3 * @brief オブジェクトの実装 / Object code, part 2
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
15 #include "object-hook.h"
16 #include "object-curse.h"
18 static void one_sustain(object_type *o_ptr);
21 static cptr const kaji_tips[5] =
24 "現在持っているエッセンスの一覧を表示する。",
25 "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
26 "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
27 "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
28 "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
30 "Display essences you have.",
31 "Extract essences from an item. The item become non magical.",
32 "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
33 "Add essences to an item. The improved items or artifacts cannot be reimprove.",
34 "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
39 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
41 * @param o_ptr 対象のオブジェクト構造体ポインタ
44 static void one_sustain(object_type *o_ptr)
48 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
58 * @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
59 * @param o_idx 削除対象のオブジェクト構造体ポインタ
62 void excise_object_idx(OBJECT_IDX o_idx)
66 OBJECT_IDX this_o_idx, next_o_idx = 0;
67 OBJECT_IDX prev_o_idx = 0;
70 j_ptr = &o_list[o_idx];
73 if (j_ptr->held_m_idx)
78 m_ptr = &m_list[j_ptr->held_m_idx];
80 /* Scan all objects in the grid */
81 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
84 o_ptr = &o_list[this_o_idx];
86 /* Acquire next object */
87 next_o_idx = o_ptr->next_o_idx;
89 if (this_o_idx == o_idx)
94 /* Remove from list */
95 m_ptr->hold_o_idx = next_o_idx;
103 /* Previous object */
104 k_ptr = &o_list[prev_o_idx];
106 /* Remove from list */
107 k_ptr->next_o_idx = next_o_idx;
110 /* Forget next pointer */
111 o_ptr->next_o_idx = 0;
116 /* Save prev_o_idx */
117 prev_o_idx = this_o_idx;
126 POSITION y = j_ptr->iy;
127 POSITION x = j_ptr->ix;
132 /* Scan all objects in the grid */
133 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
136 o_ptr = &o_list[this_o_idx];
138 /* Acquire next object */
139 next_o_idx = o_ptr->next_o_idx;
141 if (this_o_idx == o_idx)
146 /* Remove from list */
147 c_ptr->o_idx = next_o_idx;
155 /* Previous object */
156 k_ptr = &o_list[prev_o_idx];
158 /* Remove from list */
159 k_ptr->next_o_idx = next_o_idx;
162 /* Forget next pointer */
163 o_ptr->next_o_idx = 0;
168 /* Save prev_o_idx */
169 prev_o_idx = this_o_idx;
175 * @brief オブジェクトを削除する /
176 * Delete a dungeon object
177 * @param o_idx 削除対象のオブジェクト構造体ポインタ
180 * Handle "stacks" of objects correctly.
182 void delete_object_idx(OBJECT_IDX o_idx)
187 excise_object_idx(o_idx);
190 j_ptr = &o_list[o_idx];
193 if (!(j_ptr->held_m_idx))
211 * @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
212 * Delete a dungeon object
213 * @param y 削除したフロアマスのY座標
214 * @param x 削除したフロアマスのX座標
217 void delete_object(POSITION y, POSITION x)
220 OBJECT_IDX this_o_idx, next_o_idx = 0;
222 /* Refuse "illegal" locations */
223 if (!in_bounds(y, x)) return;
228 /* Scan all objects in the grid */
229 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
232 o_ptr = &o_list[this_o_idx];
234 /* Acquire next object */
235 next_o_idx = o_ptr->next_o_idx;
242 /* Objects are gone */
251 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
252 * Move an object from index i1 to index i2 in the object list
253 * @param i1 整理したい配列の始点
254 * @param i2 整理したい配列の終点
257 static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2)
264 if (i1 == i2) return;
267 for (i = 1; i < o_max; i++)
271 /* Skip "dead" objects */
272 if (!o_ptr->k_idx) continue;
274 /* Repair "next" pointers */
275 if (o_ptr->next_o_idx == i1)
278 o_ptr->next_o_idx = i2;
284 if (o_ptr->held_m_idx)
288 /* Acquire monster */
289 m_ptr = &m_list[o_ptr->held_m_idx];
292 if (m_ptr->hold_o_idx == i1)
295 m_ptr->hold_o_idx = i2;
304 /* Acquire location */
312 if (c_ptr->o_idx == i1)
320 o_list[i2] = o_list[i1];
328 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
329 * Compact and Reorder the object list.
330 * @param size 最低でも減らしたいオブジェクト数の水準
334 * This function can be very dangerous, use with caution!\n
336 * When actually "compacting" objects, we base the saving throw on a\n
337 * combination of object level, distance from player, and current\n
340 * After "compacting" (if needed), we "reorder" the objects into a more\n
341 * compact order, and we reset the allocation info, and the "live" array.\n
343 void compact_objects(int size)
348 int cur_lev, cur_dis, chance;
354 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
355 p_ptr->redraw |= (PR_MAP);
356 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
360 /* Compact at least 'size' objects */
361 for (num = 0, cnt = 1; num < size; cnt++)
363 /* Get more vicious each iteration */
366 /* Get closer each iteration */
367 cur_dis = 5 * (20 - cnt);
369 /* Examine the objects */
370 for (i = 1; i < o_max; i++)
374 /* Skip dead objects */
375 if (!o_ptr->k_idx) continue;
377 /* Hack -- High level objects start out "immune" */
378 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
381 if (o_ptr->held_m_idx)
385 /* Acquire monster */
386 m_ptr = &m_list[o_ptr->held_m_idx];
388 /* Get the location */
392 /* Monsters protect their objects */
393 if (randint0(100) < 90) continue;
399 /* Get the location */
404 /* Nearby objects start out "immune" */
405 if ((cur_dis > 0) && (distance(p_ptr->y, p_ptr->x, y, x) < cur_dis)) continue;
410 /* Hack -- only compact artifacts in emergencies */
411 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
412 (cnt < 1000)) chance = 100;
414 /* Apply the saving throw */
415 if (randint0(100) < chance) continue;
417 delete_object_idx(i);
425 /* Excise dead objects (backwards!) */
426 for (i = o_max - 1; i >= 1; i--)
430 /* Skip real objects */
431 if (o_ptr->k_idx) continue;
433 /* Move last object into open hole */
434 compact_objects_aux(o_max - 1, i);
436 /* Compress "o_max" */
443 * @brief グローバルオブジェクト配列を初期化する /
444 * Delete all the items when player leaves the level
445 * @note we do NOT visually reflect these (irrelevant) changes
447 * Hack -- we clear the "c_ptr->o_idx" field for every grid,
448 * and the "m_ptr->next_o_idx" field for every monster, since
449 * we know we are clearing every object. Technically, we only
450 * clear those fields for grids/monsters containing objects,
451 * and we clear it once for every such object.
454 void wipe_o_list(void)
458 /* Delete the existing objects */
459 for (i = 1; i < o_max; i++)
461 object_type *o_ptr = &o_list[i];
463 /* Skip dead objects */
464 if (!o_ptr->k_idx) continue;
466 /* Mega-Hack -- preserve artifacts */
467 if (!character_dungeon || preserve_mode)
469 /* Hack -- Preserve unknown artifacts */
470 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
472 /* Mega-Hack -- Preserve the artifact */
473 a_info[o_ptr->name1].cur_num = 0;
478 if (o_ptr->held_m_idx)
483 m_ptr = &m_list[o_ptr->held_m_idx];
485 /* Hack -- see above */
486 m_ptr->hold_o_idx = 0;
494 /* Access location */
495 POSITION y = o_ptr->iy;
496 POSITION x = o_ptr->ix;
501 /* Hack -- see above */
516 * @brief グローバルオブジェクト配列から空きを取得する /
517 * Acquires and returns the index of a "free" object.
518 * @return 開いているオブジェクト要素のID
520 * This routine should almost never fail, but in case it does,
521 * we must be sure to handle "failure" of this routine.
523 OBJECT_IDX o_pop(void)
527 /* Initial allocation */
528 if (o_max < max_o_idx)
533 /* Expand object array */
539 /* Use this object */
544 /* Recycle dead objects */
545 for (i = 1; i < o_max; i++)
550 /* Skip live objects */
551 if (o_ptr->k_idx) continue;
556 /* Use this object */
561 /* Warn the player (except during dungeon creation) */
562 if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!"));
569 * @brief オブジェクト生成テーブルに生成制約を加える /
570 * Apply a "object restriction function" to the "object allocation table"
572 * @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
574 static errr get_obj_num_prep(void)
579 alloc_entry *table = alloc_kind_table;
581 /* Scan the allocation table */
582 for (i = 0; i < alloc_kind_size; i++)
584 /* Accept objects which pass the restriction, if any */
585 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
587 /* Accept this object */
588 table[i].prob2 = table[i].prob1;
591 /* Do not use this object */
594 /* Decline this object */
605 * @brief オブジェクト生成テーブルからアイテムを取得する /
606 * Choose an object kind that seems "appropriate" to the given level
608 * @return 選ばれたオブジェクトベースID
610 * This function uses the "prob2" field of the "object allocation table",\n
611 * and various local information, to calculate the "prob3" field of the\n
612 * same table, which is then used to choose an "appropriate" object, in\n
613 * a relatively efficient manner.\n
615 * It is (slightly) more likely to acquire an object of the given level\n
616 * than one of a lower level. This is done by choosing several objects\n
617 * appropriate to the given level and keeping the "hardest" one.\n
619 * Note that if no objects are "appropriate", then this function will\n
620 * fail, and return zero, but this should *almost* never happen.\n
622 OBJECT_IDX get_obj_num(DEPTH level)
625 KIND_OBJECT_IDX k_idx;
628 alloc_entry *table = alloc_kind_table;
630 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
633 if ((level > 0) && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
635 /* Occasional "boost" */
636 if (one_in_(GREAT_OBJ))
638 /* What a bizarre calculation */
639 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
646 /* Process probabilities */
647 for (i = 0; i < alloc_kind_size; i++)
649 /* Objects are sorted by depth */
650 if (table[i].level > level) break;
655 /* Access the index */
656 k_idx = table[i].index;
658 /* Access the actual kind */
659 k_ptr = &k_info[k_idx];
661 /* Hack -- prevent embedded chests */
662 if (opening_chest && (k_ptr->tval == TV_CHEST)) continue;
665 table[i].prob3 = table[i].prob2;
668 total += table[i].prob3;
671 /* No legal objects */
672 if (total <= 0) return (0);
676 value = randint0(total);
678 /* Find the object */
679 for (i = 0; i < alloc_kind_size; i++)
681 /* Found the entry */
682 if (value < table[i].prob3) break;
685 value = value - table[i].prob3;
692 /* Try for a "better" object once (50%) or twice (10%) */
699 value = randint0(total);
701 /* Find the object */
702 for (i = 0; i < alloc_kind_size; i++)
704 /* Found the entry */
705 if (value < table[i].prob3) break;
708 value = value - table[i].prob3;
711 /* Keep the "best" one */
712 if (table[i].level < table[j].level) i = j;
715 /* Try for a "better" object twice (10%) */
722 value = randint0(total);
724 /* Find the object */
725 for (i = 0; i < alloc_kind_size; i++)
727 /* Found the entry */
728 if (value < table[i].prob3) break;
731 value = value - table[i].prob3;
734 /* Keep the "best" one */
735 if (table[i].level < table[j].level) i = j;
738 return (table[i].index);
743 * @brief オブジェクトを鑑定済にする /
744 * Known is true when the "attributes" of an object are "known".
745 * @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
747 * These include tohit, todam, toac, cost, and pval (charges).\n
749 * Note that "knowing" an object gives you everything that an "awareness"\n
750 * gives you, and much more. In fact, the player is always "aware" of any\n
751 * item of which he has full "knowledge".\n
753 * But having full knowledge of, say, one "wand of wonder", does not, by\n
754 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
755 * It happens that most "identify" routines (including "buying from a shop")\n
756 * will make the player "aware" of the object as well as fully "know" it.\n
758 * This routine also removes any inscriptions generated by "feelings".\n
760 void object_known(object_type *o_ptr)
762 /* Remove "default inscriptions" */
763 o_ptr->feeling = FEEL_NONE;
765 /* Clear the "Felt" info */
766 o_ptr->ident &= ~(IDENT_SENSE);
768 /* Clear the "Empty" info */
769 o_ptr->ident &= ~(IDENT_EMPTY);
771 /* Now we know about the item */
772 o_ptr->ident |= (IDENT_KNOWN);
776 * @brief オブジェクトを*鑑定*済にする /
777 * The player is now aware of the effects of the given object.
778 * @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
781 void object_aware(object_type *o_ptr)
783 bool mihanmei = !object_is_aware(o_ptr);
785 /* Fully aware of the effects */
786 k_info[o_ptr->k_idx].aware = TRUE;
788 if(mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
789 !p_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD)))
793 char o_name[MAX_NLEN];
796 object_copy(q_ptr, o_ptr);
799 object_desc(o_name, q_ptr, OD_NAME_ONLY);
801 do_cmd_write_nikki(NIKKI_HANMEI, 0, o_name);
806 * @brief オブジェクトを試行済にする /
807 * Something has been "sampled"
808 * @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
811 void object_tried(object_type *o_ptr)
813 /* Mark it as tried (even if "aware") */
814 k_info[o_ptr->k_idx].tried = TRUE;
818 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
819 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
820 * @return 擬似鑑定結果のIDを返す。
822 byte value_check_aux1(object_type *o_ptr)
825 if (object_is_artifact(o_ptr))
828 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
835 if (object_is_ego(o_ptr))
838 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
841 return FEEL_EXCELLENT;
845 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
848 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
850 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
852 /* Good "armor" bonus */
853 if (o_ptr->to_a > 0) return FEEL_GOOD;
855 /* Good "weapon" bonus */
856 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
858 /* Default to "average" */
863 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
864 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
865 * @return 擬似鑑定結果のIDを返す。
867 byte value_check_aux2(object_type *o_ptr)
869 /* Cursed items (all of them) */
870 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
872 /* Broken items (all of them) */
873 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
875 /* Artifacts -- except cursed/broken ones */
876 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
878 /* Ego-Items -- except cursed/broken ones */
879 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
881 /* Good armor bonus */
882 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
884 /* Good weapon bonuses */
885 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
892 * @brief 未鑑定なベースアイテムの基本価格を返す /
893 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
894 * @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
895 * @return オブジェクトの未鑑定価格
897 static s32b object_value_base(object_type *o_ptr)
899 /* Aware item -- use template cost */
900 if (object_is_aware(o_ptr)) return (k_info[o_ptr->k_idx].cost);
902 /* Analyze the type */
907 case TV_FOOD: return (5L);
909 /* Un-aware Potions */
910 case TV_POTION: return (20L);
912 /* Un-aware Scrolls */
913 case TV_SCROLL: return (20L);
915 /* Un-aware Staffs */
916 case TV_STAFF: return (70L);
919 case TV_WAND: return (50L);
922 case TV_ROD: return (90L);
925 case TV_RING: return (45L);
927 /* Un-aware Amulets */
928 case TV_AMULET: return (45L);
930 /* Figurines, relative to monster level */
933 DEPTH level = r_info[o_ptr->pval].level;
934 if (level < 20) return level*50L;
935 else if (level < 30) return 1000+(level-20)*150L;
936 else if (level < 40) return 2500+(level-30)*350L;
937 else if (level < 50) return 6000+(level-40)*800L;
938 else return 14000+(level-50)*2000L;
942 if (!o_ptr->pval) return 1000L;
943 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
946 /* Paranoia -- Oops */
952 * @brief オブジェクトのフラグ類から価格を算出する /
953 * Return the value of the flags the object has...
954 * @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
955 * @param plusses フラグに与える価格の基本重み
956 * @return オブジェクトのフラグ価格
958 s32b flag_cost(object_type *o_ptr, int plusses)
961 BIT_FLAGS flgs[TR_FLAG_SIZE];
965 object_kind *k_ptr = &k_info[o_ptr->k_idx];
967 object_flags(o_ptr, flgs);
970 * Exclude fixed flags of the base item.
971 * pval bonuses of base item will be treated later.
973 for (i = 0; i < TR_FLAG_SIZE; i++)
974 flgs[i] &= ~(k_ptr->flags[i]);
976 /* Exclude fixed flags of the fixed artifact. */
977 if (object_is_fixed_artifact(o_ptr))
979 artifact_type *a_ptr = &a_info[o_ptr->name1];
981 for (i = 0; i < TR_FLAG_SIZE; i++)
982 flgs[i] &= ~(a_ptr->flags[i]);
985 /* Exclude fixed flags of the ego-item. */
986 else if (object_is_ego(o_ptr))
988 ego_item_type *e_ptr = &e_info[o_ptr->name2];
990 for (i = 0; i < TR_FLAG_SIZE; i++)
991 flgs[i] &= ~(e_ptr->flags[i]);
996 * Calucurate values of remaining flags
998 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
999 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
1000 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
1001 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
1002 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
1003 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
1004 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
1005 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
1006 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
1007 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
1008 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
1009 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
1010 total += (10000 + (2500 * plusses));
1011 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
1012 total += (10000 + (2500 * plusses));
1016 if (have_flag(flgs, TR_CHAOTIC)) {total += 5000;count++;}
1017 if (have_flag(flgs, TR_VAMPIRIC)) {total += 6500;count++;}
1018 if (have_flag(flgs, TR_FORCE_WEAPON)) {tmp_cost += 2500;count++;}
1019 if (have_flag(flgs, TR_KILL_ANIMAL)) {tmp_cost += 2800;count++;}
1020 else if (have_flag(flgs, TR_SLAY_ANIMAL)) {tmp_cost += 1800;count++;}
1021 if (have_flag(flgs, TR_KILL_EVIL)) {tmp_cost += 3300;count++;}
1022 else if (have_flag(flgs, TR_SLAY_EVIL)) {tmp_cost += 2300;count++;}
1023 if (have_flag(flgs, TR_KILL_HUMAN)) {tmp_cost += 2800;count++;}
1024 else if (have_flag(flgs, TR_SLAY_HUMAN)) {tmp_cost += 1800;count++;}
1025 if (have_flag(flgs, TR_KILL_UNDEAD)) {tmp_cost += 2800;count++;}
1026 else if (have_flag(flgs, TR_SLAY_UNDEAD)) {tmp_cost += 1800;count++;}
1027 if (have_flag(flgs, TR_KILL_DEMON)) {tmp_cost += 2800;count++;}
1028 else if (have_flag(flgs, TR_SLAY_DEMON)) {tmp_cost += 1800;count++;}
1029 if (have_flag(flgs, TR_KILL_ORC)) {tmp_cost += 2500;count++;}
1030 else if (have_flag(flgs, TR_SLAY_ORC)) {tmp_cost += 1500;count++;}
1031 if (have_flag(flgs, TR_KILL_TROLL)) {tmp_cost += 2800;count++;}
1032 else if (have_flag(flgs, TR_SLAY_TROLL)) {tmp_cost += 1800;count++;}
1033 if (have_flag(flgs, TR_KILL_GIANT)) {tmp_cost += 2800;count++;}
1034 else if (have_flag(flgs, TR_SLAY_GIANT)) {tmp_cost += 1800;count++;}
1035 if (have_flag(flgs, TR_KILL_DRAGON)) {tmp_cost += 2800;count++;}
1036 else if (have_flag(flgs, TR_SLAY_DRAGON)) {tmp_cost += 1800;count++;}
1038 if (have_flag(flgs, TR_VORPAL)) {tmp_cost += 2500;count++;}
1039 if (have_flag(flgs, TR_IMPACT)) {tmp_cost += 2500;count++;}
1040 if (have_flag(flgs, TR_BRAND_POIS)) {tmp_cost += 3800;count++;}
1041 if (have_flag(flgs, TR_BRAND_ACID)) {tmp_cost += 3800;count++;}
1042 if (have_flag(flgs, TR_BRAND_ELEC)) {tmp_cost += 3800;count++;}
1043 if (have_flag(flgs, TR_BRAND_FIRE)) {tmp_cost += 2500;count++;}
1044 if (have_flag(flgs, TR_BRAND_COLD)) {tmp_cost += 2500;count++;}
1045 total += (tmp_cost * count);
1047 if (have_flag(flgs, TR_SUST_STR)) total += 850;
1048 if (have_flag(flgs, TR_SUST_INT)) total += 850;
1049 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
1050 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
1051 if (have_flag(flgs, TR_SUST_CON)) total += 850;
1052 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
1053 if (have_flag(flgs, TR_RIDING)) total += 0;
1054 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
1055 if (have_flag(flgs, TR_THROW)) total += 5000;
1056 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
1057 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
1061 if (have_flag(flgs, TR_IM_ACID)) {tmp_cost += 15000;count += 2;}
1062 if (have_flag(flgs, TR_IM_ELEC)) {tmp_cost += 15000;count += 2;}
1063 if (have_flag(flgs, TR_IM_FIRE)) {tmp_cost += 15000;count += 2;}
1064 if (have_flag(flgs, TR_IM_COLD)) {tmp_cost += 15000;count += 2;}
1065 if (have_flag(flgs, TR_REFLECT)) {tmp_cost += 5000;count += 2;}
1066 if (have_flag(flgs, TR_RES_ACID)) {tmp_cost += 500;count++;}
1067 if (have_flag(flgs, TR_RES_ELEC)) {tmp_cost += 500;count++;}
1068 if (have_flag(flgs, TR_RES_FIRE)) {tmp_cost += 500;count++;}
1069 if (have_flag(flgs, TR_RES_COLD)) {tmp_cost += 500;count++;}
1070 if (have_flag(flgs, TR_RES_POIS)) {tmp_cost += 1000;count += 2;}
1071 if (have_flag(flgs, TR_RES_FEAR)) {tmp_cost += 1000;count += 2;}
1072 if (have_flag(flgs, TR_RES_LITE)) {tmp_cost += 800;count += 2;}
1073 if (have_flag(flgs, TR_RES_DARK)) {tmp_cost += 800;count += 2;}
1074 if (have_flag(flgs, TR_RES_BLIND)) {tmp_cost += 900;count += 2;}
1075 if (have_flag(flgs, TR_RES_CONF)) {tmp_cost += 900;count += 2;}
1076 if (have_flag(flgs, TR_RES_SOUND)) {tmp_cost += 900;count += 2;}
1077 if (have_flag(flgs, TR_RES_SHARDS)) {tmp_cost += 900;count += 2;}
1078 if (have_flag(flgs, TR_RES_NETHER)) {tmp_cost += 900;count += 2;}
1079 if (have_flag(flgs, TR_RES_NEXUS)) {tmp_cost += 900;count += 2;}
1080 if (have_flag(flgs, TR_RES_CHAOS)) {tmp_cost += 1000;count += 2;}
1081 if (have_flag(flgs, TR_RES_DISEN)) {tmp_cost += 2000;count += 2;}
1082 total += (tmp_cost * count);
1084 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
1085 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
1086 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
1087 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
1088 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
1089 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
1090 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
1091 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
1092 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
1093 if (have_flag(flgs, TR_LITE_1)) total += 1500;
1094 if (have_flag(flgs, TR_LITE_2)) total += 2500;
1095 if (have_flag(flgs, TR_LITE_3)) total += 4000;
1096 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
1097 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
1098 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
1099 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
1100 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
1101 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
1102 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
1103 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
1104 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
1105 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
1106 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
1107 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
1108 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
1109 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
1110 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
1111 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
1112 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
1113 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
1114 if (have_flag(flgs, TR_REGEN)) total += 2500;
1115 if (have_flag(flgs, TR_WARNING)) total += 2000;
1116 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
1117 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
1118 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
1119 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
1120 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
1121 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
1122 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
1123 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
1124 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
1125 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
1126 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
1127 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
1128 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
1129 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
1130 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
1131 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
1132 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
1133 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
1134 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
1135 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
1136 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
1137 if (have_flag(flgs, TR_TELEPORT))
1139 if (object_is_cursed(o_ptr))
1144 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
1145 if (have_flag(flgs, TR_BLESSED)) total += 750;
1146 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
1147 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
1148 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
1149 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
1150 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
1152 /* Also, give some extra for activatable powers... */
1153 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
1155 const activation_type* const act_ptr = find_activation_info(o_ptr);
1157 total += act_ptr->value;
1166 * @brief オブジェクトの真の価格を算出する /
1167 * Return the value of the flags the object has...
