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
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-spell.h"
28 #include "objectkind.h"
29 #include "object-boost.h"
30 #include "object-ego.h"
31 #include "object-flavor.h"
32 #include "object-hook.h"
33 #include "object-curse.h"
34 #include "objectkind-hook.h"
37 #include "player-status.h"
38 #include "player-move.h"
39 #include "player-effects.h"
40 #include "player-class.h"
41 #include "player-personality.h"
43 #include "monsterrace-hook.h"
44 #include "object-ego.h"
45 #include "view-mainwindow.h"
49 * Determine if an item can "absorb" a second item
51 * See "object_absorb()" for the actual "absorption" code.
53 * If permitted, we allow staffs (if they are known to have equal charges
54 * and both are either known or confirmed empty) and wands (if both are
55 * either known or confirmed empty) and rods (in all cases) to combine.
56 * Staffs will unstack (if necessary) when they are used, but wands and
57 * rods will only unstack if one is dropped. -LM-
59 * If permitted, we allow weapons/armor to stack, if fully "known".
61 * Missiles will combine if both stacks have the same "known" status.
62 * This is done to make unidentified stacks of missiles useful.
64 * Food, potions, scrolls, and "easy know" items always stack.
66 * Chests, and activatable items, never stack (for various reasons).
70 * A "stack" of items is limited to less than or equal to 99 items (hard-coded).
72 #define MAX_STACK_SIZE 99
75 * todo この関数ポインタは何とかならんのか?
76 * Hack -- function hook to restrict "get_obj_num_prep()" function
78 bool(*get_obj_num_hook)(KIND_OBJECT_IDX k_idx);
81 * todo これを消すとコンパイルは通るがリンカがエラーを吐く、何とか既存の構造に押し込みたい
83 OBJECT_SUBTYPE_VALUE coin_type; /* Hack -- force coin type */
85 void floor_item_describe(player_type *player_ptr, INVENTORY_IDX item);
88 * @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
89 * @param floo_ptr 現在フロアへの参照ポインタ
90 * @param o_idx 削除対象のオブジェクト構造体ポインタ
93 void excise_object_idx(floor_type *floor_ptr, OBJECT_IDX o_idx)
95 OBJECT_IDX this_o_idx, next_o_idx = 0;
96 OBJECT_IDX prev_o_idx = 0;
98 j_ptr = &floor_ptr->o_list[o_idx];
100 if (OBJECT_IS_HELD_MONSTER(j_ptr))
103 m_ptr = &floor_ptr->m_list[j_ptr->held_m_idx];
104 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
107 o_ptr = &floor_ptr->o_list[this_o_idx];
108 next_o_idx = o_ptr->next_o_idx;
109 if (this_o_idx != o_idx)
111 prev_o_idx = this_o_idx;
117 m_ptr->hold_o_idx = next_o_idx;
122 k_ptr = &floor_ptr->o_list[prev_o_idx];
123 k_ptr->next_o_idx = next_o_idx;
126 o_ptr->next_o_idx = 0;
134 POSITION y = j_ptr->iy;
135 POSITION x = j_ptr->ix;
136 g_ptr = &floor_ptr->grid_array[y][x];
137 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
140 o_ptr = &floor_ptr->o_list[this_o_idx];
141 next_o_idx = o_ptr->next_o_idx;
142 if (this_o_idx != o_idx)
144 prev_o_idx = this_o_idx;
150 g_ptr->o_idx = next_o_idx;
155 k_ptr = &floor_ptr->o_list[prev_o_idx];
156 k_ptr->next_o_idx = next_o_idx;
159 o_ptr->next_o_idx = 0;
166 * @brief オブジェクトを削除する /
167 * Delete a dungeon object
168 * @param player_ptr プレーヤーへの参照ポインタ
169 * @param o_idx 削除対象のオブジェクト構造体ポインタ
172 * Handle "stacks" of objects correctly.
174 void delete_object_idx(player_type *player_ptr, OBJECT_IDX o_idx)
177 floor_type *floor_ptr = player_ptr->current_floor_ptr;
178 excise_object_idx(floor_ptr, o_idx);
179 j_ptr = &floor_ptr->o_list[o_idx];
180 if (!OBJECT_IS_HELD_MONSTER(j_ptr))
185 lite_spot(player_ptr, y, x);
194 * @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
195 * Delete a dungeon object
196 * @param player_ptr プレーヤーへの参照ポインタ
197 * @param y 削除したフロアマスのY座標
198 * @param x 削除したフロアマスのX座標
201 void delete_object(player_type *player_ptr, POSITION y, POSITION x)
204 OBJECT_IDX this_o_idx, next_o_idx = 0;
205 floor_type *floor_ptr = player_ptr->current_floor_ptr;
206 if (!in_bounds(floor_ptr, y, x)) return;
208 g_ptr = &floor_ptr->grid_array[y][x];
209 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
212 o_ptr = &floor_ptr->o_list[this_o_idx];
213 next_o_idx = o_ptr->next_o_idx;
219 lite_spot(player_ptr, y, x);
224 * @brief グローバルオブジェクト配列から空きを取得する /
225 * Acquires and returns the index of a "free" object.
226 * @param floo_ptr 現在フロアへの参照ポインタ
227 * @return 開いているオブジェクト要素のID
229 * This routine should almost never fail, but in case it does,
230 * we must be sure to handle "failure" of this routine.
232 OBJECT_IDX o_pop(floor_type *floor_ptr)
234 if (floor_ptr->o_max < current_world_ptr->max_o_idx)
236 OBJECT_IDX i = floor_ptr->o_max;
242 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
245 o_ptr = &floor_ptr->o_list[i];
246 if (o_ptr->k_idx) continue;
252 if (current_world_ptr->character_dungeon)
253 msg_print(_("アイテムが多すぎる!", "Too many objects!"));
260 * @brief オブジェクト生成テーブルに生成制約を加える /
261 * Apply a "object restriction function" to the "object allocation table"
263 * @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
265 static errr get_obj_num_prep(void)
267 alloc_entry *table = alloc_kind_table;
268 for (OBJECT_IDX i = 0; i < alloc_kind_size; i++)
270 if (!get_obj_num_hook || (*get_obj_num_hook)(table[i].index))
272 table[i].prob2 = table[i].prob1;
285 * @brief オブジェクト生成テーブルからアイテムを取得する /
286 * Choose an object kind that seems "appropriate" to the given level
287 * @param owner_ptr プレーヤーへの参照ポインタ
289 * @return 選ばれたオブジェクトベースID
291 * This function uses the "prob2" field of the "object allocation table",\n
292 * and various local information, to calculate the "prob3" field of the\n
293 * same table, which is then used to choose an "appropriate" object, in\n
294 * a relatively efficient manner.\n
296 * It is (slightly) more likely to acquire an object of the given level\n
297 * than one of a lower level. This is done by choosing several objects\n
298 * appropriate to the given level and keeping the "hardest" one.\n
300 * Note that if no objects are "appropriate", then this function will\n
301 * fail, and return zero, but this should *almost* never happen.\n
303 OBJECT_IDX get_obj_num(player_type *owner_ptr, DEPTH level, BIT_FLAGS mode)
306 KIND_OBJECT_IDX k_idx;
309 alloc_entry *table = alloc_kind_table;
311 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
313 if ((level > 0) && !(d_info[owner_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
315 if (one_in_(GREAT_OBJ))
317 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
322 for (i = 0; i < alloc_kind_size; i++)
324 if (table[i].level > level) break;
327 k_idx = table[i].index;
328 k_ptr = &k_info[k_idx];
330 if ((mode & AM_FORBID_CHEST) && (k_ptr->tval == TV_CHEST)) continue;
332 table[i].prob3 = table[i].prob2;
333 total += table[i].prob3;
336 if (total <= 0) return 0;
338 value = randint0(total);
339 for (i = 0; i < alloc_kind_size; i++)
341 if (value < table[i].prob3) break;
343 value = value - table[i].prob3;
350 value = randint0(total);
351 for (i = 0; i < alloc_kind_size; i++)
353 if (value < table[i].prob3) break;
355 value = value - table[i].prob3;
358 if (table[i].level < table[j].level) i = j;
361 if (p >= 10) return (table[i].index);
364 value = randint0(total);
365 for (i = 0; i < alloc_kind_size; i++)
367 if (value < table[i].prob3) break;
369 value = value - table[i].prob3;
372 if (table[i].level < table[j].level) i = j;
373 return (table[i].index);
378 * @brief オブジェクトを鑑定済にする /
379 * Known is true when the "attributes" of an object are "known".
380 * @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
382 * These include tohit, todam, toac, cost, and pval (charges).\n
384 * Note that "knowing" an object gives you everything that an "awareness"\n
385 * gives you, and much more. In fact, the player is always "aware" of any\n
386 * item of which he has full "knowledge".\n
388 * But having full knowledge of, say, one "wand of wonder", does not, by\n
389 * itself, give you knowledge, or even awareness, of other "wands of wonder".\n
390 * It happens that most "identify" routines (including "buying from a shop")\n
391 * will make the player "aware" of the object as well as fully "know" it.\n
393 * This routine also removes any inscriptions generated by "feelings".\n
395 void object_known(object_type *o_ptr)
397 o_ptr->feeling = FEEL_NONE;
398 o_ptr->ident &= ~(IDENT_SENSE);
399 o_ptr->ident &= ~(IDENT_EMPTY);
400 o_ptr->ident |= (IDENT_KNOWN);
405 * @brief オブジェクトを*鑑定*済にする /
406 * The player is now aware of the effects of the given object.
407 * @param owner_ptr プレーヤーへの参照ポインタ
408 * @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
411 void object_aware(player_type *owner_ptr, object_type *o_ptr)
413 k_info[o_ptr->k_idx].aware = TRUE;
415 bool mihanmei = !object_is_aware(o_ptr);
416 bool is_undefined = mihanmei && !(k_info[o_ptr->k_idx].gen_flags & TRG_INSTA_ART) && record_ident &&
417 !owner_ptr->is_dead && ((o_ptr->tval >= TV_AMULET && o_ptr->tval <= TV_POTION) || (o_ptr->tval == TV_FOOD));
418 if (!is_undefined) return;
422 GAME_TEXT o_name[MAX_NLEN];
425 object_copy(q_ptr, o_ptr);
428 object_desc(owner_ptr, o_name, q_ptr, OD_NAME_ONLY);
430 exe_write_diary(owner_ptr, DIARY_FOUND, 0, o_name);
435 * @brief オブジェクトを試行済にする /
436 * Something has been "sampled"
437 * @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
440 void object_tried(object_type *o_ptr)
442 k_info[o_ptr->k_idx].tried = TRUE;
447 * @brief 重度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
448 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
449 * @return 擬似鑑定結果のIDを返す。
451 byte value_check_aux1(object_type *o_ptr)
453 if (object_is_artifact(o_ptr))
455 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
460 if (object_is_ego(o_ptr))
462 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
464 return FEEL_EXCELLENT;
467 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
468 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
469 if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
470 if (o_ptr->to_a > 0) return FEEL_GOOD;
471 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
478 * @brief 軽度擬似鑑定の判断処理 / Return a "feeling" (or NULL) about an item. Method 2 (Light).
479 * @param o_ptr 擬似鑑定を行うオブジェクトの参照ポインタ。
480 * @return 擬似鑑定結果のIDを返す。
482 byte value_check_aux2(object_type *o_ptr)
484 if (object_is_cursed(o_ptr)) return FEEL_CURSED;
485 if (object_is_broken(o_ptr)) return FEEL_BROKEN;
486 if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
487 if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
488 if (o_ptr->to_a > 0) return FEEL_UNCURSED;
489 if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
496 * @brief 未鑑定なベースアイテムの基本価格を返す /
497 * Return the "value" of an "unknown" item Make a guess at the value of non-aware items
498 * @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
499 * @return オブジェクトの未鑑定価格
501 static PRICE object_value_base(object_type *o_ptr)
503 if (object_is_aware(o_ptr))
504 return (k_info[o_ptr->k_idx].cost);
508 case TV_FOOD: return (5L);
509 case TV_POTION: return (20L);
510 case TV_SCROLL: return (20L);
511 case TV_STAFF: return (70L);
512 case TV_WAND: return (50L);
513 case TV_ROD: return (90L);
514 case TV_RING: return (45L);
515 case TV_AMULET: return (45L);
518 DEPTH level = r_info[o_ptr->pval].level;
519 if (level < 20) return level * 50L;
520 else if (level < 30) return 1000 + (level - 20) * 150L;
521 else if (level < 40) return 2500 + (level - 30) * 350L;
522 else if (level < 50) return 6000 + (level - 40) * 800L;
523 else return 14000 + (level - 50) * 2000L;
526 if (!o_ptr->pval) return 1000L;
527 else return ((r_info[o_ptr->pval].level) * 50L + 1000);
535 * @brief オブジェクトのフラグ類から価格を算出する /
536 * Return the value of the flags the object has...
537 * @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
538 * @param plusses フラグに与える価格の基本重み
539 * @return オブジェクトのフラグ価格
541 PRICE flag_cost(object_type *o_ptr, int plusses)
544 BIT_FLAGS flgs[TR_FLAG_SIZE];
545 object_kind *k_ptr = &k_info[o_ptr->k_idx];
546 object_flags(o_ptr, flgs);
549 * Exclude fixed flags of the base item.
550 * pval bonuses of base item will be treated later.
