 /* Clear the "Empty" info */
725 o_ptr->ident &= ~(IDENT_EMPTY);
727 /* Now we know about the item */
728 o_ptr->ident |= (IDENT_KNOWN);
732 * @brief オブジェクトを*鑑定*済にする /
733 * The player is now aware of the effects of the given object.
734 * @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
737 void object_aware(object_type *o_ptr)
739 bool mihanmei = !object_is_aware(o_ptr);
741 /* Fully aware of the effects */
742 k_info[o_ptr->k_idx].aware = TRUE;
744 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
745 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
749 GAME_TEXT o_name[MAX_NLEN];
752 object_copy(q_ptr, o_ptr);
755 object_desc(o_name, q_ptr, OD_NAME_ONLY);
757 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
762 * @brief オブジェクトを試行済にする /
763 * Something has been "sampled"
764 * @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
767 void object_tried(object_type *o_ptr)
769 /* Mark it as tried (even if "aware") */
770 k_info[o_ptr->k_idx].tried = TRUE;
774 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
775 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
776 * @return 擬似鑑定結果のIDを返す。
778 byte value_check_aux1(object_type *o_ptr)
781 if (object_is_artifact(o_ptr))
784 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
791 if (object_is_ego(o_ptr))
794 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
797 return FEEL_EXCELLENT;
801 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
804 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
806 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
808 /* Good "armor" bonus */
809 if (o_ptr->to_a > 0) return FEEL_GOOD;
811 /* Good "weapon" bonus */
812 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
814 /* Default to "average" */
819 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
820 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
821 * @return 擬似鑑定結果のIDを返す。
823 byte value_check_aux2(object_type *o_ptr)
825 /* Cursed items (all of them) */
826 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
828 /* Broken items (all of them) */
829 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
831 /* Artifacts -- except cursed/broken ones */
832 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
834 /* Ego-Items -- except cursed/broken ones */
835 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
837 /* Good armor bonus */
838 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
840 /* Good weapon bonuses */
841 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
848 * @brief 未鑑定なベースアイテムの基本価格を返す /
849 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
850 * @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
851 * @return オブジェクトの未鑑定価格
853 static PRICE object_value_base(object_type *o_ptr)
855 /* Aware item -- use template cost */
856 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
858 /* Analyze the type */
863 case TV_FOOD: return (5L);
865 /* Un-aware Potions */
866 case TV_POTION: return (20L);
868 /* Un-aware Scrolls */
869 case TV_SCROLL: return (20L);
871 /* Un-aware Staffs */
872 case TV_STAFF: return (70L);
875 case TV_WAND: return (50L);
878 case TV_ROD: return (90L);
881 case TV_RING: return (45L);
883 /* Un-aware Amulets */
884 case TV_AMULET: return (45L);
886 /* Figurines, relative to monster level */
889 DEPTH level = r_info[o_ptr->pval].level;
890 if (level < 20) return level*50L;
891 else if (level < 30) return 1000+(level-20)*150L;
892 else if (level < 40) return 2500+(level-30)*350L;
893 else if (level < 50) return 6000+(level-40)*800L;
894 else return 14000+(level-50)*2000L;
898 if (!o_ptr->pval) return 1000L;
899 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
902 /* Paranoia -- Oops */
908 * @brief オブジェクトのフラグ類から価格を算出する /
909 * Return the value of the flags the object has...
910 * @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
911 * @param plusses フラグに与える価格の基本重み
912 * @return オブジェクトのフラグ価格
914 PRICE flag_cost(object_type *o_ptr, int plusses)
917 BIT_FLAGS flgs[TR_FLAG_SIZE];
921 object_kind *k_ptr = &k_info[o_ptr->k_idx];
923 object_flags(o_ptr, flgs);
926 * Exclude fixed flags of the base item.
927 * pval bonuses of base item will be treated later.
929 for (i = 0; i < TR_FLAG_SIZE; i++)
930 flgs[i] &= ~(k_ptr->flags[i]);
932 /* Exclude fixed flags of the fixed artifact. */
933 if (object_is_fixed_artifact(o_ptr))
935 artifact_type *a_ptr = &a_info[o_ptr->name1];
937 for (i = 0; i < TR_FLAG_SIZE; i++)
938 flgs[i] &= ~(a_ptr->flags[i]);
941 /* Exclude fixed flags of the ego-item. */
942 else if (object_is_ego(o_ptr))
944 ego_item_type *e_ptr = &e_info[o_ptr->name2];
946 for (i = 0; i < TR_FLAG_SIZE; i++)
947 flgs[i] &= ~(e_ptr->flags[i]);
952 * Calucurate values of remaining flags
954 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
955 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
956 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
957 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
958 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
959 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
960 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
961 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
962 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
963 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
964 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
965 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
966 total += (10000 + (2500 * plusses));
967 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
968 total += (10000 + (2500 * plusses));
972 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
973 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
974 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
975 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
976 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
977 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
978 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
979 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
980 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
981 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
982 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
983 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
984 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
985 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
986 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
987 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
988 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
989 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
990 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
991 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
992 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
994 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
995 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
996 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
997 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
998 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
999 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1000 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1001 total += (tmp_cost * count);
1003 if (have_flag(flgs, TR_SUST_STR)) total += 850;
1004 if (have_flag(flgs, TR_SUST_INT)) total += 850;
1005 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1006 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1007 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1008 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1009 if (have_flag(flgs, TR_RIDING)) total += 0;
1010 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1011 if (have_flag(flgs, TR_THROW)) total += 5000;
1012 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1013 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1017 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1018 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1019 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1020 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1021 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1022 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1023 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1024 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1025 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1026 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1027 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1028 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1029 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1030 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1031 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1032 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1033 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1034 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1035 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1036 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1037 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1038 total += (tmp_cost * count);
1040 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1041 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1042 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1043 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1044 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1045 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1046 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1047 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1048 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1049 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1050 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1051 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1052 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1053 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1054 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1055 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1056 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1057 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1058 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1059 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1060 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1061 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1062 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1063 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1064 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1065 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1066 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1067 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1068 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1069 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1070 if (have_flag(flgs, TR_REGEN)) total += 2500;
1071 if (have_flag(flgs, TR_WARNING)) total += 2000;
1072 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1073 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1074 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1075 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1076 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1077 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1078 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1079 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1080 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1081 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1082 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1083 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1084 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1085 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1086 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1087 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1088 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1089 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1090 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1091 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1092 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1093 if (have_flag(flgs, TR_TELEPORT))
1095 if (object_is_cursed(o_ptr))
1100 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1101 if (have_flag(flgs, TR_BLESSED)) total += 750;
1102 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1103 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1104 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1105 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1106 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1108 /* Also, give some extra for activatable powers... */
1109 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1111 const activation_type* const act_ptr = find_activation_info(o_ptr);
1113 total += act_ptr->value;
1122 * @brief オブジェクトの真の価格を算出する /
1123 * Return the value of the flags the object has...
1124 * @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
1125 * @return オブジェクトの本価格
1127 * Return the "real" price of a "known" item, not including discounts\n
1129 * Wand and staffs get cost for each charge\n
1131 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1133 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1135 * Missiles are only worth 5 gold per bonus point, since they\n
1136 * usually appear in groups of 20, and we want the player to get\n
1137 * the same amount of cash for any "equivalent" item. Note that\n
1138 * missiles never have any of the "pval" flags, and in fact, they\n
1139 * only have a few of the available flags, primarily of the "slay"\n
1140 * and "brand" and "ignore" variety.\n
1142 * Armor with a negative armor bonus is worthless.\n
1143 * Weapons with negative hit+damage bonuses are worthless.\n
1145 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1147 PRICE object_value_real(object_type *o_ptr)
1150 BIT_FLAGS flgs[TR_FLAG_SIZE];
1151 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1154 /* Hack -- "worthless" items */
1155 if (!k_info[o_ptr->k_idx].cost) return (0L);
1158 value = k_info[o_ptr->k_idx].cost;
1160 /* Extract some flags */
1161 object_flags(o_ptr, flgs);
1164 if (object_is_fixed_artifact(o_ptr))
1166 artifact_type *a_ptr = &a_info[o_ptr->name1];
1168 /* Hack -- "worthless" artifacts */
1169 if (!a_ptr->cost) return (0L);
1171 /* Hack -- Use the artifact cost instead */
1172 value = a_ptr->cost;
1173 value += flag_cost(o_ptr, o_ptr->pval);
1175 /* Don't add pval bonuses etc. */
1180 else if (object_is_ego(o_ptr))
1182 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1184 /* Hack -- "worthless" ego-items */
1185 if (!e_ptr->cost) return (0L);
1187 /* Hack -- Reward the ego-item with a bonus */
1188 value += e_ptr->cost;
1189 value += flag_cost(o_ptr, o_ptr->pval);
1197 for (i = 0; i < TR_FLAG_SIZE; i++)
1198 if (o_ptr->art_flags[i]) flag = TRUE;
1200 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1203 /* Analyze pval bonus for normal object */
1204 switch (o_ptr->tval)
1227 if (!o_ptr->pval) break;
1229 /* Hack -- Negative "pval" is always bad */
1230 if (o_ptr->pval < 0) return (0L);
1232 /* Give credit for stat bonuses */
1233 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1234 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1235 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1236 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1237 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1238 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1240 /* Give credit for stealth and searching */
1241 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1242 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1243 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1245 /* Give credit for infra-vision and tunneling */
1246 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1247 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1249 /* Give credit for extra attacks */
1250 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1252 /* Give credit for speed bonus */
1253 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1259 /* Analyze the item */
1260 switch (o_ptr->tval)
1265 /* Pay extra for charges, depending on standard number of
1266 * charges. Handle new-style wands correctly. -LM-
1268 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1274 /* Pay extra for charges, depending on standard number of
1277 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1286 /* Hack -- negative bonuses are bad */
1287 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1289 /* Give credit for bonuses */
1290 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1306 /* Hack -- negative armor bonus */
1307 if (o_ptr->to_a < 0) return (0L);
1309 /* Give credit for bonuses */
1310 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1322 /* Hack -- negative hit/damage bonuses */
1323 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1325 /* Factor in the bonuses */
1326 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1328 /* Hack -- Factor in extra damage dice and sides */
1329 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1330 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1340 /* Hack -- negative hit/damage bonuses */
1341 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1343 /* Factor in the bonuses */
1344 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1346 /* Hack -- Factor in extra damage dice and sides */
1347 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1348 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1353 /* Figurines, relative to monster level */
1356 DEPTH level = r_info[o_ptr->pval].level;
1357 if (level < 20) value = level*50L;
1358 else if (level < 30) value = 1000+(level-20)*150L;
1359 else if (level < 40) value = 2500+(level-30)*350L;
1360 else if (level < 50) value = 6000+(level-40)*800L;
1361 else value = 14000+(level-50)*2000L;
1367 if (!o_ptr->pval) value = 1000L;
1368 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1374 if (!o_ptr->pval) value = 0L;
1379 /* Worthless object */
1380 if (value < 0) return 0L;
1382 /* Return the value */
1388 * @brief オブジェクト価格算出のメインルーチン /
1389 * Return the price of an item including plusses (and charges)
1390 * @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
1391 * @return オブジェクトの判明している現価格
1393 * This function returns the "value" of the given item (qty one)\n
1395 * Never notice "unknown" bonuses or properties, including "curses",\n
1396 * since that would give the player information he did not have.\n
1398 * Note that discounted items stay discounted forever, even if\n
1399 * the discount is "forgotten" by the player via memory loss.\n
1401 PRICE object_value(object_type *o_ptr)
1405 /* Unknown items -- acquire a base value */
1406 if (object_is_known(o_ptr))
1408 /* Broken items -- worthless */
1409 if (object_is_broken(o_ptr)) return (0L);
1411 /* Cursed items -- worthless */
1412 if (object_is_cursed(o_ptr)) return (0L);
1414 /* Real value (see above) */
1415 value = object_value_real(o_ptr);
1418 /* Known items -- acquire the actual value */
1421 /* Hack -- Felt broken items */
1422 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1424 /* Hack -- Felt cursed items */
1425 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1427 /* Base value (see above) */
1428 value = object_value_base(o_ptr);
1431 /* Apply discount (if any) */
1432 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1434 /* Return the final value */
1442 * @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 /
1443 * Distribute charges of rods or wands.
