3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
22 #include "cmd-spell.h"
27 #include "objectkind.h"
28 #include "object-boost.h"
29 #include "object-ego.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
32 #include "object-curse.h"
33 #include "objectkind-hook.h"
36 #include "player-status.h"
37 #include "player-move.h"
38 #include "player-effects.h"
39 #include "player-class.h"
40 #include "player-personality.h"
42 #include "monsterrace-hook.h"
43 #include "object-ego.h"
44 #include "view-mainwindow.h"
47 * @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
48 * @param o_idx 削除対象のオブジェクト構造体ポインタ
51 void excise_object_idx(OBJECT_IDX o_idx)
55 OBJECT_IDX this_o_idx, next_o_idx = 0;
56 OBJECT_IDX prev_o_idx = 0;
59 j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
61 if (OBJECT_IS_HELD_MONSTER(j_ptr))
64 m_ptr = &p_ptr->current_floor_ptr->m_list[j_ptr->held_m_idx];
66 /* Scan all objects in the grid */
67 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
70 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
71 next_o_idx = o_ptr->next_o_idx;
73 if (this_o_idx == o_idx)
78 /* Remove from list */
79 m_ptr->hold_o_idx = next_o_idx;
88 k_ptr = &p_ptr->current_floor_ptr->o_list[prev_o_idx];
90 /* Remove from list */
91 k_ptr->next_o_idx = next_o_idx;
94 /* Forget next pointer */
95 o_ptr->next_o_idx = 0;
100 /* Save prev_o_idx */
101 prev_o_idx = this_o_idx;
110 POSITION y = j_ptr->iy;
111 POSITION x = j_ptr->ix;
113 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
115 /* Scan all objects in the grid */
116 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
119 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
120 next_o_idx = o_ptr->next_o_idx;
122 if (this_o_idx == o_idx)
127 /* Remove from list */
128 g_ptr->o_idx = next_o_idx;
136 /* Previous object */
137 k_ptr = &p_ptr->current_floor_ptr->o_list[prev_o_idx];
139 /* Remove from list */
140 k_ptr->next_o_idx = next_o_idx;
143 /* Forget next pointer */
144 o_ptr->next_o_idx = 0;
149 /* Save prev_o_idx */
150 prev_o_idx = this_o_idx;
156 * @brief オブジェクトを削除する /
157 * Delete a dungeon object
158 * @param o_idx 削除対象のオブジェクト構造体ポインタ
161 * Handle "stacks" of objects correctly.
163 void delete_object_idx(OBJECT_IDX o_idx)
168 excise_object_idx(o_idx);
171 j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
174 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
184 p_ptr->current_floor_ptr->o_cnt--;
189 * @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
190 * Delete a dungeon object
191 * @param y 削除したフロアマスのY座標
192 * @param x 削除したフロアマスのX座標
195 void delete_object(POSITION y, POSITION x)
198 OBJECT_IDX this_o_idx, next_o_idx = 0;
200 /* Refuse "illegal" locations */
201 if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
203 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
205 /* Scan all objects in the grid */
206 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
209 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
210 next_o_idx = o_ptr->next_o_idx;
214 p_ptr->current_floor_ptr->o_cnt--;
217 /* Objects are gone */
225 * @brief グローバルオブジェクト配列から空きを取得する /
226 * Acquires and returns the index of a "free" object.
227 * @return 開いているオブジェクト要素のID
229 * This routine should almost never fail, but in case it does,
230 * we must be sure to handle "failure" of this routine.
232 OBJECT_IDX o_pop(void)
236 /* Initial allocation */
237 if (p_ptr->current_floor_ptr->o_max < current_world_ptr->max_o_idx)
240 i = p_ptr->current_floor_ptr->o_max;
242 /* Expand object array */
243 p_ptr->current_floor_ptr->o_max++;
246 p_ptr->current_floor_ptr->o_cnt++;
248 /* Use this object */
253 /* Recycle dead objects */
254 for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
257 o_ptr = &p_ptr->current_floor_ptr->o_list[i];
259 /* Skip live objects */
260 if (o_ptr->k_idx) continue;
263 p_ptr->current_floor_ptr->o_cnt++;
265 /* Use this object */
270 /* Warn the player (except during dungeon creation) */
271 if (current_world_ptr->character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
277 * Hack -- function hook to restrict "get_obj_num_prep()" function
279 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
282 * @brief オブジェクト生成テーブルに生成制約を加える /
283 * Apply a "object restriction function" to the "object allocation table"
285 * @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
287 static errr get_obj_num_prep(void)
292 alloc_entry *table = alloc_kind_table;
294 /* Scan the allocation table */
295 for (i = 0; i < alloc_kind_size; i++)
297 /* Accept objects which pass the restriction, if any */
298 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
300 /* Accept this object */
301 table[i].prob2 = table[i].prob1;
304 /* Do not use this object */
307 /* Decline this object */
318 * @brief オブジェクト生成テーブルからアイテムを取得する /
319 * Choose an object kind that seems "appropriate" to the given level
321 * @return 選ばれたオブジェクトベースID
323 * This function uses the "prob2" field of the "object allocation table",\n
324 * and various local information, to calculate the "prob3" field of the\n
325 * same table, which is then used to choose an "appropriate" object, in\n
326 * a relatively efficient manner.\n
328 * It is (slightly) more likely to acquire an object of the given level\n
329 * than one of a lower level. This is done by choosing several objects\n
330 * appropriate to the given level and keeping the "hardest" one.\n
332 * Note that if no objects are "appropriate", then this function will\n
333 * fail, and return zero, but this should *almost* never happen.\n
335 OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode)
338 KIND_OBJECT_IDX k_idx;
341 alloc_entry *table = alloc_kind_table;
343 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
346 if ((level > 0) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
348 /* Occasional "boost" */
349 if (one_in_(GREAT_OBJ))
351 /* What a bizarre calculation */
352 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
359 /* Process probabilities */
360 for (i = 0; i < alloc_kind_size; i++)
362 /* Objects are sorted by depth */
363 if (table[i].level > level) break;
368 k_idx = table[i].index;
370 /* Access the actual kind */
371 k_ptr = &k_info[k_idx];
373 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
376 table[i].prob3 = table[i].prob2;
379 total += table[i].prob3;
382 /* No legal objects */
383 if (total <= 0) return (0);
387 value = randint0(total);
389 /* Find the object */
390 for (i = 0; i < alloc_kind_size; i++)
392 /* Found the entry */
393 if (value < table[i].prob3) break;
396 value = value - table[i].prob3;
403 /* Try for a "better" object once (50%) or twice (10%) */
410 value = randint0(total);
412 /* Find the object */
413 for (i = 0; i < alloc_kind_size; i++)
415 /* Found the entry */
416 if (value < table[i].prob3) break;
419 value = value - table[i].prob3;
422 /* Keep the "best" one */
423 if (table[i].level < table[j].level) i = j;
426 /* Try for a "better" object twice (10%) */
433 value = randint0(total);
435 /* Find the object */
436 for (i = 0; i < alloc_kind_size; i++)
438 /* Found the entry */
439 if (value < table[i].prob3) break;
442 value = value - table[i].prob3;
445 /* Keep the "best" one */
446 if (table[i].level < table[j].level) i = j;
449 return (table[i].index);
453 * @brief オブジェクトを鑑定済にする /
454 * Known is true when the "attributes" of an object are "known".
455 * @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
457 * These include tohit, todam, toac, cost, and pval (charges).\n
459 * Note that "knowing" an object gives you everything that an "awareness"\n
460 * gives you, and much more. In fact, the player is always "aware" of any\n
461 * item of which he has full "knowledge".\n
463 * But having full knowledge of, say, one "wand of wonder", does not, by\n
464 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
465 * It happens that most "identify" routines (including "buying from a shop")\n
466 * will make the player "aware" of the object as well as fully "know" it.\n
468 * This routine also removes any inscriptions generated by "feelings".\n
470 void object_known(object_type *o_ptr)
472 /* Remove "default inscriptions" */
473 o_ptr->feeling = FEEL_NONE;
475 /* Clear the "Felt" info */
476 o_ptr->ident &= ~(IDENT_SENSE);
478 /* Clear the "Empty" info */
479 o_ptr->ident &= ~(IDENT_EMPTY);
481 /* Now we know about the item */
482 o_ptr->ident |= (IDENT_KNOWN);
486 * @brief オブジェクトを*鑑定*済にする /
487 * The player is now aware of the effects of the given object.
488 * @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
491 void object_aware(object_type *o_ptr)
493 bool mihanmei = !object_is_aware(o_ptr);
495 /* Fully aware of the effects */
496 k_info[o_ptr->k_idx].aware = TRUE;
498 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
499 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
503 GAME_TEXT o_name[MAX_NLEN];
506 object_copy(q_ptr, o_ptr);
509 object_desc(o_name, q_ptr, OD_NAME_ONLY);
511 exe_write_diary(p_ptr, NIKKI_HANMEI, 0, o_name);
516 * @brief オブジェクトを試行済にする /
517 * Something has been "sampled"
518 * @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
521 void object_tried(object_type *o_ptr)
523 /* Mark it as tried (even if "aware") */
524 k_info[o_ptr->k_idx].tried = TRUE;
528 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
529 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
530 * @return 擬似鑑定結果のIDを返す。
532 byte value_check_aux1(object_type *o_ptr)
535 if (object_is_artifact(o_ptr))
538 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
545 if (object_is_ego(o_ptr))
548 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
551 return FEEL_EXCELLENT;
555 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
558 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
560 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
562 /* Good "armor" bonus */
563 if (o_ptr->to_a > 0) return FEEL_GOOD;
565 /* Good "weapon" bonus */
566 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
568 /* Default to "average" */
573 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
574 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
575 * @return 擬似鑑定結果のIDを返す。
577 byte value_check_aux2(object_type *o_ptr)
579 /* Cursed items (all of them) */
580 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
582 /* Broken items (all of them) */
583 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
585 /* Artifacts -- except cursed/broken ones */
586 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
588 /* Ego-Items -- except cursed/broken ones */
589 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
591 /* Good armor bonus */
592 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
594 /* Good weapon bonuses */
595 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
602 * @brief 未鑑定なベースアイテムの基本価格を返す /
603 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
604 * @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
605 * @return オブジェクトの未鑑定価格
607 static PRICE object_value_base(object_type *o_ptr)
609 /* Aware item -- use template cost */
610 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
612 /* Analyze the type */
617 case TV_FOOD: return (5L);
619 /* Un-aware Potions */
620 case TV_POTION: return (20L);
622 /* Un-aware Scrolls */
623 case TV_SCROLL: return (20L);
625 /* Un-aware Staffs */
626 case TV_STAFF: return (70L);
629 case TV_WAND: return (50L);
632 case TV_ROD: return (90L);
635 case TV_RING: return (45L);
637 /* Un-aware Amulets */
638 case TV_AMULET: return (45L);
640 /* Figurines, relative to monster level */
643 DEPTH level = r_info[o_ptr->pval].level;
644 if (level < 20) return level*50L;
645 else if (level < 30) return 1000+(level-20)*150L;
646 else if (level < 40) return 2500+(level-30)*350L;
647 else if (level < 50) return 6000+(level-40)*800L;
648 else return 14000+(level-50)*2000L;
652 if (!o_ptr->pval) return 1000L;
653 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
656 /* Paranoia -- Oops */
662 * @brief オブジェクトのフラグ類から価格を算出する /
663 * Return the value of the flags the object has...
664 * @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
665 * @param plusses フラグに与える価格の基本重み
666 * @return オブジェクトのフラグ価格
668 PRICE flag_cost(object_type *o_ptr, int plusses)
671 BIT_FLAGS flgs[TR_FLAG_SIZE];
675 object_kind *k_ptr = &k_info[o_ptr->k_idx];
677 object_flags(o_ptr, flgs);
680 * Exclude fixed flags of the base item.
681 * pval bonuses of base item will be treated later.