1168 * @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
1169 * @return オブジェクトの本価格
1171 * Return the "real" price of a "known" item, not including discounts\n
1173 * Wand and staffs get cost for each charge\n
1175 * Armor is worth an extra 100 gold per bonus point to armor class.\n
1177 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
1179 * Missiles are only worth 5 gold per bonus point, since they\n
1180 * usually appear in groups of 20, and we want the player to get\n
1181 * the same amount of cash for any "equivalent" item. Note that\n
1182 * missiles never have any of the "pval" flags, and in fact, they\n
1183 * only have a few of the available flags, primarily of the "slay"\n
1184 * and "brand" and "ignore" variety.\n
1186 * Armor with a negative armor bonus is worthless.\n
1187 * Weapons with negative hit+damage bonuses are worthless.\n
1189 * Every wearable item with a "pval" bonus is worth extra (see below).\n
1191 PRICE object_value_real(object_type *o_ptr)
1194 BIT_FLAGS flgs[TR_FLAG_SIZE];
1195 object_kind *k_ptr = &k_info[o_ptr->k_idx];
1198 /* Hack -- "worthless" items */
1199 if (!k_info[o_ptr->k_idx].cost) return (0L);
1202 value = k_info[o_ptr->k_idx].cost;
1204 /* Extract some flags */
1205 object_flags(o_ptr, flgs);
1208 if (object_is_fixed_artifact(o_ptr))
1210 artifact_type *a_ptr = &a_info[o_ptr->name1];
1212 /* Hack -- "worthless" artifacts */
1213 if (!a_ptr->cost) return (0L);
1215 /* Hack -- Use the artifact cost instead */
1216 value = a_ptr->cost;
1217 value += flag_cost(o_ptr, o_ptr->pval);
1219 /* Don't add pval bonuses etc. */
1224 else if (object_is_ego(o_ptr))
1226 ego_item_type *e_ptr = &e_info[o_ptr->name2];
1228 /* Hack -- "worthless" ego-items */
1229 if (!e_ptr->cost) return (0L);
1231 /* Hack -- Reward the ego-item with a bonus */
1232 value += e_ptr->cost;
1233 value += flag_cost(o_ptr, o_ptr->pval);
1241 for (i = 0; i < TR_FLAG_SIZE; i++)
1242 if (o_ptr->art_flags[i]) flag = TRUE;
1244 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
1247 /* Analyze pval bonus for normal object */
1248 switch (o_ptr->tval)
1271 if (!o_ptr->pval) break;
1273 /* Hack -- Negative "pval" is always bad */
1274 if (o_ptr->pval < 0) return (0L);
1276 /* Give credit for stat bonuses */
1277 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
1278 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
1279 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
1280 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
1281 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
1282 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
1284 /* Give credit for stealth and searching */
1285 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
1286 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
1287 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
1289 /* Give credit for infra-vision and tunneling */
1290 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
1291 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
1293 /* Give credit for extra attacks */
1294 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
1296 /* Give credit for speed bonus */
1297 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
1303 /* Analyze the item */
1304 switch (o_ptr->tval)
1309 /* Pay extra for charges, depending on standard number of
1310 * charges. Handle new-style wands correctly. -LM-
1312 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
1318 /* Pay extra for charges, depending on standard number of
1321 value += (value * o_ptr->pval / (k_ptr->pval * 2));
1330 /* Hack -- negative bonuses are bad */
1331 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
1333 /* Give credit for bonuses */
1334 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
1350 /* Hack -- negative armor bonus */
1351 if (o_ptr->to_a < 0) return (0L);
1353 /* Give credit for bonuses */
1354 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
1366 /* Hack -- negative hit/damage bonuses */
1367 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1369 /* Factor in the bonuses */
1370 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
1372 /* Hack -- Factor in extra damage dice and sides */
1373 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
1374 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
1384 /* Hack -- negative hit/damage bonuses */
1385 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
1387 /* Factor in the bonuses */
1388 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
1390 /* Hack -- Factor in extra damage dice and sides */
1391 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
1392 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
1397 /* Figurines, relative to monster level */
1400 DEPTH level = r_info[o_ptr->pval].level;
1401 if (level < 20) value = level*50L;
1402 else if (level < 30) value = 1000+(level-20)*150L;
1403 else if (level < 40) value = 2500+(level-30)*350L;
1404 else if (level < 50) value = 6000+(level-40)*800L;
1405 else value = 14000+(level-50)*2000L;
1411 if (!o_ptr->pval) value = 1000L;
1412 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
1418 if (!o_ptr->pval) value = 0L;
1423 /* Worthless object */
1424 if (value < 0) return 0L;
1426 /* Return the value */
1432 * @brief オブジェクト価格算出のメインルーチン /
1433 * Return the price of an item including plusses (and charges)
1434 * @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
1435 * @return オブジェクトの判明している現価格
1437 * This function returns the "value" of the given item (qty one)\n
1439 * Never notice "unknown" bonuses or properties, including "curses",\n
1440 * since that would give the player information he did not have.\n
1442 * Note that discounted items stay discounted forever, even if\n
1443 * the discount is "forgotten" by the player via memory loss.\n
1445 PRICE object_value(object_type *o_ptr)
1449 /* Unknown items -- acquire a base value */
1450 if (object_is_known(o_ptr))
1452 /* Broken items -- worthless */
1453 if (object_is_broken(o_ptr)) return (0L);
1455 /* Cursed items -- worthless */
1456 if (object_is_cursed(o_ptr)) return (0L);
1458 /* Real value (see above) */
1459 value = object_value_real(o_ptr);
1462 /* Known items -- acquire the actual value */
1465 /* Hack -- Felt broken items */
1466 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
1468 /* Hack -- Felt cursed items */
1469 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
1471 /* Base value (see above) */
1472 value = object_value_base(o_ptr);
1476 /* Apply discount (if any) */
1477 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
1480 /* Return the final value */
1487 * @brief 破壊可能なアイテムかを返す /
1488 * Determines whether an object can be destroyed, and makes fake inscription.
1489 * @param o_ptr 破壊可能かを確認したいオブジェクトの構造体参照ポインタ
1490 * @return オブジェクトが破壊可能ならばTRUEを返す
1492 bool can_player_destroy_object(object_type *o_ptr)
1494 /* Artifacts cannot be destroyed */
1495 if (!object_is_artifact(o_ptr)) return TRUE;
1497 /* If object is unidentified, makes fake inscription */
1498 if (!object_is_known(o_ptr))
1500 byte feel = FEEL_SPECIAL;
1502 /* Hack -- Handle icky artifacts */
1503 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) feel = FEEL_TERRIBLE;
1505 /* Hack -- inscribe the artifact */
1506 o_ptr->feeling = feel;
1508 /* We have "felt" it (again) */
1509 o_ptr->ident |= (IDENT_SENSE);
1511 /* Combine the pack */
1512 p_ptr->notice |= (PN_COMBINE);
1514 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1519 /* Identified artifact -- Nothing to do */
1525 * @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 /
1526 * Distribute charges of rods or wands.
1527 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
1528 * @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
1529 * @param amt 分割したい回数量 number of items that are transfered
1532 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
1533 * charges need to be allocated between the two stacks. If all the items\n
1534 * are being dropped, it makes for a neater message to leave the original\n
1535 * stack's pval alone. -LM-\n
1537 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
1539 if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD))
1541 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
1542 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
1544 /* Hack -- Rods also need to have their timeouts distributed. The
1545 * dropped stack will accept all time remaining to charge up to its
1548 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
1550 if (q_ptr->pval > o_ptr->timeout)
1551 q_ptr->timeout = o_ptr->timeout;
1553 q_ptr->timeout = q_ptr->pval;
1555 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1561 * @brief 魔法棒やロッドの使用回数を減らす /
1562 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1563 * @param amt 減らしたい回数量 number of items that are transfered
1566 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1567 * charges of the stack needs to be reduced, unless all the items are\n
1568 * being destroyed. -LM-\n
1570 void reduce_charges(object_type *o_ptr, int amt)
1572 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1573 (amt < o_ptr->number))
1575 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1580 * Determine if an item can "absorb" a second item
1582 * See "object_absorb()" for the actual "absorption" code.
1584 * If permitted, we allow staffs (if they are known to have equal charges
1585 * and both are either known or confirmed empty) and wands (if both are
1586 * either known or confirmed empty) and rods (in all cases) to combine.
1587 * Staffs will unstack (if necessary) when they are used, but wands and
1588 * rods will only unstack if one is dropped. -LM-
1590 * If permitted, we allow weapons/armor to stack, if fully "known".
1592 * Missiles will combine if both stacks have the same "known" status.
1593 * This is done to make unidentified stacks of missiles useful.
1595 * Food, potions, scrolls, and "easy know" items always stack.
1597 * Chests, and activatable items, never stack (for various reasons).
1601 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
1603 #define MAX_STACK_SIZE 99
1607 * @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。
1608 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1609 * @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
1610 * @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
1611 * @return 重ね合わせ可能なアイテム数
1613 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1617 /* Default maximum number of stack */
1618 int max_num = MAX_STACK_SIZE;
1620 /* Require identical object types */
1621 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1624 /* Analyze the items */
1625 switch (o_ptr->tval)
1627 /* Chests and Statues*/
1638 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1639 if (o_ptr->pval != j_ptr->pval) return 0;
1643 /* Figurines and Corpses*/
1648 if (o_ptr->pval != j_ptr->pval) return 0;
1654 /* Food and Potions and Scrolls */
1666 /* Require either knowledge or known empty for both staffs. */
1667 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1668 !object_is_known(o_ptr)) ||
1669 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1670 !object_is_known(j_ptr))) return 0;
1672 /* Require identical charges, since staffs are bulky. */
1673 if (o_ptr->pval != j_ptr->pval) return 0;
1682 /* Require either knowledge or known empty for both wands. */
1683 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1684 !object_is_known(o_ptr)) ||
1685 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1686 !object_is_known(j_ptr))) return 0;
1688 /* Wand charges combine in O&ZAngband. */
1694 /* Staffs and Wands and Rods */
1697 /* Prevent overflaw of timeout */
1698 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1704 /* Weapons and Armor */
1720 /* Rings, Amulets, Lites */
1726 /* Require full knowledge of both items */
1727 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1737 /* Require identical knowledge of both items */
1738 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1739 if (o_ptr->feeling != j_ptr->feeling) return 0;
1741 /* Require identical "bonuses" */
1742 if (o_ptr->to_h != j_ptr->to_h) return 0;
1743 if (o_ptr->to_d != j_ptr->to_d) return 0;
1744 if (o_ptr->to_a != j_ptr->to_a) return 0;
1746 /* Require identical "pval" code */
1747 if (o_ptr->pval != j_ptr->pval) return 0;
1749 /* Artifacts never stack */
1750 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1752 /* Require identical "ego-item" names */
1753 if (o_ptr->name2 != j_ptr->name2) return 0;
1755 /* Require identical added essence */
1756 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1757 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1759 /* Hack -- Never stack "powerful" items */
1760 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1762 /* Hack -- Never stack recharging items */
1763 if (o_ptr->timeout || j_ptr->timeout) return 0;
1765 /* Require identical "values" */
1766 if (o_ptr->ac != j_ptr->ac) return 0;
1767 if (o_ptr->dd != j_ptr->dd) return 0;
1768 if (o_ptr->ds != j_ptr->ds) return 0;
1777 /* Require knowledge */
1778 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1786 /* Hack -- Identical art_flags! */
1787 for (i = 0; i < TR_FLAG_SIZE; i++)
1788 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1790 /* Hack -- Require identical "cursed" status */
1791 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1793 /* Hack -- Require identical "broken" status */
1794 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1797 /* Hack -- require semi-matching "inscriptions" */
1798 if (o_ptr->inscription && j_ptr->inscription &&
1799 (o_ptr->inscription != j_ptr->inscription))
1802 /* Hack -- normally require matching "inscriptions" */
1803 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1805 /* Hack -- normally require matching "discounts" */
1806 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1809 /* They match, so they must be similar */
1814 * @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。
1815 * Determine if an item can absorb a second item.
1816 * @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
1817 * @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
1818 * @return 重ね合わせ可能ならばTRUEを返す。
1820 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1822 int total = o_ptr->number + j_ptr->number;
1825 /* Are these objects similar? */
1826 max_num = object_similar_part(o_ptr, j_ptr);
1828 /* Return if not similar */
1829 if (!max_num) return FALSE;
1831 /* Maximal "stacking" limit */
1832 if (total > max_num) return (0);
1835 /* They match, so they must be similar */
1841 * @brief 両オブジェクトをスロットに重ね合わせる。
1842 * Allow one item to "absorb" another, assuming they are similar
1843 * @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
1844 * @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
1847 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1849 int max_num = object_similar_part(o_ptr, j_ptr);
1850 int total = o_ptr->number + j_ptr->number;
1851 int diff = (total > max_num) ? total - max_num : 0;
1853 /* Combine quantity, lose excess items */
1854 o_ptr->number = (total > max_num) ? max_num : total;
1856 /* Hack -- blend "known" status */
1857 if (object_is_known(j_ptr)) object_known(o_ptr);
1859 /* Hack -- clear "storebought" if only one has it */
1860 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1861 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1863 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1864 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1867 /* Hack -- blend "mental" status */
1868 if (j_ptr->ident & (IDENT_MENTAL)) o_ptr->ident |= (IDENT_MENTAL);
1870 /* Hack -- blend "inscriptions" */
1871 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1873 /* Hack -- blend "feelings" */
1874 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1876 /* Hack -- could average discounts */
1877 /* Hack -- save largest discount */
1878 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1880 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
1881 if (o_ptr->tval == TV_ROD)
1883 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1884 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1887 /* Hack -- if wands are stacking, combine the charges. -LM- */
1888 if (o_ptr->tval == TV_WAND)
1890 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1896 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1897 * Find the index of the object_kind with the given tval and sval
1898 * @param tval 検索したいベースアイテムのtval
1899 * @param sval 検索したいベースアイテムのsval
1902 IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1909 for (k = 1; k < max_k_idx; k++)
1911 object_kind *k_ptr = &k_info[k];
1913 /* Require correct tval */
1914 if (k_ptr->tval != tval) continue;
1917 if (k_ptr->sval == sval) return (k);
1919 /* Ignore illegal items */
1920 if (sval != SV_ANY) continue;
1922 /* Apply the randomizer */
1923 if (!one_in_(++num)) continue;
1925 /* Use this value */
1929 /* Return this choice */
1936 msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval);
1945 * @brief オブジェクトを初期化する
1946 * Wipe an object clean.
1947 * @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
1950 void object_wipe(object_type *o_ptr)
1952 /* Wipe the structure */
1953 (void)WIPE(o_ptr, object_type);
1958 * @brief オブジェクトを複製する
1959 * Wipe an object clean.
1960 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1961 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1964 void object_copy(object_type *o_ptr, object_type *j_ptr)
1966 /* Copy the structure */
1967 (void)COPY(o_ptr, j_ptr, object_type);
1972 * @brief オブジェクト構造体にベースアイテムを作成する
1973 * Prepare an object based on an object kind.
1974 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1975 * @param k_idx 新たに作成したいベースアイテム情報のID
1978 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1980 object_kind *k_ptr = &k_info[k_idx];
1982 /* Clear the record */
1985 /* Save the kind index */
1986 o_ptr->k_idx = k_idx;
1988 /* Efficiency -- tval/sval */
1989 o_ptr->tval = k_ptr->tval;
1990 o_ptr->sval = k_ptr->sval;
1992 /* Default "pval" */
1993 o_ptr->pval = k_ptr->pval;
1995 /* Default number */
1998 /* Default weight */
1999 o_ptr->weight = k_ptr->weight;
2002 o_ptr->to_h = k_ptr->to_h;
2003 o_ptr->to_d = k_ptr->to_d;
2004 o_ptr->to_a = k_ptr->to_a;
2007 o_ptr->ac = k_ptr->ac;
2008 o_ptr->dd = k_ptr->dd;
2009 o_ptr->ds = k_ptr->ds;
2011 /* Default activation */
2012 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
2014 /* Hack -- worthless items are always "broken" */
2015 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
2017 /* Hack -- cursed items are always "cursed" */
2018 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
2019 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2020 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
2021 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
2022 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
2023 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
2028 * @brief 上質以上のオブジェクトに与えるための各種ボーナスを正規乱数も加えて算出する。
2029 * Help determine an "enchantment bonus" for an object.