1444 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1445 * @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
1446 * @param amt 分割したい回数量 number of items that are transfered
1449 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1450 * charges need to be allocated between the two stacks. If all the items\n
1451 * are being dropped, it makes for a neater message to leave the original\n
1452 * stack's pval alone. -LM-\n
1454 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1456 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1458 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1459 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1461 /* Hack -- Rods also need to have their timeouts distributed. The
1462 * dropped stack will accept all time remaining to charge up to its
1465 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1467 if (q_ptr->pval > o_ptr->timeout)
1468 q_ptr->timeout = o_ptr->timeout;
1470 q_ptr->timeout = q_ptr->pval;
1472 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1478 * @brief 魔法棒やロッドの使用回数を減らす /
1479 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1480 * @param amt 減らしたい回数量 number of items that are transfered
1483 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1484 * charges of the stack needs to be reduced, unless all the items are\n
1485 * being destroyed. -LM-\n
1487 void reduce_charges(object_type *o_ptr, int amt)
1489 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1490 (amt < o_ptr->number))
1492 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1497 * Determine if an item can "absorb" a second item
1499 * See "object_absorb()" for the actual "absorption" code.
1501 * If permitted, we allow staffs (if they are known to have equal charges
1502 * and both are either known or confirmed empty) and wands (if both are
1503 * either known or confirmed empty) and rods (in all cases) to combine.
1504 * Staffs will unstack (if necessary) when they are used, but wands and
1505 * rods will only unstack if one is dropped. -LM-
1507 * If permitted, we allow weapons/armor to stack, if fully "known".
1509 * Missiles will combine if both stacks have the same "known" status.
1510 * This is done to make unidentified stacks of missiles useful.
1512 * Food, potions, scrolls, and "easy know" items always stack.
1514 * Chests, and activatable items, never stack (for various reasons).
1518 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1520 #define MAX_STACK_SIZE 99
1524 * @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。
1525 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1526 * @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
1527 * @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
1528 * @return 重ね合わせ可能なアイテム数
1530 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1534 /* Default maximum number of stack */
1535 int max_num = MAX_STACK_SIZE;
1537 /* Require identical object types */
1538 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1541 /* Analyze the items */
1542 switch (o_ptr->tval)
1544 /* Chests and Statues*/
1555 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1556 if (o_ptr->pval != j_ptr->pval) return 0;
1560 /* Figurines and Corpses*/
1565 if (o_ptr->pval != j_ptr->pval) return 0;
1571 /* Food and Potions and Scrolls */
1583 /* Require either knowledge or known empty for both staffs. */
1584 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1585 !object_is_known(o_ptr)) ||
1586 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1587 !object_is_known(j_ptr))) return 0;
1589 /* Require identical charges, since staffs are bulky. */
1590 if (o_ptr->pval != j_ptr->pval) return 0;
1599 /* Require either knowledge or known empty for both wands. */
1600 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1601 !object_is_known(o_ptr)) ||
1602 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1603 !object_is_known(j_ptr))) return 0;
1605 /* Wand charges combine in O&ZAngband. */
1611 /* Staffs and Wands and Rods */
1614 /* Prevent overflaw of timeout */
1615 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1621 /* Weapons and Armor */
1637 /* Rings, Amulets, Lites */
1643 /* Require full knowledge of both items */
1644 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1654 /* Require identical knowledge of both items */
1655 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1656 if (o_ptr->feeling != j_ptr->feeling) return 0;
1658 /* Require identical "bonuses" */
1659 if (o_ptr->to_h != j_ptr->to_h) return 0;
1660 if (o_ptr->to_d != j_ptr->to_d) return 0;
1661 if (o_ptr->to_a != j_ptr->to_a) return 0;
1663 /* Require identical "pval" code */
1664 if (o_ptr->pval != j_ptr->pval) return 0;
1666 /* Artifacts never stack */
1667 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1669 /* Require identical "ego-item" names */
1670 if (o_ptr->name2 != j_ptr->name2) return 0;
1672 /* Require identical added essence */
1673 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1674 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1676 /* Hack -- Never stack "powerful" items */
1677 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1679 /* Hack -- Never stack recharging items */
1680 if (o_ptr->timeout || j_ptr->timeout) return 0;
1682 /* Require identical "values" */
1683 if (o_ptr->ac != j_ptr->ac) return 0;
1684 if (o_ptr->dd != j_ptr->dd) return 0;
1685 if (o_ptr->ds != j_ptr->ds) return 0;
1694 /* Require knowledge */
1695 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1703 /* Hack -- Identical art_flags! */
1704 for (i = 0; i < TR_FLAG_SIZE; i++)
1705 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1707 /* Hack -- Require identical "cursed" status */
1708 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1710 /* Hack -- Require identical "broken" status */
1711 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1714 /* Hack -- require semi-matching "inscriptions" */
1715 if (o_ptr->inscription && j_ptr->inscription &&
1716 (o_ptr->inscription != j_ptr->inscription))
1719 /* Hack -- normally require matching "inscriptions" */
1720 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1722 /* Hack -- normally require matching "discounts" */
1723 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1726 /* They match, so they must be similar */
1731 * @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。
1732 * Determine if an item can absorb a second item.
1733 * @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
1734 * @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
1735 * @return 重ね合わせ可能ならばTRUEを返す。
1737 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1739 int total = o_ptr->number + j_ptr->number;
1742 /* Are these objects similar? */
1743 max_num = object_similar_part(o_ptr, j_ptr);
1745 /* Return if not similar */
1746 if (!max_num) return FALSE;
1748 /* Maximal "stacking" limit */
1749 if (total > max_num) return (0);
1752 /* They match, so they must be similar */
1758 * @brief 両オブジェクトをスロットに重ね合わせる。
1759 * Allow one item to "absorb" another, assuming they are similar
1760 * @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
1761 * @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
1764 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1766 int max_num = object_similar_part(o_ptr, j_ptr);
1767 int total = o_ptr->number + j_ptr->number;
1768 int diff = (total > max_num) ? total - max_num : 0;
1770 /* Combine quantity, lose excess items */
1771 o_ptr->number = (total > max_num) ? max_num : total;
1773 /* Hack -- blend "known" status */
1774 if (object_is_known(j_ptr)) object_known(o_ptr);
1776 /* Hack -- clear "storebought" if only one has it */
1777 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1778 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1780 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1781 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1784 /* Hack -- blend "mental" status */
1785 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1787 /* Hack -- blend "inscriptions" */
1788 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1790 /* Hack -- blend "feelings" */
1791 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1793 /* Hack -- could average discounts */
1794 /* Hack -- save largest discount */
1795 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1797 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1798 if (o_ptr->tval == TV_ROD)
1800 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1801 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1804 /* Hack -- if wands are stacking, combine the charges. -LM- */
1805 if (o_ptr->tval == TV_WAND)
1807 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1813 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1814 * Find the index of the object_kind with the given tval and sval
1815 * @param tval 検索したいベースアイテムのtval
1816 * @param sval 検索したいベースアイテムのsval
1819 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1823 KIND_OBJECT_IDX bk = 0;
1826 for (k = 1; k < max_k_idx; k++)
1828 object_kind *k_ptr = &k_info[k];
1830 /* Require correct tval */
1831 if (k_ptr->tval != tval) continue;
1834 if (k_ptr->sval == sval) return (k);
1836 /* Ignore illegal items */
1837 if (sval != SV_ANY) continue;
1839 /* Apply the randomizer */
1840 if (!one_in_(++num)) continue;
1842 /* Use this value */
1846 /* Return this choice */
1853 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1862 * @brief オブジェクトを初期化する
1863 * Wipe an object clean.
1864 * @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
1867 void object_wipe(object_type *o_ptr)
1869 /* Wipe the structure */
1870 (void)WIPE(o_ptr, object_type);
1875 * @brief オブジェクトを複製する
1876 * Wipe an object clean.
1877 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1878 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1881 void object_copy(object_type *o_ptr, object_type *j_ptr)
1883 /* Copy the structure */
1884 (void)COPY(o_ptr, j_ptr, object_type);
1889 * @brief オブジェクト構造体にベースアイテムを作成する
1890 * Prepare an object based on an object kind.