552 for (int i = 0; i < TR_FLAG_SIZE; i++)
553 flgs[i] &= ~(k_ptr->flags[i]);
555 if (object_is_fixed_artifact(o_ptr))
557 artifact_type *a_ptr = &a_info[o_ptr->name1];
559 for (int i = 0; i < TR_FLAG_SIZE; i++)
560 flgs[i] &= ~(a_ptr->flags[i]);
562 else if (object_is_ego(o_ptr))
564 ego_item_type *e_ptr = &e_info[o_ptr->name2];
566 for (int i = 0; i < TR_FLAG_SIZE; i++)
567 flgs[i] &= ~(e_ptr->flags[i]);
571 * Calucurate values of remaining flags
573 if (have_flag(flgs, TR_STR)) total += (1500 * plusses);
574 if (have_flag(flgs, TR_INT)) total += (1500 * plusses);
575 if (have_flag(flgs, TR_WIS)) total += (1500 * plusses);
576 if (have_flag(flgs, TR_DEX)) total += (1500 * plusses);
577 if (have_flag(flgs, TR_CON)) total += (1500 * plusses);
578 if (have_flag(flgs, TR_CHR)) total += (750 * plusses);
579 if (have_flag(flgs, TR_MAGIC_MASTERY)) total += (600 * plusses);
580 if (have_flag(flgs, TR_STEALTH)) total += (250 * plusses);
581 if (have_flag(flgs, TR_SEARCH)) total += (100 * plusses);
582 if (have_flag(flgs, TR_INFRA)) total += (150 * plusses);
583 if (have_flag(flgs, TR_TUNNEL)) total += (175 * plusses);
584 if ((have_flag(flgs, TR_SPEED)) && (plusses > 0))
585 total += (10000 + (2500 * plusses));
586 if ((have_flag(flgs, TR_BLOWS)) && (plusses > 0))
587 total += (10000 + (2500 * plusses));
591 if (have_flag(flgs, TR_CHAOTIC)) { total += 5000; count++; }
592 if (have_flag(flgs, TR_VAMPIRIC)) { total += 6500; count++; }
593 if (have_flag(flgs, TR_FORCE_WEAPON)) { tmp_cost += 2500; count++; }
594 if (have_flag(flgs, TR_KILL_ANIMAL)) { tmp_cost += 2800; count++; }
595 else if (have_flag(flgs, TR_SLAY_ANIMAL)) { tmp_cost += 1800; count++; }
596 if (have_flag(flgs, TR_KILL_EVIL)) { tmp_cost += 3300; count++; }
597 else if (have_flag(flgs, TR_SLAY_EVIL)) { tmp_cost += 2300; count++; }
598 if (have_flag(flgs, TR_KILL_HUMAN)) { tmp_cost += 2800; count++; }
599 else if (have_flag(flgs, TR_SLAY_HUMAN)) { tmp_cost += 1800; count++; }
600 if (have_flag(flgs, TR_KILL_UNDEAD)) { tmp_cost += 2800; count++; }
601 else if (have_flag(flgs, TR_SLAY_UNDEAD)) { tmp_cost += 1800; count++; }
602 if (have_flag(flgs, TR_KILL_DEMON)) { tmp_cost += 2800; count++; }
603 else if (have_flag(flgs, TR_SLAY_DEMON)) { tmp_cost += 1800; count++; }
604 if (have_flag(flgs, TR_KILL_ORC)) { tmp_cost += 2500; count++; }
605 else if (have_flag(flgs, TR_SLAY_ORC)) { tmp_cost += 1500; count++; }
606 if (have_flag(flgs, TR_KILL_TROLL)) { tmp_cost += 2800; count++; }
607 else if (have_flag(flgs, TR_SLAY_TROLL)) { tmp_cost += 1800; count++; }
608 if (have_flag(flgs, TR_KILL_GIANT)) { tmp_cost += 2800; count++; }
609 else if (have_flag(flgs, TR_SLAY_GIANT)) { tmp_cost += 1800; count++; }
610 if (have_flag(flgs, TR_KILL_DRAGON)) { tmp_cost += 2800; count++; }
611 else if (have_flag(flgs, TR_SLAY_DRAGON)) { tmp_cost += 1800; count++; }
613 if (have_flag(flgs, TR_VORPAL)) { tmp_cost += 2500; count++; }
614 if (have_flag(flgs, TR_IMPACT)) { tmp_cost += 2500; count++; }
615 if (have_flag(flgs, TR_BRAND_POIS)) { tmp_cost += 3800; count++; }
616 if (have_flag(flgs, TR_BRAND_ACID)) { tmp_cost += 3800; count++; }
617 if (have_flag(flgs, TR_BRAND_ELEC)) { tmp_cost += 3800; count++; }
618 if (have_flag(flgs, TR_BRAND_FIRE)) { tmp_cost += 2500; count++; }
619 if (have_flag(flgs, TR_BRAND_COLD)) { tmp_cost += 2500; count++; }
620 total += (tmp_cost * count);
622 if (have_flag(flgs, TR_SUST_STR)) total += 850;
623 if (have_flag(flgs, TR_SUST_INT)) total += 850;
624 if (have_flag(flgs, TR_SUST_WIS)) total += 850;
625 if (have_flag(flgs, TR_SUST_DEX)) total += 850;
626 if (have_flag(flgs, TR_SUST_CON)) total += 850;
627 if (have_flag(flgs, TR_SUST_CHR)) total += 250;
628 if (have_flag(flgs, TR_RIDING)) total += 0;
629 if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
630 if (have_flag(flgs, TR_THROW)) total += 5000;
631 if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
632 if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
636 if (have_flag(flgs, TR_IM_ACID)) { tmp_cost += 15000; count += 2; }
637 if (have_flag(flgs, TR_IM_ELEC)) { tmp_cost += 15000; count += 2; }
638 if (have_flag(flgs, TR_IM_FIRE)) { tmp_cost += 15000; count += 2; }
639 if (have_flag(flgs, TR_IM_COLD)) { tmp_cost += 15000; count += 2; }
640 if (have_flag(flgs, TR_REFLECT)) { tmp_cost += 5000; count += 2; }
641 if (have_flag(flgs, TR_RES_ACID)) { tmp_cost += 500; count++; }
642 if (have_flag(flgs, TR_RES_ELEC)) { tmp_cost += 500; count++; }
643 if (have_flag(flgs, TR_RES_FIRE)) { tmp_cost += 500; count++; }
644 if (have_flag(flgs, TR_RES_COLD)) { tmp_cost += 500; count++; }
645 if (have_flag(flgs, TR_RES_POIS)) { tmp_cost += 1000; count += 2; }
646 if (have_flag(flgs, TR_RES_FEAR)) { tmp_cost += 1000; count += 2; }
647 if (have_flag(flgs, TR_RES_LITE)) { tmp_cost += 800; count += 2; }
648 if (have_flag(flgs, TR_RES_DARK)) { tmp_cost += 800; count += 2; }
649 if (have_flag(flgs, TR_RES_BLIND)) { tmp_cost += 900; count += 2; }
650 if (have_flag(flgs, TR_RES_CONF)) { tmp_cost += 900; count += 2; }
651 if (have_flag(flgs, TR_RES_SOUND)) { tmp_cost += 900; count += 2; }
652 if (have_flag(flgs, TR_RES_SHARDS)) { tmp_cost += 900; count += 2; }
653 if (have_flag(flgs, TR_RES_NETHER)) { tmp_cost += 900; count += 2; }
654 if (have_flag(flgs, TR_RES_NEXUS)) { tmp_cost += 900; count += 2; }
655 if (have_flag(flgs, TR_RES_CHAOS)) { tmp_cost += 1000; count += 2; }
656 if (have_flag(flgs, TR_RES_DISEN)) { tmp_cost += 2000; count += 2; }
657 total += (tmp_cost * count);
659 if (have_flag(flgs, TR_SH_FIRE)) total += 5000;
660 if (have_flag(flgs, TR_SH_ELEC)) total += 5000;
661 if (have_flag(flgs, TR_SH_COLD)) total += 5000;
662 if (have_flag(flgs, TR_NO_TELE)) total -= 10000;
663 if (have_flag(flgs, TR_NO_MAGIC)) total += 2500;
664 if (have_flag(flgs, TR_TY_CURSE)) total -= 15000;
665 if (have_flag(flgs, TR_HIDE_TYPE)) total += 0;
666 if (have_flag(flgs, TR_SHOW_MODS)) total += 0;
667 if (have_flag(flgs, TR_LEVITATION)) total += 1250;
668 if (have_flag(flgs, TR_LITE_1)) total += 1500;
669 if (have_flag(flgs, TR_LITE_2)) total += 2500;
670 if (have_flag(flgs, TR_LITE_3)) total += 4000;
671 if (have_flag(flgs, TR_LITE_M1)) total -= 1500;
672 if (have_flag(flgs, TR_LITE_M2)) total -= 2500;
673 if (have_flag(flgs, TR_LITE_M3)) total -= 4000;
674 if (have_flag(flgs, TR_SEE_INVIS)) total += 2000;
675 if (have_flag(flgs, TR_TELEPATHY)) total += 20000;
676 if (have_flag(flgs, TR_ESP_ANIMAL)) total += 1000;
677 if (have_flag(flgs, TR_ESP_UNDEAD)) total += 1000;
678 if (have_flag(flgs, TR_ESP_DEMON)) total += 1000;
679 if (have_flag(flgs, TR_ESP_ORC)) total += 1000;
680 if (have_flag(flgs, TR_ESP_TROLL)) total += 1000;
681 if (have_flag(flgs, TR_ESP_GIANT)) total += 1000;
682 if (have_flag(flgs, TR_ESP_DRAGON)) total += 1000;
683 if (have_flag(flgs, TR_ESP_HUMAN)) total += 1000;
684 if (have_flag(flgs, TR_ESP_EVIL)) total += 15000;
685 if (have_flag(flgs, TR_ESP_GOOD)) total += 2000;
686 if (have_flag(flgs, TR_ESP_NONLIVING)) total += 2000;
687 if (have_flag(flgs, TR_ESP_UNIQUE)) total += 10000;
688 if (have_flag(flgs, TR_SLOW_DIGEST)) total += 750;
689 if (have_flag(flgs, TR_REGEN)) total += 2500;
690 if (have_flag(flgs, TR_WARNING)) total += 2000;
691 if (have_flag(flgs, TR_DEC_MANA)) total += 10000;
692 if (have_flag(flgs, TR_XTRA_MIGHT)) total += 2250;
693 if (have_flag(flgs, TR_XTRA_SHOTS)) total += 10000;
694 if (have_flag(flgs, TR_IGNORE_ACID)) total += 100;
695 if (have_flag(flgs, TR_IGNORE_ELEC)) total += 100;
696 if (have_flag(flgs, TR_IGNORE_FIRE)) total += 100;
697 if (have_flag(flgs, TR_IGNORE_COLD)) total += 100;
698 if (have_flag(flgs, TR_ACTIVATE)) total += 100;
699 if (have_flag(flgs, TR_DRAIN_EXP)) total -= 12500;
700 if (have_flag(flgs, TR_DRAIN_HP)) total -= 12500;
701 if (have_flag(flgs, TR_DRAIN_MANA)) total -= 12500;
702 if (have_flag(flgs, TR_CALL_ANIMAL)) total -= 12500;
703 if (have_flag(flgs, TR_CALL_DEMON)) total -= 10000;
704 if (have_flag(flgs, TR_CALL_DRAGON)) total -= 10000;
705 if (have_flag(flgs, TR_CALL_UNDEAD)) total -= 10000;
706 if (have_flag(flgs, TR_COWARDICE)) total -= 5000;
707 if (have_flag(flgs, TR_LOW_MELEE)) total -= 5000;
708 if (have_flag(flgs, TR_LOW_AC)) total -= 5000;
709 if (have_flag(flgs, TR_LOW_MAGIC)) total -= 15000;
710 if (have_flag(flgs, TR_FAST_DIGEST)) total -= 10000;
711 if (have_flag(flgs, TR_SLOW_REGEN)) total -= 10000;
712 if (have_flag(flgs, TR_TELEPORT))
714 if (object_is_cursed(o_ptr))
720 if (have_flag(flgs, TR_AGGRAVATE)) total -= 10000;
721 if (have_flag(flgs, TR_BLESSED)) total += 750;
722 if (o_ptr->curse_flags & TR_ADD_L_CURSE) total -= 5000;
723 if (o_ptr->curse_flags & TR_ADD_H_CURSE) total -= 12500;
724 if (o_ptr->curse_flags & TRC_CURSED) total -= 5000;
725 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) total -= 12500;
726 if (o_ptr->curse_flags & TRC_PERMA_CURSE) total -= 15000;
728 /* Also, give some extra for activatable powers... */
729 if (o_ptr->art_name && (have_flag(o_ptr->art_flags, TR_ACTIVATE)))
731 const activation_type* const act_ptr = find_activation_info(o_ptr);
733 total += act_ptr->value;
742 * @brief オブジェクトの真の価格を算出する /
743 * Return the value of the flags the object has...
744 * @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
747 * Return the "real" price of a "known" item, not including discounts\n
749 * Wand and staffs get cost for each charge\n
751 * Armor is worth an extra 100 gold per bonus point to armor class.\n
753 * Weapons are worth an extra 100 gold per bonus point (AC,TH,TD).\n
755 * Missiles are only worth 5 gold per bonus point, since they\n
756 * usually appear in groups of 20, and we want the player to get\n
757 * the same amount of cash for any "equivalent" item. Note that\n
758 * missiles never have any of the "pval" flags, and in fact, they\n
759 * only have a few of the available flags, primarily of the "slay"\n
760 * and "brand" and "ignore" variety.\n
762 * Armor with a negative armor bonus is worthless.\n
763 * Weapons with negative hit+damage bonuses are worthless.\n
765 * Every wearable item with a "pval" bonus is worth extra (see below).\n
767 PRICE object_value_real(object_type *o_ptr)
769 BIT_FLAGS flgs[TR_FLAG_SIZE];
770 object_kind *k_ptr = &k_info[o_ptr->k_idx];
772 if (!k_info[o_ptr->k_idx].cost) return (0L);
774 PRICE value = k_info[o_ptr->k_idx].cost;
775 object_flags(o_ptr, flgs);
776 if (object_is_fixed_artifact(o_ptr))
778 artifact_type *a_ptr = &a_info[o_ptr->name1];
779 if (!a_ptr->cost) return (0L);
782 value += flag_cost(o_ptr, o_ptr->pval);
785 else if (object_is_ego(o_ptr))
787 ego_item_type *e_ptr = &e_info[o_ptr->name2];
788 if (!e_ptr->cost) return (0L);
790 value += e_ptr->cost;
791 value += flag_cost(o_ptr, o_ptr->pval);
796 for (int i = 0; i < TR_FLAG_SIZE; i++)
797 if (o_ptr->art_flags[i]) flag = TRUE;
799 if (flag) value += flag_cost(o_ptr, o_ptr->pval);
802 /* Analyze pval bonus for normal object */
825 if (!o_ptr->pval) break;
826 if (o_ptr->pval < 0) return (0L);
828 if (have_flag(flgs, TR_STR)) value += (o_ptr->pval * 200L);
829 if (have_flag(flgs, TR_INT)) value += (o_ptr->pval * 200L);
830 if (have_flag(flgs, TR_WIS)) value += (o_ptr->pval * 200L);
831 if (have_flag(flgs, TR_DEX)) value += (o_ptr->pval * 200L);
832 if (have_flag(flgs, TR_CON)) value += (o_ptr->pval * 200L);
833 if (have_flag(flgs, TR_CHR)) value += (o_ptr->pval * 200L);
834 if (have_flag(flgs, TR_MAGIC_MASTERY)) value += (o_ptr->pval * 100);
835 if (have_flag(flgs, TR_STEALTH)) value += (o_ptr->pval * 100L);
836 if (have_flag(flgs, TR_SEARCH)) value += (o_ptr->pval * 100L);
837 if (have_flag(flgs, TR_INFRA)) value += (o_ptr->pval * 50L);
838 if (have_flag(flgs, TR_TUNNEL)) value += (o_ptr->pval * 50L);
839 if (have_flag(flgs, TR_BLOWS)) value += (o_ptr->pval * 5000L);
840 if (have_flag(flgs, TR_SPEED)) value += (o_ptr->pval * 10000L);
848 /* Pay extra for charges, depending on standard number of
849 * charges. Handle new-style wands correctly. -LM-
851 value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2));
856 /* Pay extra for charges, depending on standard number of
859 value += (value * o_ptr->pval / (k_ptr->pval * 2));
865 if (o_ptr->to_h + o_ptr->to_d + o_ptr->to_a < 0) return (0L);
867 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L);
880 if (o_ptr->to_a < 0) return (0L);
882 value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L);
891 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
893 value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 100L);
894 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L;
895 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L;
902 if (o_ptr->to_h + o_ptr->to_d < 0) return (0L);
904 value += ((o_ptr->to_h + o_ptr->to_d) * 5L);
905 value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L;
906 value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L;
911 DEPTH level = r_info[o_ptr->pval].level;
912 if (level < 20) value = level * 50L;
913 else if (level < 30) value = 1000 + (level - 20) * 150L;
914 else if (level < 40) value = 2500 + (level - 30) * 350L;
915 else if (level < 50) value = 6000 + (level - 40) * 800L;
916 else value = 14000 + (level - 50) * 2000L;
921 if (!o_ptr->pval) value = 1000L;
922 else value = ((r_info[o_ptr->pval].level) * 50L + 1000);
927 if (!o_ptr->pval) value = 0L;
932 if (value < 0) return 0L;
939 * @brief オブジェクト価格算出のメインルーチン /
940 * Return the price of an item including plusses (and charges)
941 * @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
942 * @return オブジェクトの判明している現価格
944 * This function returns the "value" of the given item (qty one)\n
946 * Never notice "unknown" bonuses or properties, including "curses",\n
947 * since that would give the player information he did not have.\n
949 * Note that discounted items stay discounted forever, even if\n
950 * the discount is "forgotten" by the player via memory loss.\n
952 PRICE object_value(object_type *o_ptr)
956 if (object_is_known(o_ptr))
958 if (object_is_broken(o_ptr)) return (0L);
959 if (object_is_cursed(o_ptr)) return (0L);
961 value = object_value_real(o_ptr);
965 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_broken(o_ptr)) return (0L);
966 if ((o_ptr->ident & (IDENT_SENSE)) && object_is_cursed(o_ptr)) return (0L);
968 value = object_value_base(o_ptr);
971 if (o_ptr->discount) value -= (value * o_ptr->discount / 100L);
978 * @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 /
979 * Distribute charges of rods or wands.