2030 * @param max ボーナス値の限度
2031 * @param level ボーナス値に加味する基準生成階
2032 * @return 算出されたボーナス値
2034 * To avoid floating point but still provide a smooth distribution of bonuses,\n
2035 * we simply round the results of division in such a way as to "average" the\n
2036 * correct floating point value.\n
2038 * This function has been changed. It uses "randnor()" to choose values from\n
2039 * a normal distribution, whose mean moves from zero towards the max as the\n
2040 * level increases, and whose standard deviation is equal to 1/4 of the max,\n
2041 * and whose values are forced to lie between zero and the max, inclusive.\n
2043 * Since the "level" rarely passes 100 before Morgoth is dead, it is very\n
2044 * rare to get the "full" enchantment on an object, even a deep levels.\n
2046 * It is always possible (albeit unlikely) to get the "full" enchantment.\n
2048 * A sample distribution of values from "m_bonus(10, N)" is shown below:\n
2050 * N 0 1 2 3 4 5 6 7 8 9 10\n
2051 * --- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----\n
2052 * 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03\n
2053 * 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05\n
2054 * 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05\n
2055 * 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11\n
2056 * 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41\n
2057 * 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65\n
2058 * 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94\n
2059 * 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78\n
2060 * 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64\n
2061 * 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62\n
2062 * 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33\n
2063 * 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38\n
2064 * 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53\n
2065 * 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53\n
2066 * 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27\n
2067 * 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72\n
2068 * 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07\n
2070 int m_bonus(int max, DEPTH level)
2072 int bonus, stand, extra, value;
2075 /* Paranoia -- enforce maximal "level" */
2076 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
2079 /* The "bonus" moves towards the max */
2080 bonus = ((max * level) / MAX_DEPTH);
2082 /* Hack -- determine fraction of error */
2083 extra = ((max * level) % MAX_DEPTH);
2085 /* Hack -- simulate floating point computations */
2086 if (randint0(MAX_DEPTH) < extra) bonus++;
2089 /* The "stand" is equal to one quarter of the max */
2092 /* Hack -- determine fraction of error */
2095 /* Hack -- simulate floating point computations */
2096 if (randint0(4) < extra) stand++;
2099 /* Choose an "interesting" value */
2100 value = randnor(bonus, stand);
2102 /* Enforce the minimum value */
2103 if (value < 0) return (0);
2105 /* Enforce the maximum value */
2106 if (value > max) return (max);
2112 * @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
2113 * @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
2116 static void object_mention(object_type *o_ptr)
2118 char o_name[MAX_NLEN];
2120 object_aware(o_ptr);
2121 object_known(o_ptr);
2123 /* Mark the item as fully known */
2124 o_ptr->ident |= (IDENT_MENTAL);
2127 object_desc(o_name, o_ptr, 0);
2128 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
2132 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2133 * Mega-Hack -- Attempt to create one of the "Special Objects"
2134 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2135 * @return 生成に成功したらTRUEを返す。
2137 * We are only called from "make_object()", and we assume that\n
2138 * "apply_magic()" is called immediately after we return.\n
2140 * Note -- see "make_artifact()" and "apply_magic()"\n
2142 static bool make_artifact_special(object_type *o_ptr)
2145 KIND_OBJECT_IDX k_idx = 0;
2147 /*! @note 地上ではキャンセルする / No artifacts in the town */
2148 if (!dun_level) return (FALSE);
2150 /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2151 if (get_obj_num_hook) return (FALSE);
2153 /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2154 for (i = 0; i < max_a_idx; i++)
2156 artifact_type *a_ptr = &a_info[i];
2158 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2159 if (!a_ptr->name) continue;
2161 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2162 if (a_ptr->cur_num) continue;
2163 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2164 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2166 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2167 * XXX XXX Enforce minimum "depth" (loosely) */
2168 if (a_ptr->level > object_level)
2170 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2171 int d = (a_ptr->level - object_level) * 2;
2172 if (!one_in_(d)) continue;
2175 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2176 if (!one_in_(a_ptr->rarity)) continue;
2178 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2179 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2180 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2181 if (k_info[k_idx].level > object_level)
2183 int d = (k_info[k_idx].level - object_level) * 5;
2184 if (!one_in_(d)) continue;
2187 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2188 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2189 object_prep(o_ptr, k_idx);
2192 random_artifact_resistance(o_ptr, a_ptr);
2196 /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
2202 * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2203 * Mega-Hack -- Attempt to create one of the "Special Objects"
2204 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2205 * @return 生成に成功したらTRUEを返す。
2207 * Attempt to change an object into an artifact\n
2208 * This routine should only be called by "apply_magic()"\n
2209 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2211 static bool make_artifact(object_type *o_ptr)
2216 /* No artifacts in the town */
2217 if (!dun_level) return (FALSE);
2219 /* Paranoia -- no "plural" artifacts */
2220 if (o_ptr->number != 1) return (FALSE);
2222 /* Check the artifact list (skip the "specials") */
2223 for (i = 0; i < max_a_idx; i++)
2225 artifact_type *a_ptr = &a_info[i];
2227 /* Skip "empty" items */
2228 if (!a_ptr->name) continue;
2230 /* Cannot make an artifact twice */
2231 if (a_ptr->cur_num) continue;
2233 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2235 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2237 /* Must have the correct fields */
2238 if (a_ptr->tval != o_ptr->tval) continue;
2239 if (a_ptr->sval != o_ptr->sval) continue;
2241 /* XXX XXX Enforce minimum "depth" (loosely) */
2242 if (a_ptr->level > dun_level)
2244 /* Acquire the "out-of-depth factor" */
2245 int d = (a_ptr->level - dun_level) * 2;
2247 /* Roll for out-of-depth creation */
2248 if (!one_in_(d)) continue;
2251 /* We must make the "rarity roll" */
2252 if (!one_in_(a_ptr->rarity)) continue;
2254 /* Hack -- mark the item as an artifact */
2257 /* Hack: Some artifacts get random extra powers */
2258 random_artifact_resistance(o_ptr, a_ptr);
2270 * @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
2271 * Choose random ego type
2272 * @param slot 取得したいエゴの装備部位
2273 * @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。
2274 * @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。
2276 static byte get_random_ego(byte slot, bool good)
2279 ego_item_type *e_ptr;
2283 for (i = 1; i < max_e_idx; i++)
2287 if (e_ptr->slot == slot
2288 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2291 total += (255 / e_ptr->rarity);
2295 value = randint1(total);
2297 for (i = 1; i < max_e_idx; i++)
2301 if (e_ptr->slot == slot
2302 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)) )
2305 value -= (255 / e_ptr->rarity);
2306 if (value <= 0L) break;
2314 * @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
2315 * Apply magic to an item known to be a "weapon"
2316 * @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
2317 * @param level 生成基準階
2318 * @param power 生成ランク
2321 * Hack -- note special base damage dice boosting\n
2322 * Hack -- note special processing for weapon/digger\n
2324 static void a_m_aux_1(object_type *o_ptr, DEPTH level, int power)
2326 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
2327 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
2329 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
2330 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
2332 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
2334 tohit2 = (tohit2+1)/2;
2335 todam2 = (todam2+1)/2;
2342 o_ptr->to_h += tohit1;
2343 o_ptr->to_d += todam1;
2349 o_ptr->to_h += tohit2;
2350 o_ptr->to_d += todam2;
2358 o_ptr->to_h -= tohit1;
2359 o_ptr->to_d -= todam1;
2364 /* Penalize again */
2365 o_ptr->to_h -= tohit2;
2366 o_ptr->to_d -= todam2;
2369 /* Cursed (if "bad") */
2370 if (o_ptr->to_h + o_ptr->to_d < 0) o_ptr->curse_flags |= TRC_CURSED;
2373 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
2376 switch (o_ptr->tval)
2383 if (one_in_(30) || (power > 2)) /* power > 2 is debug only */
2384 create_artifact(o_ptr, FALSE);
2386 /* Special Ego-item */
2387 o_ptr->name2 = EGO_DIGGING;
2391 else if (power < -1)
2393 /* Hack -- Horrible digging bonus */
2394 o_ptr->pval = 0 - (5 + randint1(5));
2400 /* Hack -- Reverse digging bonus */
2401 o_ptr->pval = 0 - (o_ptr->pval);
2415 if (one_in_(40) || (power > 2)) /* power > 2 is debug only */
2417 create_artifact(o_ptr, FALSE);
2422 /* Roll for an ego-item */
2423 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
2424 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
2426 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
2428 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2433 switch (o_ptr->name2)
2436 if (one_in_(4) && (level > 40))
2437 add_flag(o_ptr->art_flags, TR_BLOWS);
2441 add_flag(o_ptr->art_flags, TR_RES_POIS);
2443 add_flag(o_ptr->art_flags, TR_WARNING);
2445 case EGO_KILL_DRAGON:
2447 add_flag(o_ptr->art_flags, TR_RES_POIS);
2451 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2453 case EGO_SLAYING_WEAPON:
2454 if (one_in_(3)) /* double damage */
2462 while (one_in_(o_ptr->dd));
2468 while (one_in_(o_ptr->ds));
2473 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2475 if (o_ptr->tval == TV_SWORD && one_in_(3))
2477 add_flag(o_ptr->art_flags, TR_VORPAL);
2482 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2488 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
2490 add_flag(o_ptr->art_flags, TR_DEX);
2492 add_flag(o_ptr->art_flags, TR_RES_FEAR);
2495 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
2497 case EGO_EARTHQUAKES:
2498 if (one_in_(3) && (level > 60))
2499 add_flag(o_ptr->art_flags, TR_BLOWS);
2501 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
2505 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2509 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2511 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2513 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2514 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2517 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
2518 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
2519 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2520 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2524 if (!o_ptr->art_name)
2526 /* Hack -- Super-charge the damage dice */
2527 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2529 /* Hack -- Lower the damage dice */
2530 if (o_ptr->dd > 9) o_ptr->dd = 9;
2535 else if (power < -1)
2537 /* Roll for ego-item */
2538 if (randint0(MAX_DEPTH) < level)
2542 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
2543 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
2549 switch (o_ptr->name2)
2552 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2553 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2555 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
2556 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
2557 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2558 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2559 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2560 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2574 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2576 create_artifact(o_ptr, FALSE);
2579 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
2593 if (power > 2) /* power > 2 is debug only */
2595 create_artifact(o_ptr, FALSE);
2599 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
2601 switch (o_ptr->name2)
2603 case EGO_SLAYING_BOLT:
2608 /* Hack -- super-charge the damage dice */
2609 while (one_in_(10L * o_ptr->dd * o_ptr->ds)) o_ptr->dd++;
2611 /* Hack -- restrict the damage dice */
2612 if (o_ptr->dd > 9) o_ptr->dd = 9;
2616 else if (power < -1)
2618 /* Roll for ego-item */
2619 if (randint0(MAX_DEPTH) < level)
2621 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
2631 * @brief ドラゴン装備にランダムな耐性を与える
2632 * @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
2635 static void dragon_resist(object_type * o_ptr)
2640 one_dragon_ele_resistance(o_ptr);
2642 one_high_resistance(o_ptr);
2648 * @brief オブジェクトにランダムな強いESPを与える
2649 * @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
2652 static bool add_esp_strong(object_type *o_ptr)
2654 bool nonliv = FALSE;
2656 switch (randint1(3))
2658 case 1: add_flag(o_ptr->art_flags, TR_ESP_EVIL); break;
2659 case 2: add_flag(o_ptr->art_flags, TR_TELEPATHY); break;
2660 case 3: add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); nonliv = TRUE; break;
2667 * @brief オブジェクトにランダムな弱いESPを与える
2668 * @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
2669 * @param extra TRUEならばESPの最大付与数が増える(TRUE -> 3+1d6 / FALSE -> 1d3)
2672 static void add_esp_weak(object_type *o_ptr, bool extra)
2675 u32b weak_esp_list[] = {
2687 const int MAX_ESP_WEAK = sizeof(weak_esp_list) / sizeof(weak_esp_list[0]);
2688 const int add_count = MIN(MAX_ESP_WEAK, (extra) ? (3 + randint1(randint1(6))) : randint1(3));
2690 /* Add unduplicated weak esp flags randomly */
2691 for (i = 0; i < add_count; ++ i)
2693 int choice = rand_range(i, MAX_ESP_WEAK - 1);
2695 add_flag(o_ptr->art_flags, weak_esp_list[choice]);
2696 weak_esp_list[choice] = weak_esp_list[i];
2702 * @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
2703 * Apply magic to an item known to be "armor"
2704 * @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
2705 * @param level 生成基準階
2706 * @param power 生成ランク
2709 * Hack -- note special processing for crown/helm\n
2710 * Hack -- note special processing for robe of permanence\n
2712 static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power)
2714 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
2715 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
2721 o_ptr->to_a += toac1;
2727 o_ptr->to_a += toac2;
2735 o_ptr->to_a -= toac1;
2740 /* Penalize again */
2741 o_ptr->to_a -= toac2;
2744 /* Cursed (if "bad") */
2745 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
2750 switch (o_ptr->tval)
2754 if (one_in_(50) || (power > 2)) /* power > 2 is debug only */
2755 create_artifact(o_ptr, FALSE);
2765 /* Hack -- Try for "Robes of the Magi" */
2766 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
2767 (o_ptr->sval == SV_ROBE) &&
2768 (randint0(100) < 15))
2772 o_ptr->name2 = EGO_YOIYAMI;
2773 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
2774 o_ptr->sval = SV_YOIYAMI_ROBE;
2780 o_ptr->name2 = EGO_PERMANENCE;
2785 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2787 create_artifact(o_ptr, FALSE);
2793 bool okay_flag = TRUE;
2795 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
2797 switch (o_ptr->name2)
2800 if (o_ptr->tval != TV_HARD_ARMOR)
2806 if (o_ptr->tval != TV_SOFT_ARMOR)
2815 if (okay_flag) break;
2817 switch (o_ptr->name2)
2819 case EGO_RESISTANCE:
2821 add_flag(o_ptr->art_flags, TR_RES_POIS);
2824 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2825 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
2829 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2831 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2833 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2834 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2836 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2837 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2838 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2839 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2840 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2841 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2842 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2843 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2846 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2847 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2848 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2849 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2850 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2851 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
2864 if (o_ptr->sval == SV_DRAGON_SHIELD)
2866 dragon_resist(o_ptr);
2867 if (!one_in_(3)) break;
2873 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2875 create_artifact(o_ptr, FALSE);
2881 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
2882 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
2883 && o_ptr->name2 == EGO_S_DWARVEN)
2890 switch (o_ptr->name2)
2893 if (!one_in_(3)) one_high_resistance(o_ptr);
2894 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2896 case EGO_REFLECTION:
2897 if (o_ptr->sval == SV_MIRROR_SHIELD)
2902 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
2903 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
2912 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
2914 dragon_resist(o_ptr);
2915 if (!one_in_(3)) break;
2919 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2921 create_artifact(o_ptr, FALSE);
2924 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
2928 else if (power < -1)
2930 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
2938 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
2940 dragon_resist(o_ptr);
2941 if (!one_in_(3)) break;
2946 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2948 create_artifact(o_ptr, FALSE);
2951 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
2953 switch (o_ptr->name2)
2955 case EGO_SLOW_DESCENT:
2958 one_high_resistance(o_ptr);
2964 else if (power < -1)
2966 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
2977 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
2979 create_artifact(o_ptr, FALSE);
2984 bool ok_flag = TRUE;
2985 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2987 switch (o_ptr->name2)
2990 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
2991 else add_esp_weak(o_ptr, FALSE);
2995 case EGO_REGENERATION:
2996 case EGO_LORDLINESS:
3002 if (one_in_(2)) add_esp_strong(o_ptr);
3003 else add_esp_weak(o_ptr, FALSE);
3006 default:/* not existing crown (wisdom,lite, etc...) */
3010 break; /* while (1) */
3016 else if (power < -1)
3020 bool ok_flag = TRUE;
3021 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3023 switch (o_ptr->name2)
3025 case EGO_ANCIENT_CURSE:
3026 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3027 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
3028 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3029 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3030 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3031 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3035 break; /* while (1) */
3044 if (o_ptr->sval == SV_DRAGON_HELM)
3046 dragon_resist(o_ptr);
3047 if (!one_in_(3)) break;
3053 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3055 create_artifact(o_ptr, FALSE);
3060 bool ok_flag = TRUE;
3061 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
3063 switch (o_ptr->name2)
3065 case EGO_BRILLIANCE:
3067 case EGO_INFRAVISION:
3068 case EGO_H_PROTECTION:
3073 if (one_in_(2)) add_esp_strong(o_ptr);
3074 else add_esp_weak(o_ptr, FALSE);
3078 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
3079 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
3082 if(one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3084 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
3086 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
3087 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3089 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3090 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
3091 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
3092 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
3093 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
3094 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3095 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
3096 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
3098 default:/* not existing helm (Magi, Might, etc...)*/
3102 break; /* while (1) */
3107 else if (power < -1)
3111 bool ok_flag = TRUE;
3112 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
3114 switch (o_ptr->name2)
3116 case EGO_ANCIENT_CURSE:
3120 break; /* while (1) */
3131 if (one_in_(20) || (power > 2)) /* power > 2 is debug only */
3133 create_artifact(o_ptr, FALSE);
3136 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
3138 switch (o_ptr->name2)
3147 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
3148 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
3149 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
3150 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
3157 else if (power < -1)
3159 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
3170 * @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
3171 * Apply magic to an item known to be a "ring" or "amulet"
3172 * @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
3173 * @param level 生成基準階
3174 * @param power 生成ランク
3177 * Hack -- note special "pval boost" code for ring of speed\n
3178 * Hack -- note that some items must be cursed (or blessed)\n