1891 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1892 * @param k_idx 新たに作成したいベースアイテム情報のID
1895 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1897 object_kind *k_ptr = &k_info[k_idx];
1899 /* Clear the record */
1902 /* Save the kind index */
1903 o_ptr->k_idx = k_idx;
1905 /* Efficiency -- tval/sval */
1906 o_ptr->tval = k_ptr->tval;
1907 o_ptr->sval = k_ptr->sval;
1909 /* Default "pval" */
1910 o_ptr->pval = k_ptr->pval;
1912 /* Default number */
1915 /* Default weight */
1916 o_ptr->weight = k_ptr->weight;
1919 o_ptr->to_h = k_ptr->to_h;
1920 o_ptr->to_d = k_ptr->to_d;
1921 o_ptr->to_a = k_ptr->to_a;
1924 o_ptr->ac = k_ptr->ac;
1925 o_ptr->dd = k_ptr->dd;
1926 o_ptr->ds = k_ptr->ds;
1928 /* Default activation */
1929 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1931 /* Hack -- worthless items are always "broken" */
1932 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1934 /* Hack -- cursed items are always "cursed" */
1935 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1936 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1937 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1938 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1939 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1940 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1945 * @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
1946 * @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
1949 static void object_mention(object_type *o_ptr)
1951 GAME_TEXT o_name[MAX_NLEN];
1953 object_aware(o_ptr);
1954 object_known(o_ptr);
1956 /* Mark the item as fully known */
1957 o_ptr->ident |= (IDENT_MENTAL);
1958 object_desc(o_name, o_ptr, 0);
1959 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1964 * @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
1965 * Choose random ego type
1966 * @param slot 取得したいエゴの装備部位
1967 * @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。
1968 * @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。
1970 static byte get_random_ego(byte slot, bool good)
1973 ego_item_type *e_ptr;
1977 for (i = 1; i < max_e_idx; i++)
1981 if (e_ptr->slot == slot
1982 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1985 total += (255 / e_ptr->rarity);
1989 value = randint1(total);
1991 for (i = 1; i < max_e_idx; i++)
1995 if (e_ptr->slot == slot
1996 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1999 value -= (255 / e_ptr->rarity);
2000 if (value <= 0L) break;
2008 * @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
2009 * Apply magic to an item known to be a "weapon"
2010 * @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
2011 * @param level 生成基準階
2012 * @param power 生成ランク
2015 * Hack -- note special base damage dice boosting\n
2016 * Hack -- note special processing for weapon/digger\n
2018 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
2020 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2021 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2023 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2024 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2026 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2028 tohit2 = (tohit2 + 1) / 2;
2029 todam2 = (todam2 + 1) / 2;
2036 o_ptr->to_h += tohit1;
2037 o_ptr->to_d += todam1;
2043 o_ptr->to_h += tohit2;
2044 o_ptr->to_d += todam2;
2052 o_ptr->to_h -= tohit1;
2053 o_ptr->to_d -= todam1;
2058 /* Penalize again */
2059 o_ptr->to_h -= tohit2;
2060 o_ptr->to_d -= todam2;
2063 /* Cursed (if "bad") */
2064 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2067 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2069 switch (o_ptr->tval)
2076 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2077 create_artifact(o_ptr, FALSE);
2079 /* Special Ego-item */
2080 o_ptr->name2 = EGO_DIGGING;
2084 else if (power < -1)
2086 /* Hack -- Horrible digging bonus */
2087 o_ptr->pval = 0 - (5 + randint1(5));
2093 /* Hack -- Reverse digging bonus */
2094 o_ptr->pval = 0 - (o_ptr->pval);
2107 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2109 create_artifact(o_ptr, FALSE);
2114 /* Roll for an ego-item */
2115 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2116 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2118 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2120 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2125 switch (o_ptr->name2)
2128 if (one_in_(4) && (level > 40))
2129 add_flag(o_ptr->art_flags, TR_BLOWS);
2133 add_flag(o_ptr->art_flags, TR_RES_POIS);
2135 add_flag(o_ptr->art_flags, TR_WARNING);
2137 case EGO_KILL_DRAGON:
2139 add_flag(o_ptr->art_flags, TR_RES_POIS);
2143 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2145 case EGO_SLAYING_WEAPON:
2146 if (one_in_(3)) /* double damage */
2153 } while (one_in_(o_ptr->dd));
2158 } while (one_in_(o_ptr->ds));
2163 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2165 if (o_ptr->tval == TV_SWORD && one_in_(3))
2167 add_flag(o_ptr->art_flags, TR_VORPAL);
2172 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2178 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2180 add_flag(o_ptr->art_flags, TR_DEX);
2182 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2185 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2187 case EGO_EARTHQUAKES:
2188 if (one_in_(3) && (level > 60))
2189 add_flag(o_ptr->art_flags, TR_BLOWS);
2191 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2195 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2199 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2201 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2203 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2204 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2207 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2208 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2209 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2210 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2214 if (!o_ptr->art_name)
2216 /* Hack -- Super-charge the damage dice */
2217 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2219 /* Hack -- Lower the damage dice */
2220 if (o_ptr->dd > 9) o_ptr->dd = 9;
2225 else if (power < -1)
2227 /* Roll for ego-item */
2228 if (randint0(MAX_DEPTH) < level)
2232 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2233 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2239 switch (o_ptr->name2)
2242 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2243 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2246 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2247 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2248 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2249 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2250 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2251 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2266 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2268 create_artifact(o_ptr, FALSE);
2271 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2285 if (power > 2) /* power > 2 is debug only */
2287 create_artifact(o_ptr, FALSE);
2291 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2293 switch (o_ptr->name2)
2295 case EGO_SLAYING_BOLT:
2300 /* Hack -- super-charge the damage dice */
2301 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2303 /* Hack -- restrict the damage dice */
2304 if (o_ptr->dd > 9) o_ptr->dd = 9;
2308 else if (power < -1)
2310 /* Roll for ego-item */
2311 if (randint0(MAX_DEPTH) < level)
2313 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2323 * @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
2324 * Apply magic to an item known to be "armor"
2325 * @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
2326 * @param level 生成基準階
2327 * @param power 生成ランク
2330 * Hack -- note special processing for crown/helm\n
2331 * Hack -- note special processing for robe of permanence\n
2333 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2335 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2336 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2342 o_ptr->to_a += toac1;
2348 o_ptr->to_a += toac2;
2356 o_ptr->to_a -= toac1;
2361 /* Penalize again */
2362 o_ptr->to_a -= toac2;
2365 /* Cursed (if "bad") */
2366 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2369 switch (o_ptr->tval)
2373 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2374 create_artifact(o_ptr, FALSE);
2384 /* Hack -- Try for "Robes of the Magi" */
2385 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2386 (o_ptr->sval == SV_ROBE) &&
2387 (randint0(100) < 15))
2391 o_ptr->name2 = EGO_YOIYAMI;
2392 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2393 o_ptr->sval = SV_YOIYAMI_ROBE;
2399 o_ptr->name2 = EGO_PERMANENCE;
2404 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2406 create_artifact(o_ptr, FALSE);
2412 bool okay_flag = TRUE;
2414 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2416 switch (o_ptr->name2)
2419 if (o_ptr->tval != TV_HARD_ARMOR)
2425 if (o_ptr->tval != TV_SOFT_ARMOR)
2434 if (okay_flag) break;
2436 switch (o_ptr->name2)
2438 case EGO_RESISTANCE:
2440 add_flag(o_ptr->art_flags, TR_RES_POIS);
2443 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2444 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2448 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2450 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2452 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2453 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2455 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2456 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2457 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2458 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2459 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2460 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2461 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2462 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2465 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2466 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2467 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2468 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2469 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2470 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2483 if (o_ptr->sval == SV_DRAGON_SHIELD)
2485 dragon_resist(o_ptr);
2486 if (!one_in_(3)) break;
2492 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2494 create_artifact(o_ptr, FALSE);
2500 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2501 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2502 && o_ptr->name2 == EGO_S_DWARVEN)
2509 switch (o_ptr->name2)
2512 if (!one_in_(3)) one_high_resistance(o_ptr);
2513 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2515 case EGO_REFLECTION:
2516 if (o_ptr->sval == SV_MIRROR_SHIELD)
2521 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2522 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2531 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2533 dragon_resist(o_ptr);
2534 if (!one_in_(3)) break;
2538 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2540 create_artifact(o_ptr, FALSE);
2543 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2547 else if (power < -1)
2549 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2557 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2559 dragon_resist(o_ptr);
2560 if (!one_in_(3)) break;
2565 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2567 create_artifact(o_ptr, FALSE);
2570 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2572 switch (o_ptr->name2)
2574 case EGO_SLOW_DESCENT:
2577 one_high_resistance(o_ptr);
2583 else if (power < -1)
2585 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2596 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2598 create_artifact(o_ptr, FALSE);
2603 bool ok_flag = TRUE;
2604 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2606 switch (o_ptr->name2)
2609 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2610 else add_esp_weak(o_ptr, FALSE);
2614 case EGO_REGENERATION:
2615 case EGO_LORDLINESS:
2621 if (one_in_(2)) add_esp_strong(o_ptr);
2622 else add_esp_weak(o_ptr, FALSE);
2625 default:/* not existing crown (wisdom,lite, etc...) */
2629 break; /* while (1) */
2635 else if (power < -1)
2639 bool ok_flag = TRUE;
2640 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2642 switch (o_ptr->name2)
2644 case EGO_ANCIENT_CURSE:
2645 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2646 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2647 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2648 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2649 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2650 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2654 break; /* while (1) */
2663 if (o_ptr->sval == SV_DRAGON_HELM)
2665 dragon_resist(o_ptr);
2666 if (!one_in_(3)) break;
2672 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2674 create_artifact(o_ptr, FALSE);
2679 bool ok_flag = TRUE;
2680 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2682 switch (o_ptr->name2)
2684 case EGO_BRILLIANCE:
2686 case EGO_INFRAVISION:
2687 case EGO_H_PROTECTION:
2692 if (one_in_(2)) add_esp_strong(o_ptr);
2693 else add_esp_weak(o_ptr, FALSE);