980 * @param o_ptr 分割元オブジェクトの構造体参照ポインタ source item
981 * @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
982 * @param amt 分割したい回数量 number of items that are transfered
985 * Hack -- If rods or wands are dropped, the total maximum timeout or\n
986 * charges need to be allocated between the two stacks. If all the items\n
987 * are being dropped, it makes for a neater message to leave the original\n
988 * stack's pval alone. -LM-\n
990 void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt)
992 if ((o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return;
994 q_ptr->pval = o_ptr->pval * amt / o_ptr->number;
995 if (amt < o_ptr->number) o_ptr->pval -= q_ptr->pval;
997 if ((o_ptr->tval != TV_ROD) || !o_ptr->timeout) return;
999 if (q_ptr->pval > o_ptr->timeout)
1000 q_ptr->timeout = o_ptr->timeout;
1002 q_ptr->timeout = q_ptr->pval;
1004 if (amt < o_ptr->number) o_ptr->timeout -= q_ptr->timeout;
1009 * @brief 魔法棒やロッドの使用回数を減らす /
1010 * @param o_ptr オブジェクトの構造体参照ポインタ source item
1011 * @param amt 減らしたい回数量 number of items that are transfered
1014 * Hack -- If rods or wand are destroyed, the total maximum timeout or\n
1015 * charges of the stack needs to be reduced, unless all the items are\n
1016 * being destroyed. -LM-\n
1018 void reduce_charges(object_type *o_ptr, int amt)
1020 if (((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) &&
1021 (amt < o_ptr->number))
1023 o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;
1029 * @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。
1030 * Determine if an item can partly absorb a second item. Return maximum number of stack.
1031 * @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
1032 * @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
1033 * @return 重ね合わせ可能なアイテム数
1035 int object_similar_part(object_type *o_ptr, object_type *j_ptr)
1037 int max_num = MAX_STACK_SIZE;
1038 if (o_ptr->k_idx != j_ptr->k_idx) return 0;
1040 switch (o_ptr->tval)
1050 if ((o_ptr->sval != SV_PHOTO) || (j_ptr->sval != SV_PHOTO)) return 0;
1051 if (o_ptr->pval != j_ptr->pval) return 0;
1057 if (o_ptr->pval != j_ptr->pval) return 0;
1069 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1070 !object_is_known(o_ptr)) ||
1071 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1072 !object_is_known(j_ptr))) return 0;
1074 if (o_ptr->pval != j_ptr->pval) return 0;
1080 if ((!(o_ptr->ident & (IDENT_EMPTY)) &&
1081 !object_is_known(o_ptr)) ||
1082 (!(j_ptr->ident & (IDENT_EMPTY)) &&
1083 !object_is_known(j_ptr))) return 0;
1089 max_num = MIN(max_num, MAX_SHORT / k_info[o_ptr->k_idx].pval);
1111 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1117 if (object_is_known(o_ptr) != object_is_known(j_ptr)) return 0;
1118 if (o_ptr->feeling != j_ptr->feeling) return 0;
1119 if (o_ptr->to_h != j_ptr->to_h) return 0;
1120 if (o_ptr->to_d != j_ptr->to_d) return 0;
1121 if (o_ptr->to_a != j_ptr->to_a) return 0;
1122 if (o_ptr->pval != j_ptr->pval) return 0;
1123 if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
1124 if (o_ptr->name2 != j_ptr->name2) return 0;
1125 if (o_ptr->xtra3 != j_ptr->xtra3) return 0;
1126 if (o_ptr->xtra4 != j_ptr->xtra4) return 0;
1127 if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
1128 if (o_ptr->timeout || j_ptr->timeout) return 0;
1129 if (o_ptr->ac != j_ptr->ac) return 0;
1130 if (o_ptr->dd != j_ptr->dd) return 0;
1131 if (o_ptr->ds != j_ptr->ds) return 0;
1136 if (!object_is_known(o_ptr) || !object_is_known(j_ptr)) return 0;
1142 for (int i = 0; i < TR_FLAG_SIZE; i++)
1143 if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
1145 if (o_ptr->curse_flags != j_ptr->curse_flags) return 0;
1146 if ((o_ptr->ident & (IDENT_BROKEN)) != (j_ptr->ident & (IDENT_BROKEN))) return 0;
1148 if (o_ptr->inscription && j_ptr->inscription &&
1149 (o_ptr->inscription != j_ptr->inscription))
1152 if (!stack_force_notes && (o_ptr->inscription != j_ptr->inscription)) return 0;
1153 if (!stack_force_costs && (o_ptr->discount != j_ptr->discount)) return 0;
1160 * @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。
1161 * Determine if an item can absorb a second item.
1162 * @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
1163 * @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
1164 * @return 重ね合わせ可能ならばTRUEを返す。
1166 bool object_similar(object_type *o_ptr, object_type *j_ptr)
1168 int total = o_ptr->number + j_ptr->number;
1169 int max_num = object_similar_part(o_ptr, j_ptr);
1170 if (!max_num) return FALSE;
1171 if (total > max_num) return 0;
1178 * @brief 両オブジェクトをスロットに重ね合わせる。
1179 * Allow one item to "absorb" another, assuming they are similar
1180 * @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
1181 * @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
1184 void object_absorb(object_type *o_ptr, object_type *j_ptr)
1186 int max_num = object_similar_part(o_ptr, j_ptr);
1187 int total = o_ptr->number + j_ptr->number;
1188 int diff = (total > max_num) ? total - max_num : 0;
1190 o_ptr->number = (total > max_num) ? max_num : total;
1191 if (object_is_known(j_ptr)) object_known(o_ptr);
1193 if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) &&
1194 (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE))))
1196 if (j_ptr->ident & IDENT_STORE) j_ptr->ident &= 0xEF;
1197 if (o_ptr->ident & IDENT_STORE) o_ptr->ident &= 0xEF;
1200 if (OBJECT_IS_FULL_KNOWN(j_ptr)) o_ptr->ident |= (IDENT_FULL_KNOWN);
1201 if (j_ptr->inscription) o_ptr->inscription = j_ptr->inscription;
1202 if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling;
1203 if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount;
1204 if (o_ptr->tval == TV_ROD)
1206 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1207 o_ptr->timeout += j_ptr->timeout * (j_ptr->number - diff) / j_ptr->number;
1210 if (o_ptr->tval == TV_WAND)
1212 o_ptr->pval += j_ptr->pval * (j_ptr->number - diff) / j_ptr->number;
1218 * @brief tvalとsvalに対応するベースアイテムのIDを返す。
1219 * Find the index of the object_kind with the given tval and sval
1220 * @param tval 検索したいベースアイテムのtval
1221 * @param sval 検索したいベースアイテムのsval
1224 KIND_OBJECT_IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval)
1227 KIND_OBJECT_IDX bk = 0;
1229 for (KIND_OBJECT_IDX k = 1; k < max_k_idx; k++)
1231 object_kind *k_ptr = &k_info[k];
1232 if (k_ptr->tval != tval) continue;
1233 if (k_ptr->sval == sval) return (k);
1234 if (sval != SV_ANY) continue;
1235 if (!one_in_(++num)) continue;
1250 * @brief オブジェクトを初期化する
1251 * Wipe an object clean.
1252 * @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
1255 void object_wipe(object_type *o_ptr)
1257 (void)WIPE(o_ptr, object_type);
1262 * @brief オブジェクトを複製する
1263 * Wipe an object clean.
1264 * @param o_ptr 複製元のオブジェクトの構造体参照ポインタ
1265 * @param j_ptr 複製先のオブジェクトの構造体参照ポインタ
1268 void object_copy(object_type *o_ptr, object_type *j_ptr)
1270 (void)COPY(o_ptr, j_ptr, object_type);
1275 * @brief オブジェクト構造体にベースアイテムを作成する
1276 * Prepare an object based on an object kind.