3180 static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power)
3182 /* Apply magic (good or bad) according to type */
3183 switch (o_ptr->tval)
3188 switch (o_ptr->sval)
3190 case SV_RING_ATTACKS:
3193 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
3194 if (one_in_(15)) o_ptr->pval++;
3195 if (o_ptr->pval < 1) o_ptr->pval = 1;
3201 o_ptr->ident |= (IDENT_BROKEN);
3204 o_ptr->curse_flags |= TRC_CURSED;
3207 o_ptr->pval = 0 - (o_ptr->pval);
3218 /* Strength, Constitution, Dexterity, Intelligence */
3224 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3230 o_ptr->ident |= (IDENT_BROKEN);
3233 o_ptr->curse_flags |= TRC_CURSED;
3236 o_ptr->pval = 0 - (o_ptr->pval);
3242 /* Ring of Speed! */
3245 /* Base speed (1 to 10) */
3246 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3248 /* Super-charge the ring */
3249 while (randint0(100) < 50) o_ptr->pval++;
3255 o_ptr->ident |= (IDENT_BROKEN);
3258 o_ptr->curse_flags |= TRC_CURSED;
3261 o_ptr->pval = 0 - (o_ptr->pval);
3269 case SV_RING_LORDLY:
3273 one_lordly_high_resistance(o_ptr);
3277 /* Bonus to armor class */
3278 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3282 case SV_RING_WARNING:
3284 if (one_in_(3)) one_low_esp(o_ptr);
3289 case SV_RING_SEARCHING:
3291 /* Bonus to searching */
3292 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3298 o_ptr->ident |= (IDENT_BROKEN);
3301 o_ptr->curse_flags |= TRC_CURSED;
3304 o_ptr->pval = 0 - (o_ptr->pval);
3310 /* Flames, Acid, Ice */
3311 case SV_RING_FLAMES:
3316 /* Bonus to armor class */
3317 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
3321 /* Weakness, Stupidity */
3322 case SV_RING_WEAKNESS:
3323 case SV_RING_STUPIDITY:
3326 o_ptr->ident |= (IDENT_BROKEN);
3329 o_ptr->curse_flags |= TRC_CURSED;
3332 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3333 if (power > 0) power = 0 - power;
3338 /* WOE, Stupidity */
3342 o_ptr->ident |= (IDENT_BROKEN);
3345 o_ptr->curse_flags |= TRC_CURSED;
3348 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
3349 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
3350 if (power > 0) power = 0 - power;
3355 /* Ring of damage */
3356 case SV_RING_DAMAGE:
3358 /* Bonus to damage */
3359 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
3365 o_ptr->ident |= (IDENT_BROKEN);
3368 o_ptr->curse_flags |= TRC_CURSED;
3371 o_ptr->to_d = 0 - o_ptr->to_d;
3377 /* Ring of Accuracy */
3378 case SV_RING_ACCURACY:
3381 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
3387 o_ptr->ident |= (IDENT_BROKEN);
3390 o_ptr->curse_flags |= TRC_CURSED;
3393 o_ptr->to_h = 0 - o_ptr->to_h;
3399 /* Ring of Protection */
3400 case SV_RING_PROTECTION:
3402 /* Bonus to armor class */
3403 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
3409 o_ptr->ident |= (IDENT_BROKEN);
3412 o_ptr->curse_flags |= TRC_CURSED;
3415 o_ptr->to_a = 0 - o_ptr->to_a;
3421 /* Ring of Slaying */
3422 case SV_RING_SLAYING:
3424 /* Bonus to damage and to hit */
3425 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
3426 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
3432 o_ptr->ident |= (IDENT_BROKEN);
3435 o_ptr->curse_flags |= TRC_CURSED;
3437 /* Reverse bonuses */
3438 o_ptr->to_h = 0 - o_ptr->to_h;
3439 o_ptr->to_d = 0 - o_ptr->to_d;
3445 case SV_RING_MUSCLE:
3447 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
3448 if (one_in_(4)) o_ptr->pval++;
3454 o_ptr->ident |= (IDENT_BROKEN);
3457 o_ptr->curse_flags |= TRC_CURSED;
3459 /* Reverse bonuses */
3460 o_ptr->pval = 0 - o_ptr->pval;
3465 case SV_RING_AGGRAVATION:
3468 o_ptr->ident |= (IDENT_BROKEN);
3471 o_ptr->curse_flags |= TRC_CURSED;
3473 if (power > 0) power = 0 - power;
3477 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3478 || (power > 2)) /* power > 2 is debug only */
3480 o_ptr->pval = MIN(o_ptr->pval, 4);
3481 /* Randart amulet */
3482 create_artifact(o_ptr, FALSE);
3484 else if ((power == 2) && one_in_(2))
3486 while(!o_ptr->name2)
3488 int tmp = m_bonus(10, level);
3489 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3490 switch(randint1(28))
3493 o_ptr->name2 = EGO_RING_THROW;
3496 if (have_flag(k_ptr->flags, TR_REGEN)) break;
3497 o_ptr->name2 = EGO_RING_REGEN;
3500 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
3501 o_ptr->name2 = EGO_RING_LITE;
3504 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
3505 o_ptr->name2 = EGO_RING_TELEPORT;
3508 if (o_ptr->to_h) break;
3509 o_ptr->name2 = EGO_RING_TO_H;
3512 if (o_ptr->to_d) break;
3513 o_ptr->name2 = EGO_RING_TO_D;
3516 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
3517 o_ptr->name2 = EGO_RING_SLAY;
3520 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
3521 o_ptr->name2 = EGO_RING_WIZARD;
3524 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3525 o_ptr->name2 = EGO_RING_HERO;
3528 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3529 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
3530 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
3531 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
3534 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3535 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;
3536 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
3537 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
3538 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
3541 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3542 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;
3543 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
3544 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
3545 else o_ptr->name2 = EGO_RING_COLD_BOLT;
3548 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3549 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;
3550 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
3551 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
3554 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
3555 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;
3556 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
3557 else o_ptr->name2 = EGO_RING_ACID_BOLT;
3559 case 21: case 22: case 23: case 24: case 25: case 26:
3560 switch (o_ptr->sval)
3563 if (!one_in_(3)) break;
3564 o_ptr->name2 = EGO_RING_D_SPEED;
3566 case SV_RING_DAMAGE:
3567 case SV_RING_ACCURACY:
3568 case SV_RING_SLAYING:
3569 if (one_in_(2)) break;
3570 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
3573 o_ptr->name2 = EGO_RING_BERSERKER;
3574 o_ptr->to_h -= 2+randint1(4);
3575 o_ptr->to_d += 2+randint1(4);
3578 case SV_RING_PROTECTION:
3579 o_ptr->name2 = EGO_RING_SUPER_AC;
3580 o_ptr->to_a += 7 + m_bonus(5, level);
3582 case SV_RING_RES_FEAR:
3583 o_ptr->name2 = EGO_RING_HERO;
3586 if (one_in_(2)) break;
3587 o_ptr->name2 = EGO_RING_HUNTER;
3589 case SV_RING_SEARCHING:
3590 o_ptr->name2 = EGO_RING_STEALTH;
3592 case SV_RING_TELEPORTATION:
3593 o_ptr->name2 = EGO_RING_TELE_AWAY;
3595 case SV_RING_RES_BLINDNESS:
3597 o_ptr->name2 = EGO_RING_RES_LITE;
3599 o_ptr->name2 = EGO_RING_RES_DARK;
3601 case SV_RING_LORDLY:
3602 if (!one_in_(20)) break;
3603 one_lordly_high_resistance(o_ptr);
3604 one_lordly_high_resistance(o_ptr);
3605 o_ptr->name2 = EGO_RING_TRUE;
3607 case SV_RING_SUSTAIN:
3608 if (!one_in_(4)) break;
3609 o_ptr->name2 = EGO_RING_RES_TIME;
3611 case SV_RING_FLAMES:
3612 if (!one_in_(2)) break;
3613 o_ptr->name2 = EGO_RING_DRAGON_F;
3616 if (!one_in_(2)) break;
3617 o_ptr->name2 = EGO_RING_DRAGON_C;
3619 case SV_RING_WARNING:
3620 if (!one_in_(2)) break;
3621 o_ptr->name2 = EGO_RING_M_DETECT;
3630 o_ptr->curse_flags = 0L;
3632 else if ((power == -2) && one_in_(2))
3634 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3635 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3636 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3637 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3638 o_ptr->art_flags[0] = 0;
3639 o_ptr->art_flags[1] = 0;
3640 while(!o_ptr->name2)
3642 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3646 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3647 o_ptr->name2 = EGO_RING_DRAIN_EXP;
3650 o_ptr->name2 = EGO_RING_NO_MELEE;
3653 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3654 o_ptr->name2 = EGO_RING_AGGRAVATE;
3657 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3658 o_ptr->name2 = EGO_RING_TY_CURSE;
3661 o_ptr->name2 = EGO_RING_ALBINO;
3666 o_ptr->ident |= (IDENT_BROKEN);
3669 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3677 switch (o_ptr->sval)
3679 /* Amulet of wisdom/charisma */
3680 case SV_AMULET_INTELLIGENCE:
3681 case SV_AMULET_WISDOM:
3682 case SV_AMULET_CHARISMA:
3684 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
3690 o_ptr->ident |= (IDENT_BROKEN);
3693 o_ptr->curse_flags |= (TRC_CURSED);
3695 /* Reverse bonuses */
3696 o_ptr->pval = 0 - o_ptr->pval;
3702 /* Amulet of brilliance */
3703 case SV_AMULET_BRILLIANCE:
3705 o_ptr->pval = 1 + m_bonus(3, level);
3706 if (one_in_(4)) o_ptr->pval++;
3712 o_ptr->ident |= (IDENT_BROKEN);
3715 o_ptr->curse_flags |= (TRC_CURSED);
3717 /* Reverse bonuses */
3718 o_ptr->pval = 0 - o_ptr->pval;
3724 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
3728 o_ptr->curse_flags |= (TRC_CURSED);
3733 case SV_AMULET_RESISTANCE:
3735 if (one_in_(5)) one_high_resistance(o_ptr);
3736 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
3740 /* Amulet of searching */
3741 case SV_AMULET_SEARCHING:
3743 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
3749 o_ptr->ident |= (IDENT_BROKEN);
3752 o_ptr->curse_flags |= (TRC_CURSED);
3754 /* Reverse bonuses */
3755 o_ptr->pval = 0 - (o_ptr->pval);
3761 /* Amulet of the Magi -- never cursed */
3762 case SV_AMULET_THE_MAGI:
3764 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
3765 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
3767 /* gain one low ESP */
3768 add_esp_weak(o_ptr, FALSE);
3773 /* Amulet of Doom -- always cursed */
3774 case SV_AMULET_DOOM:
3777 o_ptr->ident |= (IDENT_BROKEN);
3780 o_ptr->curse_flags |= (TRC_CURSED);
3783 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
3784 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
3785 if (power > 0) power = 0 - power;
3790 case SV_AMULET_MAGIC_MASTERY:
3792 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
3798 o_ptr->ident |= (IDENT_BROKEN);
3801 o_ptr->curse_flags |= (TRC_CURSED);
3803 /* Reverse bonuses */
3804 o_ptr->pval = 0 - o_ptr->pval;
3810 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79))
3811 || (power > 2)) /* power > 2 is debug only */
3813 o_ptr->pval = MIN(o_ptr->pval, 4);
3814 /* Randart amulet */
3815 create_artifact(o_ptr, FALSE);
3817 else if ((power == 2) && one_in_(2))
3819 while(!o_ptr->name2)
3821 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3822 switch(randint1(21))
3825 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
3826 o_ptr->name2 = EGO_AMU_SLOW_D;
3829 if (o_ptr->pval) break;
3830 o_ptr->name2 = EGO_AMU_INFRA;
3833 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
3834 o_ptr->name2 = EGO_AMU_SEE_INVIS;
3837 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
3838 o_ptr->name2 = EGO_AMU_HOLD_EXP;
3841 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
3842 o_ptr->name2 = EGO_AMU_LEVITATION;
3844 case 10: case 11: case 21:
3845 o_ptr->name2 = EGO_AMU_AC;
3848 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
3849 if (m_bonus(10, level) > 8)
3850 o_ptr->name2 = EGO_AMU_RES_FIRE_;
3852 o_ptr->name2 = EGO_AMU_RES_FIRE;
3855 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
3856 if (m_bonus(10, level) > 8)
3857 o_ptr->name2 = EGO_AMU_RES_COLD_;
3859 o_ptr->name2 = EGO_AMU_RES_COLD;
3862 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
3863 if (m_bonus(10, level) > 8)
3864 o_ptr->name2 = EGO_AMU_RES_ELEC_;
3866 o_ptr->name2 = EGO_AMU_RES_ELEC;
3869 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
3870 if (m_bonus(10, level) > 8)
3871 o_ptr->name2 = EGO_AMU_RES_ACID_;
3873 o_ptr->name2 = EGO_AMU_RES_ACID;
3875 case 16: case 17: case 18: case 19: case 20:
3876 switch (o_ptr->sval)
3878 case SV_AMULET_TELEPORT:
3879 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
3880 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
3881 else o_ptr->name2 = EGO_AMU_TELEPORT;
3883 case SV_AMULET_RESIST_ACID:
3884 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
3886 case SV_AMULET_SEARCHING:
3887 o_ptr->name2 = EGO_AMU_STEALTH;
3889 case SV_AMULET_BRILLIANCE:
3890 if (!one_in_(3)) break;
3891 o_ptr->name2 = EGO_AMU_IDENT;
3893 case SV_AMULET_CHARISMA:
3894 if (!one_in_(3)) break;
3895 o_ptr->name2 = EGO_AMU_CHARM;
3897 case SV_AMULET_THE_MAGI:
3898 if (one_in_(2)) break;
3899 o_ptr->name2 = EGO_AMU_GREAT;
3901 case SV_AMULET_RESISTANCE:
3902 if (!one_in_(5)) break;
3903 o_ptr->name2 = EGO_AMU_DEFENDER;
3905 case SV_AMULET_TELEPATHY:
3906 if (!one_in_(3)) break;
3907 o_ptr->name2 = EGO_AMU_DETECTION;
3913 o_ptr->curse_flags = 0L;
3915 else if ((power == -2) && one_in_(2))
3917 if (o_ptr->to_h > 0) o_ptr->to_h = 0-o_ptr->to_h;
3918 if (o_ptr->to_d > 0) o_ptr->to_d = 0-o_ptr->to_d;
3919 if (o_ptr->to_a > 0) o_ptr->to_a = 0-o_ptr->to_a;
3920 if (o_ptr->pval > 0) o_ptr->pval = 0-o_ptr->pval;
3921 o_ptr->art_flags[0] = 0;
3922 o_ptr->art_flags[1] = 0;
3923 while(!o_ptr->name2)
3925 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3929 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
3930 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
3933 o_ptr->name2 = EGO_AMU_FOOL;
3936 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
3937 o_ptr->name2 = EGO_AMU_AGGRAVATE;
3940 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
3941 o_ptr->name2 = EGO_AMU_TY_CURSE;
3944 o_ptr->name2 = EGO_AMU_NAIVETY;
3949 o_ptr->ident |= (IDENT_BROKEN);
3952 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
3960 * @brief モンスターが人形のベースにできるかを返す
3961 * @param r_idx チェックしたいモンスター種族のID
3962 * @return 人形にできるならTRUEを返す
3964 static bool item_monster_okay(MONRACE_IDX r_idx)
3966 monster_race *r_ptr = &r_info[r_idx];
3969 if (r_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3970 if (r_ptr->flags7 & RF7_KAGE) return (FALSE);
3971 if (r_ptr->flagsr & RFR_RES_ALL) return (FALSE);
3972 if (r_ptr->flags7 & RF7_NAZGUL) return (FALSE);
3973 if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE);
3974 if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE);
3981 * @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
3982 * Apply magic to an item known to be "boring"
3983 * @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
3984 * @param level 生成基準階
3985 * @param power 生成ランク
3988 * Hack -- note the special code for various items
3990 static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power)
3992 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3997 /* Apply magic (good or bad) according to type */
3998 switch (o_ptr->tval)
4007 o_ptr->ident |= (IDENT_BROKEN);
4010 o_ptr->curse_flags |= (TRC_CURSED);
4017 o_ptr->xtra4 = o_ptr->pval;
4023 /* Hack -- Torches -- random fuel */
4024 if (o_ptr->sval == SV_LITE_TORCH)
4026 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4030 /* Hack -- Lanterns -- random fuel */
4031 if (o_ptr->sval == SV_LITE_LANTERN)
4033 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
4037 if (power > 2) /* power > 2 is debug only */
4039 create_artifact(o_ptr, FALSE);
4041 else if ((power == 2) || ((power == 1) && one_in_(3)))
4043 while (!o_ptr->name2)
4047 bool okay_flag = TRUE;
4049 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
4051 switch (o_ptr->name2)
4054 if (o_ptr->sval == SV_LITE_FEANOR)
4062 else if (power == -2)
4064 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
4066 switch (o_ptr->name2)
4068 case EGO_LITE_DARKNESS:
4071 if (o_ptr->sval == SV_LITE_TORCH)
4073 add_flag(o_ptr->art_flags, TR_LITE_M1);
4075 else if (o_ptr->sval == SV_LITE_LANTERN)
4077 add_flag(o_ptr->art_flags, TR_LITE_M2);
4079 else if (o_ptr->sval == SV_LITE_FEANOR)
4081 add_flag(o_ptr->art_flags, TR_LITE_M3);
4093 /* The wand or staff gets a number of initial charges equal
4094 * to between 1/2 (+1) and the full object kind's pval. -LM-
4096 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
4102 /* Transfer the pval. -LM- */
4103 o_ptr->pval = k_ptr->pval;
4110 object_aware(o_ptr);
4111 object_known(o_ptr);
4117 PARAMETER_VALUE i = 1;
4120 monster_race *r_ptr;
4122 /* Pick a random non-unique monster race */
4125 i = randint1(max_r_idx - 1);
4127 if (!item_monster_okay(i)) continue;
4128 if (i == MON_TSUCHINOKO) continue;
4132 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4134 /* Ignore dead monsters */
4135 if (!r_ptr->rarity) continue;
4137 /* Ignore uncommon monsters */
4138 if (r_ptr->rarity > 100) continue;
4140 /* Prefer less out-of-depth monsters */
4141 if (randint0(check)) continue;
4148 /* Some figurines are cursed */
4149 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
4156 PARAMETER_VALUE i = 1;
4161 monster_race *r_ptr;
4163 if (o_ptr->sval == SV_SKELETON)
4165 match = RF9_DROP_SKELETON;
4167 else if (o_ptr->sval == SV_CORPSE)
4169 match = RF9_DROP_CORPSE;
4172 /* Hack -- Remove the monster restriction */
4173 get_mon_num_prep(item_monster_okay, NULL);
4175 /* Pick a random non-unique monster race */
4178 i = get_mon_num(dun_level);
4182 check = (dun_level < r_ptr->level) ? (r_ptr->level - dun_level) : 0;
4184 /* Ignore dead monsters */
4185 if (!r_ptr->rarity) continue;
4187 /* Ignore corpseless monsters */
4188 if (!(r_ptr->flags9 & match)) continue;
4190 /* Prefer less out-of-depth monsters */
4191 if (randint0(check)) continue;
4199 object_aware(o_ptr);
4200 object_known(o_ptr);
4206 PARAMETER_VALUE i = 1;
4208 monster_race *r_ptr;
4210 /* Pick a random monster race */
4213 i = randint1(max_r_idx - 1);
4217 /* Ignore dead monsters */
4218 if (!r_ptr->rarity) continue;
4227 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
4229 object_aware(o_ptr);
4230 object_known(o_ptr);
4237 DEPTH obj_level = k_info[o_ptr->k_idx].level;
4239 /* Hack -- skip ruined chests */
4240 if (obj_level <= 0) break;
4242 /* Hack -- pick a "difficulty" */
4243 o_ptr->pval = randint1(obj_level);
4244 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
4246 o_ptr->xtra3 = dun_level + 5;
4248 /* Never exceed "difficulty" of 55 to 59 */
4249 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
4257 * @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
4258 * Complete the "creation" of an object by applying "magic" to the item
4259 * @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
4261 * @param mode 生成オプション
4264 * This includes not only rolling for random bonuses, but also putting the\n
4265 * finishing touches on ego-items and artifacts, giving charges to wands and\n
4266 * staffs, giving fuel to lites, and placing traps on chests.\n
4268 * In particular, note that "Instant Artifacts", if "created" by an external\n
4269 * routine, must pass through this function to complete the actual creation.\n
4271 * The base "chance" of the item being "good" increases with the "level"\n
4272 * parameter, which is usually derived from the dungeon level, being equal\n
4273 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
4274 * the object is guaranteed to be "good". If an object is "good", then\n
4275 * the chance that the object will be "great" (ego-item or artifact), also\n
4276 * increases with the "level", being equal to half the level, plus 5, up to\n
4277 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
4278 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
4280 * If the object is not "good", there is a chance it will be "cursed", and\n
4281 * if it is "cursed", there is a chance it will be "broken". These chances\n
4282 * are related to the "good" / "great" chances above.\n
4284 * Otherwise "normal" rings and amulets will be "good" half the time and\n
4285 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
4287 * If "okay" is true, and the object is going to be "great", then there is\n
4288 * a chance that an artifact will be created. This is true even if both the\n
4289 * "good" and "great" arguments are false. As a total hack, if "great" is\n
4290 * true, then the item gets 3 extra "attempts" to become an artifact.\n
4292 void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
4294 int i, rolls, f1, f2, power;
4296 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(p_ptr->lev/2+10);
4298 /* Maximum "level" for various things */
4299 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
4301 /* Base chance of being "good" */
4304 /* Maximal chance of being "good" */
4305 if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
4307 /* Base chance of being "great" */
4310 /* Maximal chance of being "great" */
4311 if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
4312 f2 = d_info[dungeon_type].obj_great;
4314 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
4319 else if(p_ptr->muta3 & MUT3_BAD_LUCK)
4328 /* Roll for "good" */
4329 if ((mode & AM_GOOD) || magik(f1))
4334 /* Roll for "great" */
4335 if ((mode & AM_GREAT) || magik(f2))
4339 /* Roll for "special" */
4340 if (mode & AM_SPECIAL) power = 3;
4344 /* Roll for "cursed" */
4347 /* Assume "cursed" */
4350 /* Roll for "broken" */
4351 if (magik(f2)) power = -2;
4355 if (mode & AM_CURSED)
4357 /* Assume 'cursed' */
4362 /* Everything else gets more badly cursed */
4369 /* Assume no rolls */
4372 /* Get one roll if excellent */
4373 if (power >= 2) rolls = 1;
4375 /* Hack -- Get four rolls if forced great or special */
4376 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
4378 /* Hack -- Get no rolls if not allowed */
4379 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
4381 /* Roll for artifacts if allowed */
4382 for (i = 0; i < rolls; i++)
4384 /* Roll for an artifact */
4385 if (make_artifact(o_ptr)) break;
4386 if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
4388 if (make_artifact(o_ptr)) break;
4393 /* Hack -- analyze artifacts */
4394 if (object_is_fixed_artifact(o_ptr))
4396 artifact_type *a_ptr = &a_info[o_ptr->name1];
4398 /* Hack -- Mark the artifact as "created" */
4401 /* Hack -- Memorize location of artifact in saved floors */
4402 if (character_dungeon)