2697 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2698 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2701 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2703 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2705 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2706 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2708 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2709 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2710 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2711 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2712 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2713 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2714 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2715 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2717 default:/* not existing helm (Magi, Might, etc...)*/
2721 break; /* while (1) */
2726 else if (power < -1)
2730 bool ok_flag = TRUE;
2731 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2733 switch (o_ptr->name2)
2735 case EGO_ANCIENT_CURSE:
2739 break; /* while (1) */
2750 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2752 create_artifact(o_ptr, FALSE);
2755 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2757 switch (o_ptr->name2)
2766 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2767 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2768 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2769 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2776 else if (power < -1)
2778 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2789 * @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
2790 * Apply magic to an item known to be a "ring" or "amulet"
2791 * @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
2792 * @param level 生成基準階
2793 * @param power 生成ランク
2796 * Hack -- note special "pval boost" code for ring of speed\n
2797 * Hack -- note that some items must be cursed (or blessed)\n
2799 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2801 /* Apply magic (good or bad) according to type */
2802 switch (o_ptr->tval)
2807 switch (o_ptr->sval)
2809 case SV_RING_ATTACKS:
2812 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2813 if (one_in_(15)) o_ptr->pval++;
2814 if (o_ptr->pval < 1) o_ptr->pval = 1;
2820 o_ptr->ident |= (IDENT_BROKEN);
2823 o_ptr->curse_flags |= TRC_CURSED;
2826 o_ptr->pval = 0 - (o_ptr->pval);
2837 /* Strength, Constitution, Dexterity, Intelligence */
2843 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2849 o_ptr->ident |= (IDENT_BROKEN);
2852 o_ptr->curse_flags |= TRC_CURSED;
2855 o_ptr->pval = 0 - (o_ptr->pval);
2861 /* Ring of Speed! */
2864 /* Base speed (1 to 10) */
2865 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2867 /* Super-charge the ring */
2868 while (randint0(100) < 50) o_ptr->pval++;
2874 o_ptr->ident |= (IDENT_BROKEN);
2877 o_ptr->curse_flags |= TRC_CURSED;
2880 o_ptr->pval = 0 - (o_ptr->pval);
2888 case SV_RING_LORDLY:
2892 one_lordly_high_resistance(o_ptr);
2896 /* Bonus to armor class */
2897 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2901 case SV_RING_WARNING:
2903 if (one_in_(3)) one_low_esp(o_ptr);
2908 case SV_RING_SEARCHING:
2910 /* Bonus to searching */
2911 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2917 o_ptr->ident |= (IDENT_BROKEN);
2920 o_ptr->curse_flags |= TRC_CURSED;
2923 o_ptr->pval = 0 - (o_ptr->pval);
2929 /* Flames, Acid, Ice */
2930 case SV_RING_FLAMES:
2935 /* Bonus to armor class */
2936 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2940 /* Weakness, Stupidity */
2941 case SV_RING_WEAKNESS:
2942 case SV_RING_STUPIDITY:
2945 o_ptr->ident |= (IDENT_BROKEN);
2948 o_ptr->curse_flags |= TRC_CURSED;
2951 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2952 if (power > 0) power = 0 - power;
2957 /* WOE, Stupidity */
2961 o_ptr->ident |= (IDENT_BROKEN);
2964 o_ptr->curse_flags |= TRC_CURSED;
2967 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2968 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2969 if (power > 0) power = 0 - power;
2974 /* Ring of damage */
2975 case SV_RING_DAMAGE:
2977 /* Bonus to damage */
2978 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2984 o_ptr->ident |= (IDENT_BROKEN);
2987 o_ptr->curse_flags |= TRC_CURSED;
2990 o_ptr->to_d = 0 - o_ptr->to_d;
2996 /* Ring of Accuracy */
2997 case SV_RING_ACCURACY:
3000 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3006 o_ptr->ident |= (IDENT_BROKEN);
3009 o_ptr->curse_flags |= TRC_CURSED;
3012 o_ptr->to_h = 0 - o_ptr->to_h;
3018 /* Ring of Protection */
3019 case SV_RING_PROTECTION:
3021 /* Bonus to armor class */
3022 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3028 o_ptr->ident |= (IDENT_BROKEN);
3031 o_ptr->curse_flags |= TRC_CURSED;
3034 o_ptr->to_a = 0 - o_ptr->to_a;
3040 /* Ring of Slaying */
3041 case SV_RING_SLAYING:
3043 /* Bonus to damage and to hit */
3044 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3045 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3051 o_ptr->ident |= (IDENT_BROKEN);
3054 o_ptr->curse_flags |= TRC_CURSED;
3056 /* Reverse bonuses */
3057 o_ptr->to_h = 0 - o_ptr->to_h;
3058 o_ptr->to_d = 0 - o_ptr->to_d;
3064 case SV_RING_MUSCLE:
3066 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3067 if (one_in_(4)) o_ptr->pval++;
3073 o_ptr->ident |= (IDENT_BROKEN);
3076 o_ptr->curse_flags |= TRC_CURSED;
3078 /* Reverse bonuses */
3079 o_ptr->pval = 0 - o_ptr->pval;
3084 case SV_RING_AGGRAVATION:
3087 o_ptr->ident |= (IDENT_BROKEN);
3090 o_ptr->curse_flags |= TRC_CURSED;
3092 if (power > 0) power = 0 - power;
3096 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3097 || (power > 2)) /* power > 2 is debug only */
3099 o_ptr->pval = MIN(o_ptr->pval, 4);
3100 /* Randart amulet */
3101 create_artifact(o_ptr, FALSE);
3103 else if ((power == 2) && one_in_(2))
3105 while(!o_ptr->name2)
3107 int tmp = m_bonus(10, level);
3108 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3109 switch(randint1(28))
3112 o_ptr->name2 = EGO_RING_THROW;
3115 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3116 o_ptr->name2 = EGO_RING_REGEN;
3119 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3120 o_ptr->name2 = EGO_RING_LITE;
3123 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3124 o_ptr->name2 = EGO_RING_TELEPORT;
3127 if (o_ptr->to_h) break;
3128 o_ptr->name2 = EGO_RING_TO_H;
3131 if (o_ptr->to_d) break;
3132 o_ptr->name2 = EGO_RING_TO_D;
3135 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3136 o_ptr->name2 = EGO_RING_SLAY;
3139 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3140 o_ptr->name2 = EGO_RING_WIZARD;
3143 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3144 o_ptr->name2 = EGO_RING_HERO;
3147 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3148 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3149 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3150 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3153 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3154 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;
3155 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3156 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3157 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3160 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3161 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;
3162 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3163 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3164 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3167 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3168 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;
3169 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3170 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3173 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3174 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;
3175 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3176 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3178 case 21: case 22: case 23: case 24: case 25: case 26:
3179 switch (o_ptr->sval)
3182 if (!one_in_(3)) break;
3183 o_ptr->name2 = EGO_RING_D_SPEED;
3185 case SV_RING_DAMAGE:
3186 case SV_RING_ACCURACY:
3187 case SV_RING_SLAYING:
3188 if (one_in_(2)) break;
3189 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3192 o_ptr->name2 = EGO_RING_BERSERKER;
3193 o_ptr->to_h -= 2+randint1(4);
3194 o_ptr->to_d += 2+randint1(4);
3197 case SV_RING_PROTECTION:
3198 o_ptr->name2 = EGO_RING_SUPER_AC;
3199 o_ptr->to_a += 7 + m_bonus(5, level);
3201 case SV_RING_RES_FEAR:
3202 o_ptr->name2 = EGO_RING_HERO;
3205 if (one_in_(2)) break;
3206 o_ptr->name2 = EGO_RING_HUNTER;
3208 case SV_RING_SEARCHING:
3209 o_ptr->name2 = EGO_RING_STEALTH;
3211 case SV_RING_TELEPORTATION:
3212 o_ptr->name2 = EGO_RING_TELE_AWAY;
3214 case SV_RING_RES_BLINDNESS:
3216 o_ptr->name2 = EGO_RING_RES_LITE;
3218 o_ptr->name2 = EGO_RING_RES_DARK;
3220 case SV_RING_LORDLY:
3221 if (!one_in_(20)) break;
3222 one_lordly_high_resistance(o_ptr);
3223 one_lordly_high_resistance(o_ptr);
3224 o_ptr->name2 = EGO_RING_TRUE;
3226 case SV_RING_SUSTAIN:
3227 if (!one_in_(4)) break;
3228 o_ptr->name2 = EGO_RING_RES_TIME;
3230 case SV_RING_FLAMES:
3231 if (!one_in_(2)) break;
3232 o_ptr->name2 = EGO_RING_DRAGON_F;
3235 if (!one_in_(2)) break;
3236 o_ptr->name2 = EGO_RING_DRAGON_C;
3238 case SV_RING_WARNING:
3239 if (!one_in_(2)) break;
3240 o_ptr->name2 = EGO_RING_M_DETECT;
3248 o_ptr->curse_flags = 0L;
3250 else if ((power == -2) && one_in_(2))
3252 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3253 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3254 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3255 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3256 o_ptr->art_flags[0] = 0;
3257 o_ptr->art_flags[1] = 0;
3258 while(!o_ptr->name2)
3260 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3264 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3265 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3268 o_ptr->name2 = EGO_RING_NO_MELEE;
3271 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3272 o_ptr->name2 = EGO_RING_AGGRAVATE;
3275 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3276 o_ptr->name2 = EGO_RING_TY_CURSE;
3279 o_ptr->name2 = EGO_RING_ALBINO;
3284 o_ptr->ident |= (IDENT_BROKEN);
3287 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3295 switch (o_ptr->sval)
3297 /* Amulet of wisdom/charisma */
3298 case SV_AMULET_INTELLIGENCE:
3299 case SV_AMULET_WISDOM:
3300 case SV_AMULET_CHARISMA:
3302 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3308 o_ptr->ident |= (IDENT_BROKEN);
3311 o_ptr->curse_flags |= (TRC_CURSED);
3313 /* Reverse bonuses */
3314 o_ptr->pval = 0 - o_ptr->pval;
3320 /* Amulet of brilliance */
3321 case SV_AMULET_BRILLIANCE:
3323 o_ptr->pval = 1 + m_bonus(3, level);
3324 if (one_in_(4)) o_ptr->pval++;
3330 o_ptr->ident |= (IDENT_BROKEN);
3333 o_ptr->curse_flags |= (TRC_CURSED);
3335 /* Reverse bonuses */
3336 o_ptr->pval = 0 - o_ptr->pval;
3342 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3346 o_ptr->curse_flags |= (TRC_CURSED);
3351 case SV_AMULET_RESISTANCE:
3353 if (one_in_(5)) one_high_resistance(o_ptr);
3354 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3358 /* Amulet of searching */
3359 case SV_AMULET_SEARCHING:
3361 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3367 o_ptr->ident |= (IDENT_BROKEN);
3370 o_ptr->curse_flags |= (TRC_CURSED);
3372 /* Reverse bonuses */
3373 o_ptr->pval = 0 - (o_ptr->pval);
3379 /* Amulet of the Magi -- never cursed */
3380 case SV_AMULET_THE_MAGI:
3382 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3383 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3385 /* gain one low ESP */
3386 add_esp_weak(o_ptr, FALSE);
3391 /* Amulet of Doom -- always cursed */
3392 case SV_AMULET_DOOM:
3395 o_ptr->ident |= (IDENT_BROKEN);
3398 o_ptr->curse_flags |= (TRC_CURSED);
3401 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3402 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3403 if (power > 0) power = 0 - power;
3408 case SV_AMULET_MAGIC_MASTERY:
3410 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3416 o_ptr->ident |= (IDENT_BROKEN);
3419 o_ptr->curse_flags |= (TRC_CURSED);
3421 /* Reverse bonuses */
3422 o_ptr->pval = 0 - o_ptr->pval;
3428 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3429 || (power > 2)) /* power > 2 is debug only */
3431 o_ptr->pval = MIN(o_ptr->pval, 4);
3432 /* Randart amulet */
3433 create_artifact(o_ptr, FALSE);
3435 else if ((power == 2) && one_in_(2))
3437 while(!o_ptr->name2)
3439 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3440 switch(randint1(21))
3443 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3444 o_ptr->name2 = EGO_AMU_SLOW_D;
3447 if (o_ptr->pval) break;
3448 o_ptr->name2 = EGO_AMU_INFRA;
3451 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3452 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3455 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3456 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3459 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3460 o_ptr->name2 = EGO_AMU_LEVITATION;
3462 case 10: case 11: case 21:
3463 o_ptr->name2 = EGO_AMU_AC;
3466 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3467 if (m_bonus(10, level) > 8)
3468 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3470 o_ptr->name2 = EGO_AMU_RES_FIRE;
3473 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3474 if (m_bonus(10, level) > 8)