1277 * @param o_ptr 代入したいオブジェクトの構造体参照ポインタ
1278 * @param k_idx 新たに作成したいベースアイテム情報のID
1281 void object_prep(object_type *o_ptr, KIND_OBJECT_IDX k_idx)
1283 object_kind *k_ptr = &k_info[k_idx];
1285 o_ptr->k_idx = k_idx;
1286 o_ptr->tval = k_ptr->tval;
1287 o_ptr->sval = k_ptr->sval;
1288 o_ptr->pval = k_ptr->pval;
1290 o_ptr->weight = k_ptr->weight;
1291 o_ptr->to_h = k_ptr->to_h;
1292 o_ptr->to_d = k_ptr->to_d;
1293 o_ptr->to_a = k_ptr->to_a;
1294 o_ptr->ac = k_ptr->ac;
1295 o_ptr->dd = k_ptr->dd;
1296 o_ptr->ds = k_ptr->ds;
1298 if (k_ptr->act_idx > 0) o_ptr->xtra2 = (XTRA8)k_ptr->act_idx;
1299 if (k_info[o_ptr->k_idx].cost <= 0) o_ptr->ident |= (IDENT_BROKEN);
1301 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
1302 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1303 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
1304 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
1305 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
1306 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
1311 * @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
1312 * @param owner_ptr プレーヤーへの参照ポインタ
1313 * @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
1316 static void object_mention(player_type *owner_ptr, object_type *o_ptr)
1318 object_aware(owner_ptr, o_ptr);
1319 object_known(o_ptr);
1321 o_ptr->ident |= (IDENT_FULL_KNOWN);
1322 GAME_TEXT o_name[MAX_NLEN];
1323 object_desc(owner_ptr, o_name, o_ptr, 0);
1324 msg_format_wizard(CHEAT_OBJECT, _("%sを生成しました。", "%s was generated."), o_name);
1330 * @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
1331 * Choose random ego type
1332 * @param slot 取得したいエゴの装備部位
1333 * @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。
1334 * @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。
1336 static byte get_random_ego(byte slot, bool good)
1339 for (int i = 1; i < max_e_idx; i++)
1341 ego_item_type *e_ptr;
1343 if (e_ptr->slot == slot
1344 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1347 total += (255 / e_ptr->rarity);
1351 int value = randint1(total);
1353 for (j = 1; j < max_e_idx; j++)
1355 ego_item_type *e_ptr;
1357 if (e_ptr->slot == slot
1358 && ((good && e_ptr->rating) || (!good && !e_ptr->rating)))
1361 value -= (255 / e_ptr->rarity);
1362 if (value <= 0L) break;
1371 * @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
1372 * Apply magic to an item known to be a "weapon"
1373 * @param owner_ptr プレーヤーへの参照ポインタ
1374 * @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
1375 * @param level 生成基準階
1376 * @param power 生成ランク
1379 * Hack -- note special base damage dice boosting\n
1380 * Hack -- note special processing for weapon/digger\n
1382 void apply_magic_weapon(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1384 HIT_PROB tohit1 = randint1(5) + (HIT_PROB)m_bonus(5, level);
1385 HIT_POINT todam1 = randint1(5) + (HIT_POINT)m_bonus(5, level);
1387 HIT_PROB tohit2 = (HIT_PROB)m_bonus(10, level);
1388 HIT_POINT todam2 = (HIT_POINT)m_bonus(10, level);
1390 if ((o_ptr->tval == TV_BOLT) || (o_ptr->tval == TV_ARROW) || (o_ptr->tval == TV_SHOT))
1392 tohit2 = (tohit2 + 1) / 2;
1393 todam2 = (todam2 + 1) / 2;
1398 o_ptr->to_h += tohit1;
1399 o_ptr->to_d += todam1;
1402 o_ptr->to_h += tohit2;
1403 o_ptr->to_d += todam2;
1408 o_ptr->to_h -= tohit1;
1409 o_ptr->to_d -= todam1;
1412 o_ptr->to_h -= tohit2;
1413 o_ptr->to_d -= todam2;
1416 if (o_ptr->to_h + o_ptr->to_d < 0)
1417 o_ptr->curse_flags |= TRC_CURSED;
1420 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)) return;
1422 switch (o_ptr->tval)
1428 /* power > 2 is debug only */
1429 if (one_in_(30) || (power > 2))
1430 become_random_artifact(owner_ptr, o_ptr, FALSE);
1432 o_ptr->name2 = EGO_DIGGING;
1434 else if (power < -1)
1436 o_ptr->pval = 0 - (5 + randint1(5));
1440 o_ptr->pval = 0 - (o_ptr->pval);
1451 /* power > 2 is debug only */
1452 if (one_in_(40) || (power > 2))
1454 become_random_artifact(owner_ptr, o_ptr, FALSE);
1459 o_ptr->name2 = get_random_ego(INVEN_RARM, TRUE);
1460 if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
1462 if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
1464 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1469 switch (o_ptr->name2)
1472 if (one_in_(4) && (level > 40))
1473 add_flag(o_ptr->art_flags, TR_BLOWS);
1477 add_flag(o_ptr->art_flags, TR_RES_POIS);
1479 add_flag(o_ptr->art_flags, TR_WARNING);
1481 case EGO_KILL_DRAGON:
1483 add_flag(o_ptr->art_flags, TR_RES_POIS);
1487 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1489 case EGO_SLAYING_WEAPON:
1497 } while (one_in_(o_ptr->dd));
1502 } while (one_in_(o_ptr->ds));
1507 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1509 if (o_ptr->tval == TV_SWORD && one_in_(3))
1511 add_flag(o_ptr->art_flags, TR_VORPAL);
1516 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1522 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1524 add_flag(o_ptr->art_flags, TR_DEX);
1526 add_flag(o_ptr->art_flags, TR_RES_FEAR);
1529 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, level) + 1;
1531 case EGO_EARTHQUAKES:
1532 if (one_in_(3) && (level > 60))
1533 add_flag(o_ptr->art_flags, TR_BLOWS);
1535 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, level);
1539 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1543 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1545 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1547 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1548 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1551 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CHAOTIC);
1552 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BLOWS);
1553 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1554 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1558 if (!o_ptr->art_name)
1560 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1563 if (o_ptr->dd > 9) o_ptr->dd = 9;
1566 else if (power < -1)
1568 if (randint0(MAX_DEPTH) < level)
1572 o_ptr->name2 = get_random_ego(INVEN_RARM, FALSE);
1573 if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD)
1581 switch (o_ptr->name2)
1584 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1585 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1588 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1589 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_NETHER);
1590 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1591 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1592 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1593 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1605 /* power > 2 is debug only */
1606 if (one_in_(20) || (power > 2))
1608 become_random_artifact(owner_ptr, o_ptr, FALSE);
1612 o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
1623 /* power > 2 is debug only */
1626 become_random_artifact(owner_ptr, o_ptr, FALSE);
1630 o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
1631 switch (o_ptr->name2)
1633 case EGO_SLAYING_BOLT:
1638 while (one_in_(10L * o_ptr->dd * o_ptr->ds))
1641 if (o_ptr->dd > 9) o_ptr->dd = 9;
1643 else if (power < -1)
1645 if (randint0(MAX_DEPTH) < level)
1647 o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
1658 * @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
1659 * Apply magic to an item known to be "armor"
1660 * @param owner_ptr プレーヤーへの参照ポインタ
1661 * @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
1662 * @param level 生成基準階
1663 * @param power 生成ランク
1666 * Hack -- note special processing for crown/helm\n
1667 * Hack -- note special processing for robe of permanence\n
1669 static void a_m_aux_2(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
1671 ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level);
1672 ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level);
1675 o_ptr->to_a += toac1;
1678 o_ptr->to_a += toac2;
1683 o_ptr->to_a -= toac1;
1686 o_ptr->to_a -= toac2;
1689 if (o_ptr->to_a < 0) o_ptr->curse_flags |= TRC_CURSED;
1692 switch (o_ptr->tval)
1696 /* power > 2 is debug only */
1697 if (one_in_(50) || (power > 2))
1698 become_random_artifact(owner_ptr, o_ptr, FALSE);
1706 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
1707 (o_ptr->sval == SV_ROBE) &&
1708 (randint0(100) < 15))
1712 o_ptr->name2 = EGO_YOIYAMI;
1713 o_ptr->k_idx = lookup_kind(TV_SOFT_ARMOR, SV_YOIYAMI_ROBE);
1714 o_ptr->sval = SV_YOIYAMI_ROBE;
1720 o_ptr->name2 = EGO_PERMANENCE;
1726 /* power > 2 is debug only */
1727 if (one_in_(20) || (power > 2))
1729 become_random_artifact(owner_ptr, o_ptr, FALSE);
1735 bool okay_flag = TRUE;
1736 o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
1737 switch (o_ptr->name2)
1740 if (o_ptr->tval != TV_HARD_ARMOR)
1747 if (o_ptr->tval != TV_SOFT_ARMOR)
1757 if (okay_flag) break;
1760 switch (o_ptr->name2)
1762 case EGO_RESISTANCE:
1764 add_flag(o_ptr->art_flags, TR_RES_POIS);
1767 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1768 o_ptr->ac = k_info[o_ptr->k_idx].ac + 5;
1772 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1774 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
1776 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
1777 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1779 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1780 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
1781 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1782 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1783 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1784 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1785 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1786 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
1789 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1790 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1791 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
1792 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1793 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1794 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1805 if (o_ptr->sval == SV_DRAGON_SHIELD)
1807 dragon_resist(o_ptr);
1808 if (!one_in_(3)) break;
1813 /* power > 2 is debug only */
1814 if (one_in_(20) || (power > 2))
1816 become_random_artifact(owner_ptr, o_ptr, FALSE);
1822 o_ptr->name2 = get_random_ego(INVEN_LARM, TRUE);
1823 if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD
1824 && o_ptr->name2 == EGO_S_DWARVEN)
1832 switch (o_ptr->name2)
1835 if (!one_in_(3)) one_high_resistance(o_ptr);
1836 if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
1838 case EGO_REFLECTION:
1839 if (o_ptr->sval == SV_MIRROR_SHIELD)
1844 o_ptr->weight = (2 * k_info[o_ptr->k_idx].weight / 3);
1845 o_ptr->ac = k_info[o_ptr->k_idx].ac + 3;
1854 if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)
1856 dragon_resist(o_ptr);
1857 if (!one_in_(3)) break;
1862 /* power > 2 is debug only */
1863 if (one_in_(20) || (power > 2))
1865 become_random_artifact(owner_ptr, o_ptr, FALSE);
1868 o_ptr->name2 = get_random_ego(INVEN_HANDS, TRUE);
1870 else if (power < -1)
1872 o_ptr->name2 = get_random_ego(INVEN_HANDS, FALSE);
1880 if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)
1882 dragon_resist(o_ptr);
1883 if (!one_in_(3)) break;
1888 /* power > 2 is debug only */
1889 if (one_in_(20) || (power > 2))
1891 become_random_artifact(owner_ptr, o_ptr, FALSE);
1895 o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
1896 switch (o_ptr->name2)
1898 case EGO_SLOW_DESCENT:
1901 one_high_resistance(o_ptr);
1907 else if (power < -1)
1909 o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
1918 /* power > 2 is debug only */
1919 if (one_in_(20) || (power > 2))
1921 become_random_artifact(owner_ptr, o_ptr, FALSE);
1927 bool ok_flag = TRUE;
1928 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
1930 switch (o_ptr->name2)
1933 if (add_esp_strong(o_ptr)) add_esp_weak(o_ptr, TRUE);
1934 else add_esp_weak(o_ptr, FALSE);
1938 case EGO_REGENERATION:
1939 case EGO_LORDLINESS:
1945 if (one_in_(2)) add_esp_strong(o_ptr);
1946 else add_esp_weak(o_ptr, FALSE);
1950 /* not existing crown (wisdom,lite, etc...) */
1960 else if (power < -1)
1964 bool ok_flag = TRUE;
1965 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
1967 switch (o_ptr->name2)
1969 case EGO_ANCIENT_CURSE:
1970 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1971 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
1972 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
1973 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
1974 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
1975 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
1988 if (o_ptr->sval == SV_DRAGON_HELM)
1990 dragon_resist(o_ptr);
1991 if (!one_in_(3)) break;
1996 /* power > 2 is debug only */
1997 if (one_in_(20) || (power > 2))
1999 become_random_artifact(owner_ptr, o_ptr, FALSE);
2005 bool ok_flag = TRUE;
2006 o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
2007 switch (o_ptr->name2)
2009 case EGO_BRILLIANCE:
2011 case EGO_INFRAVISION:
2012 case EGO_H_PROTECTION:
2017 if (one_in_(2)) add_esp_strong(o_ptr);
2018 else add_esp_weak(o_ptr, FALSE);
2023 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_1);
2024 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_LITE_2);
2027 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2029 add_flag(o_ptr->art_flags, TR_DRAIN_EXP) :
2031 add_flag(o_ptr->art_flags, TR_DRAIN_HP) :
2032 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2034 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2035 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
2036 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
2037 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
2038 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
2039 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2040 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
2041 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_CALL_DEMON);
2044 /* not existing helm (Magi, Might, etc...)*/
2053 else if (power < -1)
2057 bool ok_flag = TRUE;
2058 o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
2060 switch (o_ptr->name2)
2062 case EGO_ANCIENT_CURSE:
2077 /* power > 2 is debug only */
2078 if (one_in_(20) || (power > 2))
2080 become_random_artifact(owner_ptr, o_ptr, FALSE);