683 for (i = 0; i < TR_FLAG_SIZE; i++)
684 flgs[i] &= ~(k_ptr->flags[i]);
686 /* Exclude fixed flags of the fixed artifact. */
687 if (object_is_fixed_artifact(o_ptr))
689 artifact_type *a_ptr = &a_info[o_ptr->name1];
691 for (i = 0; i < TR_FLAG_SIZE; i++)
692 flgs[i] &= ~(a_ptr->flags[i]);
695 /* Exclude fixed flags of the ego-item. */
696 else if (object_is_ego(o_ptr))
698 ego_item_type *e_ptr = &e_info[o_ptr->name2];
700 for (i = 0; i < TR_FLAG_SIZE; i++)
701 flgs[i] &= ~(e_ptr->flags[i]);
706 * Calucurate values of remaining flags
708 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
709 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
710 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
711 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
712 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
713 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
714 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
715 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
716 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
717 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
718 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
719 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
720 total += (10000 + (2500 * plusses));
721 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
722 total += (10000 + (2500 * plusses));
726 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
727 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
728 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
729 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
730 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
731 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
732 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
733 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
734 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
735 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
736 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
737 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
738 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
739 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
740 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
741 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
742 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
743 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
744 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
745 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
746 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
748 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
749 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
750 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
751 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
752 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
753 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
754 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
755 total += (tmp_cost * count);
757 if (have_flag(flgs, TR_SUST_STR)) total += 850;
758 if (have_flag(flgs, TR_SUST_INT)) total += 850;
759 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
760 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
761 if (have_flag(flgs, TR_SUST_CON)) total += 850;
762 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
763 if (have_flag(flgs, TR_RIDING)) total += 0;
764 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
765 if (have_flag(flgs, TR_THROW)) total += 5000;
766 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
767 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
771 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
772 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
773 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
774 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
775 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
776 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
777 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
778 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
779 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
780 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
781 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
782 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
783 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
784 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
785 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
786 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
787 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
788 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
789 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
790 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
791 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
792 total += (tmp_cost * count);
794 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
795 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
796 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
797 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
798 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
799 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
800 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
801 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
802 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
803 if (have_flag(flgs, TR_LITE_1)) total += 1500;
804 if (have_flag(flgs, TR_LITE_2)) total += 2500;
805 if (have_flag(flgs, TR_LITE_3)) total += 4000;
806 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
807 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
808 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
809 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
810 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
811 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
812 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
813 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
814 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
815 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
816 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
817 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
818 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
819 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
820 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
821 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
822 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
823 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
824 if (have_flag(flgs, TR_REGEN)) total += 2500;
825 if (have_flag(flgs, TR_WARNING)) total += 2000;
826 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
827 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
828 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
829 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
830 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
831 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
832 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
833 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
834 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
835 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
836 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
837 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
838 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
839 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
840 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
841 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
842 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
843 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
844 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
845 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
846 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
847 if (have_flag(flgs, TR_TELEPORT))
849 if (object_is_cursed(o_ptr))
854 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
855 if (have_flag(flgs, TR_BLESSED)) total += 750;
856 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
857 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
858 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
859 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
860 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
862 /* Also, give some extra for activatable powers... */
863 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
865 const activation_type* const act_ptr = find_activation_info(o_ptr);
867 total += act_ptr->value;
876 * @brief オブジェクトの真の価格を算出する /
877 * Return the value of the flags the object has...
878 * @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
881 * Return the "real" price of a "known" item, not including discounts\n
883 * Wand and staffs get cost for each charge\n
885 * Armor is worth an extra 100 gold per bonus point to armor class.\n
887 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
889 * Missiles are only worth 5 gold per bonus point, since they\n
890 * usually appear in groups of 20, and we want the player to get\n
891 * the same amount of cash for any "equivalent" item. Note that\n
892 * missiles never have any of the "pval" flags, and in fact, they\n
893 * only have a few of the available flags, primarily of the "slay"\n
894 * and "brand" and "ignore" variety.\n
896 * Armor with a negative armor bonus is worthless.\n
897 * Weapons with negative hit+damage bonuses are worthless.\n
899 * Every wearable item with a "pval" bonus is worth extra (see below).\n
901 PRICE object_value_real(object_type *o_ptr)
904 BIT_FLAGS flgs[TR_FLAG_SIZE];
905 object_kind *k_ptr = &k_info[o_ptr->k_idx];
908 /* Hack -- "worthless" items */
909 if (!k_info[o_ptr->k_idx].cost) return (0L);
912 value = k_info[o_ptr->k_idx].cost;
914 /* Extract some flags */
915 object_flags(o_ptr, flgs);
918 if (object_is_fixed_artifact(o_ptr))
920 artifact_type *a_ptr = &a_info[o_ptr->name1];
922 /* Hack -- "worthless" artifacts */
923 if (!a_ptr->cost) return (0L);
925 /* Hack -- Use the artifact cost instead */
927 value += flag_cost(o_ptr, o_ptr->pval);
929 /* Don't add pval bonuses etc. */
934 else if (object_is_ego(o_ptr))
936 ego_item_type *e_ptr = &e_info[o_ptr->name2];
938 /* Hack -- "worthless" ego-items */
939 if (!e_ptr->cost) return (0L);
941 /* Hack -- Reward the ego-item with a bonus */
942 value += e_ptr->cost;
943 value += flag_cost(o_ptr, o_ptr->pval);
951 for (i = 0; i < TR_FLAG_SIZE; i++)
952 if (o_ptr->art_flags[i]) flag = TRUE;
954 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
957 /* Analyze pval bonus for normal object */
981 if (!o_ptr->pval) break;
983 /* Hack -- Negative "pval" is always bad */
984 if (o_ptr->pval < 0) return (0L);
986 /* Give credit for stat bonuses */
987 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
988 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
989 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
990 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
991 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
992 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
994 /* Give credit for stealth and searching */
995 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
996 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
997 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
999 /* Give credit for infra-vision and tunneling */
1000 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1001 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1003 /* Give credit for extra attacks */
1004 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1006 /* Give credit for speed bonus */
1007 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1013 /* Analyze the item */
1014 switch (o_ptr->tval)
1019 /* Pay extra for charges, depending on standard number of
1020 * charges. Handle new-style wands correctly. -LM-
1022 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1028 /* Pay extra for charges, depending on standard number of
1031 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1040 /* Hack -- negative bonuses are bad */
1041 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1043 /* Give credit for bonuses */
1044 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1060 /* Hack -- negative armor bonus */
1061 if (o_ptr->to_a < 0) return (0L);
1063 /* Give credit for bonuses */
1064 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1076 /* Hack -- negative hit/damage bonuses */
1077 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1079 /* Factor in the bonuses */
1080 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1082 /* Hack -- Factor in extra damage dice and sides */
1083 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1084 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1094 /* Hack -- negative hit/damage bonuses */
1095 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1097 /* Factor in the bonuses */
1098 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1100 /* Hack -- Factor in extra damage dice and sides */
1101 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1102 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1107 /* Figurines, relative to monster level */
1110 DEPTH level = r_info[o_ptr->pval].level;
1111 if (level < 20) value = level*50L;
1112 else if (level < 30) value = 1000+(level-20)*150L;
1113 else if (level < 40) value = 2500+(level-30)*350L;
1114 else if (level < 50) value = 6000+(level-40)*800L;
1115 else value = 14000+(level-50)*2000L;
1121 if (!o_ptr->pval) value = 1000L;
1122 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1128 if (!o_ptr->pval) value = 0L;
1133 /* Worthless object */
1134 if (value < 0) return 0L;
1136 /* Return the value */
1142 * @brief オブジェクト価格算出のメインルーチン /
1143 * Return the price of an item including plusses (and charges)
1144 * @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
1145 * @return オブジェクトの判明している現価格
1147 * This function returns the "value" of the given item (qty one)\n
1149 * Never notice "unknown" bonuses or properties, including "curses",\n
1150 * since that would give the player information he did not have.\n
1152 * Note that discounted items stay discounted forever, even if\n
1153 * the discount is "forgotten" by the player via memory loss.\n
1155 PRICE object_value(object_type *o_ptr)
1159 /* Unknown items -- acquire a base value */
1160 if (object_is_known(o_ptr))
1162 /* Broken items -- worthless */
1163 if (object_is_broken(o_ptr)) return (0L);
1165 /* Cursed items -- worthless */
1166 if (object_is_cursed(o_ptr)) return (0L);
1168 /* Real value (see above) */
1169 value = object_value_real(o_ptr);
1172 /* Known items -- acquire the actual value */
1175 /* Hack -- Felt broken items */
1176 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1178 /* Hack -- Felt cursed items */
1179 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1181 /* Base value (see above) */
1182 value = object_value_base(o_ptr);
1185 /* Apply discount (if any) */
1186 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1188 /* Return the final value */
1196 * @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 /
1197 * Distribute charges of rods or wands.
1198 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1199 * @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
1200 * @param amt 分割したい回数量 number of items that are transfered
1203 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1204 * charges need to be allocated between the two stacks. If all the items\n
1205 * are being dropped, it makes for a neater message to leave the original\n
1206 * stack's pval alone. -LM-\n
1208 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1210 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1212 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1213 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1215 /* Hack -- Rods also need to have their timeouts distributed. The
1216 * dropped stack will accept all time remaining to charge up to its
1219 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1221 if (q_ptr->pval > o_ptr->timeout)
1222 q_ptr->timeout = o_ptr->timeout;
1224 q_ptr->timeout = q_ptr->pval;
1226 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1232 * @brief 魔法棒やロッドの使用回数を減らす /
1233 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1234 * @param amt 減らしたい回数量 number of items that are transfered
1237 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1238 * charges of the stack needs to be reduced, unless all the items are\n
1239 * being destroyed. -LM-\n
1241 void reduce_charges(object_type *o_ptr, int amt)
1243 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1244 (amt < o_ptr->number))
1246 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1251 * Determine if an item can "absorb" a second item
1253 * See "object_absorb()" for the actual "absorption" code.
1255 * If permitted, we allow staffs (if they are known to have equal charges
1256 * and both are either known or confirmed empty) and wands (if both are
1257 * either known or confirmed empty) and rods (in all cases) to combine.
1258 * Staffs will unstack (if necessary) when they are used, but wands and
1259 * rods will only unstack if one is dropped. -LM-
1261 * If permitted, we allow weapons/armor to stack, if fully "known".
1263 * Missiles will combine if both stacks have the same "known" status.
1264 * This is done to make unidentified stacks of missiles useful.
1266 * Food, potions, scrolls, and "easy know" items always stack.
1268 * Chests, and activatable items, never stack (for various reasons).
1272 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1274 #define MAX_STACK_SIZE 99
1278 * @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。
1279 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1280 * @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
1281 * @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
1282 * @return 重ね合わせ可能なアイテム数
1284 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1288 /* Default maximum number of stack */
1289 int max_num = MAX_STACK_SIZE;
1291 /* Require identical object types */
1292 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1295 /* Analyze the items */
1296 switch (o_ptr->tval)
1298 /* Chests and Statues*/
1309 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1310 if (o_ptr->pval != j_ptr->pval) return 0;
1314 /* Figurines and Corpses*/
1319 if (o_ptr->pval != j_ptr->pval) return 0;
1325 /* Food and Potions and Scrolls */
1337 /* Require either knowledge or known empty for both staffs. */
1338 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1339 !object_is_known(o_ptr)) ||
1340 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1341 !object_is_known(j_ptr))) return 0;
1343 /* Require identical charges, since staffs are bulky. */
1344 if (o_ptr->pval != j_ptr->pval) return 0;
1353 /* Require either knowledge or known empty for both wands. */
1354 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1355 !object_is_known(o_ptr)) ||
1356 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1357 !object_is_known(j_ptr))) return 0;
1359 /* Wand charges combine in O&ZAngband. */
1365 /* Staffs and Wands and Rods */
1368 /* Prevent overflaw of timeout */
1369 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1375 /* Weapons and Armor */
1391 /* Rings, Amulets, Lites */
1397 /* Require full knowledge of both items */
1398 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1408 /* Require identical knowledge of both items */
1409 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1410 if (o_ptr->feeling != j_ptr->feeling) return 0;
1412 /* Require identical "bonuses" */
1413 if (o_ptr->to_h != j_ptr->to_h) return 0;
1414 if (o_ptr->to_d != j_ptr->to_d) return 0;
1415 if (o_ptr->to_a != j_ptr->to_a) return 0;
1417 /* Require identical "pval" code */
1418 if (o_ptr->pval != j_ptr->pval) return 0;
1420 /* Artifacts never stack */
1421 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1423 /* Require identical "ego-item" names */
1424 if (o_ptr->name2 != j_ptr->name2) return 0;
1426 /* Require identical added essence */
1427 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1428 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1430 /* Hack -- Never stack "powerful" items */
1431 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1433 /* Hack -- Never stack recharging items */
1434 if (o_ptr->timeout || j_ptr->timeout) return 0;
1436 /* Require identical "values" */
1437 if (o_ptr->ac != j_ptr->ac) return 0;
1438 if (o_ptr->dd != j_ptr->dd) return 0;
1439 if (o_ptr->ds != j_ptr->ds) return 0;
1448 /* Require knowledge */
1449 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1457 /* Hack -- Identical art_flags! */
1458 for (i = 0; i < TR_FLAG_SIZE; i++)
1459 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1461 /* Hack -- Require identical "cursed" status */
1462 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1464 /* Hack -- Require identical "broken" status */
1465 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1468 /* Hack -- require semi-matching "inscriptions" */
1469 if (o_ptr->inscription && j_ptr->inscription &&
1470 (o_ptr->inscription != j_ptr->inscription))
1473 /* Hack -- normally require matching "inscriptions" */
1474 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1476 /* Hack -- normally require matching "discounts" */
1477 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1480 /* They match, so they must be similar */
1485 * @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。
1486 * Determine if an item can absorb a second item.