3475 o_ptr->name2 = EGO_AMU_RES_COLD_;
3477 o_ptr->name2 = EGO_AMU_RES_COLD;
3480 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3481 if (m_bonus(10, level) > 8)
3482 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3484 o_ptr->name2 = EGO_AMU_RES_ELEC;
3487 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3488 if (m_bonus(10, level) > 8)
3489 o_ptr->name2 = EGO_AMU_RES_ACID_;
3491 o_ptr->name2 = EGO_AMU_RES_ACID;
3493 case 16: case 17: case 18: case 19: case 20:
3494 switch (o_ptr->sval)
3496 case SV_AMULET_TELEPORT:
3497 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3498 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3499 else o_ptr->name2 = EGO_AMU_TELEPORT;
3501 case SV_AMULET_RESIST_ACID:
3502 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3504 case SV_AMULET_SEARCHING:
3505 o_ptr->name2 = EGO_AMU_STEALTH;
3507 case SV_AMULET_BRILLIANCE:
3508 if (!one_in_(3)) break;
3509 o_ptr->name2 = EGO_AMU_IDENT;
3511 case SV_AMULET_CHARISMA:
3512 if (!one_in_(3)) break;
3513 o_ptr->name2 = EGO_AMU_CHARM;
3515 case SV_AMULET_THE_MAGI:
3516 if (one_in_(2)) break;
3517 o_ptr->name2 = EGO_AMU_GREAT;
3519 case SV_AMULET_RESISTANCE:
3520 if (!one_in_(5)) break;
3521 o_ptr->name2 = EGO_AMU_DEFENDER;
3523 case SV_AMULET_TELEPATHY:
3524 if (!one_in_(3)) break;
3525 o_ptr->name2 = EGO_AMU_DETECTION;
3530 o_ptr->curse_flags = 0L;
3532 else if ((power == -2) && one_in_(2))
3534 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3535 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3536 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3537 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3538 o_ptr->art_flags[0] = 0;
3539 o_ptr->art_flags[1] = 0;
3540 while(!o_ptr->name2)
3542 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3546 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3547 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3550 o_ptr->name2 = EGO_AMU_FOOL;
3553 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3554 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3557 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3558 o_ptr->name2 = EGO_AMU_TY_CURSE;
3561 o_ptr->name2 = EGO_AMU_NAIVETY;
3566 o_ptr->ident |= (IDENT_BROKEN);
3569 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3578 * @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
3579 * Apply magic to an item known to be "boring"
3580 * @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
3581 * @param level 生成基準階
3582 * @param power 生成ランク
3585 * Hack -- note the special code for various items
3587 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3589 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3594 /* Apply magic (good or bad) according to type */
3595 switch (o_ptr->tval)
3604 o_ptr->ident |= (IDENT_BROKEN);
3607 o_ptr->curse_flags |= (TRC_CURSED);
3614 o_ptr->xtra4 = o_ptr->pval;
3620 /* Hack -- Torches -- random fuel */
3621 if (o_ptr->sval == SV_LITE_TORCH)
3623 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3627 /* Hack -- Lanterns -- random fuel */
3628 if (o_ptr->sval == SV_LITE_LANTERN)
3630 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3634 if (power > 2) /* power > 2 is debug only */
3636 create_artifact(o_ptr, FALSE);
3638 else if ((power == 2) || ((power == 1) && one_in_(3)))
3640 while (!o_ptr->name2)
3644 bool okay_flag = TRUE;
3646 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3648 switch (o_ptr->name2)
3651 if (o_ptr->sval == SV_LITE_FEANOR)
3659 else if (power == -2)
3661 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3663 switch (o_ptr->name2)
3665 case EGO_LITE_DARKNESS:
3668 if (o_ptr->sval == SV_LITE_TORCH)
3670 add_flag(o_ptr->art_flags, TR_LITE_M1);
3672 else if (o_ptr->sval == SV_LITE_LANTERN)
3674 add_flag(o_ptr->art_flags, TR_LITE_M2);
3676 else if (o_ptr->sval == SV_LITE_FEANOR)
3678 add_flag(o_ptr->art_flags, TR_LITE_M3);
3690 /* The wand or staff gets a number of initial charges equal
3691 * to between 1/2 (+1) and the full object kind's pval. -LM-
3693 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3699 /* Transfer the pval. -LM- */
3700 o_ptr->pval = k_ptr->pval;
3707 object_aware(o_ptr);
3708 object_known(o_ptr);
3714 PARAMETER_VALUE i = 1;
3717 monster_race *r_ptr;
3719 /* Pick a random non-unique monster race */
3722 i = randint1(max_r_idx - 1);
3724 if (!item_monster_okay(i)) continue;
3725 if (i == MON_TSUCHINOKO) continue;
3729 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3731 /* Ignore dead monsters */
3732 if (!r_ptr->rarity) continue;
3734 /* Ignore uncommon monsters */
3735 if (r_ptr->rarity > 100) continue;
3737 /* Prefer less out-of-depth monsters */
3738 if (randint0(check)) continue;
3745 /* Some figurines are cursed */
3746 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3753 PARAMETER_VALUE i = 1;
3758 monster_race *r_ptr;
3760 if (o_ptr->sval == SV_SKELETON)
3762 match = RF9_DROP_SKELETON;
3764 else if (o_ptr->sval == SV_CORPSE)
3766 match = RF9_DROP_CORPSE;
3769 /* Hack -- Remove the monster restriction */
3770 get_mon_num_prep(item_monster_okay, NULL);
3772 /* Pick a random non-unique monster race */
3775 i = get_mon_num(current_floor_ptr->dun_level);
3779 check = (current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - current_floor_ptr->dun_level) : 0;
3781 /* Ignore dead monsters */
3782 if (!r_ptr->rarity) continue;
3784 /* Ignore corpseless monsters */
3785 if (!(r_ptr->flags9 & match)) continue;
3787 /* Prefer less out-of-depth monsters */
3788 if (randint0(check)) continue;
3796 object_aware(o_ptr);
3797 object_known(o_ptr);
3803 PARAMETER_VALUE i = 1;
3805 monster_race *r_ptr;
3807 /* Pick a random monster race */
3810 i = randint1(max_r_idx - 1);
3814 /* Ignore dead monsters */
3815 if (!r_ptr->rarity) continue;
3824 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3826 object_aware(o_ptr);
3827 object_known(o_ptr);
3834 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3836 /* Hack -- skip ruined chests */
3837 if (obj_level <= 0) break;
3839 /* Hack -- pick a "difficulty" */
3840 o_ptr->pval = randint1(obj_level);
3841 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3843 o_ptr->xtra3 = current_floor_ptr->dun_level + 5;
3845 /* Never exceed "difficulty" of 55 to 59 */
3846 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3854 * @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
3855 * Complete the "creation" of an object by applying "magic" to the item
3856 * @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
3858 * @param mode 生成オプション
3861 * This includes not only rolling for random bonuses, but also putting the\n
3862 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3863 * staffs, giving fuel to lites, and placing traps on chests.\n
3865 * In particular, note that "Instant Artifacts", if "created" by an external\n
3866 * routine, must pass through this function to complete the actual creation.\n
3868 * The base "chance" of the item being "good" increases with the "level"\n
3869 * parameter, which is usually derived from the dungeon level, being equal\n
3870 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3871 * the object is guaranteed to be "good". If an object is "good", then\n
3872 * the chance that the object will be "great" (ego-item or artifact), also\n
3873 * increases with the "level", being equal to half the level, plus 5, up to\n
3874 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3875 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3877 * If the object is not "good", there is a chance it will be "cursed", and\n
3878 * if it is "cursed", there is a chance it will be "broken". These chances\n
3879 * are related to the "good" / "great" chances above.\n
3881 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3882 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3884 * If "okay" is true, and the object is going to be "great", then there is\n
3885 * a chance that an artifact will be created. This is true even if both the\n
3886 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3887 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3889 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3891 int i, rolls, f1, f2, power;
3893 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3895 /* Maximum "level" for various things */
3896 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3898 /* Base chance of being "good" */
3901 /* Maximal chance of being "good" */
3902 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3904 /* Base chance of being "great" */
3907 /* Maximal chance of being "great" */
3908 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3909 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3911 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3916 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3925 /* Roll for "good" */
3926 if ((mode & AM_GOOD) || magik(f1))
3931 /* Roll for "great" */
3932 if ((mode & AM_GREAT) || magik(f2))
3936 /* Roll for "special" */
3937 if (mode & AM_SPECIAL) power = 3;
3941 /* Roll for "cursed" */
3944 /* Assume "cursed" */
3947 /* Roll for "broken" */
3948 if (magik(f2)) power = -2;
3952 if (mode & AM_CURSED)
3954 /* Assume 'cursed' */
3959 /* Everything else gets more badly cursed */
3966 /* Assume no rolls */
3969 /* Get one roll if excellent */
3970 if (power >= 2) rolls = 1;
3972 /* Hack -- Get four rolls if forced great or special */
3973 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3975 /* Hack -- Get no rolls if not allowed */
3976 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3978 /* Roll for artifacts if allowed */
3979 for (i = 0; i < rolls; i++)
3981 /* Roll for an artifact */
3982 if (make_artifact(o_ptr)) break;
3983 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3985 if (make_artifact(o_ptr)) break;
3990 /* Hack -- analyze artifacts */
3991 if (object_is_fixed_artifact(o_ptr))
3993 artifact_type *a_ptr = &a_info[o_ptr->name1];
3995 /* Hack -- Mark the artifact as "created" */
3998 /* Hack -- Memorize location of artifact in saved floors */
3999 if (character_dungeon)
4000 a_ptr->floor_id = p_ptr->floor_id;
4002 /* Extract the other fields */
4003 o_ptr->pval = a_ptr->pval;
4004 o_ptr->ac = a_ptr->ac;
4005 o_ptr->dd = a_ptr->dd;
4006 o_ptr->ds = a_ptr->ds;
4007 o_ptr->to_a = a_ptr->to_a;
4008 o_ptr->to_h = a_ptr->to_h;
4009 o_ptr->to_d = a_ptr->to_d;
4010 o_ptr->weight = a_ptr->weight;
4011 o_ptr->xtra2 = a_ptr->act_idx;
4013 if (o_ptr->name1 == ART_MILIM)
4015 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4021 /* Hack -- extract the "broken" flag */
4022 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4024 /* Hack -- extract the "cursed" flag */
4025 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4026 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4027 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4028 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4029 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4030 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4035 switch (o_ptr->tval)
4044 if (power) apply_magic_weapon(o_ptr, lev, power);
4050 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
4056 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
4070 /* Elven Cloak and Black Clothes ... */
4071 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4072 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4073 o_ptr->pval = randint1(4);
4077 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4078 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4079 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4080 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4081 a_m_aux_2(o_ptr, lev, power);
4083 if (power) a_m_aux_2(o_ptr, lev, power);
4091 if (!power && (randint0(100) < 50)) power = -1;
4092 a_m_aux_3(o_ptr, lev, power);
4098 a_m_aux_4(o_ptr, lev, power);
4103 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4104 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4105 (p_ptr->pseikaku == SEIKAKU_SEXY))
4108 add_flag(o_ptr->art_flags, TR_STR);
4109 add_flag(o_ptr->art_flags, TR_INT);
4110 add_flag(o_ptr->art_flags, TR_WIS);
4111 add_flag(o_ptr->art_flags, TR_DEX);
4112 add_flag(o_ptr->art_flags, TR_CON);
4113 add_flag(o_ptr->art_flags, TR_CHR);
4116 /* Hack -- analyze ego-items */
4117 if (object_is_ego(o_ptr))
4119 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4121 /* Hack -- acquire "broken" flag */
4122 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4124 /* Hack -- acquire "cursed" flag */
4125 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4126 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4127 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4128 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4129 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4130 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4132 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4133 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4134 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4135 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4136 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4137 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4138 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4139 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4145 while (one_in_(o_ptr->dd));