2083 o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
2085 switch (o_ptr->name2)
2094 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_COWARDICE);
2095 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_CALL_UNDEAD);
2096 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_SLOW_REGEN);
2097 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
2102 else if (power < -1)
2104 o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
2114 * @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
2115 * Apply magic to an item known to be a "ring" or "amulet"
2116 * @param owner_ptr プレーヤーへの参照ポインタ
2117 * @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
2118 * @param level 生成基準階
2119 * @param power 生成ランク
2122 * Hack -- note special "pval boost" code for ring of speed\n
2123 * Hack -- note that some items must be cursed (or blessed)\n
2125 static void a_m_aux_3(player_type *owner_ptr, object_type *o_ptr, DEPTH level, int power)
2127 switch (o_ptr->tval)
2131 switch (o_ptr->sval)
2133 case SV_RING_ATTACKS:
2135 o_ptr->pval = (PARAMETER_VALUE)m_bonus(2, level);
2136 if (one_in_(15)) o_ptr->pval++;
2137 if (o_ptr->pval < 1) o_ptr->pval = 1;
2141 o_ptr->ident |= (IDENT_BROKEN);
2142 o_ptr->curse_flags |= TRC_CURSED;
2143 o_ptr->pval = 0 - (o_ptr->pval);
2156 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2159 o_ptr->ident |= (IDENT_BROKEN);
2160 o_ptr->curse_flags |= TRC_CURSED;
2161 o_ptr->pval = 0 - (o_ptr->pval);
2168 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2169 while (randint0(100) < 50) o_ptr->pval++;
2173 o_ptr->ident |= (IDENT_BROKEN);
2174 o_ptr->curse_flags |= TRC_CURSED;
2175 o_ptr->pval = 0 - (o_ptr->pval);
2181 case SV_RING_LORDLY:
2185 one_lordly_high_resistance(o_ptr);
2186 } while (one_in_(4));
2188 o_ptr->to_a = 10 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2191 case SV_RING_WARNING:
2193 if (one_in_(3)) one_low_esp(o_ptr);
2196 case SV_RING_SEARCHING:
2198 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2201 o_ptr->ident |= (IDENT_BROKEN);
2202 o_ptr->curse_flags |= TRC_CURSED;
2203 o_ptr->pval = 0 - (o_ptr->pval);
2208 case SV_RING_FLAMES:
2213 o_ptr->to_a = 5 + randint1(5) + (ARMOUR_CLASS)m_bonus(10, level);
2216 case SV_RING_WEAKNESS:
2217 case SV_RING_STUPIDITY:
2219 o_ptr->ident |= (IDENT_BROKEN);
2220 o_ptr->curse_flags |= TRC_CURSED;
2221 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2222 if (power > 0) power = 0 - power;
2228 o_ptr->ident |= (IDENT_BROKEN);
2229 o_ptr->curse_flags |= TRC_CURSED;
2230 o_ptr->to_a = 0 - (5 + (ARMOUR_CLASS)m_bonus(10, level));
2231 o_ptr->pval = 0 - (1 + (PARAMETER_VALUE)m_bonus(5, level));
2232 if (power > 0) power = 0 - power;
2236 case SV_RING_DAMAGE:
2238 o_ptr->to_d = 1 + randint1(5) + (HIT_POINT)m_bonus(16, level);
2241 o_ptr->ident |= (IDENT_BROKEN);
2242 o_ptr->curse_flags |= TRC_CURSED;
2243 o_ptr->to_d = 0 - o_ptr->to_d;
2248 case SV_RING_ACCURACY:
2250 o_ptr->to_h = 1 + randint1(5) + (HIT_PROB)m_bonus(16, level);
2253 o_ptr->ident |= (IDENT_BROKEN);
2254 o_ptr->curse_flags |= TRC_CURSED;
2255 o_ptr->to_h = 0 - o_ptr->to_h;
2260 case SV_RING_PROTECTION:
2262 o_ptr->to_a = 5 + randint1(8) + (ARMOUR_CLASS)m_bonus(10, level);
2265 o_ptr->ident |= (IDENT_BROKEN);
2266 o_ptr->curse_flags |= TRC_CURSED;
2267 o_ptr->to_a = 0 - o_ptr->to_a;
2272 case SV_RING_SLAYING:
2274 o_ptr->to_d = randint1(5) + (HIT_POINT)m_bonus(12, level);
2275 o_ptr->to_h = randint1(5) + (HIT_PROB)m_bonus(12, level);
2279 o_ptr->ident |= (IDENT_BROKEN);
2280 o_ptr->curse_flags |= TRC_CURSED;
2281 o_ptr->to_h = 0 - o_ptr->to_h;
2282 o_ptr->to_d = 0 - o_ptr->to_d;
2287 case SV_RING_MUSCLE:
2289 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(3, level);
2290 if (one_in_(4)) o_ptr->pval++;
2294 o_ptr->ident |= (IDENT_BROKEN);
2295 o_ptr->curse_flags |= TRC_CURSED;
2296 o_ptr->pval = 0 - o_ptr->pval;
2301 case SV_RING_AGGRAVATION:
2303 o_ptr->ident |= (IDENT_BROKEN);
2304 o_ptr->curse_flags |= TRC_CURSED;
2305 if (power > 0) power = 0 - power;
2310 /* power > 2 is debug only */
2311 if ((one_in_(400) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2313 o_ptr->pval = MIN(o_ptr->pval, 4);
2314 become_random_artifact(owner_ptr, o_ptr, FALSE);
2316 else if ((power == 2) && one_in_(2))
2318 while (!o_ptr->name2)
2320 int tmp = m_bonus(10, level);
2321 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2322 switch (randint1(28))
2325 o_ptr->name2 = EGO_RING_THROW;
2328 if (have_flag(k_ptr->flags, TR_REGEN)) break;
2329 o_ptr->name2 = EGO_RING_REGEN;
2332 if (have_flag(k_ptr->flags, TR_LITE_1)) break;
2333 o_ptr->name2 = EGO_RING_LITE;
2336 if (have_flag(k_ptr->flags, TR_TELEPORT)) break;
2337 o_ptr->name2 = EGO_RING_TELEPORT;
2340 if (o_ptr->to_h) break;
2341 o_ptr->name2 = EGO_RING_TO_H;
2344 if (o_ptr->to_d) break;
2345 o_ptr->name2 = EGO_RING_TO_D;
2348 if ((o_ptr->to_h) || (o_ptr->to_d)) break;
2349 o_ptr->name2 = EGO_RING_SLAY;
2352 if ((have_flag(k_ptr->flags, TR_STR)) || o_ptr->to_h || o_ptr->to_d) break;
2353 o_ptr->name2 = EGO_RING_WIZARD;
2356 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2357 o_ptr->name2 = EGO_RING_HERO;
2360 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2361 if (tmp > 8) o_ptr->name2 = EGO_RING_MANA_BALL;
2362 else if (tmp > 4) o_ptr->name2 = EGO_RING_MANA_BOLT;
2363 else o_ptr->name2 = EGO_RING_MAGIC_MIS;
2366 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2367 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;
2368 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_F;
2369 else if (tmp > 3) o_ptr->name2 = EGO_RING_FIRE_BALL;
2370 else o_ptr->name2 = EGO_RING_FIRE_BOLT;
2373 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2374 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;
2375 if (tmp > 7) o_ptr->name2 = EGO_RING_DRAGON_C;
2376 else if (tmp > 3) o_ptr->name2 = EGO_RING_COLD_BALL;
2377 else o_ptr->name2 = EGO_RING_COLD_BOLT;
2380 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2381 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;
2382 if (tmp > 4) o_ptr->name2 = EGO_RING_ELEC_BALL;
2383 else o_ptr->name2 = EGO_RING_ELEC_BOLT;
2386 if (have_flag(k_ptr->flags, TR_ACTIVATE)) break;
2387 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;
2388 if (tmp > 4) o_ptr->name2 = EGO_RING_ACID_BALL;
2389 else o_ptr->name2 = EGO_RING_ACID_BOLT;
2391 case 21: case 22: case 23: case 24: case 25: case 26:
2392 switch (o_ptr->sval)
2395 if (!one_in_(3)) break;
2396 o_ptr->name2 = EGO_RING_D_SPEED;
2398 case SV_RING_DAMAGE:
2399 case SV_RING_ACCURACY:
2400 case SV_RING_SLAYING:
2401 if (one_in_(2)) break;
2402 if (one_in_(2)) o_ptr->name2 = EGO_RING_HERO;
2405 o_ptr->name2 = EGO_RING_BERSERKER;
2406 o_ptr->to_h -= 2 + randint1(4);
2407 o_ptr->to_d += 2 + randint1(4);
2411 case SV_RING_PROTECTION:
2412 o_ptr->name2 = EGO_RING_SUPER_AC;
2413 o_ptr->to_a += 7 + m_bonus(5, level);
2415 case SV_RING_RES_FEAR:
2416 o_ptr->name2 = EGO_RING_HERO;
2419 if (one_in_(2)) break;
2420 o_ptr->name2 = EGO_RING_HUNTER;
2422 case SV_RING_SEARCHING:
2423 o_ptr->name2 = EGO_RING_STEALTH;
2425 case SV_RING_TELEPORTATION:
2426 o_ptr->name2 = EGO_RING_TELE_AWAY;
2428 case SV_RING_RES_BLINDNESS:
2430 o_ptr->name2 = EGO_RING_RES_LITE;
2432 o_ptr->name2 = EGO_RING_RES_DARK;
2434 case SV_RING_LORDLY:
2435 if (!one_in_(20)) break;
2436 one_lordly_high_resistance(o_ptr);
2437 one_lordly_high_resistance(o_ptr);
2438 o_ptr->name2 = EGO_RING_TRUE;
2440 case SV_RING_SUSTAIN:
2441 if (!one_in_(4)) break;
2442 o_ptr->name2 = EGO_RING_RES_TIME;
2444 case SV_RING_FLAMES:
2445 if (!one_in_(2)) break;
2446 o_ptr->name2 = EGO_RING_DRAGON_F;
2449 if (!one_in_(2)) break;
2450 o_ptr->name2 = EGO_RING_DRAGON_C;
2452 case SV_RING_WARNING:
2453 if (!one_in_(2)) break;
2454 o_ptr->name2 = EGO_RING_M_DETECT;
2464 o_ptr->curse_flags = 0L;
2466 else if ((power == -2) && one_in_(2))
2468 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2469 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2470 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2471 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2472 o_ptr->art_flags[0] = 0;
2473 o_ptr->art_flags[1] = 0;
2474 while (!o_ptr->name2)
2476 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2477 switch (randint1(5))
2480 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2481 o_ptr->name2 = EGO_RING_DRAIN_EXP;
2484 o_ptr->name2 = EGO_RING_NO_MELEE;
2487 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2488 o_ptr->name2 = EGO_RING_AGGRAVATE;
2491 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2492 o_ptr->name2 = EGO_RING_TY_CURSE;
2495 o_ptr->name2 = EGO_RING_ALBINO;
2500 o_ptr->ident |= (IDENT_BROKEN);
2501 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2508 switch (o_ptr->sval)
2510 case SV_AMULET_INTELLIGENCE:
2511 case SV_AMULET_WISDOM:
2512 case SV_AMULET_CHARISMA:
2514 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(5, level);
2517 o_ptr->ident |= (IDENT_BROKEN);
2518 o_ptr->curse_flags |= (TRC_CURSED);
2519 o_ptr->pval = 0 - o_ptr->pval;
2524 case SV_AMULET_BRILLIANCE:
2526 o_ptr->pval = 1 + m_bonus(3, level);
2527 if (one_in_(4)) o_ptr->pval++;
2531 o_ptr->ident |= (IDENT_BROKEN);
2532 o_ptr->curse_flags |= (TRC_CURSED);
2533 o_ptr->pval = 0 - o_ptr->pval;
2538 case SV_AMULET_NO_MAGIC: case SV_AMULET_NO_TELE:
2542 o_ptr->curse_flags |= (TRC_CURSED);
2547 case SV_AMULET_RESISTANCE:
2549 if (one_in_(5)) one_high_resistance(o_ptr);
2550 if (one_in_(5)) add_flag(o_ptr->art_flags, TR_RES_POIS);
2553 case SV_AMULET_SEARCHING:
2555 o_ptr->pval = randint1(2) + (PARAMETER_VALUE)m_bonus(4, level);
2558 o_ptr->ident |= (IDENT_BROKEN);
2559 o_ptr->curse_flags |= (TRC_CURSED);
2560 o_ptr->pval = 0 - (o_ptr->pval);
2565 case SV_AMULET_THE_MAGI:
2567 o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, level);
2568 o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, level);
2569 add_esp_weak(o_ptr, FALSE);
2572 case SV_AMULET_DOOM:
2574 o_ptr->ident |= (IDENT_BROKEN);
2575 o_ptr->curse_flags |= (TRC_CURSED);
2576 o_ptr->pval = 0 - (randint1(5) + (PARAMETER_VALUE)m_bonus(5, level));
2577 o_ptr->to_a = 0 - (randint1(5) + (ARMOUR_CLASS)m_bonus(5, level));
2578 if (power > 0) power = 0 - power;
2582 case SV_AMULET_MAGIC_MASTERY:
2584 o_ptr->pval = 1 + (PARAMETER_VALUE)m_bonus(4, level);
2587 o_ptr->ident |= (IDENT_BROKEN);
2588 o_ptr->curse_flags |= (TRC_CURSED);
2589 o_ptr->pval = 0 - o_ptr->pval;
2596 /* power > 2 is debug only */
2597 if ((one_in_(150) && (power > 0) && !object_is_cursed(o_ptr) && (level > 79)) || (power > 2))
2599 o_ptr->pval = MIN(o_ptr->pval, 4);
2600 become_random_artifact(owner_ptr, o_ptr, FALSE);
2602 else if ((power == 2) && one_in_(2))
2604 while (!o_ptr->name2)
2606 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2607 switch (randint1(21))
2610 if (have_flag(k_ptr->flags, TR_SLOW_DIGEST)) break;
2611 o_ptr->name2 = EGO_AMU_SLOW_D;
2614 if (o_ptr->pval) break;
2615 o_ptr->name2 = EGO_AMU_INFRA;
2618 if (have_flag(k_ptr->flags, TR_SEE_INVIS)) break;
2619 o_ptr->name2 = EGO_AMU_SEE_INVIS;
2622 if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
2623 o_ptr->name2 = EGO_AMU_HOLD_EXP;
2626 if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
2627 o_ptr->name2 = EGO_AMU_LEVITATION;
2629 case 10: case 11: case 21:
2630 o_ptr->name2 = EGO_AMU_AC;
2633 if (have_flag(k_ptr->flags, TR_RES_FIRE)) break;
2634 if (m_bonus(10, level) > 8)
2635 o_ptr->name2 = EGO_AMU_RES_FIRE_;
2637 o_ptr->name2 = EGO_AMU_RES_FIRE;
2640 if (have_flag(k_ptr->flags, TR_RES_COLD)) break;
2641 if (m_bonus(10, level) > 8)
2642 o_ptr->name2 = EGO_AMU_RES_COLD_;
2644 o_ptr->name2 = EGO_AMU_RES_COLD;
2647 if (have_flag(k_ptr->flags, TR_RES_ELEC)) break;
2648 if (m_bonus(10, level) > 8)
2649 o_ptr->name2 = EGO_AMU_RES_ELEC_;
2651 o_ptr->name2 = EGO_AMU_RES_ELEC;
2654 if (have_flag(k_ptr->flags, TR_RES_ACID)) break;
2655 if (m_bonus(10, level) > 8)
2656 o_ptr->name2 = EGO_AMU_RES_ACID_;
2658 o_ptr->name2 = EGO_AMU_RES_ACID;
2660 case 16: case 17: case 18: case 19: case 20:
2661 switch (o_ptr->sval)
2663 case SV_AMULET_TELEPORT:
2664 if (m_bonus(10, level) > 9) o_ptr->name2 = EGO_AMU_D_DOOR;
2665 else if (one_in_(2)) o_ptr->name2 = EGO_AMU_JUMP;
2666 else o_ptr->name2 = EGO_AMU_TELEPORT;
2668 case SV_AMULET_RESIST_ACID:
2669 if ((m_bonus(10, level) > 6) && one_in_(2)) o_ptr->name2 = EGO_AMU_RES_ACID_;
2671 case SV_AMULET_SEARCHING:
2672 o_ptr->name2 = EGO_AMU_STEALTH;
2674 case SV_AMULET_BRILLIANCE:
2675 if (!one_in_(3)) break;
2676 o_ptr->name2 = EGO_AMU_IDENT;
2678 case SV_AMULET_CHARISMA:
2679 if (!one_in_(3)) break;
2680 o_ptr->name2 = EGO_AMU_CHARM;
2682 case SV_AMULET_THE_MAGI:
2683 if (one_in_(2)) break;
2684 o_ptr->name2 = EGO_AMU_GREAT;
2686 case SV_AMULET_RESISTANCE:
2687 if (!one_in_(5)) break;
2688 o_ptr->name2 = EGO_AMU_DEFENDER;
2690 case SV_AMULET_TELEPATHY:
2691 if (!one_in_(3)) break;
2692 o_ptr->name2 = EGO_AMU_DETECTION;
2697 o_ptr->curse_flags = 0L;
2699 else if ((power == -2) && one_in_(2))
2701 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - o_ptr->to_h;
2702 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - o_ptr->to_d;
2703 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - o_ptr->to_a;
2704 if (o_ptr->pval > 0) o_ptr->pval = 0 - o_ptr->pval;
2705 o_ptr->art_flags[0] = 0;
2706 o_ptr->art_flags[1] = 0;
2707 while (!o_ptr->name2)
2709 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2710 switch (randint1(5))
2713 if (have_flag(k_ptr->flags, TR_DRAIN_EXP)) break;
2714 o_ptr->name2 = EGO_AMU_DRAIN_EXP;
2717 o_ptr->name2 = EGO_AMU_FOOL;
2720 if (have_flag(k_ptr->flags, TR_AGGRAVATE)) break;
2721 o_ptr->name2 = EGO_AMU_AGGRAVATE;
2724 if (have_flag(k_ptr->flags, TR_TY_CURSE)) break;
2725 o_ptr->name2 = EGO_AMU_TY_CURSE;
2728 o_ptr->name2 = EGO_AMU_NAIVETY;
2733 o_ptr->ident |= (IDENT_BROKEN);
2734 o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
2744 * @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
2745 * Apply magic to an item known to be "boring"
2746 * @param owner_ptr プレーヤーへの参照ポインタ
2747 * @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
2748 * @param power 生成ランク
2751 * Hack -- note the special code for various items
2753 static void a_m_aux_4(player_type *owner_ptr, object_type *o_ptr, int power)