4403 a_ptr->floor_id = p_ptr->floor_id;
4405 /* Extract the other fields */
4406 o_ptr->pval = a_ptr->pval;
4407 o_ptr->ac = a_ptr->ac;
4408 o_ptr->dd = a_ptr->dd;
4409 o_ptr->ds = a_ptr->ds;
4410 o_ptr->to_a = a_ptr->to_a;
4411 o_ptr->to_h = a_ptr->to_h;
4412 o_ptr->to_d = a_ptr->to_d;
4413 o_ptr->weight = a_ptr->weight;
4414 o_ptr->xtra2 = a_ptr->act_idx;
4416 if (o_ptr->name1 == ART_MILIM)
4418 if(p_ptr->pseikaku == SEIKAKU_SEXY)
4424 /* Hack -- extract the "broken" flag */
4425 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4427 /* Hack -- extract the "cursed" flag */
4428 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4429 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4430 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4431 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4432 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4433 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4440 switch (o_ptr->tval)
4449 if (power) a_m_aux_1(o_ptr, lev, power);
4455 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) a_m_aux_1(o_ptr, lev, power);
4461 if (power && !(o_ptr->sval == SV_DOKUBARI)) a_m_aux_1(o_ptr, lev, power);
4475 /* Elven Cloak and Black Clothes ... */
4476 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
4477 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
4478 o_ptr->pval = randint1(4);
4482 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
4483 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
4484 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
4485 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
4486 a_m_aux_2(o_ptr, lev, power);
4488 if (power) a_m_aux_2(o_ptr, lev, power);
4496 if (!power && (randint0(100) < 50)) power = -1;
4497 a_m_aux_3(o_ptr, lev, power);
4503 a_m_aux_4(o_ptr, lev, power);
4508 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
4509 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
4510 (p_ptr->pseikaku == SEIKAKU_SEXY))
4513 add_flag(o_ptr->art_flags, TR_STR);
4514 add_flag(o_ptr->art_flags, TR_INT);
4515 add_flag(o_ptr->art_flags, TR_WIS);
4516 add_flag(o_ptr->art_flags, TR_DEX);
4517 add_flag(o_ptr->art_flags, TR_CON);
4518 add_flag(o_ptr->art_flags, TR_CHR);
4521 /* Hack -- analyze ego-items */
4522 if (object_is_ego(o_ptr))
4524 ego_item_type *e_ptr = &e_info[o_ptr->name2];
4526 /* Hack -- acquire "broken" flag */
4527 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
4529 /* Hack -- acquire "cursed" flag */
4530 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
4531 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4532 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
4533 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4534 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4535 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4537 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
4538 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
4539 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
4540 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
4541 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
4542 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
4543 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
4544 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
4550 while (one_in_(o_ptr->dd));
4552 if (o_ptr->dd > 9) o_ptr->dd = 9;
4555 /* Hack -- apply activatin index if needed */
4556 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
4558 /* Hack -- apply extra penalties if needed */
4559 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
4561 /* Hack -- obtain bonuses */
4562 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
4563 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
4564 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
4566 /* Hack -- obtain pval */
4567 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
4570 /* Hack -- apply extra bonuses if needed */
4573 /* Hack -- obtain bonuses */
4574 if (e_ptr->max_to_h)
4576 if (e_ptr->max_to_h > 127)
4577 o_ptr->to_h -= randint1(256-e_ptr->max_to_h);
4578 else o_ptr->to_h += randint1(e_ptr->max_to_h);
4580 if (e_ptr->max_to_d)
4582 if (e_ptr->max_to_d > 127)
4583 o_ptr->to_d -= randint1(256-e_ptr->max_to_d);
4584 else o_ptr->to_d += randint1(e_ptr->max_to_d);
4586 if (e_ptr->max_to_a)
4588 if (e_ptr->max_to_a > 127)
4589 o_ptr->to_a -= randint1(256-e_ptr->max_to_a);
4590 else o_ptr->to_a += randint1(e_ptr->max_to_a);
4593 /* Accuracy ego must have high to_h */
4594 if(o_ptr->name2 == EGO_ACCURACY)
4596 while(o_ptr->to_h < o_ptr->to_d + 10)
4601 o_ptr->to_h = MAX(o_ptr->to_h, 15);
4604 /* Accuracy ego must have high to_h */
4605 if(o_ptr->name2 == EGO_VELOCITY)
4607 while(o_ptr->to_d < o_ptr->to_h + 10)
4612 o_ptr->to_d = MAX(o_ptr->to_d, 15);
4615 /* Protection ego must have high to_a */
4616 if((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
4618 o_ptr->to_a = MAX(o_ptr->to_a, 15);
4621 /* Hack -- obtain pval */
4622 if (e_ptr->max_pval)
4624 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
4627 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds+1)) < 15)) o_ptr->pval++;
4629 else if (o_ptr->name2 == EGO_DEMON)
4631 if(have_flag(o_ptr->art_flags, TR_BLOWS))
4633 o_ptr->pval += randint1(2);
4637 o_ptr->pval += randint1(e_ptr->max_pval);
4640 else if (o_ptr->name2 == EGO_ATTACKS)
4642 o_ptr->pval = randint1(e_ptr->max_pval*lev/100+1);
4643 if (o_ptr->pval > 3) o_ptr->pval = 3;
4644 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
4645 o_ptr->pval += randint1(2);
4647 else if (o_ptr->name2 == EGO_BAT)
4649 o_ptr->pval = randint1(e_ptr->max_pval);
4650 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
4652 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
4654 o_ptr->pval = randint1(e_ptr->max_pval);
4658 o_ptr->pval += randint1(e_ptr->max_pval);
4663 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
4665 o_ptr->pval = randint1(o_ptr->pval);
4667 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
4674 /* Examine real objects */
4677 object_kind *k_ptr = &k_info[o_ptr->k_idx];
4679 /* Hack -- acquire "broken" flag */
4680 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
4682 /* Hack -- acquire "cursed" flag */
4683 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
4684 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
4685 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
4686 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
4687 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
4688 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
4696 * @brief ベースアイテムが上質として扱われるかどうかを返す。
4697 * Hack -- determine if a template is "good"
4698 * @param k_idx 判定したいベースアイテムのID
4699 * @return ベースアイテムが上質ならばTRUEを返す。
4701 static bool kind_is_good(KIND_OBJECT_IDX k_idx)
4703 object_kind *k_ptr = &k_info[k_idx];
4705 /* Analyze the item type */
4706 switch (k_ptr->tval)
4708 /* Armor -- Good unless damaged */
4719 if (k_ptr->to_a < 0) return (FALSE);
4723 /* Weapons -- Good unless damaged */
4730 if (k_ptr->to_h < 0) return (FALSE);
4731 if (k_ptr->to_d < 0) return (FALSE);
4735 /* Ammo -- Arrows/Bolts are good */
4742 /* Books -- High level books are good (except Arcane books) */
4744 case TV_SORCERY_BOOK:
4745 case TV_NATURE_BOOK:
4750 case TV_DAEMON_BOOK:
4751 case TV_CRUSADE_BOOK:
4753 case TV_HISSATSU_BOOK:
4756 if (k_ptr->sval >= SV_BOOK_MIN_GOOD) return (TRUE);
4760 /* Rings -- Rings of Speed are good */
4763 if (k_ptr->sval == SV_RING_SPEED) return (TRUE);
4764 if (k_ptr->sval == SV_RING_LORDLY) return (TRUE);
4768 /* Amulets -- Amulets of the Magi and Resistance are good */
4771 if (k_ptr->sval == SV_AMULET_THE_MAGI) return (TRUE);
4772 if (k_ptr->sval == SV_AMULET_RESISTANCE) return (TRUE);
4777 /* Assume not good */
4782 * @brief 生成階に応じたベースアイテムの生成を行う。
4783 * Attempt to make an object (normal or good/great)
4784 * @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
4785 * @param mode オプションフラグ
4786 * @return 生成に成功したらTRUEを返す。
4788 * This routine plays nasty games to generate the "special artifacts".\n
4789 * This routine uses "object_level" for the "generation level".\n
4790 * We assume that the given object has been "wiped".\n
4792 bool make_object(object_type *j_ptr, BIT_FLAGS mode)
4798 /* Chance of "special object" */
4799 prob = ((mode & AM_GOOD) ? 10 : 1000);
4801 /* Base level for the object */
4802 base = ((mode & AM_GOOD) ? (object_level + 10) : object_level);
4805 /* Generate a special object, or a normal object */
4806 if (!one_in_(prob) || !make_artifact_special(j_ptr))
4808 KIND_OBJECT_IDX k_idx;
4811 if ((mode & AM_GOOD) && !get_obj_num_hook)
4813 /* Activate restriction (if already specified, use that) */
4814 get_obj_num_hook = kind_is_good;
4817 /* Restricted objects - prepare allocation table */
4818 if (get_obj_num_hook) get_obj_num_prep();
4820 /* Pick a random object */
4821 k_idx = get_obj_num(base);
4823 /* Restricted objects */
4824 if (get_obj_num_hook)
4826 /* Clear restriction */
4827 get_obj_num_hook = NULL;
4829 /* Reset allocation table to default */
4833 /* Handle failure */
4834 if (!k_idx) return (FALSE);
4836 /* Prepare the object */
4837 object_prep(j_ptr, k_idx);
4840 /* Apply magic (allow artifacts) */
4841 apply_magic(j_ptr, object_level, mode);
4843 /* Hack -- generate multiple spikes/missiles */
4844 switch (j_ptr->tval)
4852 j_ptr->number = (byte)damroll(6, 7);
4856 if (cheat_peek) object_mention(j_ptr);
4864 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
4865 * Attempt to place an object (normal or good/great) at the given location.
4866 * @param y 配置したいフロアのY座標
4867 * @param x 配置したいフロアのX座標
4868 * @param mode オプションフラグ
4869 * @return 生成に成功したらTRUEを返す。
4871 * This routine plays nasty games to generate the "special artifacts".\n
4872 * This routine uses "object_level" for the "generation level".\n
4873 * This routine requires a clean floor grid destination.\n
4875 void place_object(POSITION y, POSITION x, BIT_FLAGS mode)
4880 cave_type *c_ptr = &cave[y][x];
4886 /* Paranoia -- check bounds */
4887 if (!in_bounds(y, x)) return;
4889 /* Require floor space */
4890 if (!cave_drop_bold(y, x)) return;
4892 /* Avoid stacking on other objects */
4893 if (c_ptr->o_idx) return;
4898 /* Make an object (if possible) */
4899 if (!make_object(q_ptr, mode)) return;
4902 /* Make an object */
4909 o_ptr = &o_list[o_idx];
4911 /* Structure Copy */
4912 object_copy(o_ptr, q_ptr);
4918 o_ptr->next_o_idx = c_ptr->o_idx;
4920 /* Place the object */
4921 c_ptr->o_idx = o_idx;
4929 /* Hack -- Preserve artifacts */
4930 if (object_is_fixed_artifact(q_ptr))
4932 a_info[q_ptr->name1].cur_num = 0;
4939 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
4940 * Make a treasure object
4941 * @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
4942 * @return 生成に成功したらTRUEを返す。
4944 * The location must be a legal, clean, floor grid.
4946 bool make_gold(object_type *j_ptr)
4951 /* Hack -- Pick a Treasure variety */
4952 i = ((randint1(object_level + 2) + 2) / 2) - 1;
4954 /* Apply "extra" magic */
4955 if (one_in_(GREAT_OBJ))
4957 i += randint1(object_level + 1);
4960 /* Hack -- Creeping Coins only generate "themselves" */
4961 if (coin_type) i = coin_type;
4963 /* Do not create "illegal" Treasure Types */
4964 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
4966 /* Prepare a gold object */
4967 object_prep(j_ptr, OBJ_GOLD_LIST + i);
4969 /* Hack -- Base coin cost */
4970 base = k_info[OBJ_GOLD_LIST + i].cost;
4972 /* Determine how much the treasure is "worth" */
4973 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
4981 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
4982 * Places a treasure (Gold or Gems) at given location
4983 * @param y 配置したいフロアのY座標
4984 * @param x 配置したいフロアのX座標
4985 * @return 生成に成功したらTRUEを返す。
4987 * The location must be a legal, clean, floor grid.
4989 void place_gold(POSITION y, POSITION x)
4994 cave_type *c_ptr = &cave[y][x];
5000 /* Paranoia -- check bounds */
5001 if (!in_bounds(y, x)) return;
5003 /* Require floor space */
5004 if (!cave_drop_bold(y, x)) return;
5006 /* Avoid stacking on other objects */
5007 if (c_ptr->o_idx) return;
5012 /* Make some gold */
5013 if (!make_gold(q_ptr)) return;
5015 /* Make an object */
5022 o_ptr = &o_list[o_idx];
5024 /* Copy the object */
5025 object_copy(o_ptr, q_ptr);
5032 o_ptr->next_o_idx = c_ptr->o_idx;
5034 /* Place the object */
5035 c_ptr->o_idx = o_idx;
5045 * @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。
5046 * Let an object fall to the ground at or near a location.
5047 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
5048 * @param chance ドロップの成功率(%)
5049 * @param y 配置したいフロアのY座標
5050 * @param x 配置したいフロアのX座標
5051 * @return 生成に成功したらオブジェクトのIDを返す。
5053 * The initial location is assumed to be "in_bounds()".\n
5055 * This function takes a parameter "chance". This is the percentage\n
5056 * chance that the item will "disappear" instead of drop. If the object\n
5057 * has been thrown, then this is the chance of disappearance on contact.\n
5059 * Hack -- this function uses "chance" to determine if it should produce\n
5060 * some form of "description" of the drop event (under the player).\n
5062 * We check several locations to see if we can find a location at which\n
5063 * the object can combine, stack, or be placed. Artifacts will try very\n
5064 * hard to be placed, including "teleporting" to a useful grid if needed.\n
5066 OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
5073 POSITION ty, tx = 0;
5075 OBJECT_IDX o_idx = 0;
5076 OBJECT_IDX this_o_idx, next_o_idx = 0;
5080 char o_name[MAX_NLEN];
5086 /* Extract plural */
5087 bool plural = (j_ptr->number != 1);
5090 /* Describe object */
5091 object_desc(o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5094 /* Handle normal "breakage" */
5095 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
5098 msg_format("%sは消えた。", o_name);
5100 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5103 if (p_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
5120 /* Scan local grids */
5121 for (dy = -3; dy <= 3; dy++)
5123 /* Scan local grids */
5124 for (dx = -3; dx <= 3; dx++)
5128 /* Calculate actual distance */
5129 d = (dy * dy) + (dx * dx);
5131 /* Ignore distant grids */
5132 if (d > 10) continue;
5137 /* Skip illegal grids */
5138 if (!in_bounds(ty, tx)) continue;
5140 /* Require line of projection */
5141 if (!projectable(y, x, ty, tx)) continue;
5144 c_ptr = &cave[ty][tx];
5146 /* Require floor space */
5147 if (!cave_drop_bold(ty, tx)) continue;
5152 /* Scan objects in that grid */
5153 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5156 o_ptr = &o_list[this_o_idx];
5158 /* Acquire next object */
5159 next_o_idx = o_ptr->next_o_idx;
5161 /* Check for possible combination */
5162 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
5168 /* Add new object */
5172 if (k > 99) continue;
5174 /* Calculate score */
5175 s = 1000 - (d + k * 5);
5177 /* Skip bad values */
5178 if (s < bs) continue;
5180 /* New best value */
5183 /* Apply the randomizer to equivalent values */
5184 if ((++bn >= 2) && !one_in_(bn)) continue;
5198 /* Handle lack of space */
5199 if (!flag && !object_is_artifact(j_ptr))
5202 msg_format("%sは消えた。", o_name);
5204 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5209 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5217 for (i = 0; !flag && (i < 1000); i++)
5220 ty = rand_spread(by, 1);
5221 tx = rand_spread(bx, 1);
5223 /* Verify location */
5224 if (!in_bounds(ty, tx)) continue;
5226 /* Bounce to that location */
5230 /* Require floor space */
5231 if (!cave_drop_bold(by, bx)) continue;
5239 int candidates = 0, pick;
5241 for (ty = 1; ty < cur_hgt - 1; ty++)
5243 for (tx = 1; tx < cur_wid - 1; tx++)
5245 /* A valid space found */
5246 if (cave_drop_bold(ty, tx)) candidates++;
5250 /* No valid place! */
5254 msg_format("%sは消えた。", o_name);
5256 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
5260 if (p_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
5262 /* Mega-Hack -- preserve artifacts */
5265 /* Hack -- Preserve unknown artifacts */
5266 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
5268 /* Mega-Hack -- Preserve the artifact */
5269 a_info[j_ptr->name1].cur_num = 0;
5277 /* Choose a random one */
5278 pick = randint1(candidates);
5280 for (ty = 1; ty < cur_hgt - 1; ty++)
5282 for (tx = 1; tx < cur_wid - 1; tx++)
5284 if (cave_drop_bold(ty, tx))
5288 /* Is this a picked one? */
5302 c_ptr = &cave[by][bx];
5304 /* Scan objects in that grid for combination */
5305 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5308 o_ptr = &o_list[this_o_idx];
5310 /* Acquire next object */
5311 next_o_idx = o_ptr->next_o_idx;
5313 /* Check for combination */
5314 if (object_similar(o_ptr, j_ptr))
5316 /* Combine the items */
5317 object_absorb(o_ptr, j_ptr);
5326 /* Get new object */
5327 if (!done) o_idx = o_pop();
5330 if (!done && !o_idx)
5333 msg_format("%sは消えた。", o_name);
5335 msg_format("The %s disappear%s.",
5336 o_name, (plural ? "" : "s"));
5341 if (p_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
5343 /* Hack -- Preserve artifacts */
5344 if (object_is_fixed_artifact(j_ptr))
5346 a_info[j_ptr->name1].cur_num = 0;
5356 /* Structure copy */
5357 object_copy(&o_list[o_idx], j_ptr);
5359 /* Access new object */
5360 j_ptr = &o_list[o_idx];
5367 j_ptr->held_m_idx = 0;
5370 j_ptr->next_o_idx = c_ptr->o_idx;
5372 /* Place the object */
5373 c_ptr->o_idx = o_idx;
5387 /* Mega-Hack -- no message if "dropped" by player */
5388 /* Message when an object falls under the player */
5389 if (chance && player_bold(by, bx))
5391 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
5400 * Scatter some "great" objects near the player
5401 * @param y1 配置したいフロアのY座標
5402 * @param x1 配置したいフロアのX座標
5403 * @param num 獲得の処理回数
5404 * @param great TRUEならば必ず高級品以上を落とす
5405 * @param special TRUEならば必ず特別品を落とす
5406 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5409 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
5412 object_type object_type_body;
5413 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L) ;
5418 i_ptr = &object_type_body;
5421 /* Make a good (or great) object (if possible) */
5422 if (!make_object(i_ptr, mode)) continue;
5426 object_aware(i_ptr);
5427 object_known(i_ptr);
5430 /* Drop the object */
5431 (void)drop_near(i_ptr, -1, y1, x1);
5436 * Scatter some "amusing" objects near the player
5439 #define AMS_NOTHING 0x00 /* No restriction */
5440 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
5441 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
5442 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
5443 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
5447 OBJECT_TYPE_VALUE tval;
5448 OBJECT_SUBTYPE_VALUE sval;
5453 amuse_type amuse_info[] =
5455 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
5456 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
5457 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
5458 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
5459 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
5460 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
5461 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
5462 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
5463 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
5464 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
5465 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
5466 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
5467 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
5474 * @param y1 配置したいフロアのY座標
5475 * @param x1 配置したいフロアのX座標
5476 * @param num 誰得の処理回数
5477 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
5480 void amusement(POSITION y1, POSITION x1, int num, bool known)
5483 object_type object_type_body;
5486 for (n = 0; amuse_info[n].tval != 0; n++)
5488 t += amuse_info[n].prob;
5495 KIND_OBJECT_IDX k_idx;
5496 ARTIFACT_IDX a_idx = 0;
5497 int r = randint0(t);
5498 bool insta_art, fixed_art;
5502 r -= amuse_info[i].prob;
5505 i_ptr = &object_type_body;
5507 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
5509 /* Paranoia - reroll if nothing */
5510 if (!k_idx) continue;
5512 /* Search an artifact index if need */
5513 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
5514 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
5516 if (insta_art || fixed_art)
5518 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
5520 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
5521 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
5522 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
5523 if (a_info[a_idx].cur_num > 0) continue;
5527 if (a_idx >= max_a_idx) continue;
5530 /* Make an object (if possible) */
5531 object_prep(i_ptr, k_idx);
5532 if (a_idx) i_ptr->name1 = a_idx;
5533 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
5535 if (amuse_info[i].flag & AMS_NO_UNIQUE)
5537 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
5540 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
5541 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
5545 object_aware(i_ptr);
5546 object_known(i_ptr);
5549 /* Paranoia - reroll if nothing */
5550 if (!(i_ptr->k_idx)) continue;
5552 /* Drop the object */
5553 (void)drop_near(i_ptr, -1, y1, x1);
5561 * @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 /
5562 * Describe the charges on an item in the inventory.
5563 * @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
5566 void inven_item_charges(INVENTORY_IDX item)
5568 object_type *o_ptr = &inventory[item];
5570 /* Require staff/wand */
5571 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5573 /* Require known item */
5574 if (!object_is_known(o_ptr)) return;
5577 if (o_ptr->pval <= 0)
5579 msg_print("もう魔力が残っていない。");
5583 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
5586 /* Multiple charges */
5587 if (o_ptr->pval != 1)
5589 msg_format("You have %d charges remaining.", o_ptr->pval);
5595 msg_format("You have %d charge remaining.", o_ptr->pval);
5602 * @brief アイテムの残り所持数メッセージを表示する /
5603 * Describe an item in the inventory.