4147 if (o_ptr->dd > 9) o_ptr->dd = 9;
4150 /* Hack -- apply activatin index if needed */
4151 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4153 /* Hack -- apply extra penalties if needed */
4154 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4156 /* Hack -- obtain bonuses */
4157 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4158 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4159 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4161 /* Hack -- obtain pval */
4162 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4165 /* Hack -- apply extra bonuses if needed */
4168 /* Hack -- obtain bonuses */
4169 if (e_ptr->max_to_h)
4171 if (e_ptr->max_to_h > 127)
4172 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4173 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4175 if (e_ptr->max_to_d)
4177 if (e_ptr->max_to_d > 127)
4178 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4179 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4181 if (e_ptr->max_to_a)
4183 if (e_ptr->max_to_a > 127)
4184 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4185 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4188 /* Accuracy ego must have high to_h */
4189 if(o_ptr->name2 == EGO_ACCURACY)
4191 while(o_ptr->to_h < o_ptr->to_d + 10)
4196 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4199 /* Accuracy ego must have high to_h */
4200 if(o_ptr->name2 == EGO_VELOCITY)
4202 while(o_ptr->to_d < o_ptr->to_h + 10)
4207 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4210 /* Protection ego must have high to_a */
4211 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4213 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4216 /* Hack -- obtain pval */
4217 if (e_ptr->max_pval)
4219 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4222 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4224 else if (o_ptr->name2 == EGO_DEMON)
4226 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4228 o_ptr->pval += randint1(2);
4232 o_ptr->pval += randint1(e_ptr->max_pval);
4235 else if (o_ptr->name2 == EGO_ATTACKS)
4237 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4238 if (o_ptr->pval > 3) o_ptr->pval = 3;
4239 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4240 o_ptr->pval += randint1(2);
4242 else if (o_ptr->name2 == EGO_BAT)
4244 o_ptr->pval = randint1(e_ptr->max_pval);
4245 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4247 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4249 o_ptr->pval = randint1(e_ptr->max_pval);
4253 o_ptr->pval += randint1(e_ptr->max_pval);
4258 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4260 o_ptr->pval = randint1(o_ptr->pval);
4262 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4269 /* Examine real objects */
4272 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4274 /* Hack -- acquire "broken" flag */
4275 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4277 /* Hack -- acquire "cursed" flag */
4278 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4279 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4280 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4281 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4282 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4283 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4291 * @brief 生成階に応じたベースアイテムの生成を行う。
4292 * Attempt to make an object (normal or good/great)
4293 * @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
4294 * @param mode オプションフラグ
4295 * @return 生成に成功したらTRUEを返す。
4297 * This routine plays nasty games to generate the "special artifacts".\n
4298 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4299 * We assume that the given object has been "wiped".\n
4301 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4307 /* Chance of "special object" */
4308 prob = ((mode & AM_GOOD) ? 10 : 1000);
4310 /* Base level for the object */
4311 base = ((mode & AM_GOOD) ? (current_floor_ptr->object_level + 10) : current_floor_ptr->object_level);
4314 /* Generate a special object, or a normal object */
4315 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4317 KIND_OBJECT_IDX k_idx;
4320 if ((mode & AM_GOOD) && !get_obj_num_hook)
4322 /* Activate restriction (if already specified, use that) */
4323 get_obj_num_hook = kind_is_good;
4326 /* Restricted objects - prepare allocation table */
4327 if (get_obj_num_hook) get_obj_num_prep();
4329 /* Pick a random object */
4330 k_idx = get_obj_num(base);
4332 /* Restricted objects */
4333 if (get_obj_num_hook)
4335 /* Clear restriction */
4336 get_obj_num_hook = NULL;
4338 /* Reset allocation table to default */
4342 /* Handle failure */
4343 if (!k_idx) return (FALSE);
4345 /* Prepare the object */
4346 object_prep(j_ptr, k_idx);
4349 /* Apply magic (allow artifacts) */
4350 apply_magic(j_ptr, current_floor_ptr->object_level, mode);
4352 /* Hack -- generate multiple spikes/missiles */
4353 switch (j_ptr->tval)
4361 j_ptr->number = (byte)damroll(6, 7);
4365 if (cheat_peek) object_mention(j_ptr);
4373 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4374 * Attempt to place an object (normal or good/great) at the given location.
4375 * @param y 配置したいフロアのY座標
4376 * @param x 配置したいフロアのX座標
4377 * @param mode オプションフラグ
4378 * @return 生成に成功したらTRUEを返す。
4380 * This routine plays nasty games to generate the "special artifacts".\n
4381 * This routine uses "current_floor_ptr->object_level" for the "generation level".\n
4382 * This routine requires a clean floor grid destination.\n
4384 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4389 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4395 /* Paranoia -- check bounds */
4396 if (!in_bounds(y, x)) return;
4398 /* Require floor space */
4399 if (!cave_drop_bold(y, x)) return;
4401 /* Avoid stacking on other objects */
4402 if (g_ptr->o_idx) return;
4407 /* Make an object (if possible) */
4408 if (!make_object(q_ptr, mode)) return;
4416 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4418 /* Structure Copy */
4419 object_copy(o_ptr, q_ptr);
4425 o_ptr->next_o_idx = g_ptr->o_idx;
4427 g_ptr->o_idx = o_idx;
4433 /* Hack -- Preserve artifacts */
4434 if (object_is_fixed_artifact(q_ptr))
4436 a_info[q_ptr->name1].cur_num = 0;
4443 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4444 * Make a treasure object
4445 * @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
4446 * @return 生成に成功したらTRUEを返す。
4448 * The location must be a legal, clean, floor grid.
4450 bool make_gold(object_type *j_ptr)
4455 /* Hack -- Pick a Treasure variety */
4456 i = ((randint1(current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4458 /* Apply "extra" magic */
4459 if (one_in_(GREAT_OBJ))
4461 i += randint1(current_floor_ptr->object_level + 1);
4464 /* Hack -- Creeping Coins only generate "themselves" */
4465 if (coin_type) i = coin_type;
4467 /* Do not create "illegal" Treasure Types */
4468 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4470 /* Prepare a gold object */
4471 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4473 /* Hack -- Base coin cost */
4474 base = k_info[OBJ_GOLD_LIST + i].cost;
4476 /* Determine how much the treasure is "worth" */
4477 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4485 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4486 * Places a treasure (Gold or Gems) at given location
4487 * @param y 配置したいフロアのY座標
4488 * @param x 配置したいフロアのX座標
4489 * @return 生成に成功したらTRUEを返す。
4491 * The location must be a legal, clean, floor grid.
4493 void place_gold(POSITION y, POSITION x)
4498 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
4504 /* Paranoia -- check bounds */
4505 if (!in_bounds(y, x)) return;
4507 /* Require floor space */
4508 if (!cave_drop_bold(y, x)) return;
4510 /* Avoid stacking on other objects */
4511 if (g_ptr->o_idx) return;
4516 /* Make some gold */
4517 if (!make_gold(q_ptr)) return;
4525 o_ptr = ¤t_floor_ptr->o_list[o_idx];
4526 object_copy(o_ptr, q_ptr);
4533 o_ptr->next_o_idx = g_ptr->o_idx;
4535 g_ptr->o_idx = o_idx;
4543 * @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。
4544 * Let an object fall to the ground at or near a location.
4545 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4546 * @param chance ドロップの成功率(%)
4547 * @param y 配置したいフロアのY座標
4548 * @param x 配置したいフロアのX座標
4549 * @return 生成に成功したらオブジェクトのIDを返す。
4551 * The initial location is assumed to be "in_bounds()".\n
4553 * This function takes a parameter "chance". This is the percentage\n
4554 * chance that the item will "disappear" instead of drop. If the object\n
4555 * has been thrown, then this is the chance of disappearance on contact.\n
4557 * Hack -- this function uses "chance" to determine if it should produce\n
4558 * some form of "description" of the drop event (under the player).\n
4560 * We check several locations to see if we can find a location at which\n
4561 * the object can combine, stack, or be placed. Artifacts will try very\n
4562 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4564 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4571 POSITION ty, tx = 0;
4573 OBJECT_IDX o_idx = 0;
4574 OBJECT_IDX this_o_idx, next_o_idx = 0;
4578 GAME_TEXT o_name[MAX_NLEN];
4584 /* Extract plural */
4585 bool plural = (j_ptr->number != 1);
4588 /* Describe object */
4589 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4592 /* Handle normal "breakage" */
4593 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4596 msg_format("%sは消えた。", o_name);
4598 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4600 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4617 /* Scan local grids */
4618 for (dy = -3; dy <= 3; dy++)
4620 /* Scan local grids */
4621 for (dx = -3; dx <= 3; dx++)
4625 /* Calculate actual distance */
4626 d = (dy * dy) + (dx * dx);
4628 /* Ignore distant grids */
4629 if (d > 10) continue;
4634 /* Skip illegal grids */
4635 if (!in_bounds(ty, tx)) continue;
4637 /* Require line of projection */
4638 if (!projectable(y, x, ty, tx)) continue;
4641 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
4643 /* Require floor space */
4644 if (!cave_drop_bold(ty, tx)) continue;
4649 /* Scan objects in that grid */
4650 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4653 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4654 next_o_idx = o_ptr->next_o_idx;
4656 /* Check for possible combination */
4657 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4663 /* Add new object */
4665 if (k > 99) continue;
4667 /* Calculate score */
4668 s = 1000 - (d + k * 5);
4670 /* Skip bad values */
4671 if (s < bs) continue;
4673 /* New best value */
4676 /* Apply the randomizer to equivalent values */
4677 if ((++bn >= 2) && !one_in_(bn)) continue;
4691 /* Handle lack of space */
4692 if (!flag && !object_is_artifact(j_ptr))
4695 msg_format("%sは消えた。", o_name);
4697 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4700 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4708 for (i = 0; !flag && (i < 1000); i++)
4711 ty = rand_spread(by, 1);
4712 tx = rand_spread(bx, 1);
4714 if (!in_bounds(ty, tx)) continue;
4716 /* Bounce to that location */
4720 /* Require floor space */
4721 if (!cave_drop_bold(by, bx)) continue;
4729 int candidates = 0, pick;
4731 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4733 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4735 /* A valid space found */
4736 if (cave_drop_bold(ty, tx)) candidates++;
4740 /* No valid place! */
4744 msg_format("%sは消えた。", o_name);
4746 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4749 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4751 /* Mega-Hack -- preserve artifacts */
4754 /* Hack -- Preserve unknown artifacts */
4755 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4757 /* Mega-Hack -- Preserve the artifact */
4758 a_info[j_ptr->name1].cur_num = 0;
4766 /* Choose a random one */
4767 pick = randint1(candidates);
4769 for (ty = 1; ty < current_floor_ptr->height - 1; ty++)
4771 for (tx = 1; tx < current_floor_ptr->width - 1; tx++)
4773 if (cave_drop_bold(ty, tx))
4777 /* Is this a picked one? */
4790 g_ptr = ¤t_floor_ptr->grid_array[by][bx];
4792 /* Scan objects in that grid for combination */
4793 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4796 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4797 next_o_idx = o_ptr->next_o_idx;
4799 /* Check for combination */
4800 if (object_similar(o_ptr, j_ptr))
4802 object_absorb(o_ptr, j_ptr);
4811 if (!done) o_idx = o_pop();
4814 if (!done && !o_idx)
4817 msg_format("%sは消えた。", o_name);
4819 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4822 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4824 /* Hack -- Preserve artifacts */
4825 if (object_is_fixed_artifact(j_ptr))
4827 a_info[j_ptr->name1].cur_num = 0;
4837 /* Structure copy */
4838 object_copy(¤t_floor_ptr->o_list[o_idx], j_ptr);
4840 /* Access new object */
4841 j_ptr = ¤t_floor_ptr->o_list[o_idx];
4848 j_ptr->held_m_idx = 0;
4851 j_ptr->next_o_idx = g_ptr->o_idx;
4853 g_ptr->o_idx = o_idx;
4863 /* Mega-Hack -- no message if "dropped" by player */
4864 /* Message when an object falls under the player */
4865 if (chance && player_bold(by, bx))
4867 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4874 * @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 /
4875 * Describe the charges on an item in the p_ptr->inventory_list.