2755 object_kind *k_ptr = &k_info[o_ptr->k_idx];
2757 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
2758 switch (o_ptr->tval)
2766 o_ptr->xtra4 = o_ptr->pval;
2772 if (o_ptr->sval == SV_LITE_TORCH)
2774 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2778 if (o_ptr->sval == SV_LITE_LANTERN)
2780 if (o_ptr->pval > 0) o_ptr->xtra4 = randint1(o_ptr->pval);
2784 /* power > 2 is debug only */
2787 become_random_artifact(owner_ptr, o_ptr, FALSE);
2789 else if ((power == 2) || ((power == 1) && one_in_(3)))
2791 while (!o_ptr->name2)
2795 bool okay_flag = TRUE;
2797 o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
2799 switch (o_ptr->name2)
2802 if (o_ptr->sval == SV_LITE_FEANOR)
2811 else if (power == -2)
2813 o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
2814 switch (o_ptr->name2)
2816 case EGO_LITE_DARKNESS:
2819 if (o_ptr->sval == SV_LITE_TORCH)
2821 add_flag(o_ptr->art_flags, TR_LITE_M1);
2823 else if (o_ptr->sval == SV_LITE_LANTERN)
2825 add_flag(o_ptr->art_flags, TR_LITE_M2);
2827 else if (o_ptr->sval == SV_LITE_FEANOR)
2829 add_flag(o_ptr->art_flags, TR_LITE_M3);
2840 /* The wand or staff gets a number of initial charges equal
2841 * to between 1/2 (+1) and the full object kind's pval. -LM-
2843 o_ptr->pval = k_ptr->pval / 2 + randint1((k_ptr->pval + 1) / 2);
2848 o_ptr->pval = k_ptr->pval;
2854 object_aware(owner_ptr, o_ptr);
2855 object_known(o_ptr);
2860 PARAMETER_VALUE i = 1;
2862 monster_race *r_ptr;
2865 i = randint1(max_r_idx - 1);
2867 if (!item_monster_okay(i)) continue;
2868 if (i == MON_TSUCHINOKO) continue;
2871 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2872 if (!r_ptr->rarity) continue;
2873 if (r_ptr->rarity > 100) continue;
2874 if (randint0(check)) continue;
2880 if (one_in_(6)) o_ptr->curse_flags |= TRC_CURSED;
2886 PARAMETER_VALUE i = 1;
2889 monster_race *r_ptr;
2890 if (o_ptr->sval == SV_SKELETON)
2892 match = RF9_DROP_SKELETON;
2894 else if (o_ptr->sval == SV_CORPSE)
2896 match = RF9_DROP_CORPSE;
2899 get_mon_num_prep(owner_ptr, item_monster_okay, NULL);
2902 i = get_mon_num(owner_ptr, floor_ptr->dun_level, 0);
2904 check = (floor_ptr->dun_level < r_ptr->level) ? (r_ptr->level - floor_ptr->dun_level) : 0;
2905 if (!r_ptr->rarity) continue;
2906 if (!(r_ptr->flags9 & match)) continue;
2907 if (randint0(check)) continue;
2913 object_aware(owner_ptr, o_ptr);
2914 object_known(o_ptr);
2919 PARAMETER_VALUE i = 1;
2920 monster_race *r_ptr;
2923 i = randint1(max_r_idx - 1);
2925 if (!r_ptr->rarity) continue;
2933 msg_format(_("%sの像", "Statue of %s"), r_name + r_ptr->name);
2936 object_aware(owner_ptr, o_ptr);
2937 object_known(o_ptr);
2942 DEPTH obj_level = k_info[o_ptr->k_idx].level;
2943 if (obj_level <= 0) break;
2945 o_ptr->pval = randint1(obj_level);
2946 if (o_ptr->sval == SV_CHEST_KANDUME) o_ptr->pval = 6;
2948 o_ptr->xtra3 = floor_ptr->dun_level + 5;
2949 if (o_ptr->pval > 55) o_ptr->pval = 55 + (byte)randint0(5);
2958 * @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
2959 * Complete the "creation" of an object by applying "magic" to the item
2960 * @param owner_ptr プレーヤーへの参照ポインタ
2961 * @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
2963 * @param mode 生成オプション
2966 * This includes not only rolling for random bonuses, but also putting the\n
2967 * finishing touches on ego-items and artifacts, giving charges to wands and\n
2968 * staffs, giving fuel to lites, and placing traps on chests.\n
2970 * In particular, note that "Instant Artifacts", if "created" by an external\n
2971 * routine, must pass through this function to complete the actual creation.\n
2973 * The base "chance" of the item being "good" increases with the "level"\n
2974 * parameter, which is usually derived from the dungeon level, being equal\n
2975 * to the level plus 10, up to a maximum of 75. If "good" is true, then\n
2976 * the object is guaranteed to be "good". If an object is "good", then\n
2977 * the chance that the object will be "great" (ego-item or artifact), also\n
2978 * increases with the "level", being equal to half the level, plus 5, up to\n
2979 * a maximum of 20. If "great" is true, then the object is guaranteed to be\n
2980 * "great". At dungeon level 65 and below, 15/100 objects are "great".\n
2982 * If the object is not "good", there is a chance it will be "cursed", and\n
2983 * if it is "cursed", there is a chance it will be "broken". These chances\n
2984 * are related to the "good" / "great" chances above.\n
2986 * Otherwise "normal" rings and amulets will be "good" half the time and\n
2987 * "cursed" half the time, unless the ring/amulet is always good or cursed.\n
2989 * If "okay" is true, and the object is going to be "great", then there is\n
2990 * a chance that an artifact will be created. This is true even if both the\n
2991 * "good" and "great" arguments are false. As a total hack, if "great" is\n
2992 * true, then the item gets 3 extra "attempts" to become an artifact.\n
2994 void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
2996 if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
2997 if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
3000 if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
3002 int f2 = f1 * 2 / 3;
3003 if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
3004 f2 = d_info[owner_ptr->dungeon_idx].obj_great;
3006 if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
3011 else if (owner_ptr->muta3 & MUT3_BAD_LUCK)
3018 if ((mode & AM_GOOD) || magik(f1))
3021 if ((mode & AM_GREAT) || magik(f2))
3024 if (mode & AM_SPECIAL) power = 3;
3030 if (magik(f2)) power = -2;
3032 if (mode & AM_CURSED)
3045 if (power >= 2) rolls = 1;
3047 if (mode & (AM_GREAT | AM_SPECIAL)) rolls = 4;
3048 if ((mode & AM_NO_FIXED_ART) || o_ptr->name1) rolls = 0;
3050 for (int i = 0; i < rolls; i++)
3052 if (make_artifact(owner_ptr, o_ptr)) break;
3053 if ((owner_ptr->muta3 & MUT3_GOOD_LUCK) && one_in_(77))
3055 if (make_artifact(owner_ptr, o_ptr)) break;
3059 if (object_is_fixed_artifact(o_ptr))
3061 artifact_type *a_ptr = &a_info[o_ptr->name1];
3063 if (current_world_ptr->character_dungeon)
3064 a_ptr->floor_id = owner_ptr->floor_id;
3066 o_ptr->pval = a_ptr->pval;
3067 o_ptr->ac = a_ptr->ac;
3068 o_ptr->dd = a_ptr->dd;
3069 o_ptr->ds = a_ptr->ds;
3070 o_ptr->to_a = a_ptr->to_a;
3071 o_ptr->to_h = a_ptr->to_h;
3072 o_ptr->to_d = a_ptr->to_d;
3073 o_ptr->weight = a_ptr->weight;
3074 o_ptr->xtra2 = a_ptr->act_idx;
3076 if (o_ptr->name1 == ART_MILIM)
3078 if (owner_ptr->pseikaku == SEIKAKU_SEXY)
3084 if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3085 if (a_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3086 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3087 if (a_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3088 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3089 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3090 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3095 switch (o_ptr->tval)
3104 if (power) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3109 if (power && !(o_ptr->sval == SV_DEATH_SCYTHE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3114 if (power && !(o_ptr->sval == SV_POISON_NEEDLE)) apply_magic_weapon(owner_ptr, o_ptr, lev, power);
3127 if (((o_ptr->tval == TV_CLOAK) && (o_ptr->sval == SV_ELVEN_CLOAK)) ||
3128 ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_KUROSHOUZOKU)))
3129 o_ptr->pval = randint1(4);
3132 ((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
3133 ((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
3134 ((o_ptr->tval == TV_GLOVES) && (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES)) ||
3135 ((o_ptr->tval == TV_BOOTS) && (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE)))
3136 a_m_aux_2(owner_ptr, o_ptr, lev, power);
3143 if (!power && (randint0(100) < 50)) power = -1;
3144 a_m_aux_3(owner_ptr, o_ptr, lev, power);
3149 a_m_aux_4(owner_ptr, o_ptr, power);
3154 if ((o_ptr->tval == TV_SOFT_ARMOR) &&
3155 (o_ptr->sval == SV_ABUNAI_MIZUGI) &&
3156 (owner_ptr->pseikaku == SEIKAKU_SEXY))
3159 add_flag(o_ptr->art_flags, TR_STR);
3160 add_flag(o_ptr->art_flags, TR_INT);
3161 add_flag(o_ptr->art_flags, TR_WIS);
3162 add_flag(o_ptr->art_flags, TR_DEX);
3163 add_flag(o_ptr->art_flags, TR_CON);
3164 add_flag(o_ptr->art_flags, TR_CHR);
3167 if (object_is_ego(o_ptr))
3169 ego_item_type *e_ptr = &e_info[o_ptr->name2];
3170 if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
3172 if (e_ptr->gen_flags & TRG_CURSED) o_ptr->curse_flags |= (TRC_CURSED);
3173 if (e_ptr->gen_flags & TRG_HEAVY_CURSE) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3174 if (e_ptr->gen_flags & TRG_PERMA_CURSE) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
3175 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3176 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3177 if (e_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3179 if (e_ptr->gen_flags & (TRG_ONE_SUSTAIN)) one_sustain(o_ptr);
3180 if (e_ptr->gen_flags & (TRG_XTRA_POWER)) one_ability(o_ptr);
3181 if (e_ptr->gen_flags & (TRG_XTRA_H_RES)) one_high_resistance(o_ptr);
3182 if (e_ptr->gen_flags & (TRG_XTRA_E_RES)) one_ele_resistance(o_ptr);
3183 if (e_ptr->gen_flags & (TRG_XTRA_D_RES)) one_dragon_ele_resistance(o_ptr);
3184 if (e_ptr->gen_flags & (TRG_XTRA_L_RES)) one_lordly_high_resistance(o_ptr);
3185 if (e_ptr->gen_flags & (TRG_XTRA_RES)) one_resistance(o_ptr);
3186 if (e_ptr->gen_flags & (TRG_XTRA_DICE))
3191 } while (one_in_(o_ptr->dd));
3193 if (o_ptr->dd > 9) o_ptr->dd = 9;
3196 if (e_ptr->act_idx) o_ptr->xtra2 = (XTRA8)e_ptr->act_idx;
3198 if ((object_is_cursed(o_ptr) || object_is_broken(o_ptr)) && !(e_ptr->gen_flags & (TRG_POWERFUL)))
3200 if (e_ptr->max_to_h) o_ptr->to_h -= randint1(e_ptr->max_to_h);
3201 if (e_ptr->max_to_d) o_ptr->to_d -= randint1(e_ptr->max_to_d);
3202 if (e_ptr->max_to_a) o_ptr->to_a -= randint1(e_ptr->max_to_a);
3203 if (e_ptr->max_pval) o_ptr->pval -= randint1(e_ptr->max_pval);
3207 if (e_ptr->max_to_h)
3209 if (e_ptr->max_to_h > 127)
3210 o_ptr->to_h -= randint1(256 - e_ptr->max_to_h);
3211 else o_ptr->to_h += randint1(e_ptr->max_to_h);
3214 if (e_ptr->max_to_d)
3216 if (e_ptr->max_to_d > 127)
3217 o_ptr->to_d -= randint1(256 - e_ptr->max_to_d);
3218 else o_ptr->to_d += randint1(e_ptr->max_to_d);
3221 if (e_ptr->max_to_a)
3223 if (e_ptr->max_to_a > 127)
3224 o_ptr->to_a -= randint1(256 - e_ptr->max_to_a);
3225 else o_ptr->to_a += randint1(e_ptr->max_to_a);
3228 if (o_ptr->name2 == EGO_ACCURACY)
3230 while (o_ptr->to_h < o_ptr->to_d + 10)
3235 o_ptr->to_h = MAX(o_ptr->to_h, 15);
3238 if (o_ptr->name2 == EGO_VELOCITY)
3240 while (o_ptr->to_d < o_ptr->to_h + 10)
3245 o_ptr->to_d = MAX(o_ptr->to_d, 15);
3248 if ((o_ptr->name2 == EGO_PROTECTION) || (o_ptr->name2 == EGO_S_PROTECTION) || (o_ptr->name2 == EGO_H_PROTECTION))
3250 o_ptr->to_a = MAX(o_ptr->to_a, 15);
3253 if (e_ptr->max_pval)
3255 if ((o_ptr->name2 == EGO_HA) && (have_flag(o_ptr->art_flags, TR_BLOWS)))
3258 if ((lev > 60) && one_in_(3) && ((o_ptr->dd*(o_ptr->ds + 1)) < 15)) o_ptr->pval++;
3260 else if (o_ptr->name2 == EGO_DEMON)
3262 if (have_flag(o_ptr->art_flags, TR_BLOWS))
3264 o_ptr->pval += randint1(2);
3268 o_ptr->pval += randint1(e_ptr->max_pval);
3271 else if (o_ptr->name2 == EGO_ATTACKS)
3273 o_ptr->pval = randint1(e_ptr->max_pval*lev / 100 + 1);
3274 if (o_ptr->pval > 3) o_ptr->pval = 3;
3275 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
3276 o_ptr->pval += randint1(2);
3278 else if (o_ptr->name2 == EGO_BAT)
3280 o_ptr->pval = randint1(e_ptr->max_pval);
3281 if (o_ptr->sval == SV_ELVEN_CLOAK) o_ptr->pval += randint1(2);
3283 else if (o_ptr->name2 == EGO_A_DEMON || o_ptr->name2 == EGO_DRUID || o_ptr->name2 == EGO_OLOG)
3285 o_ptr->pval = randint1(e_ptr->max_pval);
3289 o_ptr->pval += randint1(e_ptr->max_pval);
3293 if ((o_ptr->name2 == EGO_SPEED) && (lev < 50))
3295 o_ptr->pval = randint1(o_ptr->pval);
3298 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2) && (o_ptr->name2 != EGO_ATTACKS))
3307 object_kind *k_ptr = &k_info[o_ptr->k_idx];
3308 if (!k_info[o_ptr->k_idx].cost) o_ptr->ident |= (IDENT_BROKEN);
3310 if (k_ptr->gen_flags & (TRG_CURSED)) o_ptr->curse_flags |= (TRC_CURSED);
3311 if (k_ptr->gen_flags & (TRG_HEAVY_CURSE)) o_ptr->curse_flags |= TRC_HEAVY_CURSE;
3312 if (k_ptr->gen_flags & (TRG_PERMA_CURSE)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
3313 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE0)) o_ptr->curse_flags |= get_curse(0, o_ptr);
3314 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr);
3315 if (k_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr);
3321 * @brief 生成階に応じたベースアイテムの生成を行う。
3322 * Attempt to make an object (normal or good/great)
3323 * @param owner_ptr プレーヤーへの参照ポインタ
3324 * @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
3325 * @param mode オプションフラグ
3326 * @return 生成に成功したらTRUEを返す。
3328 * This routine plays nasty games to generate the "special artifacts".\n
3329 * This routine uses "floor_ptr->object_level" for the "generation level".\n
3330 * We assume that the given object has been "wiped".\n
3332 bool make_object(player_type *owner_ptr, object_type *j_ptr, BIT_FLAGS mode)
3334 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3335 PERCENTAGE prob = ((mode & AM_GOOD) ? 10 : 1000);
3336 DEPTH base = ((mode & AM_GOOD) ? (floor_ptr->object_level + 10) : floor_ptr->object_level);
3337 if (!one_in_(prob) || !make_artifact_special(owner_ptr, j_ptr))
3339 KIND_OBJECT_IDX k_idx;
3340 if ((mode & AM_GOOD) && !get_obj_num_hook)
3342 get_obj_num_hook = kind_is_good;
3345 if (get_obj_num_hook) get_obj_num_prep();
3347 k_idx = get_obj_num(owner_ptr, base, mode);
3348 if (get_obj_num_hook)
3350 get_obj_num_hook = NULL;
3354 if (!k_idx) return FALSE;
3356 object_prep(j_ptr, k_idx);
3359 apply_magic(owner_ptr, j_ptr, floor_ptr->object_level, mode);
3360 switch (j_ptr->tval)
3368 j_ptr->number = (byte)damroll(6, 7);
3372 if (cheat_peek) object_mention(owner_ptr, j_ptr);
3379 * @brief 生成階に応じた財宝オブジェクトの生成を行う。
3380 * Make a treasure object
3381 * @param floor_ptr 現在フロアへの参照ポインタ
3382 * @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
3383 * @return 生成に成功したらTRUEを返す。
3385 * The location must be a legal, clean, floor grid.