1487 * @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
1488 * @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
1489 * @return 重ね合わせ可能ならばTRUEを返す。
1491 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1493 int total = o_ptr->number + j_ptr->number;
1496 /* Are these objects similar? */
1497 max_num = object_similar_part(o_ptr, j_ptr);
1499 /* Return if not similar */
1500 if (!max_num) return FALSE;
1502 /* Maximal "stacking" limit */
1503 if (total > max_num) return (0);
1506 /* They match, so they must be similar */
1512 * @brief 両オブジェクトをスロットに重ね合わせる。
1513 * Allow one item to "absorb" another, assuming they are similar
1514 * @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
1515 * @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
1518 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1520 int max_num = object_similar_part(o_ptr, j_ptr);
1521 int total = o_ptr->number + j_ptr->number;
1522 int diff = (total > max_num) ? total - max_num : 0;
1524 /* Combine quantity, lose excess items */
1525 o_ptr->number = (total > max_num) ? max_num : total;
1527 /* Hack -- blend "known" status */
1528 if (object_is_known(j_ptr)) object_known(o_ptr);
1530 /* Hack -- clear "storebought" if only one has it */
1531 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1532 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1534 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1535 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1538 /* Hack -- blend "mental" status */
1539 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1541 /* Hack -- blend "inscriptions" */
1542 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1544 /* Hack -- blend "feelings" */
1545 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1547 /* Hack -- could average discounts */
1548 /* Hack -- save largest discount */
1549 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1551 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1552 if (o_ptr->tval == TV_ROD)
1554 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1555 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1558 /* Hack -- if wands are stacking, combine the charges. -LM- */
1559 if (o_ptr->tval == TV_WAND)
1561 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1567 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1568 * Find the index of the object_kind with the given tval and sval
1569 * @param tval 検索したいベースアイテムのtval
1570 * @param sval 検索したいベースアイテムのsval
1573 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1577 KIND_OBJECT_IDX bk = 0;
1580 for (k = 1; k < max_k_idx; k++)
1582 object_kind *k_ptr = &k_info[k];
1584 /* Require correct tval */
1585 if (k_ptr->tval != tval) continue;
1588 if (k_ptr->sval == sval) return (k);
1590 /* Ignore illegal items */
1591 if (sval != SV_ANY) continue;
1593 /* Apply the randomizer */
1594 if (!one_in_(++num)) continue;
1596 /* Use this value */
1600 /* Return this choice */
1607 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1616 * @brief オブジェクトを初期化する
1617 * Wipe an object clean.
1618 * @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
1621 void object_wipe(object_type *o_ptr)
1623 /* Wipe the structure */
1624 (void)WIPE(o_ptr, object_type);
1629 * @brief オブジェクトを複製する
1630 * Wipe an object clean.
1631 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1632 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1635 void object_copy(object_type *o_ptr, object_type *j_ptr)
1637 /* Copy the structure */
1638 (void)COPY(o_ptr, j_ptr, object_type);
1643 * @brief オブジェクト構造体にベースアイテムを作成する
1644 * Prepare an object based on an object kind.
1645 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1646 * @param k_idx 新たに作成したいベースアイテム情報のID
1649 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1651 object_kind *k_ptr = &k_info[k_idx];
1653 /* Clear the record */
1656 /* Save the kind index */
1657 o_ptr->k_idx = k_idx;
1659 /* Efficiency -- tval/sval */
1660 o_ptr->tval = k_ptr->tval;
1661 o_ptr->sval = k_ptr->sval;
1663 /* Default "pval" */
1664 o_ptr->pval = k_ptr->pval;
1666 /* Default number */
1669 /* Default weight */
1670 o_ptr->weight = k_ptr->weight;
1673 o_ptr->to_h = k_ptr->to_h;
1674 o_ptr->to_d = k_ptr->to_d;
1675 o_ptr->to_a = k_ptr->to_a;
1678 o_ptr->ac = k_ptr->ac;
1679 o_ptr->dd = k_ptr->dd;
1680 o_ptr->ds = k_ptr->ds;
1682 /* Default activation */
1683 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1685 /* Hack -- worthless items are always "broken" */
1686 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1688 /* Hack -- cursed items are always "cursed" */
1689 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1690 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1691 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1692 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1693 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1694 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1699 * @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
1700 * @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
1703 static void object_mention(object_type *o_ptr)
1705 GAME_TEXT o_name[MAX_NLEN];
1707 object_aware(o_ptr);
1708 object_known(o_ptr);
1710 /* Mark the item as fully known */
1711 o_ptr->ident |= (IDENT_MENTAL);
1712 object_desc(o_name, o_ptr, 0);
1713 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1718 * @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
1719 * Choose random ego type
1720 * @param slot 取得したいエゴの装備部位
1721 * @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。
1722 * @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。
1724 static byte get_random_ego(byte slot, bool good)
1727 ego_item_type *e_ptr;
1731 for (i = 1; i < max_e_idx; i++)
1735 if (e_ptr->slot == slot
1736 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1739 total += (255 / e_ptr->rarity);
1743 value = randint1(total);
1745 for (i = 1; i < max_e_idx; i++)
1749 if (e_ptr->slot == slot
1750 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
1753 value -= (255 / e_ptr->rarity);
1754 if (value <= 0L) break;
1762 * @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
1763 * Apply magic to an item known to be a "weapon"
1764 * @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
1765 * @param level 生成基準階
1766 * @param power 生成ランク
1769 * Hack -- note special base damage dice boosting\n
1770 * Hack -- note special processing for weapon/digger\n
1772 void apply_magic_weapon(object_type *o_ptr, DEPTH level, int power)
1774 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1775 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1777 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1778 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1780 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1782 tohit2 = (tohit2 + 1) / 2;
1783 todam2 = (todam2 + 1) / 2;
1790 o_ptr->to_h += tohit1;
1791 o_ptr->to_d += todam1;
1797 o_ptr->to_h += tohit2;
1798 o_ptr->to_d += todam2;
1806 o_ptr->to_h -= tohit1;
1807 o_ptr->to_d -= todam1;
1812 /* Penalize again */
1813 o_ptr->to_h -= tohit2;
1814 o_ptr->to_d -= todam2;
1817 /* Cursed (if "bad") */
1818 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
1821 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1823 switch (o_ptr->tval)
1830 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
1831 become_random_artifact(o_ptr, FALSE);
1833 /* Special Ego-item */
1834 o_ptr->name2 = EGO_DIGGING;
1838 else if (power < -1)
1840 /* Hack -- Horrible digging bonus */
1841 o_ptr->pval = 0 - (5 + randint1(5));
1847 /* Hack -- Reverse digging bonus */
1848 o_ptr->pval = 0 - (o_ptr->pval);
1861 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
1863 become_random_artifact(o_ptr, FALSE);
1868 /* Roll for an ego-item */
1869 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1870 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1872 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1874 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1879 switch (o_ptr->name2)
1882 if (one_in_(4) && (level > 40))
1883 add_flag(o_ptr->art_flags, TR_BLOWS);
1887 add_flag(o_ptr->art_flags, TR_RES_POIS);
1889 add_flag(o_ptr->art_flags, TR_WARNING);
1891 case EGO_KILL_DRAGON:
1893 add_flag(o_ptr->art_flags, TR_RES_POIS);
1897 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1899 case EGO_SLAYING_WEAPON:
1900 if (one_in_(3)) /* double damage */
1907 } while (one_in_(o_ptr->dd));
1912 } while (one_in_(o_ptr->ds));
1917 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1919 if (o_ptr->tval == TV_SWORD && one_in_(3))
1921 add_flag(o_ptr->art_flags, TR_VORPAL);
1926 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1932 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1934 add_flag(o_ptr->art_flags, TR_DEX);
1936 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1939 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1941 case EGO_EARTHQUAKES:
1942 if (one_in_(3) && (level > 60))
1943 add_flag(o_ptr->art_flags, TR_BLOWS);
1945 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1949 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1953 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1955 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1957 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1958 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1961 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1962 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1963 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1964 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1968 if (!o_ptr->art_name)
1970 /* Hack -- Super-charge the damage dice */
1971 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
1973 /* Hack -- Lower the damage dice */
1974 if (o_ptr->dd > 9) o_ptr->dd = 9;
1979 else if (power < -1)
1981 /* Roll for ego-item */
1982 if (randint0(MAX_DEPTH) < level)
1986 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1987 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1993 switch (o_ptr->name2)
1996 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1997 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2000 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2001 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2002 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2003 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2004 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2005 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2020 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2022 become_random_artifact(o_ptr, FALSE);
2025 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2039 if (power > 2) /* power > 2 is debug only */
2041 become_random_artifact(o_ptr, FALSE);
2045 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2047 switch (o_ptr->name2)
2049 case EGO_SLAYING_BOLT:
2054 /* Hack -- super-charge the damage dice */
2055 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2057 /* Hack -- restrict the damage dice */
2058 if (o_ptr->dd > 9) o_ptr->dd = 9;
2062 else if (power < -1)
2064 /* Roll for ego-item */
2065 if (randint0(MAX_DEPTH) < level)
2067 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2077 * @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
2078 * Apply magic to an item known to be "armor"
2079 * @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
2080 * @param level 生成基準階
2081 * @param power 生成ランク
2084 * Hack -- note special processing for crown/helm\n
2085 * Hack -- note special processing for robe of permanence\n
2087 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2089 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2090 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2096 o_ptr->to_a += toac1;
2102 o_ptr->to_a += toac2;
2110 o_ptr->to_a -= toac1;
2115 /* Penalize again */
2116 o_ptr->to_a -= toac2;
2119 /* Cursed (if "bad") */
2120 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2123 switch (o_ptr->tval)
2127 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2128 become_random_artifact(o_ptr, FALSE);
2138 /* Hack -- Try for "Robes of the Magi" */
2139 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2140 (o_ptr->sval == SV_ROBE) &&
2141 (randint0(100) < 15))
2145 o_ptr->name2 = EGO_YOIYAMI;
2146 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2147 o_ptr->sval = SV_YOIYAMI_ROBE;
2153 o_ptr->name2 = EGO_PERMANENCE;
2158 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2160 become_random_artifact(o_ptr, FALSE);
2166 bool okay_flag = TRUE;
2168 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2170 switch (o_ptr->name2)