4876 * @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
4879 void inven_item_charges(INVENTORY_IDX item)
4881 object_type *o_ptr = &p_ptr->inventory_list[item];
4883 /* Require staff/wand */
4884 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4886 /* Require known item */
4887 if (!object_is_known(o_ptr)) return;
4890 if (o_ptr->pval <= 0)
4892 msg_print("もう魔力が残っていない。");
4896 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4899 /* Multiple charges */
4900 if (o_ptr->pval != 1)
4902 msg_format("You have %d charges remaining.", o_ptr->pval);
4908 msg_format("You have %d charge remaining.", o_ptr->pval);
4915 * @brief アイテムの残り所持数メッセージを表示する /
4916 * Describe an item in the p_ptr->inventory_list.
4917 * @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
4920 void inven_item_describe(INVENTORY_IDX item)
4922 object_type *o_ptr = &p_ptr->inventory_list[item];
4923 GAME_TEXT o_name[MAX_NLEN];
4925 object_desc(o_name, o_ptr, 0);
4928 /* "no more" の場合はこちらで表示する */
4929 if (o_ptr->number <= 0)
4931 /*FIRST*//*ここはもう通らないかも */
4932 msg_format("もう%sを持っていない。", o_name);
4936 /* アイテム名を英日切り替え機能対応 */
4937 msg_format("まだ %sを持っている。", o_name);
4940 msg_format("You have %s.", o_name);
4946 * @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 /
4947 * Increase the "number" of an item in the p_ptr->inventory_list
4948 * @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
4952 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4954 object_type *o_ptr = &p_ptr->inventory_list[item];
4957 num += o_ptr->number;
4960 if (num > 255) num = 255;
4961 else if (num < 0) num = 0;
4964 num -= o_ptr->number;
4966 /* Change the number and weight */
4969 /* Add the number */
4970 o_ptr->number += num;
4972 /* Add the weight */
4973 p_ptr->total_weight += (num * o_ptr->weight);
4974 p_ptr->update |= (PU_BONUS);
4975 p_ptr->update |= (PU_MANA);
4976 p_ptr->update |= (PU_COMBINE);
4977 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4979 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4980 if (!o_ptr->number && p_ptr->ele_attack)
4982 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4984 if (!has_melee_weapon(INVEN_RARM + INVEN_LARM - item))
4986 /* Clear all temporary elemental brands */
4987 set_ele_attack(0, 0);
4995 * @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 /
4996 * Erase an p_ptr->inventory_list slot if it has no more items
4997 * @param item 消去したいプレイヤーのアイテム所持スロット
5000 void inven_item_optimize(INVENTORY_IDX item)
5002 object_type *o_ptr = &p_ptr->inventory_list[item];
5004 /* Only optimize real items */
5005 if (!o_ptr->k_idx) return;
5007 /* Only optimize empty items */
5008 if (o_ptr->number) return;
5010 /* The item is in the pack */
5011 if (item < INVEN_RARM)
5018 /* Slide everything down */
5019 for (i = item; i < INVEN_PACK; i++)
5021 /* Structure copy */
5022 p_ptr->inventory_list[i] = p_ptr->inventory_list[i+1];
5025 /* Erase the "final" slot */
5026 object_wipe(&p_ptr->inventory_list[i]);
5028 p_ptr->window |= (PW_INVEN);
5031 /* The item is being wielded */
5037 /* Erase the empty slot */
5038 object_wipe(&p_ptr->inventory_list[item]);
5039 p_ptr->update |= (PU_BONUS);
5040 p_ptr->update |= (PU_TORCH);
5041 p_ptr->update |= (PU_MANA);
5043 p_ptr->window |= (PW_EQUIP);
5046 p_ptr->window |= (PW_SPELL);
5050 * @brief 床上の魔道具の残り残量メッセージを表示する /
5051 * Describe the charges on an item on the floor.
5052 * @param item メッセージの対象にしたいアイテム所持スロット
5055 void floor_item_charges(INVENTORY_IDX item)
5057 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5059 /* Require staff/wand */
5060 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5062 /* Require known item */
5063 if (!object_is_known(o_ptr)) return;
5066 if (o_ptr->pval <= 0)
5068 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5072 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);
5075 /* Multiple charges */
5076 if (o_ptr->pval != 1)
5078 msg_format("There are %d charges remaining.", o_ptr->pval);
5084 msg_format("There is %d charge remaining.", o_ptr->pval);
5091 * @brief 床上のアイテムの残り数メッセージを表示する /
5092 * Describe the charges on an item on the floor.
5093 * @param item メッセージの対象にしたいアイテム所持スロット
5096 void floor_item_describe(INVENTORY_IDX item)
5098 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5099 GAME_TEXT o_name[MAX_NLEN];
5101 object_desc(o_name, o_ptr, 0);
5104 /* "no more" の場合はこちらで表示を分ける */
5105 if (o_ptr->number <= 0)
5107 msg_format("床上には、もう%sはない。", o_name);
5111 msg_format("床上には、まだ %sがある。", o_name);
5114 msg_format("You see %s.", o_name);
5121 * @brief 床上のアイテムの数を増やす /
5122 * Increase the "number" of an item on the floor
5123 * @param item 増やしたいアイテムの所持スロット
5124 * @param num 増やしたいアイテムの数
5127 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
5129 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5132 num += o_ptr->number;
5135 if (num > 255) num = 255;
5136 else if (num < 0) num = 0;
5139 num -= o_ptr->number;
5141 /* Change the number */
5142 o_ptr->number += num;
5147 * @brief 床上の数の無くなったアイテムスロットを消去する /
5148 * Optimize an item on the floor (destroy "empty" items)
5149 * @param item 消去したいアイテムの所持スロット
5152 void floor_item_optimize(INVENTORY_IDX item)
5154 object_type *o_ptr = ¤t_floor_ptr->o_list[item];
5156 /* Paranoia -- be sure it exists */
5157 if (!o_ptr->k_idx) return;
5159 /* Only optimize empty items */
5160 if (o_ptr->number) return;
5162 delete_object_idx(item);
5167 * @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 /
5168 * Check if we have space for an item in the pack without overflow
5169 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5170 * @return 溢れずに済むならTRUEを返す
5172 bool inven_carry_okay(object_type *o_ptr)
5177 if (inven_cnt < INVEN_PACK) return (TRUE);
5180 for (j = 0; j < INVEN_PACK; j++)
5182 object_type *j_ptr = &p_ptr->inventory_list[j];
5183 if (!j_ptr->k_idx) continue;
5185 /* Check if the two items can be combined */
5186 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5193 * @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 /
5194 * Check if we have space for an item in the pack without overflow
5195 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5196 * @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?)
5197 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5198 * @return o_ptrの方が上位ならばTRUEを返す。
5200 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5204 /* Use empty slots */
5205 if (!j_ptr->k_idx) return TRUE;
5207 /* Hack -- readable books always come first */
5208 if ((o_ptr->tval == REALM1_BOOK) &&
5209 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5210 if ((j_ptr->tval == REALM1_BOOK) &&
5211 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5213 if ((o_ptr->tval == REALM2_BOOK) &&
5214 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5215 if ((j_ptr->tval == REALM2_BOOK) &&
5216 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5218 /* Objects sort by decreasing type */
5219 if (o_ptr->tval > j_ptr->tval) return TRUE;
5220 if (o_ptr->tval < j_ptr->tval) return FALSE;
5222 /* Non-aware (flavored) items always come last */
5223 /* Can happen in the home */
5224 if (!object_is_aware(o_ptr)) return FALSE;
5225 if (!object_is_aware(j_ptr)) return TRUE;
5227 /* Objects sort by increasing sval */
5228 if (o_ptr->sval < j_ptr->sval) return TRUE;
5229 if (o_ptr->sval > j_ptr->sval) return FALSE;
5231 /* Unidentified objects always come last */
5232 /* Objects in the home can be unknown */
5233 if (!object_is_known(o_ptr)) return FALSE;
5234 if (!object_is_known(j_ptr)) return TRUE;
5236 /* Fixed artifacts, random artifacts and ego items */
5237 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5238 else if (o_ptr->art_name) o_type = 2;
5239 else if (object_is_ego(o_ptr)) o_type = 1;
5242 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5243 else if (j_ptr->art_name) j_type = 2;
5244 else if (object_is_ego(j_ptr)) j_type = 1;
5247 if (o_type < j_type) return TRUE;
5248 if (o_type > j_type) return FALSE;
5250 switch (o_ptr->tval)
5256 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5257 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5263 /* Objects sort by increasing hit/damage bonuses */
5264 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5265 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5268 /* Hack: otherwise identical rods sort by
5269 increasing recharge time --dsb */
5271 if (o_ptr->pval < j_ptr->pval) return TRUE;
5272 if (o_ptr->pval > j_ptr->pval) return FALSE;
5276 /* Objects sort by decreasing value */
5277 return o_value > object_value(j_ptr);
5282 * @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 /
5283 * Add an item to the players p_ptr->inventory_list, and return the slot used.