3387 bool make_gold(floor_type *floor_ptr, object_type *j_ptr)
3389 int i = ((randint1(floor_ptr->object_level + 2) + 2) / 2) - 1;
3390 if (one_in_(GREAT_OBJ))
3392 i += randint1(floor_ptr->object_level + 1);
3395 if (coin_type) i = coin_type;
3396 if (i >= MAX_GOLD) i = MAX_GOLD - 1;
3397 object_prep(j_ptr, OBJ_GOLD_LIST + i);
3399 s32b base = k_info[OBJ_GOLD_LIST + i].cost;
3400 j_ptr->pval = (base + (8L * randint1(base)) + randint1(8));
3407 * @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。
3408 * Let an object fall to the ground at or near a location.
3409 * @param owner_ptr プレーヤーへの参照ポインタ
3410 * @param j_ptr 落としたいオブジェクト構造体の参照ポインタ
3411 * @param chance ドロップの消滅率(%)
3412 * @param y 配置したいフロアのY座標
3413 * @param x 配置したいフロアのX座標
3414 * @return 生成に成功したらオブジェクトのIDを返す。
3416 * The initial location is assumed to be "in_bounds(floor_ptr, )".\n
3418 * This function takes a parameter "chance". This is the percentage\n
3419 * chance that the item will "disappear" instead of drop. If the object\n
3420 * has been thrown, then this is the chance of disappearance on contact.\n
3422 * Hack -- this function uses "chance" to determine if it should produce\n
3423 * some form of "description" of the drop event (under the player).\n
3425 * We check several locations to see if we can find a location at which\n
3426 * the object can combine, stack, or be placed. Artifacts will try very\n
3427 * hard to be placed, including "teleporting" to a useful grid if needed.\n
3429 OBJECT_IDX drop_near(player_type *owner_ptr, object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION x)
3433 POSITION ty, tx = 0;
3434 OBJECT_IDX o_idx = 0;
3435 OBJECT_IDX this_o_idx, next_o_idx = 0;
3437 GAME_TEXT o_name[MAX_NLEN];
3442 bool plural = (j_ptr->number != 1);
3444 object_desc(owner_ptr, o_name, j_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3445 if (!object_is_artifact(j_ptr) && (randint0(100) < chance))
3448 msg_format("%sは消えた。", o_name);
3450 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3452 if (current_world_ptr->wizard) msg_print(_("(破損)", "(breakage)"));
3462 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3463 for (dy = -3; dy <= 3; dy++)
3465 for (dx = -3; dx <= 3; dx++)
3468 d = (dy * dy) + (dx * dx);
3469 if (d > 10) continue;
3473 if (!in_bounds(floor_ptr, ty, tx)) continue;
3474 if (!projectable(owner_ptr, y, x, ty, tx)) continue;
3476 g_ptr = &floor_ptr->grid_array[ty][tx];
3477 if (!cave_drop_bold(floor_ptr, ty, tx)) continue;
3480 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3483 o_ptr = &floor_ptr->o_list[this_o_idx];
3484 next_o_idx = o_ptr->next_o_idx;
3485 if (object_similar(o_ptr, j_ptr)) comb = TRUE;
3491 if (k > 99) continue;
3493 s = 1000 - (d + k * 5);
3494 if (s < bs) continue;
3498 if ((++bn >= 2) && !one_in_(bn)) continue;
3508 if (!flag && !object_is_artifact(j_ptr))
3511 msg_format("%sは消えた。", o_name);
3513 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3515 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3520 for (i = 0; !flag && (i < 1000); i++)
3522 ty = rand_spread(by, 1);
3523 tx = rand_spread(bx, 1);
3525 if (!in_bounds(floor_ptr, ty, tx)) continue;
3530 if (!cave_drop_bold(floor_ptr, by, bx)) continue;
3537 int candidates = 0, pick;
3538 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3540 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3542 if (cave_drop_bold(floor_ptr, ty, tx)) candidates++;
3549 msg_format("%sは消えた。", o_name);
3551 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3554 if (current_world_ptr->wizard) msg_print(_("(床スペースがない)", "(no floor space)"));
3558 if (object_is_fixed_artifact(j_ptr) && !object_is_known(j_ptr))
3560 a_info[j_ptr->name1].cur_num = 0;
3567 pick = randint1(candidates);
3568 for (ty = 1; ty < floor_ptr->height - 1; ty++)
3570 for (tx = 1; tx < floor_ptr->width - 1; tx++)
3572 if (cave_drop_bold(floor_ptr, ty, tx))
3587 g_ptr = &floor_ptr->grid_array[by][bx];
3588 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3591 o_ptr = &floor_ptr->o_list[this_o_idx];
3592 next_o_idx = o_ptr->next_o_idx;
3593 if (object_similar(o_ptr, j_ptr))
3595 object_absorb(o_ptr, j_ptr);
3601 if (!done) o_idx = o_pop(floor_ptr);
3603 if (!done && !o_idx)
3606 msg_format("%sは消えた。", o_name);
3608 msg_format("The %s disappear%s.", o_name, (plural ? "" : "s"));
3610 if (current_world_ptr->wizard) msg_print(_("(アイテムが多過ぎる)", "(too many objects)"));
3612 if (object_is_fixed_artifact(j_ptr))
3614 a_info[j_ptr->name1].cur_num = 0;
3622 object_copy(&floor_ptr->o_list[o_idx], j_ptr);
3623 j_ptr = &floor_ptr->o_list[o_idx];
3626 j_ptr->held_m_idx = 0;
3627 j_ptr->next_o_idx = g_ptr->o_idx;
3629 g_ptr->o_idx = o_idx;
3633 note_spot(owner_ptr, by, bx);
3634 lite_spot(owner_ptr, by, bx);
3637 if (chance && player_bold(owner_ptr, by, bx))
3639 msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet."));
3647 * @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 /
3648 * Describe the charges on an item in the inventory.
3649 * @param owner_ptr プレーヤーへの参照ポインタ
3650 * @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
3653 void inven_item_charges(player_type *owner_ptr, INVENTORY_IDX item)
3655 object_type *o_ptr = &owner_ptr->inventory_list[item];
3656 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3657 if (!object_is_known(o_ptr)) return;
3660 if (o_ptr->pval <= 0)
3662 msg_print("もう魔力が残っていない。");
3666 msg_format("あと %d 回分の魔力が残っている。", o_ptr->pval);
3669 if (o_ptr->pval != 1)
3671 msg_format("You have %d charges remaining.", o_ptr->pval);
3676 msg_format("You have %d charge remaining.", o_ptr->pval);
3683 * @brief アイテムの残り所持数メッセージを表示する /
3684 * Describe an item in the inventory.
3685 * @param owner_ptr プレーヤーへの参照ポインタ
3686 * @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
3689 void inven_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3691 object_type *o_ptr = &owner_ptr->inventory_list[item];
3692 GAME_TEXT o_name[MAX_NLEN];
3693 object_desc(owner_ptr, o_name, o_ptr, 0);
3695 if (o_ptr->number <= 0)
3697 msg_format("もう%sを持っていない。", o_name);
3701 msg_format("まだ %sを持っている。", o_name);
3704 msg_format("You have %s.", o_name);
3710 void vary_item(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3714 inven_item_increase(owner_ptr, item, num);
3715 inven_item_describe(owner_ptr, item);
3716 inven_item_optimize(owner_ptr, item);
3720 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
3721 floor_item_increase(floor_ptr, 0 - item, num);
3722 floor_item_describe(owner_ptr, 0 - item);
3723 floor_item_optimize(owner_ptr, 0 - item);
3728 * @brief アイテムを増減させ残り所持数メッセージを表示する /
3729 * Increase the "number" of an item in the inventory
3730 * @param owner_ptr プレーヤーへの参照ポインタ
3731 * @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
3735 void inven_item_increase(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3737 object_type *o_ptr = &owner_ptr->inventory_list[item];
3738 num += o_ptr->number;
3739 if (num > 255) num = 255;
3740 else if (num < 0) num = 0;
3742 num -= o_ptr->number;
3743 if (num == 0) return;
3745 o_ptr->number += num;
3746 owner_ptr->total_weight += (num * o_ptr->weight);
3747 owner_ptr->update |= (PU_BONUS);
3748 owner_ptr->update |= (PU_MANA);
3749 owner_ptr->update |= (PU_COMBINE);
3750 owner_ptr->window |= (PW_INVEN | PW_EQUIP);
3752 if (o_ptr->number || !owner_ptr->ele_attack) return;
3753 if (!(item == INVEN_RARM) && !(item == INVEN_LARM)) return;
3754 if (has_melee_weapon(owner_ptr, INVEN_RARM + INVEN_LARM - item)) return;
3756 set_ele_attack(owner_ptr, 0, 0);
3761 * @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 /
3762 * Erase an inventory slot if it has no more items
3763 * @param owner_ptr プレーヤーへの参照ポインタ
3764 * @param item 消去したいプレイヤーのアイテム所持スロット
3767 void inven_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3769 object_type *o_ptr = &owner_ptr->inventory_list[item];
3770 if (!o_ptr->k_idx) return;
3771 if (o_ptr->number) return;
3773 if (item >= INVEN_RARM)
3775 owner_ptr->equip_cnt--;
3776 object_wipe(&owner_ptr->inventory_list[item]);
3777 owner_ptr->update |= PU_BONUS;
3778 owner_ptr->update |= PU_TORCH;
3779 owner_ptr->update |= PU_MANA;
3781 owner_ptr->window |= PW_EQUIP;
3782 owner_ptr->window |= PW_SPELL;
3786 owner_ptr->inven_cnt--;
3788 for (i = item; i < INVEN_PACK; i++)
3790 owner_ptr->inventory_list[i] = owner_ptr->inventory_list[i + 1];
3793 object_wipe(&owner_ptr->inventory_list[i]);
3794 owner_ptr->window |= PW_INVEN;
3795 owner_ptr->window |= PW_SPELL;
3800 * @brief 床上の魔道具の残り残量メッセージを表示する /
3801 * Describe the charges on an item on the floor.
3802 * @param floo_ptr 現在フロアへの参照ポインタ
3803 * @param item メッセージの対象にしたいアイテム所持スロット
3806 void floor_item_charges(floor_type *floor_ptr, INVENTORY_IDX item)
3808 object_type *o_ptr = &floor_ptr->o_list[item];
3809 if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND)) return;
3810 if (!object_is_known(o_ptr)) return;
3813 if (o_ptr->pval <= 0)
3815 msg_print("この床上のアイテムは、もう魔力が残っていない。");
3819 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);
3822 if (o_ptr->pval != 1)
3824 msg_format("There are %d charges remaining.", o_ptr->pval);
3828 msg_format("There is %d charge remaining.", o_ptr->pval);
3835 * @brief 床上のアイテムの残り数メッセージを表示する /
3836 * Describe the charges on an item on the floor.
3837 * @param floo_ptr 現在フロアへの参照ポインタ
3838 * @param item メッセージの対象にしたいアイテム所持スロット
3841 void floor_item_describe(player_type *owner_ptr, INVENTORY_IDX item)
3843 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3844 GAME_TEXT o_name[MAX_NLEN];
3845 object_desc(owner_ptr, o_name, o_ptr, 0);
3847 if (o_ptr->number <= 0)
3849 msg_format("床上には、もう%sはない。", o_name);
3853 msg_format("床上には、まだ %sがある。", o_name);
3856 msg_format("You see %s.", o_name);
3862 * @brief 床上のアイテムの数を増やす /
3863 * Increase the "number" of an item on the floor
3864 * @param floo_ptr 現在フロアへの参照ポインタ
3865 * @param item 増やしたいアイテムの所持スロット
3866 * @param num 増やしたいアイテムの数
3869 void floor_item_increase(floor_type *floor_ptr, INVENTORY_IDX item, ITEM_NUMBER num)
3871 object_type *o_ptr = &floor_ptr->o_list[item];
3872 num += o_ptr->number;
3873 if (num > 255) num = 255;
3874 else if (num < 0) num = 0;
3876 num -= o_ptr->number;
3877 o_ptr->number += num;
3882 * @brief 床上の数の無くなったアイテムスロットを消去する /
3883 * Optimize an item on the floor (destroy "empty" items)
3884 * @param player_ptr プレーヤーへの参照ポインタ
3885 * @param item 消去したいアイテムの所持スロット
3888 void floor_item_optimize(player_type *owner_ptr, INVENTORY_IDX item)
3890 object_type *o_ptr = &owner_ptr->current_floor_ptr->o_list[item];
3891 if (!o_ptr->k_idx) return;
3892 if (o_ptr->number) return;
3894 delete_object_idx(owner_ptr, item);
3899 * todo ここのp_ptrだけは抜けない……関数ポインタの嵐でにっちもさっちもいかない
3900 * @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 /
3901 * Check if we have space for an item in the pack without overflow
3902 * @param owner_ptr プレーヤーへの参照ポインタ
3903 * @param o_ptr 拾いたいオブジェクトの構造体参照ポインタ
3904 * @return 溢れずに済むならTRUEを返す
3906 bool inven_carry_okay(object_type *o_ptr)
3908 if (p_ptr->inven_cnt < INVEN_PACK) return TRUE;
3910 for (int j = 0; j < INVEN_PACK; j++)
3912 object_type *j_ptr = &p_ptr->inventory_list[j];
3913 if (!j_ptr->k_idx) continue;
3915 if (object_similar(j_ptr, o_ptr)) return TRUE;
3923 * @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 /
3924 * Check if we have space for an item in the pack without overflow
3925 * @param o_ptr 比較対象オブジェクトの構造体参照ポインタ1
3926 * @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?)