2173 if (o_ptr->tval != TV_HARD_ARMOR)
2179 if (o_ptr->tval != TV_SOFT_ARMOR)
2188 if (okay_flag) break;
2190 switch (o_ptr->name2)
2192 case EGO_RESISTANCE:
2194 add_flag(o_ptr->art_flags, TR_RES_POIS);
2197 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2198 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2202 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2204 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2206 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2207 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2209 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2210 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2211 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2212 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2213 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2214 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2215 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2216 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2219 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2220 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2221 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2222 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2223 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2224 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2237 if (o_ptr->sval == SV_DRAGON_SHIELD)
2239 dragon_resist(o_ptr);
2240 if (!one_in_(3)) break;
2246 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2248 become_random_artifact(o_ptr, FALSE);
2254 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2255 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2256 && o_ptr->name2 == EGO_S_DWARVEN)
2263 switch (o_ptr->name2)
2266 if (!one_in_(3)) one_high_resistance(o_ptr);
2267 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2269 case EGO_REFLECTION:
2270 if (o_ptr->sval == SV_MIRROR_SHIELD)
2275 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2276 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2285 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2287 dragon_resist(o_ptr);
2288 if (!one_in_(3)) break;
2292 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2294 become_random_artifact(o_ptr, FALSE);
2297 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2301 else if (power < -1)
2303 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2311 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2313 dragon_resist(o_ptr);
2314 if (!one_in_(3)) break;
2319 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2321 become_random_artifact(o_ptr, FALSE);
2324 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2326 switch (o_ptr->name2)
2328 case EGO_SLOW_DESCENT:
2331 one_high_resistance(o_ptr);
2337 else if (power < -1)
2339 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2350 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2352 become_random_artifact(o_ptr, FALSE);
2357 bool ok_flag = TRUE;
2358 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2360 switch (o_ptr->name2)
2363 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2364 else add_esp_weak(o_ptr, FALSE);
2368 case EGO_REGENERATION:
2369 case EGO_LORDLINESS:
2375 if (one_in_(2)) add_esp_strong(o_ptr);
2376 else add_esp_weak(o_ptr, FALSE);
2379 default:/* not existing crown (wisdom,lite, etc...) */
2383 break; /* while (1) */
2389 else if (power < -1)
2393 bool ok_flag = TRUE;
2394 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2396 switch (o_ptr->name2)
2398 case EGO_ANCIENT_CURSE:
2399 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2400 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2401 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2402 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2403 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2404 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2408 break; /* while (1) */
2417 if (o_ptr->sval == SV_DRAGON_HELM)
2419 dragon_resist(o_ptr);
2420 if (!one_in_(3)) break;
2426 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2428 become_random_artifact(o_ptr, FALSE);
2433 bool ok_flag = TRUE;
2434 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2436 switch (o_ptr->name2)
2438 case EGO_BRILLIANCE:
2440 case EGO_INFRAVISION:
2441 case EGO_H_PROTECTION:
2446 if (one_in_(2)) add_esp_strong(o_ptr);
2447 else add_esp_weak(o_ptr, FALSE);
2451 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2452 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2455 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2457 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2459 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2460 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2462 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2463 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2464 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2465 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2466 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2467 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2468 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2469 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2471 default:/* not existing helm (Magi, Might, etc...)*/
2475 break; /* while (1) */
2480 else if (power < -1)
2484 bool ok_flag = TRUE;
2485 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2487 switch (o_ptr->name2)
2489 case EGO_ANCIENT_CURSE:
2493 break; /* while (1) */
2504 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2506 become_random_artifact(o_ptr, FALSE);
2509 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2511 switch (o_ptr->name2)
2520 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2521 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2522 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2523 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2530 else if (power < -1)
2532 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2543 * @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
2544 * Apply magic to an item known to be a "ring" or "amulet"
2545 * @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
2546 * @param level 生成基準階
2547 * @param power 生成ランク
2550 * Hack -- note special "pval boost" code for ring of speed\n
2551 * Hack -- note that some items must be cursed (or blessed)\n
2553 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
2555 /* Apply magic (good or bad) according to type */
2556 switch (o_ptr->tval)
2561 switch (o_ptr->sval)
2563 case SV_RING_ATTACKS:
2566 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2567 if (one_in_(15)) o_ptr->pval++;
2568 if (o_ptr->pval < 1) o_ptr->pval = 1;
2574 o_ptr->ident |= (IDENT_BROKEN);
2577 o_ptr->curse_flags |= TRC_CURSED;
2580 o_ptr->pval = 0 - (o_ptr->pval);
2591 /* Strength, Constitution, Dexterity, Intelligence */
2597 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2603 o_ptr->ident |= (IDENT_BROKEN);
2606 o_ptr->curse_flags |= TRC_CURSED;
2609 o_ptr->pval = 0 - (o_ptr->pval);
2615 /* Ring of Speed! */
2618 /* Base speed (1 to 10) */
2619 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2621 /* Super-charge the ring */
2622 while (randint0(100) < 50) o_ptr->pval++;
2628 o_ptr->ident |= (IDENT_BROKEN);
2631 o_ptr->curse_flags |= TRC_CURSED;
2634 o_ptr->pval = 0 - (o_ptr->pval);
2642 case SV_RING_LORDLY:
2646 one_lordly_high_resistance(o_ptr);
2650 /* Bonus to armor class */
2651 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2655 case SV_RING_WARNING:
2657 if (one_in_(3)) one_low_esp(o_ptr);
2662 case SV_RING_SEARCHING:
2664 /* Bonus to searching */
2665 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2671 o_ptr->ident |= (IDENT_BROKEN);
2674 o_ptr->curse_flags |= TRC_CURSED;
2677 o_ptr->pval = 0 - (o_ptr->pval);
2683 /* Flames, Acid, Ice */
2684 case SV_RING_FLAMES:
2689 /* Bonus to armor class */
2690 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2694 /* Weakness, Stupidity */
2695 case SV_RING_WEAKNESS:
2696 case SV_RING_STUPIDITY:
2699 o_ptr->ident |= (IDENT_BROKEN);
2702 o_ptr->curse_flags |= TRC_CURSED;
2705 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2706 if (power > 0) power = 0 - power;
2711 /* WOE, Stupidity */
2715 o_ptr->ident |= (IDENT_BROKEN);
2718 o_ptr->curse_flags |= TRC_CURSED;
2721 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2722 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2723 if (power > 0) power = 0 - power;
2728 /* Ring of damage */
2729 case SV_RING_DAMAGE:
2731 /* Bonus to damage */
2732 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2738 o_ptr->ident |= (IDENT_BROKEN);
2741 o_ptr->curse_flags |= TRC_CURSED;
2744 o_ptr->to_d = 0 - o_ptr->to_d;
2750 /* Ring of Accuracy */
2751 case SV_RING_ACCURACY:
2754 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2760 o_ptr->ident |= (IDENT_BROKEN);
2763 o_ptr->curse_flags |= TRC_CURSED;
2766 o_ptr->to_h = 0 - o_ptr->to_h;
2772 /* Ring of Protection */
2773 case SV_RING_PROTECTION:
2775 /* Bonus to armor class */
2776 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2782 o_ptr->ident |= (IDENT_BROKEN);
2785 o_ptr->curse_flags |= TRC_CURSED;
2788 o_ptr->to_a = 0 - o_ptr->to_a;
2794 /* Ring of Slaying */
2795 case SV_RING_SLAYING:
2797 /* Bonus to damage and to hit */
2798 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2799 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2805 o_ptr->ident |= (IDENT_BROKEN);
2808 o_ptr->curse_flags |= TRC_CURSED;
2810 /* Reverse bonuses */
2811 o_ptr->to_h = 0 - o_ptr->to_h;
2812 o_ptr->to_d = 0 - o_ptr->to_d;
2818 case SV_RING_MUSCLE:
2820 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2821 if (one_in_(4)) o_ptr->pval++;
2827 o_ptr->ident |= (IDENT_BROKEN);
2830 o_ptr->curse_flags |= TRC_CURSED;
2832 /* Reverse bonuses */
2833 o_ptr->pval = 0 - o_ptr->pval;
2838 case SV_RING_AGGRAVATION:
2841 o_ptr->ident |= (IDENT_BROKEN);
2844 o_ptr->curse_flags |= TRC_CURSED;
2846 if (power > 0) power = 0 - power;
2850 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
2851 || (power > 2)) /* power > 2 is debug only */
2853 o_ptr->pval = MIN(o_ptr->pval, 4);
2854 /* Randart amulet */
2855 become_random_artifact(o_ptr, FALSE);
2857 else if ((power == 2) && one_in_(2))
2859 while(!o_ptr->name2)
2861 int tmp = m_bonus(10, level);
2862 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2863 switch(randint1(28))
2866 o_ptr->name2 = EGO_RING_THROW;
2869 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2870 o_ptr->name2 = EGO_RING_REGEN;
2873 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2874 o_ptr->name2 = EGO_RING_LITE;
2877 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2878 o_ptr->name2 = EGO_RING_TELEPORT;
2881 if (o_ptr->to_h) break;
2882 o_ptr->name2 = EGO_RING_TO_H;
2885 if (o_ptr->to_d) break;
2886 o_ptr->name2 = EGO_RING_TO_D;
2889 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2890 o_ptr->name2 = EGO_RING_SLAY;
2893 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2894 o_ptr->name2 = EGO_RING_WIZARD;
2897 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2898 o_ptr->name2 = EGO_RING_HERO;
2901 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2902 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2903 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2904 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2907 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2908 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;
2909 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2910 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2911 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2914 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2915 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;
2916 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2917 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2918 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2921 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2922 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;
2923 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2924 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2927 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2928 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;
2929 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2930 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2932 case 21: case 22: case 23: case 24: case 25: case 26:
2933 switch (o_ptr->sval)
2936 if (!one_in_(3)) break;
2937 o_ptr->name2 = EGO_RING_D_SPEED;
2939 case SV_RING_DAMAGE:
2940 case SV_RING_ACCURACY:
2941 case SV_RING_SLAYING:
2942 if (one_in_(2)) break;
2943 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2946 o_ptr->name2 = EGO_RING_BERSERKER;
2947 o_ptr->to_h -= 2+randint1(4);
2948 o_ptr->to_d += 2+randint1(4);
2951 case SV_RING_PROTECTION:
2952 o_ptr->name2 = EGO_RING_SUPER_AC;
2953 o_ptr->to_a += 7 + m_bonus(5, level);
2955 case SV_RING_RES_FEAR:
2956 o_ptr->name2 = EGO_RING_HERO;
2959 if (one_in_(2)) break;
2960 o_ptr->name2 = EGO_RING_HUNTER;
2962 case SV_RING_SEARCHING:
2963 o_ptr->name2 = EGO_RING_STEALTH;
2965 case SV_RING_TELEPORTATION:
2966 o_ptr->name2 = EGO_RING_TELE_AWAY;
2968 case SV_RING_RES_BLINDNESS:
2970 o_ptr->name2 = EGO_RING_RES_LITE;
2972 o_ptr->name2 = EGO_RING_RES_DARK;
2974 case SV_RING_LORDLY:
2975 if (!one_in_(20)) break;
2976 one_lordly_high_resistance(o_ptr);
2977 one_lordly_high_resistance(o_ptr);
2978 o_ptr->name2 = EGO_RING_TRUE;
2980 case SV_RING_SUSTAIN:
2981 if (!one_in_(4)) break;
2982 o_ptr->name2 = EGO_RING_RES_TIME;
2984 case SV_RING_FLAMES:
2985 if (!one_in_(2)) break;
2986 o_ptr->name2 = EGO_RING_DRAGON_F;
2989 if (!one_in_(2)) break;
2990 o_ptr->name2 = EGO_RING_DRAGON_C;
2992 case SV_RING_WARNING:
2993 if (!one_in_(2)) break;
2994 o_ptr->name2 = EGO_RING_M_DETECT;
3002 o_ptr->curse_flags = 0L;
3004 else if ((power == -2) && one_in_(2))
3006 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3007 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3008 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3009 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3010 o_ptr->art_flags[0] = 0;
3011 o_ptr->art_flags[1] = 0;
3012 while(!o_ptr->name2)
3014 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3018 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3019 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3022 o_ptr->name2 = EGO_RING_NO_MELEE;
3025 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3026 o_ptr->name2 = EGO_RING_AGGRAVATE;
3029 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3030 o_ptr->name2 = EGO_RING_TY_CURSE;
3033 o_ptr->name2 = EGO_RING_ALBINO;
3038 o_ptr->ident |= (IDENT_BROKEN);
3041 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3049 switch (o_ptr->sval)
3051 /* Amulet of wisdom/charisma */
3052 case SV_AMULET_INTELLIGENCE:
3053 case SV_AMULET_WISDOM:
3054 case SV_AMULET_CHARISMA:
3056 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3062 o_ptr->ident |= (IDENT_BROKEN);
3065 o_ptr->curse_flags |= (TRC_CURSED);
3067 /* Reverse bonuses */
3068 o_ptr->pval = 0 - o_ptr->pval;
3074 /* Amulet of brilliance */
3075 case SV_AMULET_BRILLIANCE:
3077 o_ptr->pval = 1 + m_bonus(3, level);
3078 if (one_in_(4)) o_ptr->pval++;
3084 o_ptr->ident |= (IDENT_BROKEN);
3087 o_ptr->curse_flags |= (TRC_CURSED);
3089 /* Reverse bonuses */
3090 o_ptr->pval = 0 - o_ptr->pval;
3096 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3100 o_ptr->curse_flags |= (TRC_CURSED);
3105 case SV_AMULET_RESISTANCE:
3107 if (one_in_(5)) one_high_resistance(o_ptr);
3108 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3112 /* Amulet of searching */
3113 case SV_AMULET_SEARCHING:
3115 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3121 o_ptr->ident |= (IDENT_BROKEN);
3124 o_ptr->curse_flags |= (TRC_CURSED);
3126 /* Reverse bonuses */
3127 o_ptr->pval = 0 - (o_ptr->pval);
3133 /* Amulet of the Magi -- never cursed */
3134 case SV_AMULET_THE_MAGI:
3136 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3137 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3139 /* gain one low ESP */
3140 add_esp_weak(o_ptr, FALSE);
3145 /* Amulet of Doom -- always cursed */
3146 case SV_AMULET_DOOM:
3149 o_ptr->ident |= (IDENT_BROKEN);
3152 o_ptr->curse_flags |= (TRC_CURSED);
3155 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3156 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3157 if (power > 0) power = 0 - power;
3162 case SV_AMULET_MAGIC_MASTERY:
3164 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3170 o_ptr->ident |= (IDENT_BROKEN);
3173 o_ptr->curse_flags |= (TRC_CURSED);
3175 /* Reverse bonuses */
3176 o_ptr->pval = 0 - o_ptr->pval;
3182 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3183 || (power > 2)) /* power > 2 is debug only */
3185 o_ptr->pval = MIN(o_ptr->pval, 4);
3186 /* Randart amulet */
3187 become_random_artifact(o_ptr, FALSE);
3189 else if ((power == 2) && one_in_(2))
3191 while(!o_ptr->name2)
3193 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3194 switch(randint1(21))
3197 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3198 o_ptr->name2 = EGO_AMU_SLOW_D;
3201 if (o_ptr->pval) break;
3202 o_ptr->name2 = EGO_AMU_INFRA;
3205 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3206 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3209 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3210 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3213 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3214 o_ptr->name2 = EGO_AMU_LEVITATION;
3216 case 10: case 11: case 21:
3217 o_ptr->name2 = EGO_AMU_AC;
3220 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3221 if (m_bonus(10, level) > 8)
3222 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3224 o_ptr->name2 = EGO_AMU_RES_FIRE;
3227 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3228 if (m_bonus(10, level) > 8)
3229 o_ptr->name2 = EGO_AMU_RES_COLD_;
3231 o_ptr->name2 = EGO_AMU_RES_COLD;
3234 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3235 if (m_bonus(10, level) > 8)
3236 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3238 o_ptr->name2 = EGO_AMU_RES_ELEC;
3241 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3242 if (m_bonus(10, level) > 8)
3243 o_ptr->name2 = EGO_AMU_RES_ACID_;
3245 o_ptr->name2 = EGO_AMU_RES_ACID;
3247 case 16: case 17: case 18: case 19: case 20:
3248 switch (o_ptr->sval)
3250 case SV_AMULET_TELEPORT:
3251 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3252 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3253 else o_ptr->name2 = EGO_AMU_TELEPORT;
3255 case SV_AMULET_RESIST_ACID:
3256 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3258 case SV_AMULET_SEARCHING:
3259 o_ptr->name2 = EGO_AMU_STEALTH;
3261 case SV_AMULET_BRILLIANCE:
3262 if (!one_in_(3)) break;
3263 o_ptr->name2 = EGO_AMU_IDENT;
3265 case SV_AMULET_CHARISMA:
3266 if (!one_in_(3)) break;
3267 o_ptr->name2 = EGO_AMU_CHARM;
3269 case SV_AMULET_THE_MAGI:
3270 if (one_in_(2)) break;
3271 o_ptr->name2 = EGO_AMU_GREAT;
3273 case SV_AMULET_RESISTANCE:
3274 if (!one_in_(5)) break;
3275 o_ptr->name2 = EGO_AMU_DEFENDER;
3277 case SV_AMULET_TELEPATHY:
3278 if (!one_in_(3)) break;
3279 o_ptr->name2 = EGO_AMU_DETECTION;
3284 o_ptr->curse_flags = 0L;
3286 else if ((power == -2) && one_in_(2))
3288 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3289 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3290 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3291 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3292 o_ptr->art_flags[0] = 0;
3293 o_ptr->art_flags[1] = 0;
3294 while(!o_ptr->name2)
3296 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3300 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3301 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3304 o_ptr->name2 = EGO_AMU_FOOL;
3307 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3308 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3311 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3312 o_ptr->name2 = EGO_AMU_TY_CURSE;
3315 o_ptr->name2 = EGO_AMU_NAIVETY;
3320 o_ptr->ident |= (IDENT_BROKEN);
3323 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3332 * @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
3333 * Apply magic to an item known to be "boring"
3334 * @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
3335 * @param level 生成基準階
3336 * @param power 生成ランク
3339 * Hack -- note the special code for various items
3341 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3343 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3348 /* Apply magic (good or bad) according to type */
3349 switch (o_ptr->tval)
3358 o_ptr->ident |= (IDENT_BROKEN);
3361 o_ptr->curse_flags |= (TRC_CURSED);
3368 o_ptr->xtra4 = o_ptr->pval;
3374 /* Hack -- Torches -- random fuel */
3375 if (o_ptr->sval == SV_LITE_TORCH)
3377 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3381 /* Hack -- Lanterns -- random fuel */
3382 if (o_ptr->sval == SV_LITE_LANTERN)
3384 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
3388 if (power > 2) /* power > 2 is debug only */
3390 become_random_artifact(o_ptr, FALSE);
3392 else if ((power == 2) || ((power == 1) && one_in_(3)))
3394 while (!o_ptr->name2)
3398 bool okay_flag = TRUE;
3400 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
3402 switch (o_ptr->name2)
3405 if (o_ptr->sval == SV_LITE_FEANOR)
3413 else if (power == -2)
3415 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
3417 switch (o_ptr->name2)
3419 case EGO_LITE_DARKNESS:
3422 if (o_ptr->sval == SV_LITE_TORCH)
3424 add_flag(o_ptr->art_flags, TR_LITE_M1);
3426 else if (o_ptr->sval == SV_LITE_LANTERN)
3428 add_flag(o_ptr->art_flags, TR_LITE_M2);
3430 else if (o_ptr->sval == SV_LITE_FEANOR)
3432 add_flag(o_ptr->art_flags, TR_LITE_M3);
3444 /* The wand or staff gets a number of initial charges equal
3445 * to between 1/2 (+1) and the full object kind's pval. -LM-
3447 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
3453 /* Transfer the pval. -LM- */
3454 o_ptr->pval = k_ptr->pval;
3461 object_aware(o_ptr);
3462 object_known(o_ptr);
3468 PARAMETER_VALUE i = 1;
3471 monster_race *r_ptr;
3473 /* Pick a random non-unique monster race */
3476 i = randint1(max_r_idx - 1);
3478 if (!item_monster_okay(i)) continue;
3479 if (i == MON_TSUCHINOKO) continue;
3483 check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
3485 /* Ignore dead monsters */
3486 if (!r_ptr->rarity) continue;
3488 /* Ignore uncommon monsters */
3489 if (r_ptr->rarity > 100) continue;
3491 /* Prefer less out-of-depth monsters */
3492 if (randint0(check)) continue;
3499 /* Some figurines are cursed */
3500 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
3507 PARAMETER_VALUE i = 1;
3512 monster_race *r_ptr;
3514 if (o_ptr->sval == SV_SKELETON)
3516 match = RF9_DROP_SKELETON;
3518 else if (o_ptr->sval == SV_CORPSE)
3520 match = RF9_DROP_CORPSE;
3523 /* Hack -- Remove the monster restriction */
3524 get_mon_num_prep(item_monster_okay, NULL);
3526 /* Pick a random non-unique monster race */
3529 i = get_mon_num(p_ptr->current_floor_ptr->dun_level);
3533 check = (p_ptr->current_floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - p_ptr->current_floor_ptr->dun_level) : 0;
3535 /* Ignore dead monsters */
3536 if (!r_ptr->rarity) continue;
3538 /* Ignore corpseless monsters */
3539 if (!(r_ptr->flags9 & match)) continue;
3541 /* Prefer less out-of-depth monsters */
3542 if (randint0(check)) continue;
3550 object_aware(o_ptr);
3551 object_known(o_ptr);
3557 PARAMETER_VALUE i = 1;
3559 monster_race *r_ptr;
3561 /* Pick a random monster race */
3564 i = randint1(max_r_idx - 1);
3568 /* Ignore dead monsters */
3569 if (!r_ptr->rarity) continue;
3578 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
3580 object_aware(o_ptr);
3581 object_known(o_ptr);
3588 DEPTH obj_level = k_info[o_ptr->k_idx].level;
3590 /* Hack -- skip ruined chests */
3591 if (obj_level <= 0) break;
3593 /* Hack -- pick a "difficulty" */
3594 o_ptr->pval = randint1(obj_level);
3595 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
3597 o_ptr->xtra3 = p_ptr->current_floor_ptr->dun_level + 5;
3599 /* Never exceed "difficulty" of 55 to 59 */
3600 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
3608 * @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
3609 * Complete the "creation" of an object by applying "magic" to the item
3610 * @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
3612 * @param mode 生成オプション
3615 * This includes not only rolling for random bonuses, but also putting the\n
3616 * finishing touches on ego-items and artifacts, giving charges to wands and\n
3617 * staffs, giving fuel to lites, and placing traps on chests.\n
3619 * In particular, note that "Instant Artifacts", if "created" by an external\n
3620 * routine, must pass through this function to complete the actual creation.\n
3622 * The base "chance" of the item being "good" increases with the "level"\n
3623 * parameter, which is usually derived from the dungeon level, being equal\n
3624 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
3625 * the object is guaranteed to be "good". If an object is "good", then\n