5604 * @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
5607 void inven_item_describe(INVENTORY_IDX item)
5609 object_type *o_ptr = &inventory[item];
5610 char o_name[MAX_NLEN];
5612 object_desc(o_name, o_ptr, 0);
5615 /* "no more" の場合はこちらで表示する */
5616 if (o_ptr->number <= 0)
5618 /*FIRST*//*ここはもう通らないかも */
5619 msg_format("もう%sを持っていない。", o_name);
5623 /* アイテム名を英日切り替え機能対応 */
5624 msg_format("まだ %sを持っている。", o_name);
5627 msg_format("You have %s.", o_name);
5633 * @brief アイテムを増やし残り所持数メッセージを表示する /
5634 * Increase the "number" of an item in the inventory
5635 * @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
5639 void inven_item_increase(INVENTORY_IDX item, int num)
5641 object_type *o_ptr = &inventory[item];
5644 num += o_ptr->number;
5647 if (num > 255) num = 255;
5648 else if (num < 0) num = 0;
5651 num -= (ITEM_NUMBER)o_ptr->number;
5653 /* Change the number and weight */
5656 /* Add the number */
5657 o_ptr->number += num;
5659 /* Add the weight */
5660 p_ptr->total_weight += (num * o_ptr->weight);
5662 /* Recalculate bonuses */
5663 p_ptr->update |= (PU_BONUS);
5665 /* Recalculate mana XXX */
5666 p_ptr->update |= (PU_MANA);
5668 /* Combine the pack */
5669 p_ptr->notice |= (PN_COMBINE);
5671 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5673 /* Hack -- Clear temporary elemental brands if player takes off weapons */
5674 if (!o_ptr->number && p_ptr->ele_attack)
5676 if ((item == INVEN_RARM) || (item == INVEN_LARM))
5678 if (!buki_motteruka(INVEN_RARM + INVEN_LARM - item))
5680 /* Clear all temporary elemental brands */
5681 set_ele_attack(0, 0);
5689 * @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 /
5690 * Erase an inventory slot if it has no more items
5691 * @param item 消去したいプレイヤーのアイテム所持スロット
5694 void inven_item_optimize(INVENTORY_IDX item)
5696 object_type *o_ptr = &inventory[item];
5698 /* Only optimize real items */
5699 if (!o_ptr->k_idx) return;
5701 /* Only optimize empty items */
5702 if (o_ptr->number) return;
5704 /* The item is in the pack */
5705 if (item < INVEN_RARM)
5712 /* Slide everything down */
5713 for (i = item; i < INVEN_PACK; i++)
5715 /* Structure copy */
5716 inventory[i] = inventory[i+1];
5719 /* Erase the "final" slot */
5720 object_wipe(&inventory[i]);
5722 p_ptr->window |= (PW_INVEN);
5725 /* The item is being wielded */
5731 /* Erase the empty slot */
5732 object_wipe(&inventory[item]);
5734 /* Recalculate bonuses */
5735 p_ptr->update |= (PU_BONUS);
5737 /* Recalculate torch */
5738 p_ptr->update |= (PU_TORCH);
5740 /* Recalculate mana XXX */
5741 p_ptr->update |= (PU_MANA);
5743 p_ptr->window |= (PW_EQUIP);
5746 p_ptr->window |= (PW_SPELL);
5750 * @brief 床上の魔道具の残り残量メッセージを表示する /
5751 * Describe the charges on an item on the floor.
5752 * @param item メッセージの対象にしたいアイテム所持スロット
5755 void floor_item_charges(INVENTORY_IDX item)
5757 object_type *o_ptr = &o_list[item];
5759 /* Require staff/wand */
5760 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
5762 /* Require known item */
5763 if (!object_is_known(o_ptr)) return;
5766 if (o_ptr->pval <= 0)
5768 msg_print("この床上のアイテムは、もう魔力が残っていない。");
5772 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);
5775 /* Multiple charges */
5776 if (o_ptr->pval != 1)
5778 msg_format("There are %d charges remaining.", o_ptr->pval);
5784 msg_format("There is %d charge remaining.", o_ptr->pval);
5791 * @brief 床上のアイテムの残り数メッセージを表示する /
5792 * Describe the charges on an item on the floor.
5793 * @param item メッセージの対象にしたいアイテム所持スロット
5796 void floor_item_describe(INVENTORY_IDX item)
5798 object_type *o_ptr = &o_list[item];
5799 char o_name[MAX_NLEN];
5801 object_desc(o_name, o_ptr, 0);
5804 /* "no more" の場合はこちらで表示を分ける */
5805 if (o_ptr->number <= 0)
5807 msg_format("床上には、もう%sはない。", o_name);
5811 msg_format("床上には、まだ %sがある。", o_name);
5814 msg_format("You see %s.", o_name);
5821 * @brief 床上のアイテムの数を増やす /
5822 * Increase the "number" of an item on the floor
5823 * @param item 増やしたいアイテムの所持スロット
5824 * @param num 増やしたいアイテムの数
5827 void floor_item_increase(INVENTORY_IDX item, int num)
5829 object_type *o_ptr = &o_list[item];
5832 num += o_ptr->number;
5835 if (num > 255) num = 255;
5836 else if (num < 0) num = 0;
5839 num -= (int)o_ptr->number;
5841 /* Change the number */
5842 o_ptr->number += (ITEM_NUMBER)num;
5847 * @brief 床上の数の無くなったアイテムスロットを消去する /
5848 * Optimize an item on the floor (destroy "empty" items)
5849 * @param item 消去したいアイテムの所持スロット
5852 void floor_item_optimize(INVENTORY_IDX item)
5854 object_type *o_ptr = &o_list[item];
5856 /* Paranoia -- be sure it exists */
5857 if (!o_ptr->k_idx) return;
5859 /* Only optimize empty items */
5860 if (o_ptr->number) return;
5862 delete_object_idx(item);
5867 * @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 /
5868 * Check if we have space for an item in the pack without overflow
5869 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
5870 * @return 溢れずに済むならTRUEを返す
5872 bool inven_carry_okay(object_type *o_ptr)
5877 if (inven_cnt < INVEN_PACK) return (TRUE);
5880 for (j = 0; j < INVEN_PACK; j++)
5882 object_type *j_ptr = &inventory[j];
5884 /* Skip non-objects */
5885 if (!j_ptr->k_idx) continue;
5887 /* Check if the two items can be combined */
5888 if (object_similar(j_ptr, o_ptr)) return (TRUE);
5895 * @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 /
5896 * Check if we have space for an item in the pack without overflow
5897 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
5898 * @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?)
5899 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
5900 * @return o_ptrの方が上位ならばTRUEを返す。
5902 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
5906 /* Use empty slots */
5907 if (!j_ptr->k_idx) return TRUE;
5909 /* Hack -- readable books always come first */
5910 if ((o_ptr->tval == REALM1_BOOK) &&
5911 (j_ptr->tval != REALM1_BOOK)) return TRUE;
5912 if ((j_ptr->tval == REALM1_BOOK) &&
5913 (o_ptr->tval != REALM1_BOOK)) return FALSE;
5915 if ((o_ptr->tval == REALM2_BOOK) &&
5916 (j_ptr->tval != REALM2_BOOK)) return TRUE;
5917 if ((j_ptr->tval == REALM2_BOOK) &&
5918 (o_ptr->tval != REALM2_BOOK)) return FALSE;
5920 /* Objects sort by decreasing type */
5921 if (o_ptr->tval > j_ptr->tval) return TRUE;
5922 if (o_ptr->tval < j_ptr->tval) return FALSE;
5924 /* Non-aware (flavored) items always come last */
5925 /* Can happen in the home */
5926 if (!object_is_aware(o_ptr)) return FALSE;
5927 if (!object_is_aware(j_ptr)) return TRUE;
5929 /* Objects sort by increasing sval */
5930 if (o_ptr->sval < j_ptr->sval) return TRUE;
5931 if (o_ptr->sval > j_ptr->sval) return FALSE;
5933 /* Unidentified objects always come last */
5934 /* Objects in the home can be unknown */
5935 if (!object_is_known(o_ptr)) return FALSE;
5936 if (!object_is_known(j_ptr)) return TRUE;
5938 /* Fixed artifacts, random artifacts and ego items */
5939 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
5940 else if (o_ptr->art_name) o_type = 2;
5941 else if (object_is_ego(o_ptr)) o_type = 1;
5944 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
5945 else if (j_ptr->art_name) j_type = 2;
5946 else if (object_is_ego(j_ptr)) j_type = 1;
5949 if (o_type < j_type) return TRUE;
5950 if (o_type > j_type) return FALSE;
5952 switch (o_ptr->tval)
5958 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
5959 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
5965 /* Objects sort by increasing hit/damage bonuses */
5966 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
5967 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
5970 /* Hack: otherwise identical rods sort by
5971 increasing recharge time --dsb */
5973 if (o_ptr->pval < j_ptr->pval) return TRUE;
5974 if (o_ptr->pval > j_ptr->pval) return FALSE;
5978 /* Objects sort by decreasing value */
5979 return o_value > object_value(j_ptr);
5984 * @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 /
5985 * Add an item to the players inventory, and return the slot used.
5986 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
5987 * @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。
5989 * If the new item can combine with an existing item in the inventory,\n
5990 * it will do so, using "object_similar()" and "object_absorb()", else,\n
5991 * the item will be placed into the "proper" location in the inventory.\n
5993 * This function can be used to "over-fill" the player's pack, but only\n
5994 * once, and such an action must trigger the "overflow" code immediately.\n
5995 * Note that when the pack is being "over-filled", the new item must be\n
5996 * placed into the "overflow" slot, and the "overflow" must take place\n
5997 * before the pack is reordered, but (optionally) after the pack is\n
5998 * combined. This may be tricky. See "dungeon.c" for info.\n
6000 * Note that this code must remove any location/stack information\n
6001 * from the object once it is placed into the inventory.\n
6003 s16b inven_carry(object_type *o_ptr)
6005 INVENTORY_IDX i, j, k;
6006 INVENTORY_IDX n = -1;
6011 /* Check for combining */
6012 for (j = 0; j < INVEN_PACK; j++)
6014 j_ptr = &inventory[j];
6016 /* Skip non-objects */
6017 if (!j_ptr->k_idx) continue;
6019 /* Hack -- track last item */
6022 /* Check if the two items can be combined */
6023 if (object_similar(j_ptr, o_ptr))
6025 /* Combine the items */
6026 object_absorb(j_ptr, o_ptr);
6028 /* Increase the weight */
6029 p_ptr->total_weight += (o_ptr->number * o_ptr->weight);
6031 /* Recalculate bonuses */
6032 p_ptr->update |= (PU_BONUS);
6034 p_ptr->window |= (PW_INVEN);
6043 if (inven_cnt > INVEN_PACK) return (-1);
6045 /* Find an empty slot */
6046 for (j = 0; j <= INVEN_PACK; j++)
6048 j_ptr = &inventory[j];
6050 /* Use it if found */
6051 if (!j_ptr->k_idx) break;
6058 /* Reorder the pack */
6061 /* Get the "value" of the item */
6062 s32b o_value = object_value(o_ptr);
6064 /* Scan every occupied slot */
6065 for (j = 0; j < INVEN_PACK; j++)
6067 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6074 for (k = n; k >= i; k--)
6076 /* Hack -- Slide the item */
6077 object_copy(&inventory[k+1], &inventory[k]);
6080 /* Wipe the empty slot */
6081 object_wipe(&inventory[i]);
6086 object_copy(&inventory[i], o_ptr);
6088 /* Access new object */
6089 j_ptr = &inventory[i];
6092 j_ptr->next_o_idx = 0;
6094 /* Forget monster */
6095 j_ptr->held_m_idx = 0;
6097 /* Forget location */
6098 j_ptr->iy = j_ptr->ix = 0;
6100 /* Player touches it, and no longer marked */
6101 j_ptr->marked = OM_TOUCHED;
6103 /* Increase the weight */
6104 p_ptr->total_weight += (j_ptr->number * j_ptr->weight);
6106 /* Count the items */
6109 /* Recalculate bonuses */
6110 p_ptr->update |= (PU_BONUS);
6112 /* Combine and Reorder pack */
6113 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6115 p_ptr->window |= (PW_INVEN);
6117 /* Return the slot */
6123 * @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 /
6124 * Take off (some of) a non-cursed equipment item
6125 * @param item オブジェクトを外したい所持テーブルのID
6127 * @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。
6129 * Note that only one item at a time can be wielded per slot.\n
6130 * Note that taking off an item when "full" may cause that item\n
6131 * to fall to the ground.\n
6132 * Return the inventory slot into which the item is placed.\n
6134 INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt)
6145 char o_name[MAX_NLEN];
6148 /* Get the item to take off */
6149 o_ptr = &inventory[item];
6152 if (amt <= 0) return (-1);
6155 if (amt > o_ptr->number) amt = o_ptr->number;
6158 /* Obtain a local object */
6159 object_copy(q_ptr, o_ptr);
6161 /* Modify quantity */
6162 q_ptr->number = amt;
6164 object_desc(o_name, q_ptr, 0);
6166 /* Took off weapon */
6167 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
6168 object_is_melee_weapon(o_ptr))
6170 act = _("を装備からはずした", "You were wielding");
6174 else if (item == INVEN_BOW)
6176 act = _("を装備からはずした", "You were holding");
6179 /* Took off light */
6180 else if (item == INVEN_LITE)
6182 act = _("を光源からはずした", "You were holding");
6185 /* Took off something */
6188 act = _("を装備からはずした", "You were wearing");
6191 /* Modify, Optimize */
6192 inven_item_increase(item, -amt);
6193 inven_item_optimize(item);
6195 /* Carry the object */
6196 slot = inven_carry(q_ptr);
6199 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
6201 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
6211 * @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 /
6212 * Drop (some of) a non-cursed inventory/equipment item
6213 * @param item 所持テーブルのID
6214 * @param amt 落としたい個数
6217 * The object will be dropped "near" the current location
6219 void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt)
6225 char o_name[MAX_NLEN];
6228 /* Access original object */
6229 o_ptr = &inventory[item];
6232 if (amt <= 0) return;
6235 if (amt > o_ptr->number) amt = o_ptr->number;
6238 /* Take off equipment */
6239 if (item >= INVEN_RARM)
6241 /* Take off first */
6242 item = inven_takeoff(item, amt);
6244 /* Access original object */
6245 o_ptr = &inventory[item];
6250 /* Obtain local object */
6251 object_copy(q_ptr, o_ptr);
6253 /* Distribute charges of wands or rods */
6254 distribute_charges(o_ptr, q_ptr, amt);
6256 /* Modify quantity */
6257 q_ptr->number = amt;
6259 /* Describe local object */
6260 object_desc(o_name, q_ptr, 0);
6262 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
6264 /* Drop it near the player */
6265 (void)drop_near(q_ptr, 0, p_ptr->y, p_ptr->x);
6267 /* Modify, Describe, Optimize */
6268 inven_item_increase(item, -amt);
6269 inven_item_describe(item);
6270 inven_item_optimize(item);
6275 * @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 /
6276 * Combine items in the pack
6279 * Note special handling of the "overflow" slot
6281 void combine_pack(void)
6286 bool flag = FALSE, combined;
6292 /* Combine the pack (backwards) */
6293 for (i = INVEN_PACK; i > 0; i--)
6295 o_ptr = &inventory[i];
6297 /* Skip empty items */
6298 if (!o_ptr->k_idx) continue;
6300 /* Scan the items above that item */
6301 for (j = 0; j < i; j++)
6305 j_ptr = &inventory[j];
6307 /* Skip empty items */
6308 if (!j_ptr->k_idx) continue;
6311 * Get maximum number of the stack if these
6312 * are similar, get zero otherwise.