3927 * @param j_ptr 比較対象オブジェクトの構造体参照ポインタ2
3928 * @return o_ptrの方が上位ならばTRUEを返す。
3930 bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr)
3933 if (!j_ptr->k_idx) return TRUE;
3935 if ((o_ptr->tval == REALM1_BOOK) &&
3936 (j_ptr->tval != REALM1_BOOK)) return TRUE;
3937 if ((j_ptr->tval == REALM1_BOOK) &&
3938 (o_ptr->tval != REALM1_BOOK)) return FALSE;
3940 if ((o_ptr->tval == REALM2_BOOK) &&
3941 (j_ptr->tval != REALM2_BOOK)) return TRUE;
3942 if ((j_ptr->tval == REALM2_BOOK) &&
3943 (o_ptr->tval != REALM2_BOOK)) return FALSE;
3945 if (o_ptr->tval > j_ptr->tval) return TRUE;
3946 if (o_ptr->tval < j_ptr->tval) return FALSE;
3948 if (!object_is_aware(o_ptr)) return FALSE;
3949 if (!object_is_aware(j_ptr)) return TRUE;
3951 if (o_ptr->sval < j_ptr->sval) return TRUE;
3952 if (o_ptr->sval > j_ptr->sval) return FALSE;
3954 if (!object_is_known(o_ptr)) return FALSE;
3955 if (!object_is_known(j_ptr)) return TRUE;
3957 if (object_is_fixed_artifact(o_ptr)) o_type = 3;
3958 else if (o_ptr->art_name) o_type = 2;
3959 else if (object_is_ego(o_ptr)) o_type = 1;
3962 if (object_is_fixed_artifact(j_ptr)) j_type = 3;
3963 else if (j_ptr->art_name) j_type = 2;
3964 else if (object_is_ego(j_ptr)) j_type = 1;
3967 if (o_type < j_type) return TRUE;
3968 if (o_type > j_type) return FALSE;
3970 switch (o_ptr->tval)
3976 if (r_info[o_ptr->pval].level < r_info[j_ptr->pval].level) return TRUE;
3977 if ((r_info[o_ptr->pval].level == r_info[j_ptr->pval].level) && (o_ptr->pval < j_ptr->pval)) return TRUE;
3983 if (o_ptr->to_h + o_ptr->to_d < j_ptr->to_h + j_ptr->to_d) return TRUE;
3984 if (o_ptr->to_h + o_ptr->to_d > j_ptr->to_h + j_ptr->to_d) return FALSE;
3988 if (o_ptr->pval < j_ptr->pval) return TRUE;
3989 if (o_ptr->pval > j_ptr->pval) return FALSE;
3993 return o_value > object_value(j_ptr);
3998 * @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 /
3999 * Add an item to the players inventory, and return the slot used.
4000 * @param o_ptr 拾うオブジェクトの構造体参照ポインタ
4001 * @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。
4003 * If the new item can combine with an existing item in the inventory,\n
4004 * it will do so, using "object_similar()" and "object_absorb()", else,\n
4005 * the item will be placed into the "proper" location in the inventory.\n
4007 * This function can be used to "over-fill" the player's pack, but only\n
4008 * once, and such an action must trigger the "overflow" code immediately.\n
4009 * Note that when the pack is being "over-filled", the new item must be\n
4010 * placed into the "overflow" slot, and the "overflow" must take place\n
4011 * before the pack is reordered, but (optionally) after the pack is\n
4012 * combined. This may be tricky. See "dungeon.c" for info.\n
4014 * Note that this code must remove any location/stack information\n
4015 * from the object once it is placed into the inventory.\n
4017 s16b inven_carry(player_type *owner_ptr, object_type *o_ptr)
4019 INVENTORY_IDX i, j, k;
4020 INVENTORY_IDX n = -1;
4023 for (j = 0; j < INVEN_PACK; j++)
4025 j_ptr = &owner_ptr->inventory_list[j];
4026 if (!j_ptr->k_idx) continue;
4029 if (object_similar(j_ptr, o_ptr))
4031 object_absorb(j_ptr, o_ptr);
4033 owner_ptr->total_weight += (o_ptr->number * o_ptr->weight);
4034 owner_ptr->update |= (PU_BONUS);
4035 owner_ptr->window |= (PW_INVEN);
4040 if (owner_ptr->inven_cnt > INVEN_PACK) return -1;
4042 for (j = 0; j <= INVEN_PACK; j++)
4044 j_ptr = &owner_ptr->inventory_list[j];
4045 if (!j_ptr->k_idx) break;
4051 s32b o_value = object_value(o_ptr);
4052 for (j = 0; j < INVEN_PACK; j++)
4054 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4058 for (k = n; k >= i; k--)
4060 object_copy(&owner_ptr->inventory_list[k + 1], &owner_ptr->inventory_list[k]);
4063 object_wipe(&owner_ptr->inventory_list[i]);
4066 object_copy(&owner_ptr->inventory_list[i], o_ptr);
4067 j_ptr = &owner_ptr->inventory_list[i];
4068 j_ptr->next_o_idx = 0;
4069 j_ptr->held_m_idx = 0;
4070 j_ptr->iy = j_ptr->ix = 0;
4071 j_ptr->marked = OM_TOUCHED;
4073 owner_ptr->total_weight += (j_ptr->number * j_ptr->weight);
4074 owner_ptr->inven_cnt++;
4075 owner_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
4076 owner_ptr->window |= (PW_INVEN);
4083 * @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 /
4084 * Take off (some of) a non-cursed equipment item
4085 * @param owner_ptr プレーヤーへの参照ポインタ
4086 * @param item オブジェクトを外したい所持テーブルのID
4088 * @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。
4090 * Note that only one item at a time can be wielded per slot.\n
4091 * Note that taking off an item when "full" may cause that item\n
4092 * to fall to the ground.\n
4093 * Return the inventory slot into which the item is placed.\n
4095 INVENTORY_IDX inven_takeoff(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4102 GAME_TEXT o_name[MAX_NLEN];
4103 o_ptr = &owner_ptr->inventory_list[item];
4104 if (amt <= 0) return -1;
4106 if (amt > o_ptr->number) amt = o_ptr->number;
4108 object_copy(q_ptr, o_ptr);
4109 q_ptr->number = amt;
4110 object_desc(owner_ptr, o_name, q_ptr, 0);
4111 if (((item == INVEN_RARM) || (item == INVEN_LARM)) &&
4112 object_is_melee_weapon(o_ptr))
4114 act = _("を装備からはずした", "You were wielding");
4116 else if (item == INVEN_BOW)
4118 act = _("を装備からはずした", "You were holding");
4120 else if (item == INVEN_LITE)
4122 act = _("を光源からはずした", "You were holding");
4126 act = _("を装備からはずした", "You were wearing");
4129 inven_item_increase(owner_ptr, item, -amt);
4130 inven_item_optimize(owner_ptr, item);
4132 slot = inven_carry(owner_ptr, q_ptr);
4134 msg_format("%s(%c)%s。", o_name, index_to_label(slot), act);
4136 msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
4144 * @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 /
4145 * Drop (some of) a non-cursed inventory/equipment item
4146 * @param owner_ptr プレーヤーへの参照ポインタ
4147 * @param item 所持テーブルのID
4148 * @param amt 落としたい個数
4151 * The object will be dropped "near" the current location
4153 void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
4158 GAME_TEXT o_name[MAX_NLEN];
4159 o_ptr = &owner_ptr->inventory_list[item];
4160 if (amt <= 0) return;
4162 if (amt > o_ptr->number) amt = o_ptr->number;
4164 if (item >= INVEN_RARM)
4166 item = inven_takeoff(owner_ptr, item, amt);
4167 o_ptr = &owner_ptr->inventory_list[item];
4171 object_copy(q_ptr, o_ptr);
4172 distribute_charges(o_ptr, q_ptr, amt);
4174 q_ptr->number = amt;
4175 object_desc(owner_ptr, o_name, q_ptr, 0);
4176 msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item));
4177 (void)drop_near(owner_ptr, q_ptr, 0, owner_ptr->y, owner_ptr->x);
4178 vary_item(owner_ptr, item, -amt);
4183 * @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 /
4184 * Combine items in the pack
4187 * Note special handling of the "overflow" slot
4189 void combine_pack(player_type *owner_ptr)
4192 bool is_first_combination = TRUE;
4193 bool combined = TRUE;
4194 while (is_first_combination || combined)
4196 is_first_combination = FALSE;
4199 for (int i = INVEN_PACK; i > 0; i--)
4202 o_ptr = &owner_ptr->inventory_list[i];
4203 if (!o_ptr->k_idx) continue;
4204 for (int j = 0; j < i; j++)
4207 j_ptr = &owner_ptr->inventory_list[j];
4208 if (!j_ptr->k_idx) continue;
4211 * Get maximum number of the stack if these
4212 * are similar, get zero otherwise.
4214 int max_num = object_similar_part(j_ptr, o_ptr);
4216 bool is_max = (max_num != 0) && (j_ptr->number < max_num);
4217 if (!is_max) continue;
4219 if (o_ptr->number + j_ptr->number <= max_num)
4222 object_absorb(j_ptr, o_ptr);
4223 owner_ptr->inven_cnt--;
4225 for (k = i; k < INVEN_PACK; k++)
4227 owner_ptr->inventory_list[k] = owner_ptr->inventory_list[k + 1];
4230 object_wipe(&owner_ptr->inventory_list[k]);
4234 int old_num = o_ptr->number;
4235 int remain = j_ptr->number + o_ptr->number - max_num;
4236 object_absorb(j_ptr, o_ptr);
4237 o_ptr->number = remain;
4238 if (o_ptr->tval == TV_ROD)
4240 o_ptr->pval = o_ptr->pval * remain / old_num;
4241 o_ptr->timeout = o_ptr->timeout * remain / old_num;
4244 if (o_ptr->tval == TV_WAND)
4246 o_ptr->pval = o_ptr->pval * remain / old_num;
4250 owner_ptr->window |= (PW_INVEN);
4257 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."));
4262 * @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 /
4263 * Reorder items in the pack
4264 * @param owner_ptr プレーヤーへの参照ポインタ
4267 * Note special handling of the "overflow" slot
4269 void reorder_pack(player_type *owner_ptr)
4278 for (i = 0; i < INVEN_PACK; i++)
4280 if ((i == INVEN_PACK) && (owner_ptr->inven_cnt == INVEN_PACK)) break;
4282 o_ptr = &owner_ptr->inventory_list[i];
4283 if (!o_ptr->k_idx) continue;
4285 o_value = object_value(o_ptr);
4286 for (j = 0; j < INVEN_PACK; j++)
4288 if (object_sort_comp(o_ptr, o_value, &owner_ptr->inventory_list[j])) break;
4291 if (j >= i) continue;
4295 object_copy(q_ptr, &owner_ptr->inventory_list[i]);
4296 for (k = i; k > j; k--)
4298 object_copy(&owner_ptr->inventory_list[k], &owner_ptr->inventory_list[k - 1]);
4301 object_copy(&owner_ptr->inventory_list[j], q_ptr);
4302 owner_ptr->window |= (PW_INVEN);
4305 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."));
4310 * @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 /
4311 * Hack -- display an object kind in the current window
4312 * @param owner_ptr プレーヤーへの参照ポインタ
4313 * @param k_idx ベースアイテムの参照ID
4316 * Include list of usable spells for readible books
4318 void display_koff(player_type *owner_ptr, KIND_OBJECT_IDX k_idx)
4323 REALM_IDX use_realm;
4324 GAME_TEXT o_name[MAX_NLEN];
4325 for (int y = 0; y < Term->hgt; y++)
4327 Term_erase(0, y, 255);
4333 object_prep(q_ptr, k_idx);
4334 object_desc(owner_ptr, o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE));
4336 Term_putstr(0, 0, -1, TERM_WHITE, o_name);
4338 use_realm = tval2realm(q_ptr->tval);
4340 if (owner_ptr->realm1 || owner_ptr->realm2)
4342 if ((use_realm != owner_ptr->realm1) && (use_realm != owner_ptr->realm2)) return;
4346 if ((owner_ptr->pclass != CLASS_SORCERER) && (owner_ptr->pclass != CLASS_RED_MAGE)) return;
4347 if (!is_magic(use_realm)) return;
4348 if ((owner_ptr->pclass == CLASS_RED_MAGE) && (use_realm != REALM_ARCANE) && (sval > 1)) return;
4352 SPELL_IDX spells[64];
4354 for (int spell = 0; spell < 32; spell++)
4356 if (fake_spell_flags[sval] & (1L << spell))
4358 spells[num++] = spell;
4362 print_spells(owner_ptr, 0, spells, num, 2, 0, use_realm);
4367 * @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。
4368 * Torches have special abilities when they are flaming.
4369 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4370 * @param flgs 特別に追加するフラグを返す参照ポインタ
4373 void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs)
4375 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4376 if (o_ptr->xtra4 <= 0) return;
4377 add_flag(flgs, TR_BRAND_FIRE);
4378 add_flag(flgs, TR_KILL_UNDEAD);
4379 add_flag(flgs, TR_THROW);
4384 * @brief 投擲時たいまつにダイスを与える。
4385 * Torches have special abilities when they are flaming.
4386 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4387 * @param dd 特別なダイス数を返す参照ポインタ
4388 * @param ds 特別なダイス面数を返す参照ポインタ
4391 void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds)
4393 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4394 if (o_ptr->xtra4 <= 0) return;
4401 * @brief 投擲時命中したたいまつの寿命を縮める。
4402 * Torches have special abilities when they are flaming.
4403 * @param o_ptr 投擲するオブジェクトの構造体参照ポインタ
4406 void torch_lost_fuel(object_type *o_ptr)
4408 if ((o_ptr->tval != TV_LITE) || (o_ptr->sval != SV_LITE_TORCH)) return;
4409 o_ptr->xtra4 -= (FUEL_TORCH / 25);
4410 if (o_ptr->xtra4 < 0) o_ptr->xtra4 = 0;
4415 * @brief 射撃武器に対応する矢/弾薬のベースアイテムIDを返す /
4416 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
4417 * @return 対応する矢/弾薬のベースアイテムID
4419 int bow_tval_ammo(object_type *o_ptr)
4421 switch (o_ptr->sval)