3626 * the chance that the object will be "great" (ego-item or artifact), also\n
3627 * increases with the "level", being equal to half the level, plus 5, up to\n
3628 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
3629 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
3631 * If the object is not "good", there is a chance it will be "cursed", and\n
3632 * if it is "cursed", there is a chance it will be "broken". These chances\n
3633 * are related to the "good" / "great" chances above.\n
3635 * Otherwise "normal" rings and amulets will be "good" half the time and\n
3636 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
3638 * If "okay" is true, and the object is going to be "great", then there is\n
3639 * a chance that an artifact will be created. This is true even if both the\n
3640 * "good" and "great" arguments are false. As a total hack, if "great" is\n
3641 * true, then the item gets 3 extra "attempts" to become an artifact.\n
3643 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
3645 int i, rolls, f1, f2, power;
3647 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
3649 /* Maximum "level" for various things */
3650 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3652 /* Base chance of being "good" */
3655 /* Maximal chance of being "good" */
3656 if (f1 > d_info[p_ptr->dungeon_idx].obj_good) f1 = d_info[p_ptr->dungeon_idx].obj_good;
3658 /* Base chance of being "great" */
3661 /* Maximal chance of being "great" */
3662 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[p_ptr->dungeon_idx].obj_great))
3663 f2 = d_info[p_ptr->dungeon_idx].obj_great;
3665 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
3670 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
3679 /* Roll for "good" */
3680 if ((mode & AM_GOOD) || magik(f1))
3685 /* Roll for "great" */
3686 if ((mode & AM_GREAT) || magik(f2))
3690 /* Roll for "special" */
3691 if (mode & AM_SPECIAL) power = 3;
3695 /* Roll for "cursed" */
3698 /* Assume "cursed" */
3701 /* Roll for "broken" */
3702 if (magik(f2)) power = -2;
3706 if (mode & AM_CURSED)
3708 /* Assume 'cursed' */
3713 /* Everything else gets more badly cursed */
3720 /* Assume no rolls */
3723 /* Get one roll if excellent */
3724 if (power >= 2) rolls = 1;
3726 /* Hack -- Get four rolls if forced great or special */
3727 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3729 /* Hack -- Get no rolls if not allowed */
3730 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3732 /* Roll for artifacts if allowed */
3733 for (i = 0; i < rolls; i++)
3735 /* Roll for an artifact */
3736 if (make_artifact(o_ptr)) break;
3737 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3739 if (make_artifact(o_ptr)) break;
3744 /* Hack -- analyze artifacts */
3745 if (object_is_fixed_artifact(o_ptr))
3747 artifact_type *a_ptr = &a_info[o_ptr->name1];
3749 /* Hack -- Mark the artifact as "created" */
3752 /* Hack -- Memorize location of artifact in saved floors */
3753 if (current_world_ptr->character_dungeon)
3754 a_ptr->floor_id = p_ptr->floor_id;
3756 /* Extract the other fields */
3757 o_ptr->pval = a_ptr->pval;
3758 o_ptr->ac = a_ptr->ac;
3759 o_ptr->dd = a_ptr->dd;
3760 o_ptr->ds = a_ptr->ds;
3761 o_ptr->to_a = a_ptr->to_a;
3762 o_ptr->to_h = a_ptr->to_h;
3763 o_ptr->to_d = a_ptr->to_d;
3764 o_ptr->weight = a_ptr->weight;
3765 o_ptr->xtra2 = a_ptr->act_idx;
3767 if (o_ptr->name1 == ART_MILIM)
3769 if(p_ptr->pseikaku == SEIKAKU_SEXY)
3775 /* Hack -- extract the "broken" flag */
3776 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3778 /* Hack -- extract the "cursed" flag */
3779 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3780 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3781 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3782 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3783 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3784 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3789 switch (o_ptr->tval)
3798 if (power) apply_magic_weapon(o_ptr, lev, power);
3804 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(o_ptr, lev, power);
3810 if (power && !(o_ptr->sval == SV_DOKUBARI)) apply_magic_weapon(o_ptr, lev, power);
3824 /* Elven Cloak and Black Clothes ... */
3825 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3826 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3827 o_ptr->pval = randint1(4);
3831 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3832 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3833 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3834 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3835 a_m_aux_2(o_ptr, lev, power);
3837 if (power) a_m_aux_2(o_ptr, lev, power);
3845 if (!power && (randint0(100) < 50)) power = -1;
3846 a_m_aux_3(o_ptr, lev, power);
3852 a_m_aux_4(o_ptr, lev, power);
3857 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3858 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3859 (p_ptr->pseikaku == SEIKAKU_SEXY))
3862 add_flag(o_ptr->art_flags, TR_STR);
3863 add_flag(o_ptr->art_flags, TR_INT);
3864 add_flag(o_ptr->art_flags, TR_WIS);
3865 add_flag(o_ptr->art_flags, TR_DEX);
3866 add_flag(o_ptr->art_flags, TR_CON);
3867 add_flag(o_ptr->art_flags, TR_CHR);
3870 /* Hack -- analyze ego-items */
3871 if (object_is_ego(o_ptr))
3873 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3875 /* Hack -- acquire "broken" flag */
3876 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3878 /* Hack -- acquire "cursed" flag */
3879 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3880 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3881 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3882 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3883 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3884 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3886 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3887 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3888 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3889 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3890 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3891 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3892 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3893 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3899 while (one_in_(o_ptr->dd));
3901 if (o_ptr->dd > 9) o_ptr->dd = 9;
3904 /* Hack -- apply activatin index if needed */
3905 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3907 /* Hack -- apply extra penalties if needed */
3908 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3910 /* Hack -- obtain bonuses */
3911 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3912 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3913 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3915 /* Hack -- obtain pval */
3916 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3919 /* Hack -- apply extra bonuses if needed */
3922 /* Hack -- obtain bonuses */
3923 if (e_ptr->max_to_h)
3925 if (e_ptr->max_to_h > 127)
3926 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
3927 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3929 if (e_ptr->max_to_d)
3931 if (e_ptr->max_to_d > 127)
3932 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
3933 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3935 if (e_ptr->max_to_a)
3937 if (e_ptr->max_to_a > 127)
3938 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
3939 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3942 /* Accuracy ego must have high to_h */
3943 if(o_ptr->name2 == EGO_ACCURACY)
3945 while(o_ptr->to_h < o_ptr->to_d + 10)
3950 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3953 /* Accuracy ego must have high to_h */
3954 if(o_ptr->name2 == EGO_VELOCITY)
3956 while(o_ptr->to_d < o_ptr->to_h + 10)
3961 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3964 /* Protection ego must have high to_a */
3965 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3967 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3970 /* Hack -- obtain pval */
3971 if (e_ptr->max_pval)
3973 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3976 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
3978 else if (o_ptr->name2 == EGO_DEMON)
3980 if(have_flag(o_ptr->art_flags, TR_BLOWS))
3982 o_ptr->pval += randint1(2);
3986 o_ptr->pval += randint1(e_ptr->max_pval);
3989 else if (o_ptr->name2 == EGO_ATTACKS)
3991 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
3992 if (o_ptr->pval > 3) o_ptr->pval = 3;
3993 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
3994 o_ptr->pval += randint1(2);
3996 else if (o_ptr->name2 == EGO_BAT)
3998 o_ptr->pval = randint1(e_ptr->max_pval);
3999 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4001 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4003 o_ptr->pval = randint1(e_ptr->max_pval);
4007 o_ptr->pval += randint1(e_ptr->max_pval);
4012 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4014 o_ptr->pval = randint1(o_ptr->pval);
4016 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4023 /* Examine real objects */
4026 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4028 /* Hack -- acquire "broken" flag */
4029 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4031 /* Hack -- acquire "cursed" flag */
4032 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4033 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4034 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4035 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4036 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4037 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4045 * @brief 生成階に応じたベースアイテムの生成を行う。
4046 * Attempt to make an object (normal or good/great)
4047 * @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
4048 * @param mode オプションフラグ
4049 * @return 生成に成功したらTRUEを返す。
4051 * This routine plays nasty games to generate the "special artifacts".\n
4052 * This routine uses "p_ptr->current_floor_ptr->object_level" for the "generation level".\n
4053 * We assume that the given object has been "wiped".\n
4055 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4061 /* Chance of "special object" */
4062 prob = ((mode & AM_GOOD) ? 10 : 1000);
4064 /* Base level for the object */
4065 base = ((mode & AM_GOOD) ? (p_ptr->current_floor_ptr->object_level + 10) : p_ptr->current_floor_ptr->object_level);
4068 /* Generate a special object, or a normal object */
4069 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4071 KIND_OBJECT_IDX k_idx;
4074 if ((mode & AM_GOOD) && !get_obj_num_hook)
4076 /* Activate restriction (if already specified, use that) */
4077 get_obj_num_hook = kind_is_good;
4080 /* Restricted objects - prepare allocation table */
4081 if (get_obj_num_hook) get_obj_num_prep();
4083 /* Pick a random object */
4084 k_idx = get_obj_num(base, mode);
4086 /* Restricted objects */
4087 if (get_obj_num_hook)
4089 /* Clear restriction */
4090 get_obj_num_hook = NULL;
4092 /* Reset allocation table to default */
4096 /* Handle failure */
4097 if (!k_idx) return (FALSE);
4099 /* Prepare the object */
4100 object_prep(j_ptr, k_idx);
4103 /* Apply magic (allow artifacts) */
4104 apply_magic(j_ptr, p_ptr->current_floor_ptr->object_level, mode);
4106 /* Hack -- generate multiple spikes/missiles */
4107 switch (j_ptr->tval)
4115 j_ptr->number = (byte)damroll(6, 7);
4119 if (cheat_peek) object_mention(j_ptr);
4126 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
4129 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4130 * Make a treasure object
4131 * @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
4132 * @return 生成に成功したらTRUEを返す。
4134 * The location must be a legal, clean, floor grid.
4136 bool make_gold(object_type *j_ptr)
4141 /* Hack -- Pick a Treasure variety */
4142 i = ((randint1(p_ptr->current_floor_ptr->object_level + 2) + 2) / 2) - 1;
4144 /* Apply "extra" magic */
4145 if (one_in_(GREAT_OBJ))
4147 i += randint1(p_ptr->current_floor_ptr->object_level + 1);
4150 /* Hack -- Creeping Coins only generate "themselves" */
4151 if (coin_type) i = coin_type;
4153 /* Do not create "illegal" Treasure Types */
4154 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4156 /* Prepare a gold object */
4157 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4159 /* Hack -- Base coin cost */
4160 base = k_info[OBJ_GOLD_LIST + i].cost;
4162 /* Determine how much the treasure is "worth" */
4163 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4171 * @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。
4172 * Let an object fall to the ground at or near a location.