6314 max_num = object_similar_part(j_ptr, o_ptr);
6316 /* Can we (partialy) drop "o_ptr" onto "j_ptr"? */
6317 if (max_num && j_ptr->number < max_num)
6319 if (o_ptr->number + j_ptr->number <= max_num)
6324 /* Add together the item counts */
6325 object_absorb(j_ptr, o_ptr);
6327 /* One object is gone */
6330 /* Slide everything down */
6331 for (k = i; k < INVEN_PACK; k++)
6333 /* Structure copy */
6334 inventory[k] = inventory[k+1];
6337 /* Erase the "final" slot */
6338 object_wipe(&inventory[k]);
6342 int old_num = o_ptr->number;
6343 int remain = j_ptr->number + o_ptr->number - max_num;
6345 o_ptr->number -= remain;
6347 /* Add together the item counts */
6348 object_absorb(j_ptr, o_ptr);
6350 o_ptr->number = remain;
6352 /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */
6353 if (o_ptr->tval == TV_ROD)
6355 o_ptr->pval = o_ptr->pval * remain / old_num;
6356 o_ptr->timeout = o_ptr->timeout * remain / old_num;
6359 /* Hack -- if wands are stacking, combine the charges. -LM- */
6360 if (o_ptr->tval == TV_WAND)
6362 o_ptr->pval = o_ptr->pval * remain / old_num;
6366 p_ptr->window |= (PW_INVEN);
6378 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."));
6382 * @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 /
6383 * Reorder items in the pack
6386 * Note special handling of the "overflow" slot
6388 void reorder_pack(void)
6398 /* Re-order the pack (forwards) */
6399 for (i = 0; i < INVEN_PACK; i++)
6401 /* Mega-Hack -- allow "proper" over-flow */
6402 if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break;
6404 o_ptr = &inventory[i];
6406 /* Skip empty slots */
6407 if (!o_ptr->k_idx) continue;
6409 /* Get the "value" of the item */
6410 o_value = object_value(o_ptr);
6412 /* Scan every occupied slot */
6413 for (j = 0; j < INVEN_PACK; j++)
6415 if (object_sort_comp(o_ptr, o_value, &inventory[j])) break;
6418 /* Never move down */
6419 if (j >= i) continue;
6425 /* Save a copy of the moving item */
6426 object_copy(q_ptr, &inventory[i]);
6428 /* Slide the objects */
6429 for (k = i; k > j; k--)
6431 /* Slide the item */
6432 object_copy(&inventory[k], &inventory[k-1]);
6435 /* Insert the moving item */
6436 object_copy(&inventory[j], q_ptr);
6438 p_ptr->window |= (PW_INVEN);
6441 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."));
6445 * @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 /
6446 * Hack -- display an object kind in the current window
6447 * @param k_idx ベースアイテムの参照ID
6450 * Include list of usable spells for readible books
6452 void display_koff(KIND_OBJECT_IDX k_idx)
6459 REALM_IDX use_realm;
6461 char o_name[MAX_NLEN];
6464 /* Erase the window */
6465 for (y = 0; y < Term->hgt; y++)
6467 /* Erase the line */
6468 Term_erase(0, y, 255);
6475 /* Prepare the object */
6476 object_prep(q_ptr, k_idx);
6477 object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
6479 /* Mention the object name */
6480 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
6482 /* Access the item's sval */
6484 use_realm = tval2realm(q_ptr->tval);
6486 /* Warriors are illiterate */
6487 if (p_ptr->realm1 || p_ptr->realm2)
6489 if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2)) return;
6493 if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE)) return;
6494 if (!is_magic(use_realm)) return;
6495 if ((p_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
6498 /* Display spells in readible books */
6502 SPELL_IDX spells[64];
6504 /* Extract spells */
6505 for (spell = 0; spell < 32; spell++)
6507 /* Check for this spell */
6508 if (fake_spell_flags[sval] & (1L << spell))
6510 /* Collect this spell */
6511 spells[num++] = spell;
6516 print_spells(0, spells, num, 2, 0, use_realm);
6521 * @brief 警告を放つアイテムを選択する /
6522 * Choose one of items that have warning flag
6523 * Calculate spell damages
6526 object_type *choose_warning_item(void)
6529 int choices[INVEN_TOTAL - INVEN_RARM];
6532 /* Paranoia -- Player has no warning ability */
6533 if (!p_ptr->warning) return NULL;
6535 /* Search Inventory */
6536 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
6538 BIT_FLAGS flgs[TR_FLAG_SIZE];
6539 object_type *o_ptr = &inventory[i];
6541 object_flags(o_ptr, flgs);
6542 if (have_flag(flgs, TR_WARNING))
6544 choices[number] = i;
6549 /* Choice one of them */
6550 return number ? &inventory[choices[randint0(number)]] : NULL;
6554 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する /
6555 * Calculate spell damages
6556 * @param m_ptr 魔法を行使するモンスターの構造体参照ポインタ
6557 * @param typ 効果属性のID
6559 * @param max 算出した最大ダメージを返すポインタ
6562 static void spell_damcalc(monster_type *m_ptr, EFFECT_ID typ, HIT_POINT dam, int *max)
6564 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6565 int rlev = r_ptr->level;
6566 bool ignore_wraith_form = FALSE;
6568 /* Vulnerability, resistance and immunity */
6572 if (p_ptr->immune_elec)
6575 ignore_wraith_form = TRUE;
6579 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6580 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6581 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
6582 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
6583 if (IS_OPPOSE_ELEC())
6584 dam = (dam + 2) / 3;
6589 if (p_ptr->resist_pois) dam = (dam + 2) / 3;
6590 if (IS_OPPOSE_POIS()) dam = (dam + 2) / 3;
6594 if (p_ptr->immune_acid)
6597 ignore_wraith_form = TRUE;
6601 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6602 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6603 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
6604 if (IS_OPPOSE_ACID()) dam = (dam + 2) / 3;
6610 if (p_ptr->immune_cold)
6613 ignore_wraith_form = TRUE;
6617 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6618 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6619 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
6620 if (IS_OPPOSE_COLD()) dam = (dam + 2) / 3;
6625 if (p_ptr->immune_fire)
6628 ignore_wraith_form = TRUE;
6632 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
6633 if (prace_is_(RACE_ENT)) dam += dam / 3;
6634 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
6635 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
6636 if (IS_OPPOSE_FIRE()) dam = (dam + 2) / 3;
6641 ignore_wraith_form = TRUE;
6645 if (!p_ptr->blind &&
6646 ((inventory[INVEN_RARM].k_idx && (inventory[INVEN_RARM].name1 == ART_ZANTETSU)) ||
6647 (inventory[INVEN_LARM].k_idx && (inventory[INVEN_LARM].name1 == ART_ZANTETSU))))
6650 ignore_wraith_form = TRUE;
6655 if (p_ptr->resist_lite) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6656 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) dam *= 2;
6657 else if (prace_is_(RACE_S_FAIRY)) dam = dam * 4 / 3;
6660 * Cannot use "ignore_wraith_form" strictly (for "random one damage")
6661 * "dam *= 2;" for later "dam /= 2"
6663 if (p_ptr->wraith_form) dam *= 2;
6667 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
6670 ignore_wraith_form = TRUE;
6672 else if (p_ptr->resist_dark) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6676 if (p_ptr->resist_shard) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6680 if (p_ptr->resist_sound) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6684 if (p_ptr->resist_conf) dam = dam * 5 / 8; /* Worst case of 5 / (d4 + 7) */
6688 if (p_ptr->resist_chaos) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6692 if (prace_is_(RACE_SPECTRE))
6695 ignore_wraith_form = TRUE;
6697 else if (p_ptr->resist_neth) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6701 if (p_ptr->resist_disen) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6705 if (p_ptr->resist_nexus) dam = dam * 3 / 4; /* Worst case of 6 / (d4 + 7) */
6709 if (p_ptr->resist_time) dam /= 2; /* Worst case of 4 / (d4 + 7) */
6713 if (p_ptr->levitation) dam = (dam * 2) / 3;
6717 if (p_ptr->resist_shard) dam /= 2;
6721 if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
6722 if (IS_OPPOSE_POIS()) dam = (2 * dam + 2) / 5;
6726 if (p_ptr->mimic_form)
6728 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)
6731 ignore_wraith_form = TRUE;
6736 switch (p_ptr->prace)
6745 ignore_wraith_form = TRUE;
6752 if (p_ptr->align > 10) dam /= 2;
6753 else if (p_ptr->align < -10) dam *= 2;
6757 if (p_ptr->align > 10) dam *= 2;
6761 case GF_BRAIN_SMASH:
6762 if (100 + rlev / 2 <= MAX(5, p_ptr->skill_sav))
6765 ignore_wraith_form = TRUE;
6773 if (100 + rlev / 2 <= p_ptr->skill_sav)
6776 ignore_wraith_form = TRUE;
6781 if ((100 + rlev / 2 <= p_ptr->skill_sav) && (m_ptr->r_idx != MON_KENSHIROU))
6784 ignore_wraith_form = TRUE;
6789 if (p_ptr->wraith_form && !ignore_wraith_form)
6795 if (dam > *max) *max = dam;
6799 * @brief 警告基準を定めるために魔法の効果属性に基づいて最大魔法ダメージを計算する。 /
6800 * Calculate spell damages
6801 * @param spell_num RF4ならRF4_SPELL_STARTのように32区切りのベースとなる数値
6802 * @param typ 効果属性のID
6803 * @param m_idx 魔法を行使するモンスターのID
6804 * @param max 算出した最大ダメージを返すポインタ
6807 void spell_damcalc_by_spellnum(int spell_num, EFFECT_ID typ, MONSTER_IDX m_idx, int *max)
6809 monster_type *m_ptr = &m_list[m_idx];
6810 HIT_POINT dam = monspell_damage((spell_num), m_idx, DAM_MAX);
6811 spell_damcalc(m_ptr, typ, dam, max);
6815 * @brief 警告基準を定めるためにモンスターの打撃最大ダメージを算出する /
6816 * Calculate blow damages
6817 * @param m_ptr 打撃を行使するモンスターの構造体参照ポインタ
6818 * @param blow_ptr モンスターの打撃能力の構造体参照ポインタ
6819 * @return 算出された最大ダメージを返す。
6821 static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr)
6823 int dam = blow_ptr->d_dice * blow_ptr->d_side;
6825 bool check_wraith_form = TRUE;
6827 if (blow_ptr->method != RBM_EXPLODE)
6829 ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
6831 switch (blow_ptr->effect)
6835 int tmp_dam = dam - (dam * ((ac < 150) ? ac : 150) / 250);
6836 dam = MAX(dam, tmp_dam * 2);
6842 dam -= (dam * ((ac < 150) ? ac : 150) / 250);
6846 spell_damcalc(m_ptr, GF_ACID, dam, &dummy_max);
6848 check_wraith_form = FALSE;
6852 spell_damcalc(m_ptr, GF_ELEC, dam, &dummy_max);
6854 check_wraith_form = FALSE;
6858 spell_damcalc(m_ptr, GF_FIRE, dam, &dummy_max);
6860 check_wraith_form = FALSE;
6864 spell_damcalc(m_ptr, GF_COLD, dam, &dummy_max);
6866 check_wraith_form = FALSE;
6871 check_wraith_form = FALSE;
6875 if (check_wraith_form && p_ptr->wraith_form)
6883 dam = (dam + 1) / 2;
6884 spell_damcalc(m_ptr, mbe_info[blow_ptr->effect].explode_type, dam, &dummy_max);
6892 * @brief プレイヤーが特定地点へ移動した場合に警告を発する処理 /
6893 * Examine the grid (xx,yy) and warn the player if there are any danger
6894 * @param xx 危険性を調査するマスのX座標
6895 * @param yy 危険性を調査するマスのY座標
6896 * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。
6898 bool process_warning(POSITION xx, POSITION yy)
6902 char o_name[MAX_NLEN];
6904 #define WARNING_AWARE_RANGE 12
6906 static int old_damage = 0;
6908 for (mx = xx - WARNING_AWARE_RANGE; mx < xx + WARNING_AWARE_RANGE + 1; mx++)
6910 for (my = yy - WARNING_AWARE_RANGE; my < yy + WARNING_AWARE_RANGE + 1; my++)
6913 monster_type *m_ptr;
6914 monster_race *r_ptr;
6916 if (!in_bounds(my, mx) || (distance(my, mx, yy, xx) > WARNING_AWARE_RANGE)) continue;
6918 c_ptr = &cave[my][mx];
6920 if (!c_ptr->m_idx) continue;
6922 m_ptr = &m_list[c_ptr->m_idx];
6924 if (MON_CSLEEP(m_ptr)) continue;
6925 if (!is_hostile(m_ptr)) continue;
6927 r_ptr = &r_info[m_ptr->r_idx];
6929 /* Monster spells (only powerful ones)*/
6930 if (projectable(my, mx, yy, xx))
6932 BIT_FLAGS f4 = r_ptr->flags4;
6933 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
6934 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
6936 if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
6938 if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6939 if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6940 if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6941 if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0);
6942 if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0);
6943 if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0);
6945 if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0);
6946 if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0);
6947 if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0);
6948 if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0);
6949 if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0);
6950 if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0);
6951 if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0);
6952 if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0);
6953 if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0);
6954 if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0);
6955 if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0);
6956 if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0);
6957 if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0);
6958 if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0);
6959 if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0);
6960 if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0);
6961 if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0);
6962 if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0);
6963 if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0);
6964 if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0);
6965 if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0);
6966 if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0);
6967 if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0);
6970 /* Monster melee attacks */
6971 if (!(r_ptr->flags1 & RF1_NEVER_BLOW) && !(d_info[dungeon_type].flags1 & DF1_NO_MELEE))
6973 if (mx <= xx + 1 && mx >= xx - 1 && my <= yy + 1 && my >= yy - 1)
6977 for (m = 0; m < 4; m++)
6979 /* Skip non-attacks */
6980 if (!r_ptr->blow[m].method || (r_ptr->blow[m].method == RBM_SHOOT)) continue;
6982 /* Extract the attack info */
6983 dam_melee += blow_damcalc(m_ptr, &r_ptr->blow[m]);
6984 if (r_ptr->blow[m].method == RBM_EXPLODE) break;
6986 if (dam_melee > dam_max0) dam_max0 = dam_melee;
6990 /* Contribution from this monster */
6991 dam_max += dam_max0;
6995 /* Prevent excessive warning */
6996 if (dam_max > old_damage)
6998 old_damage = dam_max * 3 / 2;
7000 if (dam_max > p_ptr->chp / 2)
7002 object_type *o_ptr = choose_warning_item();
7005 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7007 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7008 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7010 disturb(FALSE, TRUE);
7011 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7014 else old_damage = old_damage / 2;
7016 c_ptr = &cave[yy][xx];
7017 if (((!easy_disarm && is_trap(c_ptr->feat))
7018 || (c_ptr->mimic && is_trap(c_ptr->feat))) && !one_in_(13))
7020 object_type *o_ptr = choose_warning_item();
7023 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7025 strcpy(o_name, _("体", "body")); /* Warning ability without item */
7026 msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
7027 disturb(FALSE, TRUE);
7028 return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
7035 * エッセンス情報の構造体 / A structure for smithing
7038 int add; /* TR flag number or special essence id */
7039 cptr add_name; /* Name of this ability */
7040 ESSENCE_IDX type; /* Menu number */
7041 int essence; /* Index for carrying essences */
7042 int value; /* Needed value to add this ability */
7047 * エッセンス情報テーブル Smithing type data for Weapon smith
7050 static essence_type essence_info[] =
7052 {TR_STR, "腕力", 4, TR_STR, 20},
7053 {TR_INT, "知能", 4, TR_INT, 20},
7054 {TR_WIS, "賢さ", 4, TR_WIS, 20},
7055 {TR_DEX, "器用さ", 4, TR_DEX, 20},
7056 {TR_CON, "耐久力", 4, TR_CON, 20},
7057 {TR_CHR, "魅力", 4, TR_CHR, 20},
7058 {TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20},
7059 {TR_STEALTH, "隠密", 4, TR_STEALTH, 40},
7060 {TR_SEARCH, "探索", 4, TR_SEARCH, 15},
7061 {TR_INFRA, "赤外線視力", 4, TR_INFRA, 15},
7062 {TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15},
7063 {TR_SPEED, "スピード", 4, TR_SPEED, 12},
7064 {TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20},
7065 {TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15},
7066 {TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60},
7067 {TR_IMPACT, "地震発動", 7, TR_IMPACT, 15},
7068 {TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20},
7069 {TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20},
7070 {TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20},
7071 {TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20},
7072 {TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20},
7073 {TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15},
7074 {TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15},
7075 {TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15},
7076 {TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15},
7077 {TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15},
7078 {TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15},
7079 {TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20},
7080 {TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20},
7081 {TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20},
7082 {TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20},
7083 {TR_REFLECT, "反射", 2, TR_REFLECT, 20},
7084 {TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20},
7085 {TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20},
7086 {TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15},
7087 {TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15},
7088 {TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15},
7089 {TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15},
7090 {TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25},
7091 {TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20},
7092 {TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20},
7093 {TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20},
7094 {TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20},
7095 {TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20},
7096 {TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20},
7097 {TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20},
7098 {TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20},
7099 {TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20},
7100 {TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20},
7101 {TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20},
7102 {TR_SH_FIRE, "", 0, -2, 0},
7103 {TR_SH_ELEC, "", 0, -2, 0},
7104 {TR_SH_COLD, "", 0, -2, 0},
7105 {TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15},
7106 {TR_WARNING, "警告", 3, TR_WARNING, 20},
7107 {TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20},
7108 {TR_LITE_1, "永久光源", 3, TR_LITE_1, 15},
7109 {TR_LITE_2, "", 0, -2, 0},
7110 {TR_LITE_3, "", 0, -2, 0},
7111 {TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20},
7112 {TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15},
7113 {TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15},
7114 {TR_REGEN, "急速回復", 3, TR_REGEN, 20},
7115 {TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25},
7117 {TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100},
7118 {TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60},
7119 {TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20},
7120 {TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60},
7121 {TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20},
7122 {TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60},
7123 {TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20},
7124 {TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60},
7125 {TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15},
7126 {TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60},
7127 {TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15},
7128 {TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60},
7129 {TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20},
7130 {TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60},
7131 {TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20},
7132 {TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60},
7133 {TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20},
7134 {TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60},
7136 {TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40},
7137 {TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40},
7138 {TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40},
7139 {TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40},
7140 {TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40},
7141 {TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40},
7142 {TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40},
7143 {TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40},
7145 {ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30},
7146 {ESSENCE_AC, "防御", 10, TR_ES_AC, 15},
7147 {ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50},
7148 {ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50},
7149 {ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50},
7150 {ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50},
7151 {ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50},
7152 {ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50},
7153 {ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50},
7154 {ESSENCE_RESISTANCE, "全耐性", 2, -1, 150},
7155 {ESSENCE_SUSTAIN, "装備保持", 10, -1, 10},
7156 {ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200},
7158 {-1, NULL, 0, -1, 0}
7161 static essence_type essence_info[] =
7163 {TR_STR, "strength", 4, TR_STR, 20},
7164 {TR_INT, "intelligence", 4, TR_INT, 20},
7165 {TR_WIS, "wisdom", 4, TR_WIS, 20},
7166 {TR_DEX, "dexterity", 4, TR_DEX, 20},
7167 {TR_CON, "constitution", 4, TR_CON, 20},
7168 {TR_CHR, "charisma", 4, TR_CHR, 20},
7169 {TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20},
7170 {TR_STEALTH, "stealth", 4, TR_STEALTH, 40},
7171 {TR_SEARCH, "serching", 4, TR_SEARCH, 15},
7172 {TR_INFRA, "infravision", 4, TR_INFRA, 15},
7173 {TR_TUNNEL, "digging", 4, TR_TUNNEL, 15},
7174 {TR_SPEED, "speed", 4, TR_SPEED, 12},
7175 {TR_BLOWS, "extra attack", 1, TR_BLOWS, 20},
7176 {TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15},
7177 {TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60},
7178 {TR_IMPACT, "quake activation", 7, TR_IMPACT, 15},
7179 {TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20},
7180 {TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20},
7181 {TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20},
7182 {TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20},
7183 {TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20},
7184 {TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15},
7185 {TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15},
7186 {TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15},
7187 {TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15},
7188 {TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15},
7189 {TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15},
7190 {TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20},
7191 {TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20},
7192 {TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20},
7193 {TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
7194 {TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
7195 {TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
7196 {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
7197 {TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
7198 {TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
7199 {TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
7200 {TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15},
7201 {TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25},
7202 {TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20},
7203 {TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20},
7204 {TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20},
7205 {TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20},
7206 {TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20},
7207 {TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20},
7208 {TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20},
7209 {TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20},
7210 {TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20},
7211 {TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20},
7212 {TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20},
7213 {TR_SH_FIRE, "", 0, -2, 0},
7214 {TR_SH_ELEC, "", 0, -2, 0},
7215 {TR_SH_COLD, "", 0, -2, 0},
7216 {TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15},
7217 {TR_WARNING, "warning", 3, TR_WARNING, 20},
7218 {TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20},
7219 {TR_LITE_1, "permanent light", 3, TR_LITE_1, 15},
7220 {TR_LITE_2, "", 0, -2, 0},
7221 {TR_LITE_3, "", 0, -2, 0},
7222 {TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20},
7223 {TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15},
7224 {TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15},
7225 {TR_REGEN, "regeneration", 3, TR_REGEN, 20},
7226 {TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25},
7228 {TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100},
7229 {TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20},