5284 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5285 * @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。
5287 * If the new item can combine with an existing item in the p_ptr->inventory_list,\n
5288 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5289 * the item will be placed into the "proper" location in the p_ptr->inventory_list.\n
5291 * This function can be used to "over-fill" the player's pack, but only\n
5292 * once, and such an action must trigger the "overflow" code immediately.\n
5293 * Note that when the pack is being "over-filled", the new item must be\n
5294 * placed into the "overflow" slot, and the "overflow" must take place\n
5295 * before the pack is reordered, but (optionally) after the pack is\n
5296 * combined. This may be tricky. See "dungeon.c" for info.\n
5298 * Note that this code must remove any location/stack information\n
5299 * from the object once it is placed into the p_ptr->inventory_list.\n
5301 s16b inven_carry(object_type *o_ptr)
5303 INVENTORY_IDX i, j, k;
5304 INVENTORY_IDX n = -1;
5309 /* Check for combining */
5310 for (j = 0; j < INVEN_PACK; j++)
5312 j_ptr = &p_ptr->inventory_list[j];
5313 if (!j_ptr->k_idx) continue;
5315 /* Hack -- track last item */
5318 /* Check if the two items can be combined */
5319 if (object_similar(j_ptr, o_ptr))
5321 object_absorb(j_ptr, o_ptr);
5323 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
5324 p_ptr->update |= (PU_BONUS);
5325 p_ptr->window |= (PW_INVEN);
5332 if (inven_cnt > INVEN_PACK) return (-1);
5334 /* Find an empty slot */
5335 for (j = 0; j <= INVEN_PACK; j++)
5337 j_ptr = &p_ptr->inventory_list[j];
5339 /* Use it if found */
5340 if (!j_ptr->k_idx) break;
5347 /* Reorder the pack */
5350 /* Get the "value" of the item */
5351 s32b o_value = object_value(o_ptr);
5353 /* Scan every occupied slot */
5354 for (j = 0; j < INVEN_PACK; j++)
5356 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5363 for (k = n; k >= i; k--)
5365 /* Hack -- Slide the item */
5366 object_copy(&p_ptr->inventory_list[k+1], &p_ptr->inventory_list[k]);
5369 /* Wipe the empty slot */
5370 object_wipe(&p_ptr->inventory_list[i]);
5375 object_copy(&p_ptr->inventory_list[i], o_ptr);
5377 /* Access new object */
5378 j_ptr = &p_ptr->inventory_list[i];
5381 j_ptr->next_o_idx = 0;
5383 /* Forget monster */
5384 j_ptr->held_m_idx = 0;
5386 /* Forget location */
5387 j_ptr->iy = j_ptr->ix = 0;
5389 /* Player touches it, and no longer marked */
5390 j_ptr->marked = OM_TOUCHED;
5392 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5394 /* Count the items */
5396 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5397 p_ptr->window |= (PW_INVEN);
5399 /* Return the slot */
5405 * @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 /
5406 * Take off (some of) a non-cursed equipment item
5407 * @param item オブジェクトを外したい所持テーブルのID
5409 * @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。
5411 * Note that only one item at a time can be wielded per slot.\n
5412 * Note that taking off an item when "full" may cause that item\n
5413 * to fall to the ground.\n
5414 * Return the p_ptr->inventory_list slot into which the item is placed.\n
5416 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5427 GAME_TEXT o_name[MAX_NLEN];
5430 /* Get the item to take off */
5431 o_ptr = &p_ptr->inventory_list[item];
5432 if (amt <= 0) return (-1);
5435 if (amt > o_ptr->number) amt = o_ptr->number;
5438 /* Obtain a local object */
5439 object_copy(q_ptr, o_ptr);
5441 /* Modify quantity */
5442 q_ptr->number = amt;
5444 object_desc(o_name, q_ptr, 0);
5446 /* Took off weapon */
5447 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5448 object_is_melee_weapon(o_ptr))
5450 act = _("を装備からはずした", "You were wielding");
5454 else if (item == INVEN_BOW)
5456 act = _("を装備からはずした", "You were holding");
5459 /* Took off light */
5460 else if (item == INVEN_LITE)
5462 act = _("を光源からはずした", "You were holding");
5465 /* Took off something */
5468 act = _("を装備からはずした", "You were wearing");
5471 /* Modify, Optimize */
5472 inven_item_increase(item, -amt);
5473 inven_item_optimize(item);
5475 /* Carry the object */
5476 slot = inven_carry(q_ptr);
5479 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5481 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5491 * @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 /
5492 * Drop (some of) a non-cursed p_ptr->inventory_list/equipment item
5493 * @param item 所持テーブルのID
5494 * @param amt 落としたい個数
5497 * The object will be dropped "near" the current location
5499 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5505 GAME_TEXT o_name[MAX_NLEN];
5507 /* Access original object */
5508 o_ptr = &p_ptr->inventory_list[item];
5511 if (amt <= 0) return;
5514 if (amt > o_ptr->number) amt = o_ptr->number;
5516 /* Take off equipment */
5517 if (item >= INVEN_RARM)
5519 /* Take off first */
5520 item = inven_takeoff(item, amt);
5522 /* Access original object */
5523 o_ptr = &p_ptr->inventory_list[item];
5528 /* Obtain local object */
5529 object_copy(q_ptr, o_ptr);
5531 /* Distribute charges of wands or rods */
5532 distribute_charges(o_ptr, q_ptr, amt);
5534 /* Modify quantity */
5535 q_ptr->number = amt;
5537 /* Describe local object */
5538 object_desc(o_name, q_ptr, 0);
5540 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5542 /* Drop it near the player */
5543 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5545 /* Modify, Describe, Optimize */
5546 inven_item_increase(item, -amt);
5547 inven_item_describe(item);
5548 inven_item_optimize(item);
5553 * @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 /
5554 * Combine items in the pack
5557 * Note special handling of the "overflow" slot
5559 void combine_pack(void)
5564 bool flag = FALSE, combined;
5570 /* Combine the pack (backwards) */
5571 for (i = INVEN_PACK; i > 0; i--)
5573 o_ptr = &p_ptr->inventory_list[i];
5575 /* Skip empty items */
5576 if (!o_ptr->k_idx) continue;
5578 /* Scan the items above that item */
5579 for (j = 0; j < i; j++)
5583 j_ptr = &p_ptr->inventory_list[j];
5585 /* Skip empty items */
5586 if (!j_ptr->k_idx) continue;
5589 * Get maximum number of the stack if these
5590 * are similar, get zero otherwise.
5592 max_num = object_similar_part(j_ptr, o_ptr);
5594 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5595 if (max_num && j_ptr->number < max_num)
5597 if (o_ptr->number + j_ptr->number <= max_num)
5602 /* Add together the item counts */
5603 object_absorb(j_ptr, o_ptr);
5605 /* One object is gone */
5608 /* Slide everything down */
5609 for (k = i; k < INVEN_PACK; k++)
5611 /* Structure copy */
5612 p_ptr->inventory_list[k] = p_ptr->inventory_list[k+1];
5615 /* Erase the "final" slot */
5616 object_wipe(&p_ptr->inventory_list[k]);
5620 int old_num = o_ptr->number;
5621 int remain = j_ptr->number + o_ptr->number - max_num;
5623 o_ptr->number -= remain;
5625 /* Add together the item counts */
5626 object_absorb(j_ptr, o_ptr);
5628 o_ptr->number = remain;
5630 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5631 if (o_ptr->tval == TV_ROD)
5633 o_ptr->pval = o_ptr->pval * remain / old_num;
5634 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5637 /* Hack -- if wands are stacking, combine the charges. -LM- */
5638 if (o_ptr->tval == TV_WAND)
5640 o_ptr->pval = o_ptr->pval * remain / old_num;
5644 p_ptr->window |= (PW_INVEN);
5656 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."));
5660 * @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 /
5661 * Reorder items in the pack
5664 * Note special handling of the "overflow" slot
5666 void reorder_pack(void)
5676 /* Re-order the pack (forwards) */
5677 for (i = 0; i < INVEN_PACK; i++)
5679 /* Mega-Hack -- allow "proper" over-flow */
5680 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
5682 o_ptr = &p_ptr->inventory_list[i];
5684 /* Skip empty slots */
5685 if (!o_ptr->k_idx) continue;
5687 /* Get the "value" of the item */
5688 o_value = object_value(o_ptr);
5690 /* Scan every occupied slot */
5691 for (j = 0; j < INVEN_PACK; j++)
5693 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5696 /* Never move down */
5697 if (j >= i) continue;
5703 /* Save a copy of the moving item */
5704 object_copy(q_ptr, &p_ptr->inventory_list[i]);
5706 /* Slide the objects */
5707 for (k = i; k > j; k--)
5709 /* Slide the item */
5710 object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k-1]);
5713 /* Insert the moving item */
5714 object_copy(&p_ptr->inventory_list[j], q_ptr);
5716 p_ptr->window |= (PW_INVEN);
5719 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."));
5723 * @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 /
5724 * Hack -- display an object kind in the current window
5725 * @param k_idx ベースアイテムの参照ID
5728 * Include list of usable spells for readible books
5730 void display_koff(KIND_OBJECT_IDX k_idx)
5737 REALM_IDX use_realm;
5739 GAME_TEXT o_name[MAX_NLEN];
5742 /* Erase the window */
5743 for (y = 0; y < Term->hgt; y++)
5745 /* Erase the line */
5746 Term_erase(0, y, 255);
5753 /* Prepare the object */
5754 object_prep(q_ptr, k_idx);
5755 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5757 /* Mention the object name */
5758 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5760 /* Access the item's sval */
5762 use_realm = tval2realm(q_ptr->tval);
5764 /* Warriors are illiterate */
5765 if (p_ptr->realm1 || p_ptr->realm2)
5767 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5771 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5772 if (!is_magic(use_realm)) return;
5773 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5776 /* Display spells in readible books */
5780 SPELL_IDX spells[64];
5782 /* Extract spells */
5783 for (spell = 0; spell < 32; spell++)
5785 /* Check for this spell */
5786 if (fake_spell_flags[sval] & (1L << spell))
5788 /* Collect this spell */
5789 spells[num++] = spell;
5794 print_spells(0, spells, num, 2, 0, use_realm);
5800 * @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。
5801 * Torches have special abilities when they are flaming.
5802 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5803 * @param flgs 特別に追加するフラグを返す参照ポインタ
5806 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5808 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5810 if (o_ptr->xtra4 > 0)
5812 add_flag(flgs, TR_BRAND_FIRE);
5813 add_flag(flgs, TR_KILL_UNDEAD);
5814 add_flag(flgs, TR_THROW);
5820 * @brief 投擲時たいまつにダイスを与える。
5821 * Torches have special abilities when they are flaming.
5822 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5823 * @param dd 特別なダイス数を返す参照ポインタ
5824 * @param ds 特別なダイス面数を返す参照ポインタ
5827 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5829 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5831 if (o_ptr->xtra4 > 0)
5840 * @brief 投擲時命中したたいまつの寿命を縮める。
5841 * Torches have special abilities when they are flaming.
5842 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5845 void torch_lost_fuel(object_type *o_ptr)
5847 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5849 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5850 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5855 * @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 /
5856 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5857 * @return 対応する矢/弾薬のベースアイテムID
5859 int bow_tval_ammo(object_type *o_ptr)
5861 /* Analyze the launcher */
5862 switch (o_ptr->sval)