4173 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
4174 * @param chance ドロップの消滅率(%)
4175 * @param y 配置したいフロアのY座標
4176 * @param x 配置したいフロアのX座標
4177 * @return 生成に成功したらオブジェクトのIDを返す。
4179 * The initial location is assumed to be "in_bounds(p_ptr->current_floor_ptr, )".\n
4181 * This function takes a parameter "chance". This is the percentage\n
4182 * chance that the item will "disappear" instead of drop. If the object\n
4183 * has been thrown, then this is the chance of disappearance on contact.\n
4185 * Hack -- this function uses "chance" to determine if it should produce\n
4186 * some form of "description" of the drop event (under the player).\n
4188 * We check several locations to see if we can find a location at which\n
4189 * the object can combine, stack, or be placed. Artifacts will try very\n
4190 * hard to be placed, including "teleporting" to a useful grid if needed.\n
4192 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
4199 POSITION ty, tx = 0;
4201 OBJECT_IDX o_idx = 0;
4202 OBJECT_IDX this_o_idx, next_o_idx = 0;
4206 GAME_TEXT o_name[MAX_NLEN];
4212 /* Extract plural */
4213 bool plural = (j_ptr->number != 1);
4216 /* Describe object */
4217 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4220 /* Handle normal "breakage" */
4221 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
4224 msg_format("%sは消えた。", o_name);
4226 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4228 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
4245 /* Scan local grids */
4246 for (dy = -3; dy <= 3; dy++)
4248 /* Scan local grids */
4249 for (dx = -3; dx <= 3; dx++)
4253 /* Calculate actual distance */
4254 d = (dy * dy) + (dx * dx);
4256 /* Ignore distant grids */
4257 if (d > 10) continue;
4262 if (!in_bounds(p_ptr->current_floor_ptr, ty, tx)) continue;
4264 /* Require line of projection */
4265 if (!projectable(p_ptr->current_floor_ptr, y, x, ty, tx)) continue;
4268 g_ptr = &p_ptr->current_floor_ptr->grid_array[ty][tx];
4270 /* Require floor space */
4271 if (!cave_drop_bold(p_ptr->current_floor_ptr, ty, tx)) continue;
4276 /* Scan objects in that grid */
4277 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4280 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
4281 next_o_idx = o_ptr->next_o_idx;
4283 /* Check for possible combination */
4284 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
4290 /* Add new object */
4292 if (k > 99) continue;
4294 /* Calculate score */
4295 s = 1000 - (d + k * 5);
4297 /* Skip bad values */
4298 if (s < bs) continue;
4300 /* New best value */
4303 /* Apply the randomizer to equivalent values */
4304 if ((++bn >= 2) && !one_in_(bn)) continue;
4318 /* Handle lack of space */
4319 if (!flag && !object_is_artifact(j_ptr))
4322 msg_format("%sは消えた。", o_name);
4324 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4327 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4335 for (i = 0; !flag && (i < 1000); i++)
4338 ty = rand_spread(by, 1);
4339 tx = rand_spread(bx, 1);
4341 if (!in_bounds(p_ptr->current_floor_ptr, ty, tx)) continue;
4343 /* Bounce to that location */
4347 /* Require floor space */
4348 if (!cave_drop_bold(p_ptr->current_floor_ptr, by, bx)) continue;
4356 int candidates = 0, pick;
4358 for (ty = 1; ty < p_ptr->current_floor_ptr->height - 1; ty++)
4360 for (tx = 1; tx < p_ptr->current_floor_ptr->width - 1; tx++)
4362 /* A valid space found */
4363 if (cave_drop_bold(p_ptr->current_floor_ptr, ty, tx)) candidates++;
4367 /* No valid place! */
4371 msg_format("%sは消えた。", o_name);
4373 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4376 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
4378 /* Mega-Hack -- preserve artifacts */
4381 /* Hack -- Preserve unknown artifacts */
4382 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
4384 /* Mega-Hack -- Preserve the artifact */
4385 a_info[j_ptr->name1].cur_num = 0;
4393 /* Choose a random one */
4394 pick = randint1(candidates);
4396 for (ty = 1; ty < p_ptr->current_floor_ptr->height - 1; ty++)
4398 for (tx = 1; tx < p_ptr->current_floor_ptr->width - 1; tx++)
4400 if (cave_drop_bold(p_ptr->current_floor_ptr, ty, tx))
4404 /* Is this a picked one? */
4417 g_ptr = &p_ptr->current_floor_ptr->grid_array[by][bx];
4419 /* Scan objects in that grid for combination */
4420 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4423 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
4424 next_o_idx = o_ptr->next_o_idx;
4426 /* Check for combination */
4427 if (object_similar(o_ptr, j_ptr))
4429 object_absorb(o_ptr, j_ptr);
4438 if (!done) o_idx = o_pop();
4441 if (!done && !o_idx)
4444 msg_format("%sは消えた。", o_name);
4446 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
4449 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
4451 /* Hack -- Preserve artifacts */
4452 if (object_is_fixed_artifact(j_ptr))
4454 a_info[j_ptr->name1].cur_num = 0;
4464 /* Structure copy */
4465 object_copy(&p_ptr->current_floor_ptr->o_list[o_idx], j_ptr);
4467 /* Access new object */
4468 j_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
4475 j_ptr->held_m_idx = 0;
4478 j_ptr->next_o_idx = g_ptr->o_idx;
4480 g_ptr->o_idx = o_idx;
4490 /* Mega-Hack -- no message if "dropped" by player */
4491 /* Message when an object falls under the player */
4492 if (chance && player_bold(p_ptr, by, bx))
4494 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
4501 * @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 /
4502 * Describe the charges on an item in the inventory.
4503 * @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
4506 void inven_item_charges(INVENTORY_IDX item)
4508 object_type *o_ptr = &p_ptr->inventory_list[item];
4510 /* Require staff/wand */
4511 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4513 /* Require known item */
4514 if (!object_is_known(o_ptr)) return;
4517 if (o_ptr->pval <= 0)
4519 msg_print("もう魔力が残っていない。");
4523 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
4526 /* Multiple charges */
4527 if (o_ptr->pval != 1)
4529 msg_format("You have %d charges remaining.", o_ptr->pval);
4535 msg_format("You have %d charge remaining.", o_ptr->pval);
4542 * @brief アイテムの残り所持数メッセージを表示する /
4543 * Describe an item in the inventory.
4544 * @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
4547 void inven_item_describe(INVENTORY_IDX item)
4549 object_type *o_ptr = &p_ptr->inventory_list[item];
4550 GAME_TEXT o_name[MAX_NLEN];
4552 object_desc(o_name, o_ptr, 0);
4555 /* "no more" の場合はこちらで表示する */
4556 if (o_ptr->number <= 0)
4558 /*FIRST*//*ここはもう通らないかも */
4559 msg_format("もう%sを持っていない。", o_name);
4563 /* アイテム名を英日切り替え機能対応 */
4564 msg_format("まだ %sを持っている。", o_name);
4567 msg_format("You have %s.", o_name);
4572 void vary_item(INVENTORY_IDX item, ITEM_NUMBER num)
4576 inven_item_increase(item, num);
4577 inven_item_describe(item);
4578 inven_item_optimize(item);
4582 floor_item_increase(0 - item, num);
4583 floor_item_describe(0 - item);
4584 floor_item_optimize(0 - item);
4589 * @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 /
4590 * Increase the "number" of an item in the inventory
4591 * @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
4595 void inven_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4597 object_type *o_ptr = &p_ptr->inventory_list[item];
4600 num += o_ptr->number;
4603 if (num > 255) num = 255;
4604 else if (num < 0) num = 0;
4607 num -= o_ptr->number;
4609 /* Change the number and weight */
4612 /* Add the number */
4613 o_ptr->number += num;
4615 /* Add the weight */
4616 p_ptr->total_weight += (num * o_ptr->weight);
4617 p_ptr->update |= (PU_BONUS);
4618 p_ptr->update |= (PU_MANA);
4619 p_ptr->update |= (PU_COMBINE);
4620 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4622 /* Hack -- Clear temporary elemental brands if player takes off weapons */
4623 if (!o_ptr->number && p_ptr->ele_attack)
4625 if ((item == INVEN_RARM) || (item == INVEN_LARM))
4627 if (!has_melee_weapon(p_ptr, INVEN_RARM + INVEN_LARM - item))
4629 /* Clear all temporary elemental brands */
4630 set_ele_attack(p_ptr, 0, 0);
4638 * @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 /
4639 * Erase an inventory slot if it has no more items
4640 * @param item 消去したいプレイヤーのアイテム所持スロット
4643 void inven_item_optimize(INVENTORY_IDX item)
4645 object_type *o_ptr = &p_ptr->inventory_list[item];
4647 /* Only optimize real items */
4648 if (!o_ptr->k_idx) return;
4650 /* Only optimize empty items */
4651 if (o_ptr->number) return;
4653 /* The item is in the pack */
4654 if (item < INVEN_RARM)
4661 /* Slide everything down */
4662 for (i = item; i < INVEN_PACK; i++)
4664 /* Structure copy */
4665 p_ptr->inventory_list[i] = p_ptr->inventory_list[i+1];
4668 /* Erase the "final" slot */
4669 object_wipe(&p_ptr->inventory_list[i]);
4671 p_ptr->window |= (PW_INVEN);
4674 /* The item is being wielded */
4680 /* Erase the empty slot */
4681 object_wipe(&p_ptr->inventory_list[item]);
4682 p_ptr->update |= (PU_BONUS);
4683 p_ptr->update |= (PU_TORCH);
4684 p_ptr->update |= (PU_MANA);
4686 p_ptr->window |= (PW_EQUIP);
4689 p_ptr->window |= (PW_SPELL);
4693 * @brief 床上の魔道具の残り残量メッセージを表示する /
4694 * Describe the charges on an item on the floor.
4695 * @param item メッセージの対象にしたいアイテム所持スロット
4698 void floor_item_charges(INVENTORY_IDX item)
4700 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4702 /* Require staff/wand */
4703 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
4705 /* Require known item */
4706 if (!object_is_known(o_ptr)) return;
4709 if (o_ptr->pval <= 0)
4711 msg_print("この床上のアイテムは、もう魔力が残っていない。");
4715 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);
4718 /* Multiple charges */
4719 if (o_ptr->pval != 1)
4721 msg_format("There are %d charges remaining.", o_ptr->pval);
4727 msg_format("There is %d charge remaining.", o_ptr->pval);
4734 * @brief 床上のアイテムの残り数メッセージを表示する /
4735 * Describe the charges on an item on the floor.
4736 * @param item メッセージの対象にしたいアイテム所持スロット
4739 void floor_item_describe(INVENTORY_IDX item)
4741 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4742 GAME_TEXT o_name[MAX_NLEN];
4744 object_desc(o_name, o_ptr, 0);
4747 /* "no more" の場合はこちらで表示を分ける */
4748 if (o_ptr->number <= 0)
4750 msg_format("床上には、もう%sはない。", o_name);
4754 msg_format("床上には、まだ %sがある。", o_name);
4757 msg_format("You see %s.", o_name);
4764 * @brief 床上のアイテムの数を増やす /
4765 * Increase the "number" of an item on the floor
4766 * @param item 増やしたいアイテムの所持スロット
4767 * @param num 増やしたいアイテムの数
4770 void floor_item_increase(INVENTORY_IDX item, ITEM_NUMBER num)
4772 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4775 num += o_ptr->number;
4778 if (num > 255) num = 255;
4779 else if (num < 0) num = 0;
4782 num -= o_ptr->number;
4784 /* Change the number */
4785 o_ptr->number += num;
4790 * @brief 床上の数の無くなったアイテムスロットを消去する /
4791 * Optimize an item on the floor (destroy "empty" items)
4792 * @param item 消去したいアイテムの所持スロット
4795 void floor_item_optimize(INVENTORY_IDX item)
4797 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[item];
4799 /* Paranoia -- be sure it exists */
4800 if (!o_ptr->k_idx) return;
4802 /* Only optimize empty items */
4803 if (o_ptr->number) return;
4805 delete_object_idx(item);
4810 * @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 /
4811 * Check if we have space for an item in the pack without overflow
4812 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
4813 * @return 溢れずに済むならTRUEを返す
4815 bool inven_carry_okay(object_type *o_ptr)
4820 if (p_ptr->inven_cnt < INVEN_PACK) return (TRUE);
4823 for (j = 0; j < INVEN_PACK; j++)
4825 object_type *j_ptr = &p_ptr->inventory_list[j];
4826 if (!j_ptr->k_idx) continue;
4828 /* Check if the two items can be combined */
4829 if (object_similar(j_ptr, o_ptr)) return (TRUE);
4836 * @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 /
4837 * Check if we have space for an item in the pack without overflow
4838 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
4839 * @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?)
4840 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
4841 * @return o_ptrの方が上位ならばTRUEを返す。
4843 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
4847 /* Use empty slots */
4848 if (!j_ptr->k_idx) return TRUE;
4850 /* Hack -- readable books always come first */
4851 if ((o_ptr->tval == REALM1_BOOK) &&
4852 (j_ptr->tval != REALM1_BOOK)) return TRUE;
4853 if ((j_ptr->tval == REALM1_BOOK) &&
4854 (o_ptr->tval != REALM1_BOOK)) return FALSE;
4856 if ((o_ptr->tval == REALM2_BOOK) &&
4857 (j_ptr->tval != REALM2_BOOK)) return TRUE;
4858 if ((j_ptr->tval == REALM2_BOOK) &&
4859 (o_ptr->tval != REALM2_BOOK)) return FALSE;
4861 /* Objects sort by decreasing type */
4862 if (o_ptr->tval > j_ptr->tval) return TRUE;
4863 if (o_ptr->tval < j_ptr->tval) return FALSE;
4865 /* Non-aware (flavored) items always come last */
4866 /* Can happen in the home */
4867 if (!object_is_aware(o_ptr)) return FALSE;
4868 if (!object_is_aware(j_ptr)) return TRUE;
4870 /* Objects sort by increasing sval */
4871 if (o_ptr->sval < j_ptr->sval) return TRUE;
4872 if (o_ptr->sval > j_ptr->sval) return FALSE;
4874 /* Unidentified objects always come last */
4875 /* Objects in the home can be unknown */
4876 if (!object_is_known(o_ptr)) return FALSE;
4877 if (!object_is_known(j_ptr)) return TRUE;
4879 /* Fixed artifacts, random artifacts and ego items */
4880 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
4881 else if (o_ptr->art_name) o_type = 2;
4882 else if (object_is_ego(o_ptr)) o_type = 1;
4885 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
4886 else if (j_ptr->art_name) j_type = 2;
4887 else if (object_is_ego(j_ptr)) j_type = 1;
4890 if (o_type < j_type) return TRUE;
4891 if (o_type > j_type) return FALSE;
4893 switch (o_ptr->tval)
4899 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
4900 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
4906 /* Objects sort by increasing hit/damage bonuses */
4907 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
4908 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
4911 /* Hack: otherwise identical rods sort by
4912 increasing recharge time --dsb */
4914 if (o_ptr->pval < j_ptr->pval) return TRUE;
4915 if (o_ptr->pval > j_ptr->pval) return FALSE;
4919 /* Objects sort by decreasing value */
4920 return o_value > object_value(j_ptr);
4925 * @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 /
4926 * Add an item to the players inventory, and return the slot used.