7230 {TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60},
7231 {TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60},
7232 {TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20},
7233 {TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60},
7234 {TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20},
7235 {TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60},
7236 {TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15},
7237 {TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60},
7238 {TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15},
7239 {TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60},
7240 {TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20},
7241 {TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60},
7242 {TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20},
7243 {TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60},
7244 {TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20},
7245 {TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60},
7247 {TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40},
7248 {TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40},
7249 {TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40},
7250 {TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40},
7251 {TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40},
7252 {TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40},
7253 {TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40},
7254 {TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40},
7256 {ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30},
7257 {ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15},
7258 {ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50},
7259 {ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50},
7260 {ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50},
7261 {ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50},
7262 {ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50},
7263 {ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50},
7264 {ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50},
7265 {ESSENCE_RESISTANCE, "resistance", 2, -1, 150},
7266 {ESSENCE_SUSTAIN, "elements proof", 10, -1, 10},
7267 {ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200},
7269 {-1, NULL, 0, -1, 0}
7275 * エッセンス名テーブル / Essense names for Weapon smith
7278 cptr essence_name[] =
7381 cptr essence_name[] =
7484 * @brief 所持しているエッセンス一覧を表示する
7487 static void display_essence(void)
7492 for (i = 1; i < 22; i++)
7496 prt(_("エッセンス 個数 エッセンス 個数 エッセンス 個数",
7497 "Essence Num Essence Num Essence Num "), 1, 8);
7498 for (i = 0; essence_name[i]; i++)
7500 if (!essence_name[i][0]) continue;
7501 prt(format("%-11s %5d", essence_name[i], p_ptr->magic_num1[i]), 2+num%21, 8+num/21*22);
7504 prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
7514 static void drain_essence(void)
7516 int drain_value[sizeof(p_ptr->magic_num1) / sizeof(s32b)];
7520 bool observe = FALSE;
7521 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
7522 TIME_EFFECT old_timeout;
7523 BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
7529 OBJECT_IDX next_o_idx;
7532 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7535 item_tester_hook = object_is_weapon_armour_ammo;
7536 item_tester_no_ryoute = TRUE;
7538 q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
7539 s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
7541 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
7543 /* Get the item (in the pack) */
7546 o_ptr = &inventory[item];
7549 /* Get the item (on the floor) */
7552 o_ptr = &o_list[0 - item];
7555 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
7557 char o_name[MAX_NLEN];
7558 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
7559 if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
7562 p_ptr->energy_use = 100;
7564 object_flags(o_ptr, old_flgs);
7565 if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
7566 if (have_flag(old_flgs, TR_KILL_ANIMAL)) add_flag(old_flgs, TR_SLAY_ANIMAL);
7567 if (have_flag(old_flgs, TR_KILL_EVIL)) add_flag(old_flgs, TR_SLAY_EVIL);
7568 if (have_flag(old_flgs, TR_KILL_UNDEAD)) add_flag(old_flgs, TR_SLAY_UNDEAD);
7569 if (have_flag(old_flgs, TR_KILL_DEMON)) add_flag(old_flgs, TR_SLAY_DEMON);
7570 if (have_flag(old_flgs, TR_KILL_ORC)) add_flag(old_flgs, TR_SLAY_ORC);
7571 if (have_flag(old_flgs, TR_KILL_TROLL)) add_flag(old_flgs, TR_SLAY_TROLL);
7572 if (have_flag(old_flgs, TR_KILL_GIANT)) add_flag(old_flgs, TR_SLAY_GIANT);
7573 if (have_flag(old_flgs, TR_KILL_HUMAN)) add_flag(old_flgs, TR_SLAY_HUMAN);
7575 old_to_a = o_ptr->to_a;
7577 old_to_h = o_ptr->to_h;
7578 old_to_d = o_ptr->to_d;
7581 old_pval = o_ptr->pval;
7582 old_name2 = o_ptr->name2;
7583 old_timeout = o_ptr->timeout;
7584 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE)) dec--;
7585 if (have_flag(old_flgs, TR_ADD_L_CURSE)) dec--;
7586 if (have_flag(old_flgs, TR_ADD_H_CURSE)) dec--;
7587 if (have_flag(old_flgs, TR_AGGRAVATE)) dec--;
7588 if (have_flag(old_flgs, TR_NO_TELE)) dec--;
7589 if (have_flag(old_flgs, TR_DRAIN_EXP)) dec--;
7590 if (have_flag(old_flgs, TR_DRAIN_HP)) dec--;
7591 if (have_flag(old_flgs, TR_DRAIN_MANA)) dec--;
7592 if (have_flag(old_flgs, TR_CALL_ANIMAL)) dec--;
7593 if (have_flag(old_flgs, TR_CALL_DEMON)) dec--;
7594 if (have_flag(old_flgs, TR_CALL_DRAGON)) dec--;
7595 if (have_flag(old_flgs, TR_CALL_UNDEAD)) dec--;
7596 if (have_flag(old_flgs, TR_COWARDICE)) dec--;
7597 if (have_flag(old_flgs, TR_LOW_MELEE)) dec--;
7598 if (have_flag(old_flgs, TR_LOW_AC)) dec--;
7599 if (have_flag(old_flgs, TR_LOW_MAGIC)) dec--;
7600 if (have_flag(old_flgs, TR_FAST_DIGEST)) dec--;
7601 if (have_flag(old_flgs, TR_SLOW_REGEN)) dec--;
7602 if (have_flag(old_flgs, TR_TY_CURSE)) dec--;
7606 next_o_idx = o_ptr->next_o_idx;
7607 marked = o_ptr->marked;
7608 weight = o_ptr->weight;
7609 number = o_ptr->number;
7611 object_prep(o_ptr, o_ptr->k_idx);
7615 o_ptr->next_o_idx=next_o_idx;
7616 o_ptr->marked=marked;
7617 o_ptr->number = number;
7618 if (o_ptr->tval == TV_DRAG_ARMOR) o_ptr->timeout = old_timeout;
7619 if (item >= 0) p_ptr->total_weight += (o_ptr->weight*o_ptr->number - weight*number);
7620 o_ptr->ident |= (IDENT_MENTAL);
7621 object_aware(o_ptr);
7622 object_known(o_ptr);
7624 object_flags(o_ptr, new_flgs);
7626 for (i = 0; essence_info[i].add_name; i++)
7628 essence_type *es_ptr = &essence_info[i];
7629 PARAMETER_VALUE pval = 0;
7631 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
7632 pval = (have_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
7634 if (es_ptr->add < TR_FLAG_MAX &&
7635 (!have_flag(new_flgs, es_ptr->add) || pval) &&
7636 have_flag(old_flgs, es_ptr->add))
7640 drain_value[es_ptr->essence] += 10 * pval;
7642 else if (es_ptr->essence != -2)
7644 drain_value[es_ptr->essence] += 10;
7646 else if (es_ptr->add == TR_SH_FIRE)
7648 drain_value[TR_BRAND_FIRE] += 10;
7649 drain_value[TR_RES_FIRE] += 10;
7651 else if (es_ptr->add == TR_SH_ELEC)
7653 drain_value[TR_BRAND_ELEC] += 10;
7654 drain_value[TR_RES_ELEC] += 10;
7656 else if (es_ptr->add == TR_SH_COLD)
7658 drain_value[TR_BRAND_COLD] += 10;
7659 drain_value[TR_RES_COLD] += 10;
7661 else if (es_ptr->add == TR_LITE_2)
7663 drain_value[TR_LITE_1] += 20;
7665 else if (es_ptr->add == TR_LITE_3)
7667 drain_value[TR_LITE_1] += 30;
7672 if ((have_flag(old_flgs, TR_FORCE_WEAPON)) && !(have_flag(new_flgs, TR_FORCE_WEAPON)))
7674 drain_value[TR_INT] += 5;
7675 drain_value[TR_WIS] += 5;
7677 if ((have_flag(old_flgs, TR_VORPAL)) && !(have_flag(new_flgs, TR_VORPAL)))
7679 drain_value[TR_BRAND_POIS] += 5;
7680 drain_value[TR_BRAND_ACID] += 5;
7681 drain_value[TR_BRAND_ELEC] += 5;
7682 drain_value[TR_BRAND_FIRE] += 5;
7683 drain_value[TR_BRAND_COLD] += 5;
7685 if ((have_flag(old_flgs, TR_DEC_MANA)) && !(have_flag(new_flgs, TR_DEC_MANA)))
7687 drain_value[TR_INT] += 10;
7689 if ((have_flag(old_flgs, TR_XTRA_MIGHT)) && !(have_flag(new_flgs, TR_XTRA_MIGHT)))
7691 drain_value[TR_STR] += 10;
7693 if ((have_flag(old_flgs, TR_XTRA_SHOTS)) && !(have_flag(new_flgs, TR_XTRA_SHOTS)))
7695 drain_value[TR_DEX] += 10;
7697 if (old_name2 == EGO_2WEAPON)
7699 drain_value[TR_DEX] += 20;
7701 if (object_is_weapon_ammo(o_ptr))
7703 if (old_ds > o_ptr->ds) drain_value[TR_ES_ATTACK] += (old_ds-o_ptr->ds)*10;
7705 if (old_dd > o_ptr->dd) drain_value[TR_ES_ATTACK] += (old_dd-o_ptr->dd)*10;
7707 if (old_to_h > o_ptr->to_h) drain_value[TR_ES_ATTACK] += (old_to_h-o_ptr->to_h)*10;
7708 if (old_to_d > o_ptr->to_d) drain_value[TR_ES_ATTACK] += (old_to_d-o_ptr->to_d)*10;
7709 if (old_ac > o_ptr->ac) drain_value[TR_ES_AC] += (old_ac-o_ptr->ac)*10;
7710 if (old_to_a > o_ptr->to_a) drain_value[TR_ES_AC] += (old_to_a-o_ptr->to_a)*10;
7712 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
7714 drain_value[i] *= number;
7715 drain_value[i] = drain_value[i] * dec / 4;
7716 drain_value[i] = MAX(drain_value[i], 0);
7717 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) drain_value[i] /= 10;
7725 msg_print(_("エッセンスは抽出できませんでした。", "You were not able to extract any essence."));
7729 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
7731 for (i = 0; essence_name[i]; i++)
7733 if (!essence_name[i][0]) continue;
7734 if (!drain_value[i]) continue;
7736 p_ptr->magic_num1[i] += drain_value[i];
7737 p_ptr->magic_num1[i] = MIN(20000, p_ptr->magic_num1[i]);
7739 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
7743 /* Apply autodestroy/inscription to the drained item */
7744 autopick_alter_item(item, TRUE);
7746 /* Combine the pack */
7747 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
7749 p_ptr->window |= (PW_INVEN);
7753 * @brief 付加するエッセンスの大別を選択する
7754 * @return 選んだエッセンスの大別ID
7756 static COMMAND_CODE choose_essence(void)
7758 COMMAND_CODE mode = 0;
7760 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
7763 cptr menu_name[] = {
7773 cptr menu_name[] = {
7783 const COMMAND_CODE mode_max = 7;
7785 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
7795 for (i = 0; i < mode_max; i++)
7797 prt(format(" %s %s", (menu_line == 1+i) ? "》" : " ", menu_name[i]), 2 + i, 14);
7798 prt("どの種類のエッセンス付加を行いますか?", 0, 0);
7800 prt(format(" %s %s", (menu_line == 1+i) ? "> " : " ", menu_name[i]), 2 + i, 14);
7801 prt("Choose from menu.", 0, 0);
7820 menu_line += mode_max - 1;
7829 if (menu_line > mode_max) menu_line -= mode_max;
7840 for (i = 0; i < mode_max; i++)
7841 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
7843 if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE))
7849 if (isupper(choice)) choice = (char)tolower(choice);
7851 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
7852 mode = (int)choice - 'a' + 1;
7862 * @brief エッセンスを実際に付加する
7863 * @param mode エッセンスの大別ID
7866 static void add_essence(ESSENCE_IDX mode)
7878 char o_name[MAX_NLEN];
7880 essence_type *es_ptr;
7881 bool able[22] = { 0 };
7883 int menu_line = (use_menu ? 1 : 0);
7885 for (i = 0; essence_info[i].add_name; i++)
7887 es_ptr = &essence_info[i];
7889 if (es_ptr->type != mode) continue;
7893 if (!repeat_pull(&i) || i<0 || i>=max_num)
7896 /* Nothing chosen yet */
7902 /* Build a prompt */
7903 (void) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの能力を付加しますか?", "(*=List, ESC=exit) Add which ability? "));
7904 if (use_menu) screen_save();
7906 /* Get a spell from the user */
7908 choice = (always_show_list || use_menu) ? ESCAPE:1;
7911 if( choice==ESCAPE ) choice = ' ';
7912 else if( !get_com(out_val, &choice, FALSE) )break;
7914 if (use_menu && choice != ' ')
7928 menu_line += (max_num-1);
7951 menu_line = max_num;
7965 if (menu_line > max_num) menu_line -= max_num;
7967 /* Request redraw */
7968 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
7971 if (!redraw || use_menu)
7975 char dummy[80], dummy2[80];
7983 /* Save the screen */
7984 if (!use_menu) screen_save();
7986 for (y = 1; y < 24; y++)
7989 /* Print header(s) */
7991 prt(format(" %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
7994 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
7997 for (ctr = 0; ctr < max_num; ctr++)
7999 es_ptr = &essence_info[num[ctr]];
8003 if (ctr == (menu_line-1))
8004 strcpy(dummy, _("》 ", "> "));
8005 else strcpy(dummy, " ");
8008 /* letter/number for power selection */
8011 sprintf(dummy, "%c) ",I2A(ctr));
8014 strcat(dummy, es_ptr->add_name);
8019 if (es_ptr->essence != -1)
8021 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
8022 if (p_ptr->magic_num1[es_ptr->essence] < es_ptr->value) able[ctr] = FALSE;
8028 case ESSENCE_SH_FIRE:
8029 strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
8030 if (p_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value) able[ctr] = FALSE;
8031 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8033 case ESSENCE_SH_ELEC:
8034 strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
8035 if (p_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value) able[ctr] = FALSE;
8036 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8038 case ESSENCE_SH_COLD:
8039 strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
8040 if (p_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value) able[ctr] = FALSE;
8041 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8043 case ESSENCE_RESISTANCE:
8044 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8045 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8046 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8047 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8048 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8050 case ESSENCE_SUSTAIN:
8051 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
8052 if (p_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value) able[ctr] = FALSE;
8053 if (p_ptr->magic_num1[TR_RES_COLD] < es_ptr->value) able[ctr] = FALSE;
8054 if (p_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value) able[ctr] = FALSE;
8055 if (p_ptr->magic_num1[TR_RES_ACID] < es_ptr->value) able[ctr] = FALSE;
8060 if (!able[ctr]) col = TERM_RED;
8062 if (es_ptr->essence != -1)
8064 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)p_ptr->magic_num1[es_ptr->essence]);
8068 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
8071 c_prt(col, dummy2, ctr+2, x);
8081 /* Restore the screen */
8092 ask = (isupper(choice));
8095 if (ask) choice = (char)tolower(choice);
8097 /* Extract request */
8098 i = (islower(choice) ? A2I(choice) : -1);
8101 /* Totally Illegal */
8102 if ((i < 0) || (i >= max_num) || !able[i])
8114 (void) strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
8116 /* Belay that order */
8117 if (!get_check(tmp_val)) continue;
8124 /* Restore the screen */
8125 if (redraw) screen_load();
8131 es_ptr = &essence_info[num[i]];
8133 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8134 item_tester_tval = TV_GLOVES;
8135 else if (mode == 1 || mode == 5)
8136 item_tester_hook = item_tester_hook_melee_ammo;
8137 else if (es_ptr->add == ESSENCE_ATTACK)
8138 item_tester_hook = object_allow_enchant_weapon;
8139 else if (es_ptr->add == ESSENCE_AC)
8140 item_tester_hook = object_is_armour;
8142 item_tester_hook = object_is_weapon_armour_ammo;
8143 item_tester_no_ryoute = TRUE;
8145 q = _("どのアイテムを改良しますか?", "Improve which item? ");
8146 s = _("改良できるアイテムがありません。", "You have nothing to improve.");
8148 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8150 /* Get the item (in the pack) */
8153 o_ptr = &inventory[item];
8156 /* Get the item (on the floor) */
8159 o_ptr = &o_list[0 - item];
8162 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(o_ptr)))
8164 msg_print(_("そのアイテムはこれ以上改良できない。", "This item is no more able to be improved."));
8168 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8170 use_essence = es_ptr->value;
8171 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT)) use_essence = (use_essence+9)/10;
8172 if (o_ptr->number > 1)
8174 use_essence *= o_ptr->number;
8175 msg_format(_("%d個あるのでエッセンスは%d必要です。", "It will take %d essences."), o_ptr->number, use_essence);
8178 if (es_ptr->essence != -1)
8180 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8182 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8185 if (is_pval_flag(es_ptr->add))
8187 if (o_ptr->pval < 0)
8189 msg_print(_("このアイテムの能力修正を強化することはできない。", "You cannot increase magic number of this item."));
8192 else if (es_ptr->add == TR_BLOWS)
8194 if (o_ptr->pval > 1)
8196 if (!get_check(_("修正値は1になります。よろしいですか?", "The magic number of this weapon will become 1. Are you sure? "))) return;
8200 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8202 else if (o_ptr->pval > 0)
8204 use_essence *= o_ptr->pval;
8205 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8211 PARAMETER_VALUE pval;
8212 PARAMETER_VALUE limit = MIN(5, p_ptr->magic_num1[es_ptr->essence]/es_ptr->value);
8214 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
8215 strcpy(tmp_val, "1");
8217 if (!get_string(tmp, tmp_val, 1)) return;
8218 pval = (PARAMETER_VALUE)atoi(tmp_val);
8219 if (pval > limit) pval = limit;
8220 else if (pval < 1) pval = 1;
8221 o_ptr->pval += pval;
8222 use_essence *= pval;
8223 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8226 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8228 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8232 else if (es_ptr->add == ESSENCE_SLAY_GLOVE)
8239 strcpy(tmp_val, "1");
8240 if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), p_ptr->lev/7+3), tmp_val, 2)) return;
8241 val = atoi(tmp_val);
8242 if (val > p_ptr->lev/7+3) val = p_ptr->lev/7+3;
8243 else if (val < 1) val = 1;
8245 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
8246 if (p_ptr->magic_num1[es_ptr->essence] < use_essence)
8248 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8251 get_to_h = ((val+1)/2+randint0(val/2+1));
8252 get_to_d = ((val+1)/2+randint0(val/2+1));
8253 o_ptr->xtra4 = (get_to_h<<8)+get_to_d;
8254 o_ptr->to_h += get_to_h;
8255 o_ptr->to_d += get_to_d;
8257 p_ptr->magic_num1[es_ptr->essence] -= use_essence;
8258 if (es_ptr->add == ESSENCE_ATTACK)
8260 if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
8262 msg_print(_("改良に失敗した。", "You failed to enchant."));
8263 p_ptr->energy_use = 100;
8268 if (o_ptr->to_h < p_ptr->lev/5+5) o_ptr->to_h++;
8269 if (o_ptr->to_d < p_ptr->lev/5+5) o_ptr->to_d++;
8272 else if (es_ptr->add == ESSENCE_AC)
8274 if (o_ptr->to_a >= p_ptr->lev/5+5)
8276 msg_print(_("改良に失敗した。", "You failed to enchant."));
8277 p_ptr->energy_use = 100;
8282 if (o_ptr->to_a < p_ptr->lev/5+5) o_ptr->to_a++;
8287 o_ptr->xtra3 = es_ptr->add + 1;
8292 bool success = TRUE;
8296 case ESSENCE_SH_FIRE:
8297 if ((p_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence))
8302 p_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
8303 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8305 case ESSENCE_SH_ELEC:
8306 if ((p_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence))
8311 p_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
8312 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8314 case ESSENCE_SH_COLD:
8315 if ((p_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8320 p_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
8321 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8323 case ESSENCE_RESISTANCE:
8324 case ESSENCE_SUSTAIN:
8325 if ((p_ptr->magic_num1[TR_RES_ACID] < use_essence) || (p_ptr->magic_num1[TR_RES_ELEC] < use_essence) || (p_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (p_ptr->magic_num1[TR_RES_COLD] < use_essence))
8330 p_ptr->magic_num1[TR_RES_ACID] -= use_essence;
8331 p_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
8332 p_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
8333 p_ptr->magic_num1[TR_RES_COLD] -= use_essence;
8338 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
8341 if (es_ptr->add == ESSENCE_SUSTAIN)
8343 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
8344 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
8345 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
8346 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
8350 o_ptr->xtra3 = es_ptr->add + 1;
8354 p_ptr->energy_use = 100;
8357 msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
8359 msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name);
8362 /* Combine the pack */
8363 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8365 p_ptr->window |= (PW_INVEN);
8372 static void erase_essence(void)
8377 char o_name[MAX_NLEN];
8378 BIT_FLAGS flgs[TR_FLAG_SIZE];
8380 item_tester_hook = object_is_smith;
8382 q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
8383 s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
8385 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
8387 /* Get the item (in the pack) */
8390 o_ptr = &inventory[item];
8393 /* Get the item (on the floor) */
8396 o_ptr = &o_list[0 - item];
8399 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
8400 if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
8402 p_ptr->energy_use = 100;
8404 if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
8406 o_ptr->to_h -= (o_ptr->xtra4>>8);
8407 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
8409 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
8410 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
8413 object_flags(o_ptr, flgs);
8414 if (!(have_pval_flags(flgs))) o_ptr->pval = 0;
8415 msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
8417 /* Combine the pack */
8418 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
8420 p_ptr->window |= (PW_INVEN);
8424 * @brief 鍛冶コマンドのメインルーチン
8425 * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
8428 void do_cmd_kaji(bool only_browse)
8430 COMMAND_CODE mode = 0;
8433 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
8437 if (p_ptr->confused)
8439 msg_print(_("混乱していて作業できない!", "You are too confused!"));
8444 msg_print(_("目が見えなくて作業できない!", "You are blind!"));
8449 msg_print(_("うまく見えなくて作業できない!", "You are hallucinating!"));
8454 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5))
8456 if (only_browse) screen_save();
8458 if (!only_browse) screen_save();
8464 prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : " "), 2, 14);
8465 prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : " "), 3, 14);
8466 prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : " "), 4, 14);
8467 prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : " "), 5, 14);
8468 prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : " "), 6, 14);
8469 prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
8471 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
8472 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
8473 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
8474 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
8475 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
8476 prt(format("Choose command from menu."), 0, 0);
8503 if (menu_line > 5) menu_line -= 5;
8511 prt(_(" a) エッセンス一覧", " a) List essences"), 2, 14);
8512 prt(_(" b) エッセンス抽出", " b) Extract essence"), 3, 14);
8513 prt(_(" c) エッセンス消去", " c) Remove essence"), 4, 14);
8514 prt(_(" d) エッセンス付加", " d) Add essence"), 5, 14);
8515 prt(_(" e) 武器/防具強化", " e) Enchant weapon/armor"), 6, 14);
8517 if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
8519 if (!get_com("Command :", &choice, TRUE))
8556 /* Clear lines, position cursor (really should use strlen here) */
8557 Term_erase(14, 21, 255);
8558 Term_erase(14, 20, 255);
8559 Term_erase(14, 19, 255);
8560 Term_erase(14, 18, 255);
8561 Term_erase(14, 17, 255);
8562 Term_erase(14, 16, 255);
8564 roff_to_buf(kaji_tips[mode-1], 62, temp, sizeof(temp));
8565 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
8567 prt(&temp[j], line, 15);
8572 if (!only_browse) screen_load();
8573 } while (only_browse);
8578 case 1: display_essence();break;
8579 case 2: drain_essence();break;
8580 case 3: erase_essence();break;
8582 mode = choose_essence();
8587 case 5: add_essence(10);break;
8593 * @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。
8594 * Torches have special abilities when they are flaming.
8595 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8596 * @param flgs 特別に追加するフラグを返す参照ポインタ
8599 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
8601 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8603 if (o_ptr->xtra4 > 0)
8605 add_flag(flgs, TR_BRAND_FIRE);
8606 add_flag(flgs, TR_KILL_UNDEAD);
8607 add_flag(flgs, TR_THROW);
8613 * @brief 投擲時たいまつにダイスを与える。
8614 * Torches have special abilities when they are flaming.
8615 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8616 * @param dd 特別なダイス数を返す参照ポインタ
8617 * @param ds 特別なダイス面数を返す参照ポインタ
8620 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
8622 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8624 if (o_ptr->xtra4 > 0)
8633 * @brief 投擲時命中したたいまつの寿命を縮める。
8634 * Torches have special abilities when they are flaming.
8635 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
8638 void torch_lost_fuel(object_type *o_ptr)
8640 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
8642 o_ptr->xtra4 -= (FUEL_TORCH / 25);
8643 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;