4927 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4928 * @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。
4930 * If the new item can combine with an existing item in the inventory,\n
4931 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4932 * the item will be placed into the "proper" location in the inventory.\n
4934 * This function can be used to "over-fill" the player's pack, but only\n
4935 * once, and such an action must trigger the "overflow" code immediately.\n
4936 * Note that when the pack is being "over-filled", the new item must be\n
4937 * placed into the "overflow" slot, and the "overflow" must take place\n
4938 * before the pack is reordered, but (optionally) after the pack is\n
4939 * combined. This may be tricky. See "dungeon.c" for info.\n
4941 * Note that this code must remove any location/stack information\n
4942 * from the object once it is placed into the inventory.\n
4944 s16b inven_carry(object_type *o_ptr)
4946 INVENTORY_IDX i, j, k;
4947 INVENTORY_IDX n = -1;
4952 /* Check for combining */
4953 for (j = 0; j < INVEN_PACK; j++)
4955 j_ptr = &p_ptr->inventory_list[j];
4956 if (!j_ptr->k_idx) continue;
4958 /* Hack -- track last item */
4961 /* Check if the two items can be combined */
4962 if (object_similar(j_ptr, o_ptr))
4964 object_absorb(j_ptr, o_ptr);
4966 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4967 p_ptr->update |= (PU_BONUS);
4968 p_ptr->window |= (PW_INVEN);
4975 if (p_ptr->inven_cnt > INVEN_PACK) return (-1);
4977 /* Find an empty slot */
4978 for (j = 0; j <= INVEN_PACK; j++)
4980 j_ptr = &p_ptr->inventory_list[j];
4982 /* Use it if found */
4983 if (!j_ptr->k_idx) break;
4990 /* Reorder the pack */
4993 /* Get the "value" of the item */
4994 s32b o_value = object_value(o_ptr);
4996 /* Scan every occupied slot */
4997 for (j = 0; j < INVEN_PACK; j++)
4999 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5006 for (k = n; k >= i; k--)
5008 /* Hack -- Slide the item */
5009 object_copy(&p_ptr->inventory_list[k+1], &p_ptr->inventory_list[k]);
5012 /* Wipe the empty slot */
5013 object_wipe(&p_ptr->inventory_list[i]);
5018 object_copy(&p_ptr->inventory_list[i], o_ptr);
5020 /* Access new object */
5021 j_ptr = &p_ptr->inventory_list[i];
5024 j_ptr->next_o_idx = 0;
5026 /* Forget monster */
5027 j_ptr->held_m_idx = 0;
5029 /* Forget location */
5030 j_ptr->iy = j_ptr->ix = 0;
5032 /* Player touches it, and no longer marked */
5033 j_ptr->marked = OM_TOUCHED;
5035 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
5037 /* Count the items */
5039 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
5040 p_ptr->window |= (PW_INVEN);
5042 /* Return the slot */
5048 * @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 /
5049 * Take off (some of) a non-cursed equipment item
5050 * @param item オブジェクトを外したい所持テーブルのID
5052 * @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。
5054 * Note that only one item at a time can be wielded per slot.\n
5055 * Note that taking off an item when "full" may cause that item\n
5056 * to fall to the ground.\n
5057 * Return the inventory slot into which the item is placed.\n
5059 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
5070 GAME_TEXT o_name[MAX_NLEN];
5073 /* Get the item to take off */
5074 o_ptr = &p_ptr->inventory_list[item];
5075 if (amt <= 0) return (-1);
5078 if (amt > o_ptr->number) amt = o_ptr->number;
5080 object_copy(q_ptr, o_ptr);
5082 /* Modify quantity */
5083 q_ptr->number = amt;
5085 object_desc(o_name, q_ptr, 0);
5087 /* Took off weapon */
5088 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
5089 object_is_melee_weapon(o_ptr))
5091 act = _("を装備からはずした", "You were wielding");
5095 else if (item == INVEN_BOW)
5097 act = _("を装備からはずした", "You were holding");
5100 /* Took off light */
5101 else if (item == INVEN_LITE)
5103 act = _("を光源からはずした", "You were holding");
5106 /* Took off something */
5109 act = _("を装備からはずした", "You were wearing");
5112 /* Modify, Optimize */
5113 inven_item_increase(item, -amt);
5114 inven_item_optimize(item);
5116 /* Carry the object */
5117 slot = inven_carry(q_ptr);
5120 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
5122 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
5132 * @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 /
5133 * Drop (some of) a non-cursed inventory/equipment item
5134 * @param item 所持テーブルのID
5135 * @param amt 落としたい個数
5138 * The object will be dropped "near" the current location
5140 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
5146 GAME_TEXT o_name[MAX_NLEN];
5148 /* Access original object */
5149 o_ptr = &p_ptr->inventory_list[item];
5152 if (amt <= 0) return;
5155 if (amt > o_ptr->number) amt = o_ptr->number;
5157 /* Take off equipment */
5158 if (item >= INVEN_RARM)
5160 /* Take off first */
5161 item = inven_takeoff(item, amt);
5163 /* Access original object */
5164 o_ptr = &p_ptr->inventory_list[item];
5169 /* Obtain local object */
5170 object_copy(q_ptr, o_ptr);
5172 /* Distribute charges of wands or rods */
5173 distribute_charges(o_ptr, q_ptr, amt);
5175 /* Modify quantity */
5176 q_ptr->number = amt;
5178 /* Describe local object */
5179 object_desc(o_name, q_ptr, 0);
5181 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
5183 /* Drop it near the player */
5184 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
5186 vary_item(item, -amt);
5191 * @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 /
5192 * Combine items in the pack
5195 * Note special handling of the "overflow" slot
5197 void combine_pack(player_type *owner_ptr)
5202 bool flag = FALSE, combined;
5208 /* Combine the pack (backwards) */
5209 for (i = INVEN_PACK; i > 0; i--)
5211 o_ptr = &owner_ptr->inventory_list[i];
5213 /* Skip empty items */
5214 if (!o_ptr->k_idx) continue;
5216 /* Scan the items above that item */
5217 for (j = 0; j < i; j++)
5221 j_ptr = &owner_ptr->inventory_list[j];
5223 /* Skip empty items */
5224 if (!j_ptr->k_idx) continue;
5227 * Get maximum number of the stack if these
5228 * are similar, get zero otherwise.
5230 max_num = object_similar_part(j_ptr, o_ptr);
5232 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
5233 if (max_num && j_ptr->number < max_num)
5235 if (o_ptr->number + j_ptr->number <= max_num)
5240 /* Add together the item counts */
5241 object_absorb(j_ptr, o_ptr);
5243 /* One object is gone */
5244 owner_ptr->inven_cnt--;
5246 /* Slide everything down */
5247 for (k = i; k < INVEN_PACK; k++)
5249 /* Structure copy */
5250 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k+1];
5253 /* Erase the "final" slot */
5254 object_wipe(&owner_ptr->inventory_list[k]);
5258 int old_num = o_ptr->number;
5259 int remain = j_ptr->number + o_ptr->number - max_num;
5261 o_ptr->number -= remain;
5263 /* Add together the item counts */
5264 object_absorb(j_ptr, o_ptr);
5266 o_ptr->number = remain;
5268 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
5269 if (o_ptr->tval == TV_ROD)
5271 o_ptr->pval = o_ptr->pval * remain / old_num;
5272 o_ptr->timeout = o_ptr->timeout * remain / old_num;
5275 /* Hack -- if wands are stacking, combine the charges. -LM- */
5276 if (o_ptr->tval == TV_WAND)
5278 o_ptr->pval = o_ptr->pval * remain / old_num;
5282 owner_ptr->window |= (PW_INVEN);
5294 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."));
5298 * @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 /
5299 * Reorder items in the pack
5302 * Note special handling of the "overflow" slot
5304 void reorder_pack(void)
5314 /* Re-order the pack (forwards) */
5315 for (i = 0; i < INVEN_PACK; i++)
5317 /* Mega-Hack -- allow "proper" over-flow */
5318 if ((i == INVEN_PACK) && (p_ptr->inven_cnt == INVEN_PACK)) break;
5320 o_ptr = &p_ptr->inventory_list[i];
5322 /* Skip empty slots */
5323 if (!o_ptr->k_idx) continue;
5325 /* Get the "value" of the item */
5326 o_value = object_value(o_ptr);
5328 /* Scan every occupied slot */
5329 for (j = 0; j < INVEN_PACK; j++)
5331 if (object_sort_comp(o_ptr, o_value, &p_ptr->inventory_list[j])) break;
5334 /* Never move down */
5335 if (j >= i) continue;
5341 /* Save a copy of the moving item */
5342 object_copy(q_ptr, &p_ptr->inventory_list[i]);
5344 /* Slide the objects */
5345 for (k = i; k > j; k--)
5347 /* Slide the item */
5348 object_copy(&p_ptr->inventory_list[k], &p_ptr->inventory_list[k-1]);
5351 /* Insert the moving item */
5352 object_copy(&p_ptr->inventory_list[j], q_ptr);
5354 p_ptr->window |= (PW_INVEN);
5357 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."));
5361 * @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 /
5362 * Hack -- display an object kind in the current window
5363 * @param k_idx ベースアイテムの参照ID
5366 * Include list of usable spells for readible books
5368 void display_koff(KIND_OBJECT_IDX k_idx)
5375 REALM_IDX use_realm;
5377 GAME_TEXT o_name[MAX_NLEN];
5380 /* Erase the window */
5381 for (y = 0; y < Term->hgt; y++)
5383 /* Erase the line */
5384 Term_erase(0, y, 255);
5391 /* Prepare the object */
5392 object_prep(q_ptr, k_idx);
5393 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
5395 /* Mention the object name */
5396 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
5398 /* Access the item's sval */
5400 use_realm = tval2realm(q_ptr->tval);
5402 /* Warriors are illiterate */
5403 if (p_ptr->realm1 || p_ptr->realm2)
5405 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
5409 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
5410 if (!is_magic(use_realm)) return;
5411 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
5414 /* Display spells in readible books */
5418 SPELL_IDX spells[64];
5420 /* Extract spells */
5421 for (spell = 0; spell < 32; spell++)
5423 /* Check for this spell */
5424 if (fake_spell_flags[sval] & (1L << spell))
5426 /* Collect this spell */
5427 spells[num++] = spell;
5432 print_spells(p_ptr, 0, spells, num, 2, 0, use_realm);
5438 * @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。
5439 * Torches have special abilities when they are flaming.
5440 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5441 * @param flgs 特別に追加するフラグを返す参照ポインタ
5444 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
5446 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5448 if (o_ptr->xtra4 > 0)
5450 add_flag(flgs, TR_BRAND_FIRE);
5451 add_flag(flgs, TR_KILL_UNDEAD);
5452 add_flag(flgs, TR_THROW);
5458 * @brief 投擲時たいまつにダイスを与える。
5459 * Torches have special abilities when they are flaming.
5460 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5461 * @param dd 特別なダイス数を返す参照ポインタ
5462 * @param ds 特別なダイス面数を返す参照ポインタ
5465 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
5467 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5469 if (o_ptr->xtra4 > 0)
5478 * @brief 投擲時命中したたいまつの寿命を縮める。
5479 * Torches have special abilities when they are flaming.
5480 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
5483 void torch_lost_fuel(object_type *o_ptr)
5485 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
5487 o_ptr->xtra4 -= (FUEL_TORCH / 25);
5488 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
5493 * @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 /
5494 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
5495 * @return 対応する矢/弾薬のベースアイテムID
5497 int bow_tval_ammo(object_type *o_ptr)
5499 /* Analyze the launcher */
5500 switch (o_ptr->sval)